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Evaluating display fidelity and interaction fidelity in a virtual reality game.

Publication ,  Journal Article
McMahan, RP; Bowman, DA; Zielinski, DJ; Brady, RB
Published in: IEEE transactions on visualization and computer graphics
April 2012

In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display and interaction aspects of fidelity impact the user experience. Since immersive virtual reality (VR) allows us to achieve very high levels of fidelity, we designed and conducted a study that used a six-sided CAVE to evaluate display fidelity and interaction fidelity independently, at extremely high and low levels, for a VR first-person shooter (FPS) game. Our goal was to gain a better understanding of the effects of fidelity on the user in a complex, performance-intensive context. The results of our study indicate that both display and interaction fidelity significantly affect strategy and performance, as well as subjective judgments of presence, engagement, and usability. In particular, performance results were strongly in favor of two conditions: low-display, low-interaction fidelity (representative of traditional FPS games) and high-display, high-interaction fidelity (similar to the real world).

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Published In

IEEE transactions on visualization and computer graphics

DOI

EISSN

1941-0506

ISSN

1077-2626

Publication Date

April 2012

Volume

18

Issue

4

Start / End Page

626 / 633

Related Subject Headings

  • Young Adult
  • Video Games
  • User-Computer Interface
  • Software Engineering
  • Male
  • Humans
  • Female
  • Computer Simulation
  • Computer Graphics
  • Adult
 

Citation

APA
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MLA
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McMahan, R. P., Bowman, D. A., Zielinski, D. J., & Brady, R. B. (2012). Evaluating display fidelity and interaction fidelity in a virtual reality game. IEEE Transactions on Visualization and Computer Graphics, 18(4), 626–633. https://doi.org/10.1109/tvcg.2012.43
McMahan, Ryan P., Doug A. Bowman, David J. Zielinski, and Rachael B. Brady. “Evaluating display fidelity and interaction fidelity in a virtual reality game.IEEE Transactions on Visualization and Computer Graphics 18, no. 4 (April 2012): 626–33. https://doi.org/10.1109/tvcg.2012.43.
McMahan RP, Bowman DA, Zielinski DJ, Brady RB. Evaluating display fidelity and interaction fidelity in a virtual reality game. IEEE transactions on visualization and computer graphics. 2012 Apr;18(4):626–33.
McMahan, Ryan P., et al. “Evaluating display fidelity and interaction fidelity in a virtual reality game.IEEE Transactions on Visualization and Computer Graphics, vol. 18, no. 4, Apr. 2012, pp. 626–33. Epmc, doi:10.1109/tvcg.2012.43.
McMahan RP, Bowman DA, Zielinski DJ, Brady RB. Evaluating display fidelity and interaction fidelity in a virtual reality game. IEEE transactions on visualization and computer graphics. 2012 Apr;18(4):626–633.

Published In

IEEE transactions on visualization and computer graphics

DOI

EISSN

1941-0506

ISSN

1077-2626

Publication Date

April 2012

Volume

18

Issue

4

Start / End Page

626 / 633

Related Subject Headings

  • Young Adult
  • Video Games
  • User-Computer Interface
  • Software Engineering
  • Male
  • Humans
  • Female
  • Computer Simulation
  • Computer Graphics
  • Adult