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Master's Dissertation
Extending Reality Back to the Real: Creating Immersive Physical Environments with Interactive Technology
The Full Report
The following is going to be an incredibly condensed version of my dissertation. If you would like to see my full report, please send me an email at raveena.s.jain@gmail.com and let me know whether you are a potential employer or student looking to read it.
Chapter 1 - Introduction
Goal
To understand what immersion means, specifically in physical spaces, and how design choices and interactive technology impacts the levels and feelings of immersion in physical environments.
Objectives
Research Questions
Tools
NVivo, Otter, Zotero, Microsoft Office (Word, Excel, Outlook, OneDrive), Remote Interview Moderation (Microsoft Teams, Discord, Facebook Messenger) and Recording (QuickTime) Software
Chapter 2 - Very, Very Brief Context
Immersion is not a new or unpopular idea. However, definitions vary depending on context; for example, are discussions about a Virtual Reality game or a Theme Park. There are also a number of existing models of immersion, with different concepts that may overlap or feed into one another. Despite these differences, it is accepted that there are different levels of immersion. However, there is no consensus on how those levels are distinguished. Some common themes deal with engagement of the senses, narrative, presence, and creating a "world."

Interactive elements are common in immersive spaces. A popular example is the wands in the Wizarding World of Harry Potter (a Universal Theme Park) that allows guests to "perform" spells.
Chapter 3 - Methods
brief description of each of my 7 steps
Literature Analysis
Google Scholar and ACM were used to find the literature. Studies that were too general and/or looked at relevant environments or technology, like VR, but did not tie the research back to immersion or the effects of interactivity were rejected. Each saved paper was read and quotes were taken that pertained to definitions [RQ1], levels [RQ1.1], and qualities of immersion/immersive environments and interactive technology [RQ2/RQ3]. Quotes that defined immersion or interactivity, mentioned or implied levels of immersion, touched on something the authors thought contributed to or affected immersion or interactivity, and/or quotes that mentioned the effects of interactive technology on users or the environment were considered relevant. For any literature that looked to quantify immersion (i.e. questionnaires), because my research was looking for qualities of immersion, notes were taken on what aspects of immersion the questions pointed to rather than any qualitative results.
Forum Text Content
Reddit and DISboards were used to source the Forum Text Content. Four specific Subreddits were parsed – r/Themepark, r/disneyparks, r/universalstudios, and r/london (was chosen to keep the scope related to immersive experiences manageable). The first three Subreddits were more general so comments would encompass any of the Universal and/or Disney Parks worldwide. In order to keep with the sites Terms and Conditions, a member of City, University of London’s ethics committee stated the use of direct quotes was acceptable and, to maintain some level of anonymity, no usernames or direct links were cited. The goal was to find comments not just saying ‘I find X ride interactive’ or ‘I find Y land immersive,’ but to use comments that included some sort of reasoning as to why those feelings were present.
Interviews
Six remote, semi-structured interviews, each lasting roughly 45 minutes, were conducted. Potential participants completed a Screener and chosen participants were sent Participant Information Sheets and Informed Consent Forms to sign. Participants had to meet the following requirements: While recruitment was attempted on Facebook, DISBoards, Instagram, and LinkedIn, all participants were found through Reddit and personal contacts.
brief description of each 6 participants
A script was used for the interviews and was informed by the Literatre Review, especially the Immersive Experience Questionnaire [IEQ]. The script focused on:
Data Analysis
This research took a “content analysis” approach and the main method of qualitative analysis was Thematic Analysis where common themes, using an inductive approach, were pulled out from each data source as the data determined what codes were relevant. Most codes were established by the Literature but, as new data was read and new trends formed, new codes were added from both other sources. No element of data was restricted to a single parent code; this helped inform where codes thematically overlapped. Ideas within different codes that supported each other and/or resulted in similar qualities of immersion were combined into an overarching theme.
Chapter 4 - Summary of Results
Qualities of Immersive Environments
The data was analyzed and the following list of trends was found. This is formatted as the overarching theme and a short description.
Contributions of Interactive Technology to Immersive Environments
Interactive technology can actively bring guests into the world by creating both social and perceptual realism; it can bring to life interactions that could not "realistically" or "normally" exist. Interactive technology affects immersion through the visibility of its feedback/outputs and creating variation through those outputs. It also has the potential to make the guests feel as though they are in control.

However, if the interactive technology is not intuitive to use, it can raise barriers to immersion instead of lowering them. This is also true of one of the most widely used forms of interactive technology, smartphones. For one participant, using his smartphone made him feel less immersed as he brought an element of "the real world into [the] fake world” he was supposedly transported to. However, for other participants, the use of their smartphones facilitated their day, helping them become more immersed in the world around them.
Personas
These are examples of 2 types of Theme Park guests to show how varying the qualities of guests who visit and/or are interested in immersive environments may be.
hamish fell persona eden jiminez persona
Defining Immersion
To be immersed in a physical environment is to be transported to a new reality that encompasses the visitor, both physically and mentally, though the use of physical objects and interactions that engage all the senses.
Levels of Immersion
Low
Medium
High
Principles and Guidelines
The following format is used:
  1. Principle
    • Guideline
      • Example

  1. Consider the goal of the environment and what level(s) of immersion would be most appropriate.
  2. Establish your audience – visitors have different comfort levels with technology, may make repeat visits, and may have pre-existing emotional connections with elements that make up the environment.
  3. Balance the complexity of the environment with the amount of planning needed; the experience begins as soon as someone becomes interested in visiting your environment – do not make excessive planning necessary and create an easy planning experience for those who wish to do so.
    • Use technology to make all tools related to planning accessible from one place both in the planning stages and when visiting the environment.
  4. Consider the longevity of anything placed in the environment.
    • Have the resources to update/fix objects as they break and give in-world reasons for why technology is broken if it cannot immediately be fixed.
    • Prevent technology from feeling out of date by choosing devices that can be updated, swapped, or customized to fit the changing mental models and expectations visitors will have as technology evolves.
      • Animations on a screen can be updated as software improves.
  5. Establish the world your visitors will be entering and the “lore” of that world – what is realistic to the world, what is the overall theming, and how much of that world do you want to be something new versus something visitors already have an established understanding of.
    • Make the environment something unique that visitors cannot replicate on their own (e.g. from their own home) by using interactive technology to create interactions that are realistic for that world, even if they cannot occur in “real life.”
      • Giving visitors the ability to performs spells via wands.
    • Prioritize the effect the inclusion of technology has on the world; don’t just include a certain type of technology for the sake of using it.
  6. Add detailing that helps visitors understand the world they have entered – this should include more obvious details as well as hidden ones that could be found through exploration.
    • Take advantage of the fact that technology is not static; objects can change for various reasons to add more detail.
      • A decoration could automatically shift in style depending on the time of day.
  7. Minimize the impact of distractions (sights, sounds, and smells), especially ones you might not have direct control over (e.g. crowds), through the use of physical barriers.
    • Enhance the effect of digital interactions with physical objects; what visitors interact with and/or the result of those interactions should include something physical.
    • Use interactive technology to involve the visitors to draw their attention to the reality being built and away from the reality they recently “escaped.”
      • Walking past a window triggers a change in the objects visible in the window, catching a visitor’s eye and adding different elements to the world.
  8. Use elements of the world to build a narrative and include interactions that both bring visitors into that story and allow them to have an impact on the story and/or world.
    • Allow visitors to trigger changes in the environment that have a lasting effect.
      • If there’s a Harry Potter spell that lets visitors turn books in a shop into birds, as the day goes on, visitors should see more and more birds flying around the shop and hear louder bird noises.
    • Move the narrative along via interactive technology – past interactions visitors have should remain relevant for the rest of their visit.
  9. Create a personalized experience and make interactions relevant to those directly participating as well as those observing – a change in environment should help build the world for anyone who sees it.
    • Make different interactions, even within the same space, have different results based on the visitor using the interactive technology to lower the chances of seeing a repeat interaction.
      • Use interactive technology that captures motion; if a visitor makes a big movement, multiple elements change whereas a smaller movement only alters one element.
  10. Allow for spontaneity during a visit and build an environment with enough space so visitors can choose how to move through it.
  11. Give visitors the opportunity to set their own goals and/or have access to challenges that result in a sense of accomplishment.
    • Incorporate multiple instances (this can include different ways of interacting to suite different types of visitors) of interactive technology; this also adds variation and prevents crowding around one experience.
      • A space has five holograms that have conversations and a visitor sets a goal to speak to all five.
  12. Integrate the use of smartphones into the theming.
      • If a guest is in Animal Kingdom in Disney World, change the interface of the Disney planning app to be nature themed; if they are in Tomorrowland in Magic Kingdom, make the design more futuristic.
  13. Give feedback to the visitor for every intentional interaction.
    • Offer engaging reactions based on the visitor’s actions.
      • A large animatronic could be more suitable to pop out from a hidden spot and scare someone momentarily while a character on a screen can show more facial emotions and movement when conversing with a visitor.
  14. Test any interactive technology used in the environment to make sure there is no confusion or usability issues.
  15. Engage multiple senses at once.
    • Depending on the theming, interactive technology used, and visitors’ actions, technology can respond with visual, auditory, olfactory, tactile, and/or gustatory actions.
  16. Trigger emotions and create an emotional connection to the space.
    • Allow guests to interact with objects, characters, or people they might not normally be able to or to perform meaningful actions that otherwise would not be possible.
      • Use 3D (portable) projection mapping to bring loved animated characters, like Pascal the chameleon from a Disney movie, to life in a way that allows for his face to show emotions based on visitors’ actions.