Evaluating Experiences in Different Virtual Reality Setups

This paper describes the evaluation of three different scenarios in the fully immersive room-based virtual environment DAVE (Definitely Affordable Virtual Environment) and a head-mounted display, the Oculus Rift. The evaluation focuses on comparing the tw

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raunhofer Austria, Graz, Austria [email protected] 2 IICM, Graz University of Technology, Graz, Austria {jpirker,cguetl}@iicm.edu 3 Graz University of Technology, Graz, Austria {stefan.lontschar,stefan.maggale}@student.tugraz.at

Abstract. This paper describes the evaluation of three different scenarios in the fully immersive room-based virtual environment DAVE (Definitely Affordable Virtual Environment) and a head-mounted display, the Oculus Rift. The evaluation focuses on comparing the two immersive environments and three different scenarios (observation, emotion in a roller coaster, and interaction) in regards to typical virtual-reality characteristics, such as immersion, engagement, but also on cybersickness and the overall experience. First results indicate the DAVE environment better supports scenarios, which require the user to directly interact with the environment. The roller coaster scenario creates stronger immersion and a higher nausea-level, while the interactive task is more engaging in terms of fun.

Keywords: Virtual reality CAVE

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· Immersion · Cybersickness · Oculus Rift ·

Introduction

Over the last years, the potential of immersive virtual environments (VE) has been described for various application scenarios. In particular the current trend of affordable head-mounted displays (HMD) allows a wide range of users to access different virtual reality (VR) applications. Such immersive experiences are not only interesting for entertainment, gaming, and simulations, but also for training and education scenarios [1,2]. However, in particular in learning and training applications different scenarios often require different interactions and activities in the virtual reality. For example, specific training tasks would require rich and realistic user interactions (e.g. learning how to use a specific machine). Other tasks require more freedom in the environment such as the possibility to freely examine the objects c IFIP International Federation for Information Processing 2016  Published by Springer International Publishing AG 2016. All Rights Reserved G. Wallner et al. (Eds.): ICEC 2016, LNCS 9926, pp. 115–125, 2016. DOI: 10.1007/978-3-319-46100-7 10

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and the environments. For other experiences often only the observation and the experience of the virtual scenario is sufficient. Different virtual reality devices and setups support different degrees of freedom, of immersion, and interactions with the environment. In a room-based fully immersive virtual environment (such as a CAVE) users are still able to see their own body and set in relation to the virtual world. It is possible to use additional tools in a natural way (e.g. a map or a smart phone) and interact directly with other users. Head-mounted displays support more flexible forms of experiences and activities, for example show a different body for the user or trick the sense of orientation. However, they often give users not the possibility to directly interact with the environment, since the representation of the own body is m