TL;DR: Overall, support is found for the hypothesis that highly immersive experiences using 360° videos provide positive educational experiences while minimizing simulator sickness.
Abstract: Virtual Reality experiences, particularly the 360-degree video, have become popular in recent years for creating immersive educational experiences. However, much is still unknown regarding the educational effectiveness of this medium. Here we examined pre-to-post changes in well-being, simulator sickness, and learning outcomes across four devices of varying levels of immersion: a smartphone, Google Cardboard, Oculus Rift DK2, and Oculus CV1 using a space-themed 360° educational video. More immersive devices induced greater induction of place illusion, greater positive affect, and better learning outcomes while demonstrating low prevalence of simulator sickness. Greater immersion was also associated with an increased interest in learning more about the video's subject-matter. On the other hand, less immersive technology led to increased simulation sickness which may have led to suboptimal educational experiences. Overall, we found support for the hypothesis that highly immersive experiences using 360° videos provide positive educational experiences while minimizing simulator sickness.
TL;DR: A strong relationship between observers’ fear of heights and vertigo experienced during one of the virtual scenarios involving heights, suggesting that observers felt a strong sensation of presence within the virtual worlds.
Abstract: The recent release of the Oculus Rift, originally developed for entertainment applications, has reignited the interest of researchers and clinicians toward the use of head-mounted-displays in basic behavioral research and physical and psychological rehabilitation. However, careful evaluation of the Oculus Rift is necessary to determine whether it can be effectively used in these novel applications. In this article we address two issues concerning the perceptual quality of the Oculus Rift. (a) Is the Oculus able to generate an acceptable degree of immersivity? In particular, is it possible to elicit the sensation of presence via the virtual stimuli rendered by the device? (b) Does the Virtual Reality experienced through the Oculus Rift induce physical discomfort? To answer these questions, we employed four virtual scenarios in three separate experiments and evaluated performance with objective and subjective outcomes. In Experiment 1 we monitored observers’ heart rate and asked them to rate their Virtual R...
TL;DR: In this paper, the authors explore the period following the company's 2014 acquisition by Facebook, with a specific focus on the periods following the acquisition by the company and the subsequent launch of the Oculus VR platform.
Abstract: This article explores the Oculus suite of virtual reality (VR) technologies, with a specific focus on the period following the company’s 2014 acquisition by Facebook. Through a close reading of pro...
TL;DR: It is demonstrated that Oculus broadly increases the sense of immersion in the 3D world as well as perceived game usability, and affective factors are also deeply impacted by this platform that shoots up amazement, astonishment and excitement levels.
Abstract: The recent introduction in the market of low cost yet high fidelity head-mounted displays with stereoscopic 3D perspective such as Oculus Rift opens the door to novel virtual reality experiences for gaming. However, QoE metrics and methodologies for this kind of platforms are still unexplored. In this paper, a comparative study on how these novel displays impact gaming QoE with regard to conventional 2D PC screens is presented. Through an experiment where we invited 22 users to play with a virtual forklift driving serious game in both environments, we demonstrate that Oculus broadly increases the sense of immersion in the 3D world as well as perceived game usability. Affective factors are also deeply impacted by this platform that shoots up amazement, astonishment and excitement levels. Nevertheless, a worrying aspect is the high percentage of persons that report feelings of nausea after wearing the goggles.
TL;DR: This chapter looks at the key differences between the Gear VR, the Oculus Go, and the Oculus Quest (based on prerelease information and subject to change when it ships).
Abstract: In this chapter, we look at the key differences between the Gear VR, the Oculus Go, and the Oculus Quest (based on prerelease information and subject to change when it ships). Even though each one of these headsets runs on an Android operating system, hardware differences play an important role when targeting the individual headset and its use. We will compare hardware specifications and different input events, and learn how to assign them in Unreal.