Desktop VR Is Better Than Non-ambulatory HMD VR for Spatial Learning (original) (raw)
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The effect of visual and interaction fidelity on spatial cognition in immersive virtual environments
IEEE Transactions on Visualization and Computer Graphics, 2000
(awareness states) that underlies performance in memory tasks. The aim of this research is to investigate the effect of varied visual and interaction fidelity of immersive Virtual Environments on memory awareness states. A between groups experiment was carried out to explore the effect of rendering quality on location-based recognition memory for objects and associated states of awareness. The experimental space, consisting of two interconnected rooms was rendered either flatshaded or using radiosity rendering. The computer graphics simulations were displayed on a stereo head-tracked Head Mounted Display. Participants completed a recognition memory task after exposure to the experimental space and reported one of four states of awareness following object recognition. These reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection and also included guesses. Experimental results revealed variations in the distribution of participants' awareness states across conditions while memory performance failed to reveal any. Interestingly, results revealed a higher proportion of recollections associated with mental imagery in the flat-shaded condition. These findings comply with similar effects revealed in two earlier studies summarized here, which demonstrated that the less 'naturalistic' interaction interface or interface of low interaction fidelity provoked a higher proportion of recognitions based on visual mental images.
Sustainability
Spatial decision-making in different virtual environments may vary based on the levels of spatial awareness experienced within Virtual Reality (VR) systems. Features and characteristics of VR systems may act as facilitators or distractors of spatial awareness, which can result in extreme variations in user spatial decisions. This research explored the capability of an Immersive Virtual Reality Interactive Environment (IVRIE) and a desktop-based VR (DT system) in reducing extreme variations in spatial decisions and inconsistent design results. Users’ spatial decisions, performance, and design results in both systems were studied regarding the impact of these two systems’ features on users, including the sense of immersion, types of interaction, and usage of eye-level view in spatial designs. The design results produced in both systems were compared considering the types of enclosure, surface texture, scale, and spatial function. Descriptive and inferential statistical comparisons and...
Individual differences in exploration using desktop VR
Journal of the American Society for Information Science and Technology, 2003
With advances in computer graphics, a number of innovative approaches to information visualization have been developed (e.g., Card et al, 1991). Some of these approaches create a mapping between information and corresponding structure in a virtual world. The resulting virtual worlds can be fully three dimensional (3D) or they can be implemented as a series of 2D birds-eye "snapshots" that are traversed as if they were in 3D, using operations such as panning and zooming interactively (2.5D). This paper reports a study that contrasted 3D and 2.5D performance for people with differing levels of spatial and structure learning ability. Four data collection methods were employed: search task scoring; subjective questionnaires; navigational activity logging and analysis; and administration of tests for spatial and structure-learning abilities. Analysis of the results revealed statistically significant effects of user abilities, and information environment designs. Overall, this research did not find a performance advantage for using a 3D rather than a 2.5D virtual world. In addition, users in the lowest quartile of spatial ability had significantly lower search performance in the 3D environment. The findings suggest that individual differences in traits such as spatial ability may be important in determining the usability and acceptability of 3D environments.
Reality and human performance in a virtual world
International Journal of Industrial Ergonomics, 1996
Two experiments were designed to understand the performance characteristics of human interaction with a virtual environment. In the first experiment, the effects of control feel (isometric vs. isotonic 3D input device) on tracking performance were measured in a virtual world. The results showed that the isometric device gives better control performance than the isotonic device. In the second experiment, the hypothesis that increased visual depth cues can improve 3D control performance was tested. The presence of binocular depth cues improved tracking performance. However, tracking performance was not significantly improved under perspective depth cues.
Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality
2017
Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embod...
Augmenting spatial skills with semi-immersive interactive desktop displays
Proceedings of the 6th Augmented Human International Conference, 2015
3D stereoscopic displays for desktop use show promise for augmenting users' spatial problem solving tasks. These displays have the capacity for different types of immersion cues including binocular parallax, motion parallax, proprioception, and haptics. Such cues can be powerful tools in increasing the realism of the virtual environment by making interactions in the virtual world more similar to interactions in the real non-digital world [21, 32]. However, little work has been done to understand the effects of such immersive cues on users' understanding of the virtual environment. We present a study in which users solve spatial puzzles with a 3D stereoscopic display under different immersive conditions while we measure their brain workload using fNIRS and ask them subjective workload questions. We conclude that 1) stereoscopic display leads to lower task completion time, lower physical effort, and lower frustration; 2) vibrotactile feedback results in increased perceived immersion and in higher cognitive workload; 3) increased immersion (which combines stereo vision with vibrotactile feedback) does not result in reduced cognitive workload.
Impact of Tasks and Users' Characteristics on Virtual Reality Performance
CyberPsychology & Behavior, 2007
A better understanding of how users perform virtual reality (VR) tasks may help build better VR interfaces. In this study, we concentrated on the compensatory behavior in VR depending on the tasks and users' characteristics. The tasks characteristics considered were display size (large display vs. desktop monitor) and tasks types (manipulation and travel). The users' characteristics studied were the visual attention abilities and users' satisfaction. Ninetyfive subjects participated in the experimentation composed of two parts: the first one consisted in cognitive tests used to evaluate visual attention abilities, and the second one was based on a set of VR tasks. Our result showed that large displays positively affect on performance for some kinds of VR tasks. Moreover, this impact was linked to users' satisfaction and visual attention abilities. Indeed, users with low-level attention abilities and users who preferred the large display took more advantage of large displays. We concluded that large displays can be considered cognitive aids depending on the tasks and users' characteristics. TASKS AND USERS' CHARACTERISTICS IN VR PERFORMANCE 445
Evaluation of Human Performance Using Two Types of Navigation Interfaces in Virtual Reality
Lecture Notes in Computer Science, 2011
Most of Virtual Reality related studies use a hand-centric device as a navigation interface. Since this could be a problem when is required to manipulate objects or it can even distract a participant from other tasks if he has to "think" on how to move, a more natural and leg-centric interface seems more appropriate. This study compares human performance variables (distance travelled, time spent and task success) when using a hand-centric device (Joystick) and a leg-centric type of interface (Nintendo Wii Balance Board) while interacting in a Virtual Environment in a search task. Forty university students (equally distributed in gender and number by experimental conditions) participated in this study. Results show that participants were more efficient when performing navigation tasks using the Joystick than with the Balance Board. However there were no significantly differences in the task success.
SSRN Electronic Journal, 2022
Boundaries define regions of space and are integral to episodic memories. The impact of boundaries on spatial memory and neural representations of space has been extensively studied in freely-moving rodents. But less is known in humans and many prior studies have employed desktop virtual reality (VR) which lacks the body-based self-motion cues of the physical world, diminishing the potentially strong input from path integration to spatial memory. We replicated a desktop-VR study testing the impact of boundaries on spatial memory (Hartley et al., 2004) in a physical room (2.4m x 2.4m, 2m tall) by having participants (N = 27) learn the location of a circular stool and then after a short delay replace it where they thought they had found it. During the delay, the wall boundaries were either expanded or contracted. We compared performance to groups of participants undergoing the same procedure in a laser-scanned replica in both desktop VR (N = 44) and freely-walking head mounted display (HMD) VR (N = 39) environments. Performance was measured as goodness of fit between the spatial distributions of group responses and seven modelled distributions that prioritised different metrics based on boundary geometry or walking paths to estimate the stool location. The best fitting model was a weighted linear combination of all the geometric spatial models, but an individual model derived from place cell firing in Hartley et al. 2004 also fit well. High levels of disorientation in all three environments prevented detailed analysis on the contribution of path integration. We found identical model fits across the three environments, though desktop VR and HMD-VR appeared more consistent in spatial distributions of group responses than the physical environment and displayed known variations in virtual depth perception. Thus, while human spatial representation appears differentially influenced by environmental boundaries, the influence is similar across virtual and physical environments. Despite differences in body-based cue availability, desktop and HMD-VR allow a good and interchangeable approximation for examining human spatial memory in smallscale physical environments.