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Seeing possibilities for action: Orienting and exploratory behaviors in VR
This study aims to apply the concept of affordances (J. Gibson, 1979) to the context of immersive virtual reality (VR). As a first step, this study investigates users' visual orienting and exploratory behaviors while they navigate a virtual house indexed by their gaze on virtual objects, viewin...
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Published in: | Computers in human behavior 2019-09, Vol.98, p.158-165 |
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Main Authors: | , , , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
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Summary: | This study aims to apply the concept of affordances (J. Gibson, 1979) to the context of immersive virtual reality (VR). As a first step, this study investigates users' visual orienting and exploratory behaviors while they navigate a virtual house indexed by their gaze on virtual objects, viewing time, and time spent in different rooms in the environment. A content analysis of participants' (N = 22) video recordings of VR exploration was conducted based on second-by-second time frame. Results indicate that participants tend to orient to the virtual objects when they display novel or unusual information. Also, users’ exploratory behaviors were focused on the virtual objects that are related to available actions of the given virtual environment.
•Users spend time in virtual rooms differently based on functionality of rooms.•Attention allocation is guided by functionality and novelty of virtual objects.•Object functionality of “looking through” drew more attention than others.•People spend more time viewing virtual objects with unreal displays. |
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ISSN: | 0747-5632 1873-7692 |
DOI: | 10.1016/j.chb.2019.03.040 |