Table 1.
Classification of the level of immersion in virtual reality (VR) systems [18-21], the types of head-mounted displays, and the VR content.
Variable | Definition | Hardware/examples | |||
Immersion |
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High (immersive VRa) | The user is immersed within a 3D content. | HMDsb | ||
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Medium (semi-immersive VR) | Rooms within which computer-generated environments are projected onto the walls. | C-Automatic Virtual Environment (CAVE) | ||
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Low (desktop VR) | Computer-generated environments made in 3D but which are shown on 2D displays. | PC, television, mobile phone, or tablet screen | ||
Types of HMDs |
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PC-based | Requires a connection between an HMD and a computer with advanced computational and graphics capabilities. | Oculus Rift S and HTC Vive | ||
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Console-based | Needs a connection between an HMD and a specific game console. | PlayStation VR | ||
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Mobile | Involves the integration of VR systems on mobile devices thanks to specific HMDs. | Samsung Gear VR and low-cost HMDs compatible with mobile phones, such as Google Cardboard | ||
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Standalone (all-in-one) | They do not need other technologies to work. | Meta Quest II, HTC Vive Focus, and Pico Interactive Neo | ||
Content |
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Virtual environments | Simulation on a computer of 3D environments, which can be explored in real-time and in which the user can interact with objects contained within it [59]. They are created through specific software such as Unreal or Unity. | N/Ac | ||
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360° videos and photos | Images or videos of real or digital environments presented in a spherical version. They provide a spherical view with multiple viewing angles and perspectives. The contents are omnidirectional and can either be computer generated or captured from the real world [60]. | YouTube VR and Google Earth VR | ||
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Embodied virtual agents | Graphical representations of the individuals controlled by the computer itself using an artificial intelligence program [61]. | N/A | ||
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VR video games | Video games played through HMDs in which the player can interact with virtual content not only through a joypad or a keyboard, but also using head rotation, eye movements, or specially designed controllers that respond to the position and movements of the player in a defined space [62]. They include the following: - Commercial off-the-shelf video games that are “games that one can purchase on the high street” [63], or rather purchasable in online or physical stores - Custom-made games, often defined in the literature as “serious games” [64], that are games created ad hoc by researchers to educate, train, or change behavior |
Beat Saber, Half-Life: Alyx, Superhot VR, and Fruit Ninja VR | ||
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Social VR platforms | 3D virtual spaces where multiple geographically remote users can interact with one another through VR HMDs [65,66]. At present, several online VR applications with a social component exist. | AltspaceVR, Horizon Worlds, VRChat, and VRzone |
aVR: virtual reality.
bHMD: head-mounted display.
cN/A: not applicable.