Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

The Role of Attention in Immersion: The Two–Competitor Model

View through CrossRef
Abstract Currently, we face an exponentially increasing interest in immersion, especially sensory–driven immersion, mainly due to the rapid development of ideas and business models centered around a digital virtual universe as well as the increasing availability of affordable immersive technologies for education, communication, and entertainment. However, a clear definition of ‘immersion’, in terms of established neurocognitive concepts and measurable properties, remains elusive, slowing research on the human side of immersive interfaces. To address this problem, we propose a conceptual, taxonomic model of attention in immersion. We argue (a) modeling immersion theoretically as well as studying immersion experimentally requires a detailed characterization of the role of attention in immersion, even though (b) attention, while necessary, cannot be a sufficient condition for defining immersion. Our broader goal is to characterize immersion in terms that will be compatible with established psychophysiolgical measures that could then in principle be used for the assessment and eventually the optimization of an immersive experience. We start from the perspective that immersion requires the projection of attention to an induced reality, and build on accepted taxonomies of different modes of attention for the development of our two–competitor model. The two–competitor model allows for a quantitative implementation and has an easy graphical interpretation. It helps to highlight the important link between different modes of attention and affect in studying immersion.
Title: The Role of Attention in Immersion: The Two–Competitor Model
Description:
Abstract Currently, we face an exponentially increasing interest in immersion, especially sensory–driven immersion, mainly due to the rapid development of ideas and business models centered around a digital virtual universe as well as the increasing availability of affordable immersive technologies for education, communication, and entertainment.
However, a clear definition of ‘immersion’, in terms of established neurocognitive concepts and measurable properties, remains elusive, slowing research on the human side of immersive interfaces.
To address this problem, we propose a conceptual, taxonomic model of attention in immersion.
We argue (a) modeling immersion theoretically as well as studying immersion experimentally requires a detailed characterization of the role of attention in immersion, even though (b) attention, while necessary, cannot be a sufficient condition for defining immersion.
Our broader goal is to characterize immersion in terms that will be compatible with established psychophysiolgical measures that could then in principle be used for the assessment and eventually the optimization of an immersive experience.
We start from the perspective that immersion requires the projection of attention to an induced reality, and build on accepted taxonomies of different modes of attention for the development of our two–competitor model.
The two–competitor model allows for a quantitative implementation and has an easy graphical interpretation.
It helps to highlight the important link between different modes of attention and affect in studying immersion.

Related Results

Cometary Physics Laboratory: spectrophotometric experiments
Cometary Physics Laboratory: spectrophotometric experiments
<p><strong><span dir="ltr" role="presentation">1. Introduction</span></strong&...
MENGUJI PENGARUH VARIETY SEEKING ATAS DISSATISFACTION DAN COMPETITOR PROMOTION TERHADAP BRAND SWITCHING KONSUMEN LAZADA
MENGUJI PENGARUH VARIETY SEEKING ATAS DISSATISFACTION DAN COMPETITOR PROMOTION TERHADAP BRAND SWITCHING KONSUMEN LAZADA
Penelitian ini bertujuan untuk menguji pengaruh dissatisfaction dan competitor promotion terhadap brand switching melalui variety seeking sebagai variabel intervening. Penelitian i...
Transepidermal Water Loss after Water Immersion
Transepidermal Water Loss after Water Immersion
Objective: To observe changes in transepidermal water loss (TEWL) at different times after water immersion.Materials and Methods: TEWL values were measured before water immersion a...
A Rounded Picture: Using Media Framing as a Tool for Competitive Intelligence and Business Research
A Rounded Picture: Using Media Framing as a Tool for Competitive Intelligence and Business Research
Many of the organizations who commission news monitoring agencies for press cutting deliveries do very little with the articles they collect other than occasionally circulating ind...
Improved Mood Following Cold‐Water Immersion: A Comparison of Differing Exposure Durations
Improved Mood Following Cold‐Water Immersion: A Comparison of Differing Exposure Durations
ABSTRACT Background Cold‐water therapy is gaining popularity as a mood‐enhancing intervention. However, immersion protoco...
Effects of Immersion on Altered States of Consciousness and Cognitive Control Following Virtual Reality Videogaming
Effects of Immersion on Altered States of Consciousness and Cognitive Control Following Virtual Reality Videogaming
Immersive virtual environments are increasingly investigated as tools capable of modulating conscious experience, yet the specific contribution of graded immersion to altered state...
EFFECTS OF COLD-WATER IMMERSION (≤14°C) ON PHYSIOLOGICAL RECOVERY, INFLAMMATION, AND PERFORMANCE: A SYSTEMATIC REVIEW OF HUMAN STUDIES
EFFECTS OF COLD-WATER IMMERSION (≤14°C) ON PHYSIOLOGICAL RECOVERY, INFLAMMATION, AND PERFORMANCE: A SYSTEMATIC REVIEW OF HUMAN STUDIES
Background: Cold-water immersion (CWI) is a widely used recovery strategy among athletes and physically active individuals, commonly applied to reduce post-exercise fatigue and mus...

Back to Top