Quantifying immersion in virtual reality

Quantifying immersion in virtual reality
复制标题

量化虚拟现实的沉浸感

DOI:
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发表时间:
1997
期刊:
International Conference on Computer Graphics and Interactive Techniques
影响因子:
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通讯作者:
George H. Williams
George H. Williams
中科院分区:
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文献类型:
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作者:
R. Pausch;D. Proffitt;George H. Williams

文献摘要

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虚拟现实(VR)已经引起了许多兴奋,但很少有正式的证据证明它是有用的。由于虚拟现实界面的构建困难且昂贵,计算机图形学社区需要能够预测哪些应用程序将从虚拟现实中受益。在本文中,我们展示了使用VR界面的用户完成搜索任务的速度比使用固定显示器和手动输入设备的用户快。我们将用户置于如图1所示的虚拟房间的中心,并告诉他们寻找伪装的目标。VR用户的表现并没有明显好于桌面用户。然而,当被要求搜索房间并断定目标是否存在时,VR用户在确定他们何时搜索了整个房间方面表现得更好。桌面用户要多花41%的时间,重新检查他们已经搜索过的区域。我们还发现,从VR到固定显示器的训练有正迁移,从固定显示器到VR的训练有负迁移。
Virtual Reality (VR) has generated much excitement but little formal proof that it is useful. Because VR interfaces are difficult and expensive to build, the computer graphics community needs to be able to predict which applications will benefit from VR. In this paper, we show that users with a VR interface complete a search task faster than users with a stationary monitor and a hand-based input device. We placed users in the center of the virtual room shown in Figure 1 and told them to look for camouflaged targets. VR users did not do significantly better than desktop users. However, when asked to search the room and conclude if a target existed, VR users were substantially better at determining when they had searched the entire room. Desktop users took 41% more time, re-examining areas they had already searched. We also found a positive transfer of training from VR to stationary displays and a negative transfer of training from stationary displays to VR.