Immersion, Presence, and Performance in Virtual Environments

Title Page

2. Immersion, Presence and Task Performance


Figure 1
Tri-Dimensional Chess

3. Experiment

3.1 Background: Tri-Dimensional Chess

Tri-Dimensional Chess (TDC) is a board game which has many characteristics in common with conventional chess . More specifically, it is a type of chess played on a number of boards suspended at a different heights. The pieces used in this game are the same as conventional chess and capable of the same movements, but also may be moved from one board to another. Moreover, the layout of the different boards is irregular, and the initial positions of the sixteen pieces of each side are different than in conventional chess. Finally, TDC has a set of four movable attack boards, which are also considered to be pieces, and can be moved according to certain rules (Figure 1).

TDC was chosen because it provides a complex geometrical structure and it is this complexity of the layout of the boards and the pieces, which make it a suitable vehicle for the study. The actual rules of the game were of no importance for this experiment. Twenty four subjects were chosen for the experiment according to the factorial design of Table 1.

Table 1: Number of Subjects Per Cell in the Factorial Design
Immersion Exocentric: 7 moves Exocentric: 9 moves Egocentric: 7 moves Egocentric: 9 moves
Plain 3 3 3 3
Garden 3 3 3 3

3.2 Factorial Design

(a) Immersion: Exocentric/Egocentric
This factor relates to the surrounding aspect of immersion discussed above. Half of the subjects were immersed with an egocentric view into a virtual environment. This was achieved using a DIVISION ProVision100, with a Virtual Research Flight Helmet and a DIVISION 3D Mouse. Polhemus Fastrak sensors were used for position tracking of the head and the mouse. The generated image has a resolution of 704x480 which is relayed to two colour LCDs each with a 360¥240 resolution. The HMD provides a horizontal field of view of about 75 degrees, and about 40 degrees vertically. Forward movement in the VE is accomplished by pressing a left thumb button on the 3D mouse, and backward movement with a right thumb button. A virtual hand was slaved to the 3D mouse - there was no virtual body representation other than this. Objects could be touched by the hand and grabbed by using the trigger finger button on the 3D mouse.

The other 12 subjects experienced the VE from an exocentric view. In order to keep all conditions as similar as possible apart from egocentric or exocentric, the exocentric subjects used exactly the same system, except that they viewed the images on a TV screen. They controlled movement by the 3D mouse. This time the HMD was placed on the left shoulder of the subject so that viewpoint could be controlled with the left hand.

One condition could not be controlled - the resolution of the different displays (HMD and TV screen). The image generated from the same source as the HMD had a resolution of 704¥480 which was fed to an NTSC 3.58 28 inch TV. Hence the exocentric group observed a higher resolution display.
(b) Environment: Plain/Garden
The environment factor is related to vividness. Half of the subjects ("garden") participated in an environment where the TDC system was located in a realistic setting. This consisted of an open field, populated by a table, a chair, a tree and small plant. The TDC board was located on the table. This model had a large horizontal plane forming the ground, and a spherical cone representing the sky. This was called the "garden" environment. All surfaces in the VE garden were appropriately texture mapped. The remaining subjects ("plain") saw the TDC game suspended in a void. Examples of these environments are shown in the colour plates.
(c) Number of Moves
Each subject had to witness the first few moves of a computer versus computer game. The number of moves was either 7 or 9, to give tasks of slightly differing degrees of complexity. The subject was responsible for initiating the sequence of moves, as well as "instructing" each consecutive move. To be more precise, the subject had to initiate this game by pressing a red button situated next to the base of the virtual TDC. As soon as the button was pressed, one of the pieces on the board would change its colour to bright red, indicating the first computer move. The move was not performed by the computer until the subject decided to "instruct" the computer to do so. To give this instruction, the subject had to touch the red piece with the virtual hand. Doing this caused the piece to leave its current position and move to a new position on the board. As soon as this piece moved to its new position, another piece on the board changed its colour to bright red. The subject had then to touch this piece in order to make it move to its new position on the board, following a predetermined path. Another piece would then in turn change to bright red, and so on. This process carried on for a certain number of moves - 7 or 9. When the subject could not find any other bright red piece on the board the sequence had finished. The subject could repeat the identical complete sequence from the beginning by again pressing the red button.

The task of the subject was to remember which pieces were moved and where they were moved to. They then had to reproduce the final state of the board on the real life TDC board from which the virtual TDC had been modeled. There was no limit to the amount of times a subject could repeat the sequence of moves. This was done so that different rates of learning between the subjects be eliminated as a source of experimental variation. The importance of feeling confident in being able to accurately reproduce the moves in real life was clearly explained to each subject, and the main experiment did not commence until the subject confirmed a high degree of confidence.

3.3 Virtual Model and Performance

The boards and pieces were modeled in AutoCAD. There were on the average 290 vertices and 230 triangles in each chess piece. The entire board, including the board base, the bottom, middle, and top boards, the attack-boards, and the poles suspending the attack-boards consisted of 438 vertices and 344 triangles, all texture mapped. The activation button consisted of 56 vertices and 42 triangles. The garden, including a table, a chair, a plant, a tree, a ground, and a sky-dome, consisted of 2543 vertices and 1456 triangles, all texture mapped. Altogether there were a total of 7732 triangles in the garden environment and 6276 in the plain environment (consisting only of the TDC system). Further description of the process of object construction can be found in in (Linakis, 1995).

The frame rate offered on the ProVision system is not guaranteed at any particular level of performance. It varied between 15 and 20Hz depending on the complexity of the data in view at any particular time. Clearly subjects in the plain environment would have generally experienced a faster frame rate than those in the garden environment. This does confound the experiment to some extent since on the one hand the more realistic environment is, in the terminology of this paper, a more "immersive" one, yet its lower frame rate makes it less immersive. However, an experiment of Barfield and Hendrix (1995) found that frame rates of between 15 and 20Hz resulted in the same degree of reported "presence".

3.4 Procedures

(a) Selection of Subjects
The range of subjects was chosen to be as broad as possible in terms of their background knowledge of chess and computer literacy. The subjects varied from computer science students with previous computer and chess knowledge, to people with no previous knowledge of chess and almost no computer experience. Allocation to the cells was carried out randomly except that in cases where the subjects had previously experienced Virtual Reality they were evenly distributed in the design, so as to maintain an average of VR expertise amongst the subjects of each cell. There were 16 males and 8 females.
(b) The Pre-Questionnaire
A pre-questionnaire was given to subjects at the time of their agreement to participate. This gathered basic demographical and other information such as prior experience with chess, TDC, computers and VR.
(c) The Spatial Awareness Test
The Spatial Awareness Test (SAT) is one of four General Ability Tests which aim to measure how well a person can identify similarities and relationships in words, shapes, or numbers. The specific purpose of the SAT is to test the ability of a person to create, retain and manipulate mental images by mentally "folding" flat patterns into 3D objects (Smith and Whetton, 1988).

Each subject had to do this test, and a standard score was derived from their answers. The higher the score, the greater the ability of the subject to mentally derive 3D structure when from 2D visual input, according to the principles of these tests. The purpose of administering the test was to attempt to take into account differing background abilities in mental imagery.
(d) Introducing Subjects to the Tri-Dimensional Chess
Most of the subjects were not expected to have seen the Tri-Dimensional chess before this introductory session so that a training session should be given to each subject.
Each subject was given the same introductory talk on the TDC. They were told that the TDC has three main boards and four attack boards. It was made very clear to them that those attack boards were considered to be pieces, and that they could be part of a legal move. Finally, it was decided that the subjects should not be told that the TDC pieces are capable of the same movements as conventional chess pieces, as it would be very easy to deduce the correct position of a moved piece based on elimination of impossible moves. Subjects were therefore told that pieces can move in any one of six directions i.e. forward, backwards, left, right, up, and down (from one level to another).
Finally, the experimenter performed a number of moves on the real TDC using the pieces of one side (the Gold side), and then asked the subjects to copy the moves with the pieces of the opposite side (Silver). If a subject made an error in copying the move the experimenter would immediately report this to the subject and the corrected version of the move was performed by the experimenter and explained to the subject.
(e) The Virtual Kitchen Task
As with the TDC, the subjects were not expected to have any existing knowledge or experience in Virtual Reality. It was therefore important to familiarise them with the VR equipment before the main experimental task was to be carried out.

A virtual kitchen demonstration was chosen for this purpose since it involved an environment with which people are naturally familiar. Moreover, this environment is well designed (i.e. precise in size, and detailed in geometrical description), and is highly interactive since most of the objects can be picked up or moved.

Initially, the VR equipment was shown to the subjects. They were told how they could navigate through the virtual environment, how they could pick objects up, and release them. They were given written instructions on what they had to do in the virtual kitchen. The same instructions were repeated verbally by the experimenter. Each subject had to navigate around the kitchen, find a particular object in the kitchen, pick it up and drop it, after having taken it to another part of the environment. The particular object turned its colour to bright red when touched, hence indicating that it could be picked up. This was done so that consistency would be maintained with the change of colour of pieces in the main experimental task. The subjects were told that objects in Virtual Environments are not solid and are hence penetrable by the virtual hand. They were also made aware of the fact that the virtual environment does not simulate gravity. Finally, the experimenter guided each one of the subjects through this familiarisation process by talking to them and by making himself clearly present in the real world. This was a practice that was avoided during the main experimental task, since talking to subjects during their VR experience is likely to adversely affect the sense of presence. During the main experiment, assistance and guidance was given only in cases of emergency (e.g. when a subject was in danger of colliding with an object in the real world), or in cases where the subject had specifically requested some help.

As a result of this training session, the subjects were expected to be familiar enough with the VR controls so as to be able to operate efficiently in the main experimental Virtual Environment. Finally, it should be noted that subjects who were in the non-immersed subject group for the main experiment, were also non-immersed during this VR experience.
(f) The Virtual Tri-Dimensional Chess Task and the Reproduction Session
In these sessions the subjects had to carry out the tasks as described in section 3.2(c). All relevant instructions were given in written form to the subjects and were also verbally repeated by the administrator. For example,

"Your task is to remember the new positions of the pieces on the board. You may take as long as you want to look at the board, until you feel confident that you remember the new positions. If you feel unsure, you can repeat the process, by pressing the red button, as many times as you wish."

It was made clear to them that they would have as much time as possible at their disposal, and that it was important that they felt confident that they would be able to reproduce the moves at the end of the VR session. They were also reminded of the fact that their administrator would not interact with them unless specifically asked to do so.

Finally, during the task reproduction session the administrator took clear and precise notes of the moves performed by each subject. These notes were the main source of experimental data. Also, the times between button presses were internally recorded in relevant files.
(g) The Post-Questionnaire
The post-questionnaire was given to subjects at the end of all the sessions. This included questions on their confidence about their performance, nausea caused by the VR, and three questions relating to presence. These were the same three questions that we have used in a majority of our previous studies, and recorded on a 1 to 7 scale.

3.5 Variables Measured

(a) Response (Dependent) Variables
The major response variable was the number of correct moves (out of 7 or 9) that the subject made using the real TDC. We denote this variable by C.

Presence was a dependent variable in one analysis, and an explanatory variable in another. We used the same measures of reported presence as in our previous studies. The presence variable (p) was taken as the number of 6 or 7 answers to the three questions as stated in 3.4(g), and hence was a count out of 3. As before (Slater, Usoh and Steed, 1995) an alternative score was constructed by combining the three presence question scores into a single scale using principal components analysis (Kendall, 1975). The first principal component is the linear combination of the original variables that maximises the total variance. The second is orthogonal to the first and maximises the total residual variance. The first two principal components accounted for 83% of the total variation in the original three variables. The single presence score was taken as the norm of the vector given by the first two principal components.
(b) Independent Variables
These were given by the experimental design as Immersion: Egocentric or Exocentric, Environment: Plain or Garden, and Number of Moves: 7 or 9, as discussed in Section 3.2.
(c) Explanatory Variables
These were recorded from the questionnaires and during the experiment. The major ones are recorded in Table 2. The most important ones are given earlier in the table. The "practice" variable was recorded in order to allow for different natural learning times amongst the subjects. "Remember" and "capable" although not used directly in the analysis were useful as cross checks (correlating with "practice") to check whether subjects saw sufficient practice sessions according to the needs of their level of confidence and memory.

Table 2
The Main Explanatory Variables

4. Results