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Seeing Is Feeling: Hyper-Real VR and Emotional Engagement—A Theory-Driven Framework for Visual Factor Design
Book chapter

Seeing Is Feeling: Hyper-Real VR and Emotional Engagement—A Theory-Driven Framework for Visual Factor Design

Tom Goates, Mohd Fairuz Shiratuddin, Shri Rai and Kok Wai Wong
Virtual Reality and Visualization Based on AI Technologies, pp.54-68
Smart Innovation, Systems and Technologies, Springer Nature Switzerland
2026

Abstract

Awe Calm Emotion Elicitation Hyper-Real VR Presence Virtual Reality Visual Factors
Hyper-Realistic Virtual Reality (Hyper-Real VR) environments have the potential to elicit profound emotional responses by leveraging high-fidelity visual elements. While previous research has extensively examined the role of Virtual Reality (VR) in evoking negative emotions, there is limited understanding of how Hyper-Real VR can be systematically designed to induce positive emotions, such as awe and calm. This paper introduces a conceptual framework that examines the impact of four key visual factors, i.e. geometry, material surfaces, lighting, and colour, and their sub-factors in shaping emotional experiences. Geometry, including scale and proportion, influences spatial perception and depth, which are crucial for inducing awe. Material surfaces, such as reflections and textures, enhance realism and presence, reinforcing emotional engagement. Lighting, particularly global illumination and shadows, modulates mood and spatial perception, creating immersive experiences that promote awe and calm. Colour, through physically based rendering (PBR), values, and tones, shapes emotional responses by enhancing realism and aesthetic harmony. This framework integrates theories from presence research, perceptual psychology, and environmental design to establish a structured approach for designing emotionally engaging Hyper-Real VR environments. By mapping visual factors to emotional outcomes, it provides a foundation for optimising VR experiences to elicit awe and calm. The proposed framework has implications for fields such as digital therapy, mental well-being, and immersive entertainment. Future research will validate this model through empirical studies, further refining the role of hyper-realistic visual elements in emotional engagement within VR.

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UN Sustainable Development Goals (SDGs)

This output has contributed to the advancement of the following goals:

#3 Good Health and Well-Being

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