According to a new report by analyst firm ThinkBalm, immersiveness is not an all-or-nothing proposition but a continuum.
On the low-immersion extreme are virtual worlds with cartoony graphics, static camera angles, no spacial voice, and limited gestures.
High-immersive worlds, by comparison, have realistic graphics, customizable avatars, spacial audio and a full range of gestures and animations.
An immersive environment can run either in a separate application, or inside a Web browser.
The richness of the environment is determined “by the degree to which the userâ€™s senses are engaged, and the desirability and meaningfulness of the activity in which the user is participating,” said Sam Driver and Erica Driver, the authors of the report.
- I’ve come around to AR. OpenSim might not be the way to get there — but Apple might be - April 19, 2023
- Teens slow to adopt VR and more bad news for the metaverse - April 5, 2023
- Second Life offers preview of its new mobile viewer - March 16, 2023