BENEFITS OF KINETICS AND PROXEMICS FOR A CONCEPTUAL VIRTUAL REALITY OBEYA : Exploratory research on virtual reality as a medium for interpersonal interaction
Mattila, Jaakko (2019-12-04)
BENEFITS OF KINETICS AND PROXEMICS FOR A CONCEPTUAL VIRTUAL REALITY OBEYA : Exploratory research on virtual reality as a medium for interpersonal interaction
Mattila, Jaakko
(04.12.2019)
Julkaisu on tekijänoikeussäännösten alainen. Teosta voi lukea ja tulostaa henkilökohtaista käyttöä varten. Käyttö kaupallisiin tarkoituksiin on kielletty.
avoin
Julkaisun pysyvä osoite on:
https://urn.fi/URN:NBN:fi-fe2019121748588
https://urn.fi/URN:NBN:fi-fe2019121748588
Tiivistelmä
Virtual reality (VR) technology is going through rapid development as the technology has finally reached levels enabling commercial applications for both consumers and businesses. In a business context these applications are often used to support the collaboration in the overall organization. This highlights the need to define VR as a communication medium and to evaluate its usability in the social context. Therefore, an exploratory research was conducted to demonstrate the current technology’s ability to enable interpersonal interaction through the natural user interface, utilizing kinetic and proxemic cues. The communicational abilities were then reflected upon a conceptual VR Obeya, a lean manufactory solution enabling real-time, information-based collaboration and decision making in production system development.
The potential VR has as a communication medium is based on its ability to induce the experience of presence in the virtual space. This presence might enable plausibility illusion which enables the user to experience the events and interactions around them as if they would be real, and thus bearing similar impact. This illusion of plausibility relies on the experience to be credible and to meet expectations. It is suggested that inducing such an illusion could be done through verisimile design and the use of virtual metaphors. Verisimile means creating virtual events that are believable or “similar-to-the-real-thing” without recreating them in full fidelity. This is done by relating to the prior knowledge, or semantic encyclopedias, of the user, for example by transferring social norms into the virtual experience.
By enabling presence, the social influence of the interaction can be enhanced. Verisimile interaction could make VR communication have impact more on the levels of face-to-face communication. This improvement can be utilized in Obeya by creating a solution that enables the use of modern information systems and digital data without decreasing the capabilities for collaboration and social interaction. However, before such benefits can be realized, VR as a communication medium has to be explored thoroughly. This work intends to pave the way for unlocking the potential of VR through future research.
The potential VR has as a communication medium is based on its ability to induce the experience of presence in the virtual space. This presence might enable plausibility illusion which enables the user to experience the events and interactions around them as if they would be real, and thus bearing similar impact. This illusion of plausibility relies on the experience to be credible and to meet expectations. It is suggested that inducing such an illusion could be done through verisimile design and the use of virtual metaphors. Verisimile means creating virtual events that are believable or “similar-to-the-real-thing” without recreating them in full fidelity. This is done by relating to the prior knowledge, or semantic encyclopedias, of the user, for example by transferring social norms into the virtual experience.
By enabling presence, the social influence of the interaction can be enhanced. Verisimile interaction could make VR communication have impact more on the levels of face-to-face communication. This improvement can be utilized in Obeya by creating a solution that enables the use of modern information systems and digital data without decreasing the capabilities for collaboration and social interaction. However, before such benefits can be realized, VR as a communication medium has to be explored thoroughly. This work intends to pave the way for unlocking the potential of VR through future research.