Skip to Main Content
 

Global Search Box

 
 
 
 

Files

File List

Full text release has been delayed at the author's request until May 08, 2024

ETD Abstract Container

Abstract Header

Designing Diegetic Cues to Guide Users’ Attention toward Interactive Components in a VR Experience

Abstract Details

2023, Master of Fine Arts, Ohio State University, Design.
Virtual Reality (VR) is now commonly used in psychological therapy and industrial training. To make VR applications effective in training or therapy applications, it is important to help users maintain the sense of presence. Presence is the sense of "being there" (Witmer & Singer, 1998; Sheridan, 1992; Skarbez et al., 2017). When users are feeling the sense of presence, their emotions and behaviors will be evoked as a real-life experience (Schuemie et al., 2001). Furthermore, current research indicates that users’ sense of presence can potentially be enhanced via interactions (Welch et al., 1996; Hoffman et al., 1998). Interaction is defined as a continuous cycle of physical action and internal psychological reaction (Straaten, 2000; Heeter, 2000). However, due to the unique design challenges posed by VR and the fact that VR is still in its early stage of development, there are very few established user experience (UX) design principles regarding designing effective cues for interactions in VR. Thus, this study focuses on designing diegetic cues to guide users' attention toward interactive components in a VR experience. In this study, a case study methodology is used to provide a framework for examining an existing VR first-person storytelling experience, Virtual Field Lab developed at OSU, to design, prototype, and evaluate cues to enhance interactions in VR. Through a practice-based research method, several iterations of prototypes are developed to investigate ways to help users perceive interactive components within the virtual environment through diegetic and non-diegetic cues. The findings gained from those early prototypes informed the development of a revised version of Virtual Field Lab in which diegetic cues are implemented. Those cues are designed through the use of (1) traditional design elements and principles, (2) story objects, (3) spatial sound, (4) signifiers, and (5) choreographed avatar actions. The objects within the environment are arranged to help users better process the information and perceive possible interactions. These approaches are detailed in this writing. The user testing results show that users actively move around the virtual world and perform a significant number of interactions. However, due to the small sample size of this research, no definitive conclusions can be drawn. More rigorous research should be done to compare the original and revised versions of Virtual Field Lab to collect additional quantitative data and qualitative data on interaction.
Maria Palazzi (Advisor)
Jeremy Patterson (Committee Member)
Matthew Lewis (Committee Member)
170 p.

Recommended Citations

Citations

  • Chu, H. Y. (2023). Designing Diegetic Cues to Guide Users’ Attention toward Interactive Components in a VR Experience [Master's thesis, Ohio State University]. OhioLINK Electronic Theses and Dissertations Center. http://rave.ohiolink.edu/etdc/view?acc_num=osu1681837975063861

    APA Style (7th edition)

  • Chu, Hsi Yuan. Designing Diegetic Cues to Guide Users’ Attention toward Interactive Components in a VR Experience. 2023. Ohio State University, Master's thesis. OhioLINK Electronic Theses and Dissertations Center, http://rave.ohiolink.edu/etdc/view?acc_num=osu1681837975063861.

    MLA Style (8th edition)

  • Chu, Hsi Yuan. "Designing Diegetic Cues to Guide Users’ Attention toward Interactive Components in a VR Experience." Master's thesis, Ohio State University, 2023. http://rave.ohiolink.edu/etdc/view?acc_num=osu1681837975063861

    Chicago Manual of Style (17th edition)