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1 Copyright © 2015 by ASME Proceedings of the ASME 2015 International Design Engineering Technical Conferences & Computers and Information in Engineering Conference IDETC/CIE 2015 August 2-5, 2015, Boston, MA, USA DETC2015- 47388 Investigating the Impact of Interactive Immersive Virtual Reality Environments in Enhancing Task Performance in Online Engineering Design Activities Ajay Karthic B. Gopinath Bharathi Industrial and Manufacturing Engineering The Pennsylvania State University University Park, PA 16802 Email: [email protected] Conrad S. Tucker Engineering Design and Industrial and Manufacturing Engineering Computer Science and Engineering The Pennsylvania State University University Park, PA 16802 Email: [email protected] ABSTRACT The objective of this paper is to test the hypothesis that immersive virtual reality environments such as those achievable through the head-mounted displays, enhance task performance in online engineering design activities. In this paper, task performance is measured by the time to complete a given engineering activity. Over the last decade, a wide range of virtual reality applications have been developed based on non-immersive and immersive virtual reality systems for educational purposes. However, a major limitation of non- immersive virtual reality systems is the lack of an immersive experience that not only provides content to students, but also enables them to interact and learn in a completely 360 degree immersive environment. The authors of this work have developed a replica of a physical engineering laboratory in an interactive virtual learning environment. This research measures the difference in task performance between i) students exposed to an immersive virtual reality system and ii) students exposed to a non-immersive virtual reality system, in the interactive virtual environment developed by the research team. This research seeks to explore whether statistically significant differences in performance exist between these groups. Knowledge gained from testing this hypothesis will inform educators about the value and impact of immersive virtual reality technologies in enhancing online education. A case study involving 54 students in a product functional analysis task is used to test the hypothesis. 1 INTRODUCTION Virtual reality (VR) is a computer generated virtual environment which gives users the impression of being somewhere other than where they actually are. VR can be considered as an advanced form of human-computer interface that allows the user to interact with a realistic virtual environment generated using interactive software and hardware. A more formal definition of VR was proposed by Moshell and Hughes, where they define VR as a real-time graphical simulation with which the user interacts via some form of analog control, within a spatial frame of reference and with user control of the viewpoint’s motion and view direction” [1]. The primary characteristics of VR which differentiates it from other means of displaying information are the concepts of immersion and presence. The VR research community is divided on its opinion about the definitions of immersion and presence. Slater and Wilbur defined immersion based on the description of what any technology could provide [2]. I.e., the extent to which the computerized system is capable of offering an inclusive, extensive, surrounding and vivid illusion of reality to the senses of a user. According to Slater and Wilbur, Inclusive indicates the extent to which physical reality is shut out. Extensive indicates the range of sensory modalities accommodated. Surrounding indicates the extent to which this virtual reality is panoramic rather than limited to a narrow field. Vivid indicates the resolution, fidelity, and variety of energy simulated within a particular modality”. They also define presence “as a state of consciousness, the (psychological) sense of being in the virtual environment”. It is argued that a virtual environment that produces a greater sense of immersion will produce higher levels of presence [3]. At times, immersive VR

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Page 1: Investigating the Impact of Interactive Immersive Virtual Reality

1 Copyright © 2015 by ASME

Proceedings of the ASME 2015 International Design Engineering Technical Conferences & Computers and Information in Engineering Conference

IDETC/CIE 2015 August 2-5, 2015, Boston, MA, USA

DETC2015- 47388

Investigating the Impact of Interactive Immersive Virtual Reality Environments in Enhancing Task Performance in Online Engineering Design Activities

Ajay Karthic B. Gopinath Bharathi Industrial and Manufacturing Engineering

The Pennsylvania State University University Park, PA 16802 Email: [email protected]

Conrad S. Tucker Engineering Design and Industrial and Manufacturing Engineering

Computer Science and Engineering The Pennsylvania State University

University Park, PA 16802 Email: [email protected]

ABSTRACT The objective of this paper is to test the hypothesis that

immersive virtual reality environments such as those

achievable through the head-mounted displays, enhance task

performance in online engineering design activities. In this

paper, task performance is measured by the time to complete a

given engineering activity. Over the last decade, a wide range

of virtual reality applications have been developed based on

non-immersive and immersive virtual reality systems for

educational purposes. However, a major limitation of non-

immersive virtual reality systems is the lack of an immersive

experience that not only provides content to students, but also

enables them to interact and learn in a completely 360 degree

immersive environment. The authors of this work have

developed a replica of a physical engineering laboratory in an

interactive virtual learning environment. This research

measures the difference in task performance between i)

students exposed to an immersive virtual reality system and ii)

students exposed to a non-immersive virtual reality system, in

the interactive virtual environment developed by the research

team. This research seeks to explore whether statistically

significant differences in performance exist between these

groups. Knowledge gained from testing this hypothesis will

inform educators about the value and impact of immersive

virtual reality technologies in enhancing online education. A

case study involving 54 students in a product functional

analysis task is used to test the hypothesis.

1 INTRODUCTION

Virtual reality (VR) is a computer generated virtual

environment which gives users the impression of being

somewhere other than where they actually are. VR can be

considered as an advanced form of human-computer interface

that allows the user to interact with a realistic virtual

environment generated using interactive software and

hardware. A more formal definition of VR was proposed by

Moshell and Hughes, where they define VR “as a real-time

graphical simulation with which the user interacts via some

form of analog control, within a spatial frame of reference and

with user control of the viewpoint’s motion and view direction”

[1]. The primary characteristics of VR which differentiates it

from other means of displaying information are the concepts of

immersion and presence. The VR research community is

divided on its opinion about the definitions of immersion and

presence. Slater and Wilbur defined immersion based on the

description of what any technology could provide [2]. I.e., the

extent to which the computerized system is capable of offering

an inclusive, extensive, surrounding and vivid illusion of

reality to the senses of a user. According to Slater and Wilbur,

“Inclusive indicates the extent to which physical reality is shut

out. Extensive indicates the range of sensory modalities

accommodated. Surrounding indicates the extent to which this

virtual reality is panoramic rather than limited to a narrow field.

Vivid indicates the resolution, fidelity, and variety of energy

simulated within a particular modality”. They also define

presence “as a state of consciousness, the (psychological) sense

of being in the virtual environment”. It is argued that a virtual

environment that produces a greater sense of immersion will

produce higher levels of presence [3]. At times, immersive VR

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2 Copyright © 2015 by ASME

environments are confused with the traditional 3D desktop

environments. Van Dam et al. indicate that immersive VR

systems are substantially new media that are different from the

3D desktop environments since “conventional desktop 3D

displays give one the sensation of looking through a window

into a miniature world on the other side of the screen, with all

the separation that sensation implies, whereas immersive VR

makes it possible to become immersed in and interact with life-

sized scenes” [4]. Therefore, immersive VR systems have the

ability to let users “see” things which they could not see with

the desktop 3D graphics.

VR environments can be generated by integrating a

collection of hardware such as a computer, keyboard, mouse,

head-mounted display, headphone or motion sensing gloves,

with necessary software systems. Mujber et al. classify VR

systems based on immersion into three categories namely: non-

immersive (desktop) systems, semi-immersive projection

systems and fully immersive systems as shown in Table 1 [5].

Fully immersive VR systems allow for mobility by capturing

human motion and interaction with objects, and reproducing

the same objects in the virtual 3D environments [6]. Non-

immersive/desktop VR also places the user in a 3D

environment and allows interaction, but only utilizing a

conventional graphic workstation with a monitor, keyboard

and mouse [7]. Semi-immersive VR is another type of VR

system that exists at the intersection between non-immersive

and fully immersive VR systems. Fish tank VR on a monitor

[8], workbenches [9] and single wall project displays [10], all

with head-tracked stereo, are examples of semi immersive VR

systems. In this paper, the term “immersive VR system” is

synonymous to a “fully immersive VR system”. Advancements

in computer hardware technology and internet connectivity

have made VR increasingly popular and less expensive.

According to a recent report [11], the VR market is expected to

grow to $407.51 million and reach more than 25 million users

by 2018. This increased demand is attributed to a wide

spectrum of application areas for these technologies outside of

the gaming world. Today, VR technologies are used in a broad

range of fields such as education, military, healthcare,

entertainment, engineering, sports, and much more [12–17].

For example, engineers at companies like Caterpillar, General

Motors and Ford Motors use VR technology to virtually create

products and test design during the automotive development

[18].

VR technology provides a suitable platform in the

educational settings for the learner to participate in the learning

environment with a sense of being a part of it. Pantelidis

provides several reasons for the use of VR in education, such

as enhanced visualization, motivation, interaction and

collaboration [19]. Mikropoulos and Natsis reviewed 53

empirical studies related to the educational application of VR

and found that several studies showcased the positive attitude

of students and teachers towards the use of VR in educational

settings [20]. They also pointed out that many studies

demonstrated the potential of virtual environments as a tool to

enhance students’ understanding of concepts and reduce

misconceptions. VR systems have been shown to be an

effective and promising tool in education because of their

unique characteristics. One of its unique characteristics is its

ability to allow students to visit virtual environments and

interact with objects and space in real time, which overcomes

the traditional distance, time, or safety constraints [21-22]. VR

can be pedagogically exploited through its special

characteristics such as three dimensional spatial

representations, multisensory channels for user interaction,

immersion and intuitive interaction through natural

manipulations in real time. [23]. There is general consensus

among educational technologists about the need for

interactivity in learning [24].

Table 1. TYPES OF VR SYSTEMS OUTLINED BY MUJBER

ET AL. [5]

VR system

Non-

immersive

VR

Semi-

immersive

VR

Fully-

immersive

VR

Input

devices

Mice,

keyboards,

joysticks,

and

trackballs

Joystick space

balls, and data

gloves

Gloves and

voice

commands

Output

devices

Standard

high-

resolution

monitor

Large screen

monitor, large

screen

projector

system, and

multiple

television

projection

systems

Head

mounted

display

(HMD),

CAVETM

Resolution High High Low–

medium

Sense of

immersion Non-low Medium–high High

Interaction Low Medium High

Price

Lowest

cost VR

system

Expensive Very

expensive

Constructionism is one of the most widely accepted

theories of learning and education in the 21st century. It is

generally recognized in educational domains that an essential

part of the learning process lies in “hands-on" construction.

The constructivism learning theory argues that people produce

knowledge and form meaning based upon their experiences

[25]. The constructivism learning theory suggests that the

construction of an individual’s new knowledge is based on two

concepts namely, assimilation and accommodation.

Assimilation describes how the learners deal with new

knowledge, while accommodation describes how learners

reorganize their existing knowledge [26]. Discovery learning

is a constructive based approach to education which is defined

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3 Copyright © 2015 by ASME

as “an approach to instruction through which students interact

with their environment – by exploring and manipulating

objects, wrestling with questions and controversies, or

performing experiments” [27]. Researches have established the

compatibility between characteristics of VR technology and

constructivist learning theory [28-29]. Recent developments in

technology and internet connectivity have dramatically

increased the accessibility to education through Massive Open

Online Course (MOOC) platforms. The ease of accessibility

and quality of the course materials have in turn, increased the

popularity of MOOCs [30]. MOOC predominantly utilizes

videos, texts and images for teaching purposes [31-32]. Tucker

et al. proposed a methodology for mining textual data

generated within MOOCs in order to quantify students’

sentiments pertaining to course topics [33]. Though there are

several advantages of MOOCs, the inability to deliver practical

hands-on experience is seen as a major drawback, especially in

technical courses associated with engineering. The VR

systems, when integrated with such MOOC platforms can

possibly overcome this drawback.

The paper is organized as follows: Section 2 reviews

related research, Section 3 outlines the research hypothesis and

methodology, Section 4 describes the case study, and Section

5 discusses the conclusions and future directions.

2 LITERATURE REVIEW

Since this study involves comparing non-immersive VR

systems with immersive VR systems, the research articles

discussed in this section are limited to such systems.

2.1 Immersive Vs. Non-Immersive Virtual Reality Systems

The non-immersive/desktop VR systems have been

implemented in a variety of applications such as industrial

training [34], preflight navigation training [35], rehabilitation

of functional activities in individuals with chronic stroke [36],

visualizing geographical data [37] and astronomy education

[38]. As explained earlier, the immersive VR systems need a

more sophisticated setup to “immerse” the user in the computer

generated 3D world. Head-mounted display based systems are

one of the oldest types of immersive VR systems where the

virtual environment is displayed via a head-mounted visual

display unit and user interaction with the virtual environment

takes place through a hand held input device. Another type of

immersive VR system is the Immersive Project Technology

(IPT), where the images are projected on single or multiple

screens around the user. CAVETM is an example of such a

system, where the user wearing a Stereoscopic LCD shutter

glasses is kept in a cubical room where the virtual environment

is projected on multiple surfaces, thereby giving the user a 3D

feel of the virtual world. CAVETM systems have been found to

be used in the treatment of acrophobia [39] and understanding

molecular structure in chemistry education [40]. These types of

immersive VR technology have the ability to provide an

interactive and stimulating platform for students and create an

online learning experience similar to the one which they might

experience in an actual university.

2.2 Application of Virtual Reality in Education

Studies have been conducted to investigate the preferences

of students towards digital/virtual and hands-on/tactile learning

in engineering [41-42]. Previous research has shown that three-

dimensional virtual worlds provide a better representation of

the real world and are more effective than text-based or two-

dimensional environments, and the increased degree of realism

can lead to better student engagement in learning activities

[43]. It has also been reported that virtual environments like

computer games can motivate students to engage in learning

activities and achieved promising results [44-45]. Researchers

have investigated the use of VR for educating students of

different ages in various fields and found positive performance

and learning outcomes.

Immersive Virtual Reality Systems in Education:

In the field of biology, Allison et al. created “Virtual

Reality Gorilla Exhibit”, an educational tool for middle school

students wherein the users assumed a character of an

adolescent gorilla to explore a virtual gorilla habitat, to learn

about the gorillas’ interactions, vocalizations and social

structures [46]. In chemistry, Limniou et al. showed that

CAVETM systems enabled students to get a clearer

understanding of molecular structures and their changes during

a chemical reaction when compared to 2D animation on

desktop computers [40].

Non-Immersive Virtual Reality Systems in Education:

In mathematics, VR has shown positive effects on students

learning geometry topics [47-48]. Kim et al. used an education

tool called Virtual Reality Physics Simulation (VRPS) for

visualization of key physics concepts such as wave

propagation, ray optics, relative velocity and electric machines

at high school or college level [49]. The survey results of the

study indicated that students were more satisfied and felt that

VR helped them understand the concepts better. Another

example for the application of VR in physics was demonstrated

by Demaree et al. where three VR-based labs dealing with

linear motion, circular motion and collision were created for

the introductory physics laboratories [50]. VR systems are

being used extensively in the field of astronomy education

since it is not possible for students to visit space to learn

astronomical phenomena. One such VR astronomy system is

the “Virtual Solar System” where undergraduate students build

a solar system using 3D modelling software [51]. During the

process, students were found to gain rich understanding of the

astronomical phenomena. The Harvard Law School has offered

virtual courses in Second Life, in which a specific set of

students could participate in the lectures and interact with the

instructor inside the virtual environment [52]. The overall

response was found to be positive. One of the most important

application of VR is in the education and training of medical

professionals. VR allows medical professionals to recreate the

operating room for ongoing training purposes. Ahlberg et al.

demonstrated that VR training significantly reduced the error

rate of residents during their first 10 laparoscopic

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4 Copyright © 2015 by ASME

cholecystectomies [53]. Another similar study concluded that

VR surgical simulation improved the operating room

performance of residents during laparoscopic cholecystectomy

[54].

Though there has been a modest amount of research

conducted using non-immersive VR systems in the educational

setting, the exploration of immersive VR systems has been

limited. Mikropoulos and Natsis performed a ten year (1999-

2009) review of empirical studies related to educational virtual

environments and found that only 16 of the 53 studies used

either immersive or semi immersive VR systems [20]. The

authors of this work investigate the effectiveness of immersive

VR technologies in comparison to non-immersive VR

technologies. Though non-immersive VR or desktop VR

system are less expensive to implement, they are considered as

one of the least immersive implementations of VR techniques

since the virtual environment is viewed only through a flat

screen monitor. On the other hand, immersive VR systems

provide a more immersive and realistic experience by placing

the user in a virtual environment that looks and feels closer to

the real world. Other notable advantages of immersive VR

system are its ability to enhance the perception of depth, sense

of space and interaction with three dimensional objects. There

is a need to explore the effectiveness of VR technology in the

educational setting and measure the users’ performance when

engaging in the VR environment [55]. Many studies have

explored the use of VR systems for learning activities, but to

the best knowledge of the authors, this is the first study that has

been carried out in the direction of evaluating users’

performance in immersive VR systems versus non-immersive

VR systems for online engineering design activities.

3 METHODOLOGY

This section outlines a methodology to evaluate the

differences in performance outcomes between students using

immersive and non-immersive VR systems (Fig. 1). In this

methodology, performance is measured based on time to

complete a given engineering activity.

Figure 1. OUTLINE OF METHODOLOGY

The most important differentiating feature of immersive

VR systems is the immersion produced by stereo 3D visual

display using head/body tracking devices, which creates a

human centric rather than a computer-determined point of

view. Therefore, in immersive VR systems, the virtual

environment continually adjusts to retain the viewer’s

perspective. Immersive VR systems such as head-mounted

displays can track the users’ translational motions (x,y,z) as

well as the rotational motions (yaw, pitch, roll), thereby

allowing tracking in 6 degrees of freedom (Fig. 2).

Figure 2. SIX DEGREES OF FREEDOM ACHIEVED USING IMMERSIVE VR SYSTEMS

3.1 Research Hypothesis

Task completion time has been used as a performance

metric to evaluate the effectiveness of VR technology in

research. Jennett et al. showed that immersion can be measured

subjectively (through questionnaires) as well as objectively

(task completion time, eye movements) [56]. Lendvay et al.

used task completion time as one the metric to show that

preoperative robotic warm-up using VR systems enhanced

robotic task performance among surgeons [57]. Newmark et al.

used task completion time to study the correlation in the

assessment of laparoscopic surgical skills among medical

students using a VR laparoscopic trainer and a low-fidelity

video box trainer [58]. In an attempt to assess the feasibility of

VR with hand-held devices, Hwang et al. evaluated the

effectiveness of different VR platforms using task completion

time in one of their experiments [59]. Ni et al. found that large

display size (i.e. large field of view and resolution (number of

pixels) have a significant effect on the time taken to complete

a task in information rich virtual environments [60]. Since

immersive VR systems generally possess better field of view

and resolution, this research will explore whether they have a

significant impact on the task completion time in engineering

related design activities.

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5 Copyright © 2015 by ASME

In this paper, a hypothesis based on task completion time

is tested initially and then a questionnaire is used to evaluate

the preference of students towards immersive and non-

immersive VR systems. The following is the hypothesis to be

tested:

Null Hypothesis H0: Time taken by students to complete the

product functional analysis using immersive VR system and

non-immersive VR system are identical

Alternative Hypothesis Ha: Time taken by students to

complete the product functional analysis using immersive VR

system is less than the time taken by the students to complete

the same activity using non-immersive VR system

If the null hypothesis is rejected, it can be argued that

immersive VR systems are better than the non-immersive VR

systems in terms of performance outcomes for a given task. A

case study involving 54 students is presented in the next section

to test this hypothesis.

4 CASE STUDY

Product functional analysis, whether it is product

dissection or assembly, is an integral part of understanding the

engineering design process that has been shown to enhance

students’ understanding of products, their components, and the

interactions that exist between them [61–64]. The Subtract and

Operate Procedure (SOP) is an integral part of the learning

process during product dissection, as participants get an

opportunity to disassemble a component, operate the system,

analyze the effect of the removed component and infer the

function of the removed component [64–66]. Bohm and Stone

have created advanced design repository systems for virtual

product representations [67]. Devendorf and Lewis have

explored the use of digital product repositories in enhancing

product functional analysis activities [62]. Vasudevan and

Tucker proposed an approach to digitally represent physical

design artifacts using low cost 3D scanning techniques [68].

The experiment presented in this paper, advances the

research on virtual product analysis in engineering design by

investigating whether immersive VR systems enhance

students’ performance in product functional analysis tasks,

beyond the traditional non-immersive approaches to virtual

prototyping and design. In this study, a product functional

analysis is performed by two different groups of students,

where one group uses the immersive VR system and another

group uses a non-immersive VR system. The non-immersive

VR group uses a game joystick to perform the activity in the

virtual environment by looking at the computer desktop and the

immersive VR group uses the same game joystick along with a

360 degree visual immersive tool to perform the same task in

the same virtual environment. The specific product functional

analysis task is to assemble the components of a coffee maker

in the correct manner, given a baseline coffee maker as a

reference model.

4.1 Research Environment

The entire study was carried out in the Design Analysis

Technology Advancement (D.A.T.A) Laboratory at Penn State

University. A total of six work stations were set up for the study

with three of them allocated to immersive VR systems and the

other three allocated to non-immersive VR systems. Figure 3

shows the laboratory setup of the immersive VR systems.

4.2 Virtual Reality System Hardware

Oculus Rift® is an immersive VR head-mounted display

that allows users to be immersed in a three-dimensional

environment. The set of lenses on the device creates a

stereoscopic 3D image and the external position tracking

accessory tracks the movement of an individual’s head

accurately which together, creates a 3D environment for the

user (Fig. 2). Recent researches have shown that Oculus Rift®

can be used as a suitable VR tool in education [69-70]. Oculus

Rift Development Kit 2 with a resolution of 960 X 1080 per

eye was used for the purpose of this study. Afterglow Wired

Controller for Xbox 360 (PL 3702) was used as the joystick to

interact with the objects in the virtual environment. The

workstation was configured with an Intel® Core ™ i5 – 4690

CPU @ 3.5 GHz processor and 8GB RAM.

Figure 3. LABORATORY SETUP FOR IMMERSIVE VR SYSTEMS

4.3 Virtual Reality Software

The virtual environment for the study was created by

researchers in the D.A.T.A lab using Unity 4 (Version 4.6.1f1).

Unity is a cross-platform game creation system which includes

a game engine and an integrated development environment

[71]. It is a flexible system that can be used to develop video

games for web sites, desktop platforms, consoles and mobile

devices, and supports over fifteen platforms. Additionally, it is

particularly popular in the independent game development and

research communities due to its low cost and ease of use.

4.4 Virtual Reality Environment

The virtual environment consisted of a classroom with a

work table, on which the students had to perform the product

functional analysis. The product used in this case study was a

coffeemaker. The students had to look at the model coffee

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6 Copyright © 2015 by ASME

maker at the right and assemble a similar coffee maker using

components on the left. Figure 4 shows the virtual environment

used in the study and Figure 5 shows the left and right eye

images of the same virtual environment produced by Oculus

Rift®.

Figure 4. VIRTUAL REALITY ENVIRONMENT

Figure 5. LEFT AND RIGHT EYE IMAGES OF THE IMMERSIVE VR ENVIRONMENT IN OCULUS RIFT®

4.5 EXPERIMENTAL STUDY

This study was conducted in accordance with Penn State

University’s Institutional Review Board (IRB) under protocol

ID #1698 titled "The Digital Divide: Investigating Virtual

Reality Technologies That Help Bridge the Gap Between

Virtual and Brick & Mortar Learning”.

4.5.1 Study Sample. 54 engineering undergraduate

students were recruited by advertisement in the university

campus, and assigned randomly to one of two groups. Group 1

(29 students) participated in the activity using immersive VR

system – Oculus Rift® and Group 2 (25 students) participated

in the same activity using a non-immersive VR system. In

terms of gender, 47 were male (87%) and 7 were female (13%).

Ages ranged from 17-27 years, the mean age being 19.85 years

(Standard deviation = 1.62). 50 students (93%) who

participated in the study had at least 1-2 years of experience in

using joysticks and 24 students (83%) in group 1 were first

time Oculus Rift® users.

4.5.2 Study Design. 54 students were split into two groups

in a random manner. Before the start of the actual experiment,

both the groups were given a pre-experiment questionnaire

where they had to answer questions about expected learning

outcomes in VR systems. The students were provided with an

instruction manual on how to use the joystick. Ten minutes of

training time was then allotted to each student to get

accustomed with the joystick and the actual virtual

environment used in the experiment. The first group of students

performed the activity with the immersive VR system (Oculus

Rift® + Joystick as shown in Fig. 6) and the second group of

students used the non-immersive VR system (Desktop Monitor

+ Joystick as shown in Fig. 7) to perform the same activity.

Figure 6. STUDENT USING IMMERSIVE VR SYSTEM (OCULUS RIFT®)

Each student was asked to repeat the activity three times,

with an average used for their task completion time. The task

completion time of each student was measured using a digital

clock embedded within the virtual environment. The students

were asked to perform the activity at their own comfortable

pace. Upon completion of the activity, the students were given

a post-test questionnaire with the same set of questions in the

pre-experiment, which they now answered based on their VR

experience. In the pre-experiment and post-experiment

questionnaire, students were asked to circle a response ranging

from 1 to 5 that best characterizes how they feel about each

statement given in the questionnaire, where 1 = Strongly

Disagree, 2 = Disagree, 3 = Neither Agree Nor Disagree, 4 =

Agree, and 5 = Strongly Agree (5 Point Likert Scale).

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7 Copyright © 2015 by ASME

Figure 7. STUDENT USING NON-IMMERSIVE VR SYSTEM

4.5.3 Study Results. The statistical analysis was carried

out using Minitab 17. From Table 2, it can be observed that

median task completion time of students using the immersive

VR system is lesser than that of students using non-immersive

VR system. The median difference in task completion time

between the immersive and non-immersive VR group was -

24.35 with 95% confidence intervals for the median difference

in completion time of -48.63 to -10.93. Figure 8 summarizes

the results of task completion time obtained from both the

groups. The center line of the box with the dark circle shows

the median completion time, the dark triangle is the mean

completion time, the box itself indicates the 25th percentile and

75th percentile and the ‘tails’ specify the 10th and 90th

percentile.

Table 2. MEDIAN TASK COMPLETION TIME OF TWO

GROUPS

Group

N

(Sample

Size)

Median

Completion

Time

(in Seconds)

Group 1: Immersive VR 29 23.21

Group 2: Non-Immersive VR 25 49.04

Since the completion time was not normally distributed,

the completion time of both groups were compared non-

parametrically using Mann-Whitney U Test. The p-value

obtained in the test was 0.0001 and since p-value is much lesser

than 0.05, the null hypothesis can be rejected. And it can be

concluded that there is strong evidence to prove that time taken

by students to complete the activity using the immersive VR

system is less than the time taken by the students to complete

the same activity using non-immersive VR system. Hence, the

performance outcomes of the students using immersive VR

systems are found to be significantly better than students using

non-immersive VR systems.

Figure 8. BOX PLOT COMPARING THE TASK COMPLETION TIME OF TWO GROUPS

For the purpose of this study, two statements from the

post-experiment questionnaire are used to investigate the

preferences of students towards using VR systems in

engineering design education. The students were asked to

circle a response on the 5 point Likert scale for the following

two statements:

S1: I find it useful to be able to virtually manipulate objects

when I am doing engineering design

S2: I find it easier learning when I am virtually manipulating

objects

Figure 9. STUDENT RESPONSE TO STATEMENT 1 IN POST-EXPERIEMENT QUESTIONNAIRE

Figure 9 shows that, after participating in the experiment,

a greater % of Group 1 (Immersive VR system) students

“Strongly Agreed” with statement 1 when compared to Group

2 (Non-immersive VR system). Also, none of the Group 1

Non-Immersive VR GroupImmersive VR Group

140

120

100

80

60

40

20

0

Task

Co

mp

leti

on

Tim

e (

in s

eco

nd

s)

23.21

49.04

31.02

64.20

Boxplot of Immersive VR Group, Non-Immersive VR Group

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8 Copyright © 2015 by ASME

students “Disagreed” with the statement as opposed to 8% of

Group 2. But the pattern is reversed in the case of “Agreed”.

Figure 10. STUDENT RESPONSE TO STATEMENT 2 IN POST-EXPERIEMENT QUESTIONNAIRE

Figure 10 shows that, after participating in the experiment,

a greater % of Group 1 (Immersive VR system) students

“Strongly Agreed” or “Agreed” with the statement 2 when

compared to Group 2 (Non-immersive VR system) students.

The pattern seems to reverse in the rest of the cases. Overall,

Figures 9 and 10 demonstrate a positive feedback in terms of

students’ attitude towards learning using immersive VR

systems in comparison to non-immersive VR systems. At the

end of the questionnaire, all students were asked to briefly

describe their experience of interacting with objects in virtual

world versus the real world. Some of the feedback obtained

from Group 1 students who used the immersive VR system are

discussed. (1) Many students felt that the use of a joystick made

the experience less realistic and proposed that it would be more

realistic if they could use their hands to interact with the objects

in the immersive virtual environment. (2) Though most of the

students felt that the immersive VR experience was very

realistic, few of them reported to have trouble in estimating the

depth of objects. (3) About 7% of students who used the

immersive VR system reported motion sickness. The majority

of group 2 students who used non-immersive VR system

reported having difficulty using a joystick to interact with the

objects. Contrastingly, only very few students from group 1

reported such difficulties. This may be due to the fact that non-

immersive VR system does not continually adjusts to retain the

viewers’ perspective unlike immersive VR system. This could

be a contributing factor towards significant difference in task

completion time between the two groups.

5 CONCLUSIONS The aim of the research was to investigate whether there

exist any statistically significant differences in performance

outcomes between students engaged in non-immersive and

immersive VR systems. To the knowledge of the authors, this

is the first study evaluating users’ performance in immersive

VR systems versus non-immersive VR systems for online

engineering design activities. The median task completion time

of students using the immersive VR system (23.21 seconds)

was found to be lesser than that of students using non-

immersive VR system (49.04 seconds). The hypothesis that

time taken by students to complete the product functional

analysis activity using the immersive VR system is less than

the time taken by the students to complete the same activity

using non-immersive VR system was supported (p-value =

0.0001). This implies that, the performance outcomes of the

students using immersive VR systems are significantly better

than students using non-immersive VR systems. The ability of

the immersive VR system to continually adjust to retain the

viewers’ perspective in the immersive 3D virtual world is

considered as one of the major advantages. Apart from the

statistical test on the task completion time, the authors also

investigated the preferences of students towards using VR

systems in engineering design education. In general, a positive

feedback towards immersive VR systems was found among

users. Most of the Group 1 participants who used Oculus Rift®

reported that the experience of using immersive VR system

was very realistic and interesting, but pointed out that the usage

of the joystick in the immersive VR system made their

experience less realistic. This emphasizes on the necessity for

exploring the integration of 3D interactive technology such as

a haptic glove with immersive visual displays, in order to

achieve complete immersion. The other issues reported by the

student using immersive VR systems were related to difficulty

in perception of depth and motion sickness.

Immersion is considered as one of the most important

characteristic contributing towards the sense of presence

experienced by the user in the VR system. Further studies

involving integration of immersive visual displays with 3D

interactive devices are required. The 3D interactive devices

when integrated with immersive visual displays have the

potential to increase the level of presence among the users.

Apart from the technological characteristics like immersion,

individual characteristics such as age and gender can also affect

the level of presence experienced by users. Therefore, it would

be interesting to conduct large scale studies to investigate the

effectiveness of immersive VR systems among users of

different gender and age group. In future, the authors would

like to explore the reasons for the observed difference in

performance outcomes between users in immersive and non-

immersive VR systems. Immersive VR systems could provide

the potential platform for students to participate in learning

activities remotely from their home or anywhere else, thereby

facilitating distance education.

ACKNOWLEDGEMENT

The authors of this work would like to acknowledge the

Penn State’s Center for Online Innovation in Learning (COIL)

for the grant that funded this research. Any opinions, findings,

or conclusions found in this paper are those of the authors and

do not necessarily reflect the views of the sponsors. The

authors would also like to acknowledge Bryan Dickens, Steven

Sellers, Gabe Harms and Owen Shartle for their time and hard

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9 Copyright © 2015 by ASME

work in developing the virtual reality environment for this

research.

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