1 / 9

Quantifying Immersion in Virtual Reality

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.

kasie
Download Presentation

Quantifying Immersion in Virtual Reality

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Quantifying Immersionin Virtual Reality Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997

  2. Previous Work • TaxonomiesRobinett, Zeltzer • Subjective ratings Heeter • Fish-tank performance Arthur, McKenna • v. Hand-based analysis Chung

  3. 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”.

  4. 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?

  5. The Results • Target searching: no VR advantage • No target present: 41% decrease • VR data was predictable

  6. Transfer Effects • VR training improves spatial cognition • Desktop use degrades “real-world” performance

  7. Contributions • Indication of improved short-term memory (FoR) • Improved traditional display use • Suggestion 2D world limits spatial cognition • Complement to definition of immersion

  8. Possible Expansions • Real-world manipulation (Voodoo dolls) • PUSH device • Further research on education through VR manipulation for 2D tasks

  9. 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?

More Related