PlaneVR: Social Acceptability of Virtual Reality for Aeroplane Passengers

Motion Sickness & Passenger ExperienceImmersion & Presence Research

Virtual reality (VR) headsets allow wearers to escape their physical surroundings, immersing themselves in a virtual world. Although escape may not be realistic or acceptable in many everyday situations, air travel is one context where early adoption of VR could be very attractive. While travelling, passengers are seated in restricted spaces for long durations, reliant on limited seat-back displays or mobile devices. This paper explores the social acceptability and usability of VR for in-flight entertainment. In an initial survey, we captured respondents' attitudes towards the social acceptability of VR headsets during air travel. Based on the survey results, we developed a VR in-flight entertainment prototype and evaluated this in a focus group study. Our results discuss methods for improving the acceptability of VR in-flight, including using mixed reality to help users transition between virtual and physical environments and supporting interruption from other co-located people.

Quick Actions

Share

Share this page

ios_share

https://hci.top/en/papers/chi/2847/2019

AdRecommended

Learn AI Coding at CodeNow

At a Glance

Paper Snapshot

fact_check
dataset
Source
CHI
calendar_month
Year
2019
emoji_events
Award
No award tagged
group
Authors
3 authors
sell
Subtopics
Motion Sickness & Passenger Experience, Immersion & Presence Research
work
Professions
—
article
Content Status
Abstract only
hub
Related Papers
10 related papers