Abstract
Comparison of the effectiveness and user perception of different commercial Virtual Reality (VR) systems for similar locomotion tasks is lacking. This gap is filled in the present paper by comparing two VR systems: the Oculus Rift and the HTC Vive. Three game scenarios of increasing elaboration served as the basis for comparative measures: objective performance and subjective questionnaires (i.e., usability and workload). The between-subjects differences showed the Rift had higher subjective ease of use; an ergonomic recommendation is thus given. The within-subjects differences showed scenario workload differences within both the Rift and Vive. A trend of nonsignificant change in workload between scenarios 1 and scenarios 2 suggests using scenario 1 as a tutorial; a significant change in workload between scenarios 2 and 3 might relate to a lack of competency, signal certainty, scaffolding, and boredom. A higher-workload scenario may be added after scenario 3 in future studies.
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Acknowledgments
This research was sponsored by Gino Fragomeni of the U.S. Army Research Laboratory Human Research Engineering Directorate Advanced Training and Simulation Division (ARL HRED ATSD), under contract W911QX-13-C-0052. However, the views, findings, and conclusions contained in this presentation are solely those of the author and should not be interpreted as representing the official policies, either expressed or implied, of ARL HRED ATSD or the U.S. Government. The U.S. Government is authorized to reproduce and distribute reprints for Government.
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Maraj, C.S., Hurter, J. (2020). A Usability and Workload Investigation: Using Video Games to Compare Two Virtual Reality Systems. In: Ahram, T. (eds) Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2019. Advances in Intelligent Systems and Computing, vol 973. Springer, Cham. https://doi.org/10.1007/978-3-030-20476-1_36
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