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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 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”. 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? The Results • Target searching: no VR advantage • No target present: 41% decrease • VR data was predictable Transfer Effects • VR training improves spatial cognition • Desktop use degrades “real-world” performance Contributions 1. 2. 3. 4. Indication of improved short-term memory (FoR) Improved traditional display use Suggestion 2D world limits spatial cognition Complement to definition of immersion Possible Expansions • Real-world manipulation (Voodoo dolls) • PUSH device • Further research on education through VR manipulation for 2D tasks 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?