|
Research
Benefits of
Immersion

Ryan McMahan, Doug A Bowman
Introduction
A
large number of immersive virtual environments (IVEs) have been
prototyped in research labs, but only a few have been commercially
adopted. One of the major reasons for this phenomenon is that
industries perceive immersive technologies to have a very high cost
relative to their benefit. We want to demonstrate that immersive
technologies have attractive cost-benefit ratios by separating the
components of immersion and determining the benefits of each component.
Determining the
Benefits of Immersion
In
order to determine the benefits of immersion, its components must first
be separated. There are several components of immersion to consider:
field of view (FOV), field of regard (FOR), display size, display
resolution, stereoscopy, head-based rending, frame rate, refresh rate,
etc. As proposed and used in previous studies, we can use a CAVE to
separate these components and evaluate the effects of each separately
and the interactions between.
Another question that has
been raised by previous research is whether the directness of
interaction has a greater effect than the level of immersion. So for
this research, we will also examine the effect of different interaction
techniques that use various levels of directness.
For this
research we are concerned with the benefits of immersion and directness
on user performance and will use a game context, specifically a
first-person shooter context. We plan to use the Cube engine as the
context for evaluating these benefits.
Publications
- D. A. Bowman, and R. P. McMahan, “Virtual
Reality: How Much Immersion Is Enough?," Computer, Vol. 40,
No. 7, 2007, pp. 36-43.
Additional Links
http://www.rpmdomain.com/immersion.html
|