The Immersive Experience Classification System: A New, Strategic Decision-Making Tool For Content Creators
Since the initial introduction of the first customer-facing VR devices, the diversification of immersive technologies has been exploding. From 360-degree video to virtual reality, augmented reality, mixed reality, volumetric and computational imaging to the introduction of haptic devices of increasing complexity, it seems that innovation in this field knows no bounds. From a content creator perspective, this can have a paralyzing effect: Which technologies have a future, and which do not? Which technologies are more suited for storytelling, education, exploration or gaming? Instead of defining experiences through the technology they use, this paper uses four axes to classify immersion: Seclusion (how isolated the viewer is from the real environment), Navigation (how does the viewer evolve in the environment), Interaction (how does the viewer alter the environment) and Modeling (how is the environment generated). By ordering immersive technologies on those axes and linking them to types of user experiences (i.e. passive storytelling, interactive playing, solitary exploration, etc.), it is easier to select the right combination of immersive technologies. For example, if the goal is to tell a specific story, the use of technologies with limited navigation and interaction options will be more beneficial. If the goal is to provide a simulation, a high degree of seclusion combined with high freedom and interaction will be preferred - but that combination would not be the best choice to provide a specific educational experience, for example. The Immersive Classification System demonstrates that in immersive media, there are no right or wrong technologies. Each technology has a purpose; the goal is to match the content creator's objectives with the right combination of technologies, to provide the best experience to the user within those objectives.
- Published
- 2017-10
- Content type
- Original Research
- Keywords
- VR, AR, MR, Virtual Reality, Immersion, Haptics
- DOI
- 10.5594/M001757
- ISBN
- 978-1-61482-959-1