Immersion, Presence, and Performance in Virtual Environments

Title Page

1. Introduction: Is VR better than a workstation?

This paper describes an experiment to compare task performance of twenty four subjects with respect to immersive and non-immersive participation and interaction in a virtual environment (VE). Subjects participated in and observed a sequence of events played out in relation to a complex geometrical structure, and their task was the subsequent reproduction of those events with respect to the real world equivalent of that structure. Half the subjects participated in a visually immersive VE, and the remainder in a non-immersive VE. A secondary independent variable was the realism of the displayed environment. The task involved the reproduction of moves of pieces in the Tri-Dimensional chess game popularised in the TV series Star Trek. One inspiration of this work was the question posed by Mizell, Jones, Jackson and Picket (1995): "Is VR better than a workstation?" For our work this question breaks down into a number of components:

(a) Cognition of Geometric Structure

We want to know whether people can benefit significantly with respect to their understanding of geometric structure when they are immersed in and interact with a VE compared to the use of conventional workstations and displays. This is important for our work on geometrical modeling, where participants are immersed in a VE in order to create free-form surfaces (Slater and Usoh, 1995). Here the issue is to gain insight as to whether immersive virtual environments (IVEs) can show any benefit with respect to their understanding of the complex geometrical structure of such surfaces and objects composed from these surfaces.

This is similar to the question posed by Mizell et. al., who aim to "experimentally assess and quantify, if possible, a difference in a user's being able to comprehend a complex three-dimensional scene between viewing it in 2-D on a workstation screen and viewing the scene via an immersive VR system...". The Mizell work showed subjects complex 3D shapes in reality, on a conventional workstation display, and through a stereo BOOM head-coupled device. The shapes were of three levels of difficulty. Each subject had to reproduce the shape in reality (using provided basic shapes) while being able to observe the baseline shapes from one of the three sources. Each subject successively used each method (reality, workstation, BOOM) in a pre-assigned randomly determined order. The response variable was time to completion of the shape. The results showed that observing the shape in reality was always the fastest method, and except for the simplest shape, looking at the workstation display was more effective than looking through the BOOM. As the authors noted, however, there were several problems with this experiment, including the fact that looking at the workstation display was a faster operation than looking through the BOOM (which could often get into awkward positions). Moreover, this experiment involved no interactive manipulation of objects in the VE.

(b) Knowledge Transfer

Here the question is whether skills or knowledge gained in a virtual environment can be successfully transferred to the real world. Suppose that a person learns to perform some task in a virtual environment, does immersion improve the chance of transfer of such knowledge to the real world? A previous attempt to study this (Slater, Alberto and Usoh, 1995) involved a number of subjects who walked through a virtual building immersively, and control group subjects who did the same non-immersively. The task involved finding a particular object within the virtual building. A response variable was the time it took them to find this object in the corresponding real building. No significant difference was found between performance for immersed and non-immersed subjects. However, the evidence suggested that those individuals with a high sense of presence, whether in an immersive or non-immersive system, achieved better performance overall. In this study also there was no interaction with objects in the virtual environment other than walkthrough.

Wilson and Foreman (1993) considered a similar problem comparing observations from subjects in non- immersive virtual and the corresponding real environments. They concluded that "... the overall picture is one of little difference between spatial information gained from exploring the computer simulation of the building and real exploration." If this is the case for virtual non-immersive and real environments, then is not surprising that this may the case for non-immersive and virtual immersive environments. The tasks of the subjects of Wilson and Foreman, however, also did not involve interaction with the environment.

(c) Immersion and Performance Within the Virtual Environment

The studies reported above concentrated on the effects of immersion in relation to tasks later performed in the real world. It is also important to consider these effects in relation to tasks performed in a VE. Chung (1992) considered various different models of immersion on targeting of treatment beams in radiotherapy treatment planning. All subjects used a HMD but in some models the HMD was enabled for head-tracking, and in other models steering was achieved through hand-held devices. All subjects used each steering mode. The experimental study found no difference between the head-tracked steering modes and the non-head tracked modes. Pausch, Shackelford and Proffitt (1993) studied the effect of immersion on a target search task in a study where one group used a head-tracked HMD for target location, and another used a HMD with head tracking disabled with viewing controlled through the use of a hand-tracked device. The result was that the head-tracked group achieved nearly twice the speed of target location compared to the hand-trackers.

None of the studies reported above included interaction, that is, manipulation of objects in the virtual environment. Also the use of the phrase "task performance" in relation to VEs is sometimes ambiguous. There is clearly the distinction between effectiveness of task performance within the VE, and effective performance in relation to some task performed in the real world but in relation to a VE experience. In this paper we consider the latter case, and also have an experimental scenario that includes some interaction with objects in the VE.

In the next Section we provide more explicit explanations for the terms immersion, presence and the relationship between these and "performance". The details of the experiment are provided in Section 3, and results in Section 4. Section 5 provides the overall conclusions of this study and some consideration of the problems of experimental design and further work.

2. Immersion, Presence and Task Performance