Virtual reality hardware, and software tools that support developing for virtual reality applications, are rapidly maturing. Specifically, room-scale virtual reality hardware that lets users walk around in virtual environments is becoming increasingly easier to purchase and adopt. With this follows a need for researching potential design theories for how to design and evaluate this class of systems. We contribute with a nascent design theory containing a high-level conceptual framework of dimensions and design principles of how to design room-scale virtual reality applications that create engaging user experiences. We identify meta-requirements from kernel theories from the human-computer interaction paradigm and evaluate two different VR artefacts and their applicability. Two central, higher level design principles are derived from the evaluation.
CITATION STYLE
Schjerlund, J., Hansen, M. R. P., & Jensen, J. G. (2018). Design principles for room-scale virtual reality: A design experiment in three dimensions. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 10844 LNCS, pp. 3–17). Springer Verlag. https://doi.org/10.1007/978-3-319-91800-6_1
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