E. A. Lins, Andreison de Castro, Fabio Frohlich, A. C. B. D. Marchi, Rafael Rieder
{"title":"Interactivity and Immersion Evaluation on Smartphones","authors":"E. A. Lins, Andreison de Castro, Fabio Frohlich, A. C. B. D. Marchi, Rafael Rieder","doi":"10.1109/SVR.2017.23","DOIUrl":null,"url":null,"abstract":"The use of smartphones for activities like watching movies and playing games has become commonplace because of the flexibility that devices offer citizens in their increasingly overloaded daily routines. As a consequence, the market has explored the creation of accessories to enhance the user experience in performing these tasks. The present work selected as context the practice of watching movies on smartphones in order to evaluate Google Cardboard performance considering user comfort and sense of immersion. As a result of the pilot study, useful information was obtained to direct improvements for the accessory project, as well as an adverse response to our expectations regarding the user satisfaction in terms of comfort and immersion using this device.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SVR.2017.23","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The use of smartphones for activities like watching movies and playing games has become commonplace because of the flexibility that devices offer citizens in their increasingly overloaded daily routines. As a consequence, the market has explored the creation of accessories to enhance the user experience in performing these tasks. The present work selected as context the practice of watching movies on smartphones in order to evaluate Google Cardboard performance considering user comfort and sense of immersion. As a result of the pilot study, useful information was obtained to direct improvements for the accessory project, as well as an adverse response to our expectations regarding the user satisfaction in terms of comfort and immersion using this device.