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Quantifying Immersion in Virtual Reality Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997

Quantifying Immersion in Virtual Reality Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997

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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”.

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Page 1: Quantifying Immersion in Virtual Reality Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997

Quantifying Immersionin Virtual Reality

Randy Pausch Dennis Proffitt

George Williams

University of VirginiaSIGGRAPH 1997

Page 2: 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

Page 3: Quantifying Immersion in Virtual Reality Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997

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”.

Page 4: Quantifying Immersion in Virtual Reality Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997

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?

Page 5: Quantifying Immersion in Virtual Reality Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997

The Results• Target searching: no

VR advantage• No target present:

41% decrease• VR data was

predictable

Page 6: Quantifying Immersion in Virtual Reality Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997

Transfer Effects

• VR training improves spatial cognition

• Desktop use degrades “real-world” performance

Page 7: Quantifying Immersion in Virtual Reality Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997

Contributions

1. Indication of improved short-term memory (FoR)2. Improved traditional display use3. Suggestion 2D world limits spatial cognition4. Complement to definition of immersion

Page 8: Quantifying Immersion in Virtual Reality Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997

Possible Expansions

• Real-world manipulation (Voodoo dolls)• PUSH device• Further research on education through VR

manipulation for 2D tasks

Page 9: Quantifying Immersion in Virtual Reality Randy Pausch Dennis Proffitt George Williams University of Virginia SIGGRAPH 1997

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?