Onboarding and offboarding in virtual reality: A user-centred framework for audience experience across genres and spaces

Laryssa Whittaker
{"title":"Onboarding and offboarding in virtual reality: A user-centred framework for audience experience across genres and spaces","authors":"Laryssa Whittaker","doi":"10.1177/13548565231187329","DOIUrl":null,"url":null,"abstract":"Virtual reality (VR) technology is an emerging medium of experience in many different public-facing entertainment and cultural contexts, such as immersive theatre, live performance, VR film festivals, gaming arcades, escape rooms, and museum exhibitions. The processes of ushering audience members or users into the virtual experience and out again, to which I refer here as ‘onboarding’ and ‘offboarding’, have been considered within some specific contexts, or on a case-by-case basis, but to date no systematised consideration of VR onboarding and offboarding has been produced. One reason for this is that ambiguities in disciplinary and practical definitions of immersion have obscured the relationship between VR technology and users. Clarification of this relationship results in clear evidence of a need for attention to onboarding and offboarding processes in public-facing contexts. In this paper, I define onboarding and offboarding, and present a framework for considering the onboarding and offboarding experiences of virtual reality audiences that helps stakeholders identify both their responsibilities to audiences and the best way to facilitate the immersive experience. This framework is based upon identifying experience goals, centred on the affordances of virtual reality and principles of immersion and presence, and utilises the Immersive Audience Framework developed by StoryFutures in its interdisciplinary research with immersive audiences since 2019.","PeriodicalId":47242,"journal":{"name":"Convergence-The International Journal of Research Into New Media Technologies","volume":"37 1","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2023-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Convergence-The International Journal of Research Into New Media Technologies","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/13548565231187329","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0

Abstract

Virtual reality (VR) technology is an emerging medium of experience in many different public-facing entertainment and cultural contexts, such as immersive theatre, live performance, VR film festivals, gaming arcades, escape rooms, and museum exhibitions. The processes of ushering audience members or users into the virtual experience and out again, to which I refer here as ‘onboarding’ and ‘offboarding’, have been considered within some specific contexts, or on a case-by-case basis, but to date no systematised consideration of VR onboarding and offboarding has been produced. One reason for this is that ambiguities in disciplinary and practical definitions of immersion have obscured the relationship between VR technology and users. Clarification of this relationship results in clear evidence of a need for attention to onboarding and offboarding processes in public-facing contexts. In this paper, I define onboarding and offboarding, and present a framework for considering the onboarding and offboarding experiences of virtual reality audiences that helps stakeholders identify both their responsibilities to audiences and the best way to facilitate the immersive experience. This framework is based upon identifying experience goals, centred on the affordances of virtual reality and principles of immersion and presence, and utilises the Immersive Audience Framework developed by StoryFutures in its interdisciplinary research with immersive audiences since 2019.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
虚拟现实中的上线和下线:一个以用户为中心的跨类型和空间的用户体验框架
虚拟现实(VR)技术是一种新兴的体验媒介,适用于许多面向公众的娱乐和文化环境,如沉浸式剧院、现场表演、VR电影节、游戏厅、逃生室和博物馆展览。引导观众或用户进入和离开虚拟体验的过程,我在这里称之为“入职”和“离开”,已经在一些特定的背景下或根据具体情况进行了考虑,但迄今为止还没有系统地考虑过VR入职和离开。其中一个原因是沉浸的学科和实践定义的模糊性模糊了VR技术和用户之间的关系。澄清了这种关系,就有了明确的证据表明,在面向公众的环境中,需要注意入职和离职过程。在本文中,我定义了入职和离职,并提出了一个框架,用于考虑虚拟现实受众的入职和离职体验,帮助利益相关者确定他们对受众的责任以及促进沉浸式体验的最佳方式。该框架以确定的体验目标为基础,以虚拟现实的功能和沉浸感和临场感原则为中心,并利用StoryFutures自2019年以来在沉浸式受众的跨学科研究中开发的沉浸式受众框架。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
5.80
自引率
7.10%
发文量
98
期刊最新文献
Managing the visibility of dissent: Stigma, social media, and family relationships among Azerbaijani activists Producing intimacy in virtual reality From permissive to resistive tactics: How audience members engage with and make sense of datafied journalism No Cap: ASCAP and the fragmentation of music publishing Digital placemaking and its discontents: Exploring practices, power relations, and socio-spatial dynamics in Salzburg’s ‘Andräviertel’
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1