scholarly journals The Effects of Higher Levels of Immersion on Procedure Memorization Performance and Implications for Educational Virtual Environments

2010 ◽  
Vol 19 (6) ◽  
pp. 527-543 ◽  
Author(s):  
Eric D. Ragan

Researchers have proposed that immersion could have advantages for tasks involving abstract mental activities, such as conceptual learning; however, there are few empirical results that support this idea. We hypothesized that higher levels of immersion would benefit such tasks if the mental activity could be mapped to objects or locations in a 3D environment. To investigate this hypothesis, we performed an experiment in which participants memorized procedures in a virtual environment and then attempted to recall those procedures. We aimed to understand the effects of three components of immersion on performance. The results demonstrate that a matched software field of view (SFOV), a higher physical field of view (FOV), and a higher field of regard (FOR) all contributed to more effective memorization. The best performance was achieved with a matched SFOV and either a high FOV or a high FOR, or both. In addition, our experiment demonstrated that memorization in a virtual environment could be transferred to the real world. The results suggest that, for procedure memorization tasks, increasing the level of immersion even to moderate levels, such as those found in head mounted displays (HMDs) and display walls, can improve performance significantly compared to lower levels of immersion. Hypothesizing that the performance improvements provided by higher levels of immersion can be attributed to enhanced spatial cues, we discuss the values and limitations of supplementing conceptual information with spatial information in educational VR.

1994 ◽  
Vol 3 (4) ◽  
pp. 255-264 ◽  
Author(s):  
Rich Gossweiler ◽  
Robert J. Laferriere ◽  
Michael L. Keller ◽  
Randy Pausch

This paper is an introductory level tutorial describing how to implement a distributed multiparticipant virtual environment (VE). This tutorial is intended for students who are competent programmers and who now wish to implement a distributed multiparticipant application. We describe the fundamental concepts of distributed computing for multiplayer simulations and provide a concrete example, including C source code available via the Internet. The template program demonstrates a simple multiplayer, distributed application, where each player controls the position of a space ship, and communicates the ship's position data over the network. The template uses broadcast communication and a technique called dead-reckoning to improve performance. We give detailed instructions on how to obtain and modify the template, so that students can quickly create their own distributed applications. We conclude by briefly discussing advanced issues that are important when constructing more sophisticated multiparticipant VEs.


1999 ◽  
Vol 8 (6) ◽  
pp. 671-685 ◽  
Author(s):  
Jui Lin Chen ◽  
Kay M. Stanney

This paper proposes a theoretical model of wayfinding that can be used to guide the design of navigational aiding in virtual environments. Based on an evaluation of wayfinding studies in natural environments, this model divides the wayfinding process into three main subprocesses: cognitive mapping, wayfinding plan development, and physical movement or navigation through an environment. While this general subdivision has been proposed before, the current model further delineates the wayfinding process, including the distinct influences of spatial information, spatial orientation, and spatial knowledge. The influences of experience, abilities, search strategies, motivation, and environmental layout on the wayfinding process are also considered. With this specification of the wayfinding process, a taxonomy of navigational tools is then proposed that can be used to systematically aid the specified wayfinding subprocesses. If effectively applied to the design of a virtual environment, the use of such tools should lead to reduced disorientation and enhanced wayfinding in large-scale virtual spaces. It is also suggested that, in some cases, this enhanced wayfinding performance may be at the expense of the acquisition of an accurate cognitive map of the virtual environment being traversed.


1996 ◽  
Vol 5 (3) ◽  
pp. 274-289 ◽  
Author(s):  
Claudia Hendrix ◽  
Woodrow Barfield

This paper reports the results of three studies, each of which investigated the sense of presence within virtual environments as a function of visual display parameters. These factors included the presence or absence of head tracking, the presence or absence of stereoscopic cues, and the geometric field of view used to create the visual image projected on the visual display. In each study, subjects navigated a virtual environment and completed a questionnaire designed to ascertain the level of presence experienced by the participant within the virtual world. Specifically, two aspects of presence were evaluated: (1) the sense of “being there” and (2) the fidelity of the interaction between the virtual environment participant and the virtual world. Not surprisingly, the results of the first and second study indicated that the reported level of presence was significantly higher when head tracking and stereoscopic cues were provided. The results from the third study showed that the geometric field of view used to design the visual display highly influenced the reported level of presence, with more presence associated with a 50 and 90° geometric field of view when compared to a narrower 10° geometric field of view. The results also indicated a significant positive correlation between the reported level of presence and the fidelity of the interaction between the virtual environment participant and the virtual world. Finally, it was shown that the survey questions evaluating several aspects of presence produced reliable responses across questions and studies, indicating that the questionnaire is a useful tool when evaluating presence in virtual environments.


1996 ◽  
Vol 5 (3) ◽  
pp. 330-345 ◽  
Author(s):  
Edward J. Rinalducci

This paper provides an overview of the literature on the visual system, placing special emphasis on those visual characteristics regarded as necessary to produce adequate visual fidelity in virtual environments. These visual cues apply to the creation of various virtual environments including those involving flying, driving, sailing, or walking. A variety of cues are examined, in particular, motion, color, stereopsis, pictorial and secondary cues, physiological cues, texture, vertical development, luminance, field-of-view, and spatial resolution. Conclusions and recommendations for research are also presented.


Author(s):  
Dennis C. Neale

This study investigated perceptual and cognitive issues relating to manipulations of geometric field of view (GFOV) in three-dimensional perspective displays and the effects of incorporating virtual environment enhancements in the interface based on visual momentum (VM) techniques. Sixty participants, who were pretested for spatial ability, were required to navigate through a virtual office building while estimating space dimensions and performing spatial orientation tasks. A 3 − 2 − 2 mixed-subjects design compared three levels of GFOV, two levels of VM, and two levels of Difficulty. This study effectively demonstrates that the spatial characteristics of architectural representations in perspective displays are not always accurately perceived. Furthermore, the results indicate that manipulations in GFOV can produce perceptual and cognitive errors for the basic space dimensions in perspective displays; however, VM can be used to compensate for many of the biases shown to occur.


Author(s):  
Dennis C. Neale

This study investigated influences on human spatial orientation and representation resulting from manipulations in the geometric field of view (GFOV) of a perspective display. Also examined was the impact of incorporating symbolic virtual environment enhancements in the interface based on visual momentum (VM) techniques. Sixty participants, pretested for spatial ability, were required to navigate through a virtual office building while performing a variety of spatial orientation tasks. A 3 × 2 × 2 mixed-subjects design compared three levels of GFOV, two levels of VM, and two levels of Difficulty. The findings indicate that decreases in GFOV produce spatial orientation and representation errors, and as task difficulty increases, errors are more pronounced. Furthermore, VM was shown to alleviate errors in spatial orientation and representation, especially when task difficulty was increased. Design recommendations are discussed based on the implications of the results.


2004 ◽  
Vol 13 (5) ◽  
pp. 572-577 ◽  
Author(s):  
Joshua M. Knapp ◽  
Jack M. Loomis

Observers binocularly viewed a target placed in a large open field under two viewing conditions: unrestricted field of view and reduced field of view, as effected using a simulated head-mounted display. Observers indicated the perceived distance of the target, which ranged from 2 to 15 m, using both verbal report and blind walking. For neither response was there a reliable effect of limiting the field of view on the perception of distance. This result indicates that the significant underperception of distance observed in several studies on distance perception in virtual environments is not caused by the limited field of view of the head-mounted display.


1999 ◽  
Vol 8 (6) ◽  
pp. 657-670 ◽  
Author(s):  
David Waller

Two experiments collectively explored four factors that may influence people's judgments of exocentric (interobject) distances in virtual environments. Participants freely navigated in a simple virtual environment and repeatedly made magnitude estimations of exocentric distances. Distances were generally overestimated. An exponential model (Stevens' power law) fit the data, and exponent estimates were generally less than unity. Geometric field of view (GFOV) and the presence of error-corrective feedback were found to have the strongest effect on accuracy. In fact, distance perception was nearly veridical when made with an 80 deg. GFOV and when receiving feedback. Display type (head-mounted versus desktop) and the presence of additional perspective cues were less influential.


2021 ◽  
Vol 2 ◽  
Author(s):  
Philipp Maruhn

Virtual Reality is commonly applied as a tool for analyzing pedestrian behavior in a safe and controllable environment. Most such studies use high-end hardware such as Cave Automatic Virtual Environments (CAVEs), although, more recently, consumer-grade head-mounted displays have also been used to present these virtual environments. The aim of this study is first of all to evaluate the suitability of a Google Cardboard as low-cost alternative, and then to test subjects in their home environment. Testing in a remote setting would ultimately allow more diverse subject samples to be recruited, while also facilitating experiments in different regions, for example, investigations of cultural differences. A total of 60 subjects (30 female and 30 male) were provided with a Google Cardboard. Half of the sample performed the experiment in a laboratory at the university, the other half at home without an experimenter present. The participants were instructed to install a mobile application to their smartphones, which guided them through the experiment, contained all the necessary questionnaires, and presented the virtual environment in conjunction with the Cardboard. In the virtual environment, the participants stood at the edge of a straight road, on which two vehicles approached with gaps of 1–5 s and at speeds of either 30 or 50 km/h. Participants were asked to press a button to indicate whether they considered the gap large enough to be able to cross safely. Gap acceptance and the time between the first vehicle passing and the button being pressed were recorded and compared with data taken from other simulators and from a real-world setting on a test track. A Bayesian approach was used to analyze the data. Overall, the results were similar to those obtained with the other simulators. The differences between the two Cardboard test conditions were marginal, but equivalence could not be demonstrated with the evaluation method used. It is worth mentioning, however, that in the home setting with no experimenter present, significantly more data points had to be treated or excluded from the analysis.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Martin Giesel ◽  
Anna Nowakowska ◽  
Julie M. Harris ◽  
Constanze Hesse

AbstractWhen we use virtual and augmented reality (VR/AR) environments to investigate behaviour or train motor skills, we expect that the insights or skills acquired in VR/AR transfer to real-world settings. Motor behaviour is strongly influenced by perceptual uncertainty and the expected consequences of actions. VR/AR differ in both of these aspects from natural environments. Perceptual information in VR/AR is less reliable than in natural environments, and the knowledge of acting in a virtual environment might modulate our expectations of action consequences. Using mirror reflections to create a virtual environment free of perceptual artefacts, we show that hand movements in an obstacle avoidance task systematically differed between real and virtual obstacles and that these behavioural differences occurred independent of the quality of the available perceptual information. This suggests that even when perceptual correspondence between natural and virtual environments is achieved, action correspondence does not necessarily follow due to the disparity in the expected consequences of actions in the two environments.


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