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Quantifying Immersion in Virtual Reality. Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997. Previous Work. Taxonomies Robinett, Zeltzer Subjective ratings Heeter Fish-tank performance Arthur, McKenna v. Hand-based analysis Chung. Quantifying Immersion.
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Quantifying Immersionin Virtual Reality Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997
Previous Work • TaxonomiesRobinett, Zeltzer • Subjective ratings Heeter • Fish-tank performance Arthur, McKenna • v. Hand-based analysis Chung
Quantifying Immersion • A sense of “being there” • Justify VR research • Motivating factors • Search for possibly existent item • Control with head v. hand • Tactile input v. implied The subject “room”.
The Experiment • VR mode • Input: 6DOF tracker • View: stereo vision headset, moveable • Desktop mode • Input: 6DOF tracker • View: stereo vision headset, stationary • Target character (possibly) embedded in camouflage Look familiar?
The Results • Target searching: no VR advantage • No target present: 41% decrease • VR data was predictable
Transfer Effects • VR training improves spatial cognition • Desktop use degrades “real-world” performance
Contributions • Indication of improved short-term memory (FoR) • Improved traditional display use • Suggestion 2D world limits spatial cognition • Complement to definition of immersion
Possible Expansions • Real-world manipulation (Voodoo dolls) • PUSH device • Further research on education through VR manipulation for 2D tasks
Secret Slide • Is it fair to equate the “desktop” experience with actual use? • What is the relation in importance between target being present and not? • Would more detailed tasks preserve the same trends?