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Measuring Presence in Virtual Environments: A Presence Questionnaire
- Presence
, 1998
"... The effectiveness of virtual environments (VEs) has often been linked to the sense of presence reported by users of those VEs. (Presence is defined as the subjective experience of being in one place or environment, even when one is physically situated in another.) We believe that presence is a norma ..."
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Cited by 201 (0 self)
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The effectiveness of virtual environments (VEs) has often been linked to the sense of presence reported by users of those VEs. (Presence is defined as the subjective experience of being in one place or environment, even when one is physically situated in another.) We believe that presence is a normal awareness phenomenon that requires directed attention and is based in the interaction between sensory stimulation, environmental factors that encourage involvement and enable immersion, and internal tendencies to become involved. Factors believed to underlie presence were described in the premier issue of Presence: Teleoperators and Virtual Environments. We used these factors and others as the basis for a presence questionnaire (PQ) to measure presence in VEs. In addition we developed an immersive tendencies questionnaire (ITQ) to measure differences in the tendencies of individuals to experience presence. These questionnaires are being used to evaluate relationships among reported presenc...
Walking > Walking-in-Place > Flying, in Virtual Environments
, 1999
"... A study by Slater, et al., [1995] indicated that naive subjects in an immersive virtual environment experience a higher subjective sense of presence when they locomote by walking-in-place (virtual walking) than when they push-button-fly (along the floor plane). We replicated their study, adding real ..."
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Cited by 55 (8 self)
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A study by Slater, et al., [1995] indicated that naive subjects in an immersive virtual environment experience a higher subjective sense of presence when they locomote by walking-in-place (virtual walking) than when they push-button-fly (along the floor plane). We replicated their study, adding real walking as a third condition. Our study confirmed their findings. We also found that real walking is significantly better than both virtual walking and flying in ease (simplicity, straightforwardness, naturalness) as a mode of locomotion. The greatest difference in subjective presence was between flyers and both kinds of walkers. In addition, subjective presence was higher for real walkers than virtual walkers, but the difference was statistically significant only in some models. Follow-on studies show virtual walking can be substantially improved by detecting footfalls with a head accelerometer. As in the Slater study, subjective presence significantly correlated with subjects' degree of...
Passive Haptics Significantly Enhances Virtual Environments
, 2001
"... BRENT EDWARD INSKO: Passive Haptics Significantly Enhances Virtual Environments (Under the direction of Frederick P. Brooks, Jr.) One of the most disconcertingly unnatural properties of most virtual environments (VEs) is the ability of the user to pass through objects. I hypothesize that passive ..."
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Cited by 52 (5 self)
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BRENT EDWARD INSKO: Passive Haptics Significantly Enhances Virtual Environments (Under the direction of Frederick P. Brooks, Jr.) One of the most disconcertingly unnatural properties of most virtual environments (VEs) is the ability of the user to pass through objects. I hypothesize that passive haptics, augmenting a high-fidelity visual virtual environment with low-fidelity physical objects, will markedly improve both sense of presence and spatial knowledge training transfer. The low-fidelity physical models can be constructed from cheap, easy- to-assemble materials such as styrofoam, plywood, and particle board.
Testbed Evaluation of Virtual Environment Interaction Techniques
, 2001
"... As immersive virtual environment (VE) applications become more complex, it is clear that we need a firm understanding of the principles of VE interaction. In particular, designers need guidance in choosing three-dimensional interaction techniques. In this paper, we present a systematic approach, tes ..."
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Cited by 51 (3 self)
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As immersive virtual environment (VE) applications become more complex, it is clear that we need a firm understanding of the principles of VE interaction. In particular, designers need guidance in choosing three-dimensional interaction techniques. In this paper, we present a systematic approach, testbed evaluation, for the assessment of interaction techniques for VEs. Testbed evaluation uses formal frameworks and formal experiments with multiple independent and dependent variables to obtain a wide range of performance data for VE interaction techniques. We present two testbed experiments covering techniques for the common VE tasks of travel and object selection/manipulation. The results of these experiments allow us to form general guidelines for VE interaction and to provide an empirical basis for choosing interaction techniques in VE applications. Evaluation of a real-world VE system based on the testbed results indicates that this approach can produce substantial improvements in usability.
A Survey of Usability Evaluation in Virtual Environments: Classification and Comparison of Methods. PRESENCE: Teleoperators and Virtual Environments
, 2002
"... Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. ..."
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Cited by 50 (6 self)
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Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. This paper presents an overview of VE usability evaluation, to organize and critically analyze diverse work from this field. First, we discuss some of the issues that differentiate VE usability evaluation from evaluation of traditional user interfaces such as GUIs. We also present a review of some VE evaluation methods currently in use, and discuss a simple classification space for VE usability evaluation methods. This classification space provides a structured means for comparing evaluation methods according to three key characteristics: involvement of representative users, context of evaluation, and types of results produced. Finally, to illustrate these concepts, we compare two existing evaluation approaches: testbed evaluation [Bowman, Johnson, & Hodges, 1999], and sequential evaluation [Gabbard, Hix, & Swan, 1999]. 1 Introduction and
Interaction Techniques For Common Tasks In Immersive Virtual Environments - Design, Evaluation, And Application
, 1999
"... 13.44> . Drew Kessler for help with the SVE toolkit . The Virtual Environments group at Georgia Tech . The numerous experimental subjects who volunteered their time . Dawn Bowman iv TABLE OF CONTENTS Introduction ..................................................................... ................. ..."
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Cited by 45 (0 self)
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13.44> . Drew Kessler for help with the SVE toolkit . The Virtual Environments group at Georgia Tech . The numerous experimental subjects who volunteered their time . Dawn Bowman iv TABLE OF CONTENTS Introduction ..................................................................... ................. 1 1.1 Motivation ..................................................................... ...............1 1.2 Definitions.......................................................... ..........................4 1.3 Problem Statement............................................................ ...............6 1.4 Scope of the Research............................................................. ..........7 1.5 Hypotheses........................................................... ........................8 1.6 Contributions........................................................ .....
Effects of Field of View on Performance with Head-Mounted Displays
, 2000
"... The field of view (FOV) in most head-mounted displays (HMDs) is no more than 60 degrees wide -- far narrower than our normal FOV of about 200 wide. This mismatch arises mostly from the difficulty and expense of building wide-FOV HMDs. Restricting a person's FOV, however, has been shown in real env ..."
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Cited by 29 (0 self)
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The field of view (FOV) in most head-mounted displays (HMDs) is no more than 60 degrees wide -- far narrower than our normal FOV of about 200 wide. This mismatch arises mostly from the difficulty and expense of building wide-FOV HMDs. Restricting a person's FOV, however, has been shown in real environments to affect people's behavior and degrade task performance. Previous work in virtual reality too has shown that restricting FOV to 50 or less in an HMD can degrade performance. I conducted experiments with a custom, wide-FOV HMD and found that performance is degraded even at the relatively high FOV of 112, and further at 48. The experiments used a prototype tiled wide-FOV HMD to measure performance in VR at up to 176 total horizontal FOV, and a custom large-area tracking system to establish new findings on performance while walking about a large virtua...
A Methodology for the Evaluation of Travel Techniques for Immersive Virtual Environments
- Journal of the Virtual Reality Society
"... We present a framework for the analysis and evaluation of travel, or viewpoint motion control, techniques for use in immersive virtual environments (VEs). The basic construct of this framework is a taxonomy of travel techniques, and we present a summary of three experiments mapping parts of the taxo ..."
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Cited by 20 (5 self)
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We present a framework for the analysis and evaluation of travel, or viewpoint motion control, techniques for use in immersive virtual environments (VEs). The basic construct of this framework is a taxonomy of travel techniques, and we present a summary of three experiments mapping parts of the taxonomy to various performance measures. Since these initial experiments, we have expanded the framework to allow evaluation of not only the effects of different travel techniques, but also the effects of many outside factors simultaneously. Combining this expanded framework with the measurement of multiple response variables epitomizes the philosophy of testbed evaluation. This experimental philosophy leads to a deeper understanding of the interaction and the technique(s) in question, as well as to broadly generalizable results. We also present an example experiment within this expanded framework, which evaluates the users ability to gather information while traveling through a virtual environ...
Redirected Walking
, 2001
"... Redirected Walking, a new interactive locomotion technique for virtual environments (VEs), captures the benefits of real walking while extending the possible size of the VE. Real walking, although natural and producing a high subjective sense of presence, limits virtual environments to the size of ..."
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Cited by 19 (1 self)
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Redirected Walking, a new interactive locomotion technique for virtual environments (VEs), captures the benefits of real walking while extending the possible size of the VE. Real walking, although natural and producing a high subjective sense of presence, limits virtual environments to the size of the tracked space. Redirected Walking addresses this limitation by interactively and imperceptibly rotating the virtual scene about the user. The rotation causes the user to walk continually toward the furthest wall of the lab without noticing the rotation. We implemented the technique using stereo graphics and 3D spatialized audio. Observations during a pilot study suggest that the technique works: Redirected Walking causes people to change their real walking direction without noticing it, allows for larger VEs, and does not induce appreciable simulator sickness. 1.
Redirected Walking in Place
, 2002
"... This paper describes a method for allowing people to virtually move around a CAVE ™ without ever having to turn to face the missing back wall. We describe the method, and report a pilot study of 28 participants, half of whom moved through the virtual world using a hand-held controller, and the other ..."
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Cited by 7 (1 self)
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This paper describes a method for allowing people to virtually move around a CAVE ™ without ever having to turn to face the missing back wall. We describe the method, and report a pilot study of 28 participants, half of whom moved through the virtual world using a hand-held controller, and the other half used the new technique called ‘Redirected Walking in Place ’ (RWP). The results show that the current instantiation of the RWP technique does not result in a lower frequency of looking towards the missing wall. However, the results also show that the sense of presence in the virtual environment is significantly and negatively correlated with the amount that the back wall is seen. There is evidence that RWP does reduce the chance of seeing the blank wall for some participants. The increased sense of presence through never having to face the blank wall, and the results of this pilot study show the RWP has promise and merits further development.

