Immersive Design XR
  • Immersive Design XR
  • Learning Goals Immersive Design XR
  • Basic assignments (lesson 1-2)
    • Basic introductory workshop
    • Basic assignment Concept & Identity
    • Basic assignment User Experience Design
    • Basic assignment Interaction Techniques
  • Expert assignments (lesson 3-8)
    • ANALYSIS operating space (lesson 3)
    • CREATE: space through Light & Sound (lesson 4)
    • TEST: introduction VR-methods (lesson 5)
    • TEST: testscripts & questionnaires (lesson 6)
    • EVALUATE: heuristic evaluation & personal plan IED (lesson 7)
  • Concept & Identity
    • C&I: storytelling
    • C&I: virtual identity
    • C&I: body ownership
    • C&I: emotions & sentiment
  • User Experience Design
    • UX: general design principles & patterns
    • UX: space (II) social space
    • UX: space (I) active sensing
    • UX: human factors (I) cognition
    • UX: human factors (II) sensory perception
    • UX: human factors (III): ergonomics
  • Interaction Techniques
    • IT: navigation
    • IT: wayfinding
    • IT: system control
    • IT: selection & manipulation
    • IT: feedback, feedforward & force feedback
  • Testing in XR
    • Testing (I): immersion, presence & agency
    • Testing (II): methods for testing
    • Testing (III): questionnaires
  • Related Materials
    • Narrative Theory
    • Social Space theory
    • Social Space experts
    • Embodied Reality: being bodily
    • Movement & Animation
    • Avatar Creation Tools
    • Audio & Sound
    • Hardware Technology
    • Prototyping Controllers
    • 3D Data Visualisation
    • Mobile AR/MR
  • Getting Started
    • Getting Started - History Reality Caravan
    • Getting Started - Founding Brothers & Sisters
    • Getting Started - Advice for Designers VR by Jaron Lanier
    • Getting Started - Play! Games in STEAM
    • Getting started - Platforms & Engines
    • Getting Started: controllers & environments
  • Organisational
    • MIT License
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On this page
  • The Five (and More) Senses
  • Hearing
  • Touch
  • Sight
  • Smell
  • Taste
  • Additional Information
  • Extra: the use of Color in VR
  1. User Experience Design

UX: human factors (II) sensory perception

PreviousUX: human factors (I) cognitionNextUX: human factors (III): ergonomics

Last updated 6 years ago

The Five (and More) Senses

Bjork

When designing experience in Virtual Reality it is important to learn how immersion is influenced by the senses:

  • Hearing

  • Touch

  • Sight

  • Smell

  • Taste.

Other senses & health adverse effects:

  • Proprioception

  • Equilibrioception

Hearing

Binaural recording systems are unique because they emulate the workings of the human head. If a dog barks by our left ear, it takes a few extra microseconds for the bark to reach the right ear; the sound will also be louder in one ear than the other. In addition, sound waves interact with the physical constitution of the listener — the pinna (or outer ear), the head, and the torso — and the surrounding space, creating listener-specific variations otherwise known as head-related transfer function.

Touch

The effects of negative emotions on sensory perception: fear but not anger decreases tactile sensitivity.

Touch can also influence how humans make decisions. Texture can be associated with abstract concepts, and touching something with a texture can influence the decisions a person makes. Touch consists of several distinct sensations communicated to the brain through specialized neurons in the skin. Part of the touch sense and all attributed to different receptors in the skin are:

  • Pressure

  • Temperature

  • Light touch

  • Vibration (haptic feedback controllers!)

  • Pain

  • Other sensations

Sight

Smell

Shakespeare wrote that a rose by any other name would smell as sweet. But if you cannot smell, does the rose lose its sweetness?

Taste

Though Taste is not used often in Virtual Reality, it might be something for your project?

The gustatory sense is usually broken down into the perception of four different tastes: salty, sweet, sour and bitter. There is also a fifth taste, defined as umami or savory. It is a myth that the tongue has specific zones for each flavor. The five tastes can be sensed on all parts of the tongue, although the sides are more sensitive than the middle. About half of the sensory cells in taste buds react to several of the five basic tastes. Taste is sensed in the taste buds. Adults have 2,000 to 4,000 taste buds.

Additional Information

Extra: the use of Color in VR

The mug is orange, the pretzel is brown. Right? The mug is orange, the pretzel is brown.

Whether what I see is the thing or merely represents a thing, I can’t say for certain. But whether I see my orange coffee mug through the intermediary of my cell phone or just through my eyes as usual, we’ve decided that the image, the mug, and the orangeness have something to do with reality as we live it, despite that a single pixel of orange is the same as a single pixel of brown and a single atom of mug doesn’t really have any color properties at all.

Another subtlety is that the differences in human color perception vary much more than most people realize, even among those with “normal” color vision. My eyes and yours probably think a slightly different frequency is pure green, but the manufacturers of screens can only pick one.

article 1 - technical approach:

is a documentary film about the journey music takes to reach a listener’s ear, from the intent of an instrument maker and composer, to the producers and engineers who capture and preserve an artist’s voice.

article 2:

Touch

is an immersive interactive virtual-reality environment installation with 3D computer graphics and interactive 3D sound, a head-mounted display and real-time motion tracking based on breathing and balance. Osmose is a space for exploring the perceptual interplay between self and world, i.e., a place for facilitating awareness of one's own self as consciousness embodied in enveloping space. Through use of their own breath and balance, immersants are able to journey anywhere within these worlds as well as hover in the ambiguous transition areas in between.

Contains many visual effects. The company Analog used many of their usual tools like Houdini, Maya, 3ds Max, vray, and Zbrush. They also used Unity to create the real-time morphing of Björk’s avatar. As Chandler recalls, he and Niklasson experimented with different model concepts, weird surfaces, and artistic interpretations of the themes. To match Björk's movements, Imaginarium provided them with a motion-capture performance by the artist.

article 2:

Smell is central to how we perceive and remember the world and the only sense directly linked to the , part of the brain closely involved in our feelings, meaning that scents can be particularly evocative of powerful emotional memories. Our sense of smell is essential to our humanity: emotionally, physically, sexually, and socially.

Anosmia is the inability to perceive odor, the loss of the sense of smell. The article explains the effects of losing the sense of smell and why it can be quite harmful.

Green

Sensory Perception by Mark Billinghurst
The Art of Listening
How 3D audio hacks your brain: a century-old audio technology is making a comeback thanks to VR
Learn more about Touch, skin, mechanical sensors, temperature & chemical sensors:
article 3: Osmose (1995)
article 4: Bjork - Notget VR video
Björk - Original Video 'the gate'
Björk - Making of 'the gate'
FeelReal Sensory Mask (2015): smell-o-vision for Oculus VR.
How do we smell?
amygdala
The Nose that Never Knows
Sensory Systems: The Neuroscience of Our Senses
article 3: VR and the Philosophy of Color
https://www.youtube.com/watch?v=WU5TxCHVAbEwww.youtube.com
Osmose