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Virtual Reality: How Much Immersion Is Enough?. Angela McCarthy CP5080, SP1 2010. Overview. Paper Insights Authors Introduction Success Stories Immersion Benefits Demonstrating Benefits Results Future Work Metadata Conclusion. Paper Insights. Published in July, 2007
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Virtual Reality: How Much Immersion Is Enough? Angela McCarthy CP5080, SP1 2010
Overview • Paper Insights • Authors • Introduction • Success Stories • Immersion Benefits • Demonstrating Benefits • Results • Future Work • Metadata • Conclusion
Paper Insights • Published in July, 2007 • Under IEEE Computer Society as a cover feature in Computer, Volume 40
Authors • Doug A Bowman • Associate Professor in the Department of Computer Science at Virginia Tech • Completed Ph. D., in the College of Computing and the GVU Center at Georgia Tech • 100+ publications • 1997-2009 • Ryan P McMahan • Ph. D., Computer Science and Applications. Expected May 2010 at Virginia Tech • 4 Publications • 2006-2008
Introduction • Small history of Virtual Reality (VR) • Immersion, Virtual Environments (VE) • Features • Head Mounted Displays • Multiscreen Stereoscopic Displays • Looking at how much immersion is required for user experience
Success Stories • Phobia Therapy • Public Speaking • Military Training • Infantry Training in urban combat tactics • Entertainment • DisneyQuest – placing visitors inside the game • Success due to the reliance of the realistic experience • Requires high level of sensory fidelity • Visual, Auditory and other sensory cues
Immersion’s Benefits • Increased sense of presence • More realistic experience • Depth Cues • Users exercise their built-in capacity for understanding stereopsis and motion parallax • Uses in scientific visualization, design review, and virtual prototyping. • Traditional Approach: Immersion > Presence > Application Effetiveness • Authors Approach: Immersion Components > Immersion Benefits > Application Effectiveness
Demonstrating Benefits • Controlled empirical studies • Immersions effect on task performance • E.g. Increasing display size/resolution to track time taken to complete a visual searching task • Comparing stereo to non-stereo • Head-tracking vs no head-tracking • Multiscreensvs single screens • For each scenario, there were noticeable increases/decreases on users task performance
Results • Positive effects of immersion on spatial thinking • Found that some visualisations that are less complex may perform as well as more immersive ones • Higher levels of immersion • Contributes to improved interaction task performance • Reduces information clutter • Display size/resolution effects task completion time • High Resolution displays producing best results
Future Work • Understanding various components of immersion • Measurable user performance • Understanding • Preference • Two conflicting goals • VR to thrive/succeed due to benefits • Help others avoid costly situations where high immersion not necessary
Metadata • Cover Feature for Computer, IEEE • Language • E.g. “If all that these technologies provide for the user are oohs and ahs and a unique user experience, it would be difficult to justify the expense and development complexity that immersive VR requires” • Images • Diagrams
Images appropriate for medium, helps reader visualise with text Diagrams and tables provide quick reference points, easy to read, straight to point
Metadata continued… • Small number of references (13) • Some references examples of VR applications • Acronyms/Abbreviations presented early as possible • Allows non-IT readers to read with ease • Appearance
Conclusion • Good balance of technical and general information (technical information set in yellow boxes separate from general text) • Easy to read, keeps the reader engaged • Makes good use of real-world applications to further engage readers • Good structure/flow
Questions? Thanks for listening!