In order to clarify the concepts of affordance, we reviewed the previous studies of presence, interactivity, and affordance. Then, we presented the three-step identifying affordance features (IAF) model, which were (1) to develop a stage-of-the-action model for VR game environment that defined behaviors in the VR space from the user’s point of view, (2) to identify affordance features based on the-stage-of-action model, and (3) to identify dimensions and to ensure the affordance features with the two-dimension framework for VR games. The results of this study will provide a consistent and comprehensive academic approach to the role of affordance to enhance user experience in VR games. Also, it is expected that VR devices and applications will become a basis for understanding user-oriented design and service factors in the process of developing and distributing VR devices and applications.
CITATION STYLE
Lee, J., Bang, J., & Suh, H. (2018). Identifying affordance features in virtual reality: How do virtual reality games reinforce user experience? In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 10915 LNAI, pp. 383–394). Springer Verlag. https://doi.org/10.1007/978-3-319-91470-1_31
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