Introduction to the Minitrack on Mixed, Augmented, and Virtual Reality: Co-designed Services and Applications
Essi Pöyry, Osmo Mattila, Juho Hamari, Jani Holopainen · Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences · 2020
During the past five years, virtual reality, augmented reality, mixed reality and related technologies have gained a lot of media attention, and availability and usability of the technology is improving.Using VR/AR/MR devices is more pleasant as there are less cables and controllers involved and boundaries between the technologies are diminishing.The technological development has been rapid: user experience of the current software and hardware is often astonishing.Even though there is still demand for research on the technology itself, the focus has gradually changed from technologies to services, experiences and how they are created and shared.Not only in entertainment but also in business and education, the technologies are increasingly seen as tools that allow things to be done differently.In this session, we are bridging the research gap in studying user experiences, decision-making and technology side-by-side in order to understand the value the technologies create.The key value drivers for users are, for example, cost-saving through out-ofhome and out-of-office access, total control and high level of personalization, going beyond reality, personal efficacy experiences, feeling of safety, privacy and confidentiality and immersive experiences.From this point of view, the major challenge for VR, AR and MR technologies is to convince users with the value proposition that is significant enough to compete with other available systems and offerings.This minitrack concentrates on showcasing research on technology and application development with specific orientation towards user experience and behavior.Eight papers were submitted to this session and three were accepted.The first paper discusses the concept of immersion.The study has been implemented in the context of highly immersive VR