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Substitutional reality: using the physical environment to design virtual reality experiences

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

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Substitutional reality: using the physical environment to design virtual reality experiences. / Simeone, Adalberto L.; Velloso, Eduardo; Gellersen, Hans.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2015. p. 3307-3316.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Simeone, AL, Velloso, E & Gellersen, H 2015, Substitutional reality: using the physical environment to design virtual reality experiences. in Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. ACM, New York, NY, USA, pp. 3307-3316. https://doi.org/10.1145/2702123.2702389

APA

Simeone, A. L., Velloso, E., & Gellersen, H. (2015). Substitutional reality: using the physical environment to design virtual reality experiences. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (pp. 3307-3316). ACM. https://doi.org/10.1145/2702123.2702389

Vancouver

Simeone AL, Velloso E, Gellersen H. Substitutional reality: using the physical environment to design virtual reality experiences. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. New York, NY, USA: ACM. 2015. p. 3307-3316 doi: 10.1145/2702123.2702389

Author

Simeone, Adalberto L. ; Velloso, Eduardo ; Gellersen, Hans. / Substitutional reality : using the physical environment to design virtual reality experiences. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. New York, NY, USA : ACM, 2015. pp. 3307-3316

Bibtex

@inproceedings{e77c41127aa14fe190e33ce5100df38d,
title = "Substitutional reality: using the physical environment to design virtual reality experiences",
abstract = "Experiencing Virtual Reality in domestic and other uncontrolled settings is challenging due to the presence of physical objects and furniture that are not usually defined in the Virtual Environment. To address this challenge, we explore the concept of Substitutional Reality in the context of Virtual Reality: a class of Virtual Environments where every physical object surrounding a user is paired, with some degree of discrepancy, to a virtual counterpart. We present a model of potential substitutions and validate it in two user studies. In the first study we investigated factors that affect participants' suspension of disbelief and ease of use. We systematically altered the virtual representation of a physical object and recorded responses from 20 participants. The second study investigated users' levels of engagement as the physical proxy for a virtual object varied. From the results, we derive a set of guidelines for the design of future Substitutional Reality experiences.",
keywords = "passive haptics, substitutional reality, virtual reality",
author = "Simeone, {Adalberto L.} and Eduardo Velloso and Hans Gellersen",
year = "2015",
month = apr,
doi = "10.1145/2702123.2702389",
language = "English",
isbn = "9781450331456",
pages = "3307--3316",
booktitle = "Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems",
publisher = "ACM",

}

RIS

TY - GEN

T1 - Substitutional reality

T2 - using the physical environment to design virtual reality experiences

AU - Simeone, Adalberto L.

AU - Velloso, Eduardo

AU - Gellersen, Hans

PY - 2015/4

Y1 - 2015/4

N2 - Experiencing Virtual Reality in domestic and other uncontrolled settings is challenging due to the presence of physical objects and furniture that are not usually defined in the Virtual Environment. To address this challenge, we explore the concept of Substitutional Reality in the context of Virtual Reality: a class of Virtual Environments where every physical object surrounding a user is paired, with some degree of discrepancy, to a virtual counterpart. We present a model of potential substitutions and validate it in two user studies. In the first study we investigated factors that affect participants' suspension of disbelief and ease of use. We systematically altered the virtual representation of a physical object and recorded responses from 20 participants. The second study investigated users' levels of engagement as the physical proxy for a virtual object varied. From the results, we derive a set of guidelines for the design of future Substitutional Reality experiences.

AB - Experiencing Virtual Reality in domestic and other uncontrolled settings is challenging due to the presence of physical objects and furniture that are not usually defined in the Virtual Environment. To address this challenge, we explore the concept of Substitutional Reality in the context of Virtual Reality: a class of Virtual Environments where every physical object surrounding a user is paired, with some degree of discrepancy, to a virtual counterpart. We present a model of potential substitutions and validate it in two user studies. In the first study we investigated factors that affect participants' suspension of disbelief and ease of use. We systematically altered the virtual representation of a physical object and recorded responses from 20 participants. The second study investigated users' levels of engagement as the physical proxy for a virtual object varied. From the results, we derive a set of guidelines for the design of future Substitutional Reality experiences.

KW - passive haptics

KW - substitutional reality

KW - virtual reality

U2 - 10.1145/2702123.2702389

DO - 10.1145/2702123.2702389

M3 - Conference contribution/Paper

SN - 9781450331456

SP - 3307

EP - 3316

BT - Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems

PB - ACM

CY - New York, NY, USA

ER -