New and emerging media technologies have the potential to induce a variety of experiences in users. In this paper, it is argued that the inducement of experience presupposes that users are absorbed in the illusion created by these media. Looking to another successful visual medium, film, this paper borrows from the techniques used in `shaping experience' to hold spectators' attention in the illusion of film, and identifies what breaks the illusion/experience for spectators. This paper focuses on one medium, virtual reality (VR), and advocates a transparent or `invisible style' of interaction. We argue that transparency keeps users in the `flow' of their activities and consequently enhances experience in users. Breakdown ...
Interactive mediated environments (e.g. virtual reality/environments, computer games, the Internet, ...
The concept of presence, ubiquitous in VR research, remains in infancy in tourism literature. Resear...
There are increasing new advances in virtual reality technologies as well as a rise in learning virt...
It is widely thought to more or less a degree, that a sense of presence may be induced in users of n...
Recent technological development has led virtual reality (VR) head mounted displays (HMD) to become ...
Experience and the activities that provide it are associated with the virtual places where they were...
Virtual Reality (VR) allow viewers to inhabit and interact with virtual spaces in a way that has the...
The concepts of “immersion” and “presence” have been considered as staple metrics for evaluating the...
I argue that virtual reality (VR) documentaries mandate that users employ a fictional attitude towar...
Storytelling is an integral part of narratives relating to our daily events, news, personal experie...
After analyzing how VR experiences are modeled within human computer interaction (CHI) we have found...
Virtual Reality (VR) has been the hot topic of discussion over the past couple of years. A major pa...
With the continuous progress of computer network technology and the burst of new digital media art, ...
Virtual Reality (VR) is a computer-generated experience that can simulate physical presence in real ...
This paper investigates the role of aesthetics in the design of “intended” experiences in photoreali...
Interactive mediated environments (e.g. virtual reality/environments, computer games, the Internet, ...
The concept of presence, ubiquitous in VR research, remains in infancy in tourism literature. Resear...
There are increasing new advances in virtual reality technologies as well as a rise in learning virt...
It is widely thought to more or less a degree, that a sense of presence may be induced in users of n...
Recent technological development has led virtual reality (VR) head mounted displays (HMD) to become ...
Experience and the activities that provide it are associated with the virtual places where they were...
Virtual Reality (VR) allow viewers to inhabit and interact with virtual spaces in a way that has the...
The concepts of “immersion” and “presence” have been considered as staple metrics for evaluating the...
I argue that virtual reality (VR) documentaries mandate that users employ a fictional attitude towar...
Storytelling is an integral part of narratives relating to our daily events, news, personal experie...
After analyzing how VR experiences are modeled within human computer interaction (CHI) we have found...
Virtual Reality (VR) has been the hot topic of discussion over the past couple of years. A major pa...
With the continuous progress of computer network technology and the burst of new digital media art, ...
Virtual Reality (VR) is a computer-generated experience that can simulate physical presence in real ...
This paper investigates the role of aesthetics in the design of “intended” experiences in photoreali...
Interactive mediated environments (e.g. virtual reality/environments, computer games, the Internet, ...
The concept of presence, ubiquitous in VR research, remains in infancy in tourism literature. Resear...
There are increasing new advances in virtual reality technologies as well as a rise in learning virt...