Instruct: Identify the main and secondary category of Arxiv papers based on the titles and abstracts
Query: Presence in VR experiences -- an empirical cost-benefit-analysis   Virtual reality (VR) is on the edge of getting a mainstream platform for
gaming, education and product design. The feeling of being present in the
virtual world is influenced by many factors and even more intriguing a single
negative influence can destroy the illusion that was created with a lot of
effort by other measures. Therefore, it is crucial to have a balance between
the influencing factors, know the importance of the factors and have a good
estimation of how much effort it takes to bring each factor to a certain level
of fidelity. This paper collects influencing factors discussed in literature,
analyses the immersion of current off-the-shelf VR-solutions and presents
results from an empirical study on efforts and benefits from certain aspects
influencing presence in VR experiences. It turns out, that sometimes delivering
high fidelity is easier to achieve than medium fidelity and for other aspects
it is worthwhile investing more effort to achieve higher fidelity to improve
presence a lot.

4
The categories of this paper are: cond-mat
36
The categories of this paper are: cmp-lg
12
The categories of this paper are: nucl-th
11
The categories of this paper are: hep-lat
9
The categories of this paper are: nlin
37
The categories of this paper are: supr-con
24
The categories of this paper are: dg-ga
10
The categories of this paper are: q-bio
29
The categories of this paper are: funct-an
22
The categories of this paper are: chao-dyn
17
The categories of this paper are: q-fin
2
The categories of this paper are: math
18
The categories of this paper are: econ
32
The categories of this paper are: atom-ph
6
The categories of this paper are: astro-ph
15
The categories of this paper are: nucl-ex