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dc.contributor.advisorPerkis, Andrew
dc.contributor.advisorMøller, Sebastian
dc.contributor.authorHameed, Asim
dc.date.accessioned2024-06-04T09:08:25Z
dc.date.available2024-06-04T09:08:25Z
dc.date.issued2024
dc.identifier.isbn978-82-326-7949-2
dc.identifier.issn2703-8084
dc.identifier.urihttps://hdl.handle.net/11250/3132443
dc.description.abstractImmersive technologies like virtual reality (VR) rapidly transform how we experience media and interact with information. As these emerging mediums reshape notions of space, time, and reality, there is a pressing need to develop rigorous frameworks for understanding the multidimensional facets that collectively define their experiential qualities. This thesis offers timely theoretical explications and empirical insights to advance scholarly comprehension of immersive media experiences (IMEx) in their human-centric complexity. The overarching motivation stems from recognizing that while technological capabilities are integral, they tell only part of the story. To holistically evaluate IMEx, cross-disciplinary perspectives that consider the confluence of system parameters with cognitive, perceptual, and behavioral processes must be adopted. Through conceptual consolidations coupled with systematic mixed-methods studies, the research presented here expands the toolkit for assessing user-cent kkered facets that shape experiential quality. A seminal contribution lies in formulating an overarching taxonomy delineating key aspects, elements, and features that characterize quality within immersive media. This thesis proposes authenticity as a complementary concept to presence and draws attention to their conceptual correlation within a user-centric framework. It is a reflective appraisal of coherence and congruence in their significance towards a virtual experience. A comprehensive taxonomy is then introduced to untangle the complex, interconnected aspects influencing VR experiences and to capture their multidimensional nature for a more systematic assessment. Further, adopting observational techniques from human behavioral research, it investigates overt physical manifestations of perceived affordances and actions within VR environments. Comparisons with self-reported measurements reveal complex interplays between technology, cognition, and behavior. Shifting to input modalities, the thesis empirically examines oft-held assumptions about interaction naturalness through comparative assessments of hand-tracking and controllers for motor tasks. Findings expose subtle divergences between technological capabilities and user performance that warrant greater prudence in equating fidelity with quality. A notable emphasis is highlighting the need to look beyond technological capabilities when evaluating immersive experiences. While engineering advancements in display resolution, field of view, and tracking accuracy are indispensable, the thesis cautions against equating fidelity with quality. It advocates a perspective that weighs the fidelity of technology against the fidelity of experience. The latter includes intricate cognitive and emotional processes associated with concepts such as presence, flow, and cognitive absorption that require further explanation. In this pursuit, the research applies cross-disciplinary tools like behavioral observation, affordance taxonomy, and pragmatic-hedonic modeling that uncover relationships and gaps not discernible through system parameters alone. It expands the methodological repertoire for investigating subjective and latent facets of user experience. Collectively, this thesis expands and enriches the understanding of IMEx by integrating cross-disciplinary perspectives. The empirical findings offer original evidence, highlighting system potential and experience gaps. In illuminating relationships between technology and behavior, the thesis advocates complementing engineering advancements with deeper insights into human factors for optimizing fully immersive VR experiences. Overall, it provides timely contributions toward comprehensive quality assessment frameworks for emerging mediums that reshape perceptions of how we interact with data, tell stories, and socialize.en_US
dc.language.isoengen_US
dc.publisherNTNUen_US
dc.relation.ispartofseriesDoctoral theses at NTNU;2024:179
dc.relation.haspartPaper 1: Hameed, Asim; Perkis, Andrew. A Holistic Quality Taxonomy for Virtual Reality Experiences
dc.relation.haspartPaper 2: Hameed, Asim; Perkis, Andrew Niels. Authenticity and presence: defining perceived quality in VR experiences. Frontiers in Psychology 2024 ;Volum 15. https://doi.org/10.3389/fpsyg.2024.1291650 This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY).
dc.relation.haspartPaper 3: Hameed, Asim; Irshad, Shafaq; Perkis, Andrew. Towards a Quality Framework for Immersive Media Experiences: A Holistic Approach. I: 12th International Conference on Interactive Digital Storytelling, ICIDS 2019. s. 389-394 Lecture Notes in Computer Science, vol 11869.https://doi.org/10.1007/978-3-030-33894-7_41
dc.relation.haspartPaper 4: Hameed, Asim; Perkis, Andrew. Spatial Storytelling: Finding Interdisciplinary Immersion. I: Interactive Storytelling. ICIDS 2018. s. 323-332 Lecture Notes in Computer Science, vol 11318 https://doi.org/10.1007/978-3-030-04028-4_35
dc.relation.haspartPaper 5: Hameed, Asim; Perkis, Andrew. Affects of Perceived-Actions within Virtual Environments on User Behavior on the Outside. I: 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX). IEEE conference proceedings https://doi.org/10.1109/QoMEX48832.2020.9123099
dc.relation.haspartPaper 6: Hameed, Asim; Perkis, Andrew. A subjective and behavioral assessment of affordances in virtual architectural walkthroughs. Applied Sciences 2021 ;Volum 11.(17) https://doi.org/10.3390/app11177846 This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
dc.relation.haspartPaper 7: Hameed, Asim; Perkis, Andrew; Möller, Sebastian. Evaluating Hand-tracking Interaction for Performing Motor-tasks in VR Learning Environments. International Workshop on Quality of Multimedia Experience (QoMEX) 2021 s. 219-224 https://doi.org/10.1109/QoMEX51781.2021.9465407
dc.relation.haspartPaper 8: Hameed, Asim; Möller, Sebastian; Perkis, Andrew Niels. How good are virtual hands? Influences of input modality on motor tasks in virtual reality. Journal of Environmental Psychology 2023 ;Volum 92 https://doi.org/10.1016/j.jenvp.2023.102137 This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
dc.title(In) Authentic VR. Quality Assessments of Interactivity in Virtual Realityen_US
dc.typeDoctoral thesisen_US
dc.subject.nsiVDP::Teknologi: 500::Elektrotekniske fag: 540en_US


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