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Visuals are not what they look

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Abstract

When developing virtual environments (VEs), most effort goes into developing the visuals. For many, the ideal is to create virtual worlds of photo-realistic quality or otherwise being of high fidelity. The purpose is to make the VE seem real to the user. This paper takes a closer look at subjects’ ratings of the visuals, and of the extent to which the VE feels real to the subjects, in the context of an experiment on audio in which subjects were to perform two search tasks: the first in an ordinary, textured house; the second in a bare structure consisting almost exclusively of the barren, white walls. Audio was never relevant to the search task in the first experiment, while in the second experiment it was relevant to the search task for half of the subjects. Subjects for whom audio was irrelevant to both their search tasks rated their visual involvement as large in the barren VE as in the higher quality one. However, subjects for which audio was relevant to their search task in the second experiment saw their visual involvement plummet, while their auditory involvement surged. Finally, the extent to which the VE felt real to the subjects did not correlate with their visual involvement but instead showed a strong correlation with the extent to which the interaction felt natural.

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Notes

  1. The guided data analysis of the SAS statistical package, version 8 (The SAS System 2001), was used for data analysis. Due to the relatively small number of participants, the participants are only split according to one independent variable when trying to discriminate between groups/classes, here, radio versus ball. (The other dimension being spatialised versus nonspatialised audio). In this case a one-way ANOVA is made, i.e., the ratio between the between-group variation and within-group variation is judged against an F distribution. The corresponding p value indicate the probability that this outcome would occur by chance. All analysis is done on relative scores, i.e., score changes, which raises the bar significantly compared to the same analysis done on absolute scores; see Bormann (2002, 2005).

  2. One subject failed to indicate the level of auditory involvement in the domino experiment, thus one only has 18 observations (17 degrees of freedom) in this case.

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Correspondence to Karsten Bormann.

Appendix: Questionnaire

Appendix: Questionnaire

Table 4 Questionnaire given after the domino game with indication of which items belong to either the Witmer & Singer Presence Questionnaire (Witmer and Singer 1998) or the Presence Questionnaire of Slater and coworkers (Tromp et al. 1998; Uno and Slater 1997)

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Bormann, K. Visuals are not what they look. Virtual Reality 12, 115–123 (2008). https://doi.org/10.1007/s10055-007-0068-4

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