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Make-Believing Virtual Realities

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Abstract

A current concern in human-computer interaction lies in understanding how we experience virtual reality (VR). This chapter proposes that the VR experience relies on make-believe. The necessary decoupling from the real world to the make-believe world is costly in terms of the cognitive resources required but VR offloads some of the computation cost into the virtual environment (VE) itself. This is particularly true of high fidelity, immersive virtual environments. However, our ability to make-believe allows us to ‘fill-in’ the gaps in quite simple VR environments, with surprisingly effective results: we argue that this is because we have a propensity to see the world, including fictional and artificial worlds, as schematic.

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Notes

  1. 1.

    Please note that this is not the operationalization of engagement captured in the engagement scale in the ITC-SOPI instrument.

  2. 2.

    And indeed there is also a large body of research, in AI-based storytelling.

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Correspondence to Susan Turner .

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Turner, S., Huang, CW., Burrows, L., Turner, P. (2016). Make-Believing Virtual Realities. In: Turner, P., Harviainen, J. (eds) Digital Make-Believe. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-29553-4_3

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