dylan beckwith
For my graduate thesis at Thomas Jefferson University, I have analyzed a user-centric approach to understanding how gamers enter into immersive environments. Through secondary research, user interviews, analyze, and scope, I have determined that a barrier to entry into immersive environments is caused by Virtual Reality (VR) Sickness. This project will examine and tell a story of an active gamer entering into VR for the first time.
the problem
The Metaverse is an immersive, 3-dimensional, and interconnected virtual universe with a new series of user interactions. It becomes an ideal space for active gamers to pioneer a new immersive reality that engages with social connections, exchanges, and personalized interactions.To enter the Metaverse, the user needs to immerse themselves in Extended Reality (XR) hardware and wearables.
The XR technology sector will reach an estimated $393 billion market value by 2025. The Oculus, a VR headset, is used to aid users in immersing in Meta: HORIZONS, however only 9% of its 10,000 worlds have been used by its 200,000 monthly users, compared to Facebook's 2.96 billion monthly users. The volume of active users is directly correlated to the discomfort of experiencing VR as 30 - 70 percent of first-time users experience VR sickness or motion sick during the first 15 mins of play.
The user needs to seamlessly integrate within the virtual environment to feel the immersion level that is most comfortable to them. Personalized interactions, gestural controls, and navigation interfaces are essential to keep the user engaged and active within the immersive experience. However, users experience a disconnect between their physical realities and virtual state of being when interacting with digitally immersive environments, leading to disorientation and discomfort caused by the distortion of time and spatial interactions.Users experience challenges when they are navigating and interacting through the virtual environments, this causes them to spend less and less time immersed until they choose not to enter anymore.
Users enter into a state of VR sickness, and as a result, the users struggle to navigate the environments and may ultimately avoid or abandon the experience. There is a separation of digital and physical reality with no framework to compensate as VR sickness is creating a barrier of entry into Metaverse experiences.
Designers have attempted to combat the vestibular and peripheral side effects that users face. Utilizing high refresh rate displays to combat the perception of lag between movements, haptic feedback on controllers, and motion capture tracking on headsets and controllers are being implemented by Oculus and other immersive hardware giants, but to no recourse. Tech-based solutions are failing, designers are focusing on the performance of XR devices, and neglecting how the user feels in the virtual world. The devices are not training the individual to combat the effects of VR fatigue or sickness. There is no user center solution to this problem as the technology is in the early adoption phase and there has yet to be a plausible user center approach to understanding how to combat the effects of VR Sickness due to time and spatial interaction distortion.
Goal
Through user-centric analyst and research, a problem area needs indentified and the root cause needs to be established and developed into a "How Might We" statement for jury to review and determine credibility and evaluation.
Solution
Coming May 2023