ABSTRACT
The impact of different transitions between two virtual reality (VR) environments is still an open research question, and related work often serves only an isolated view on different techniques, i.e., with low ecological validity. The purpose of this study was to start closing this gap and evaluate the impact of six transitions while the user is solving a task that keeps them engaged. Therefore, we first propose a suitable and reproducible task design. Then we evaluate the six transitions in a user study. The results show that in contrast to prior work, the users preferred a short and efficient transition against a transition that was designed to achieve higher interactivity and continuity but was perceived as more cumbersome to use.
Footnotes
Supplemental Material
- Mark Billinghurst, Hirokazu Kato, and Ivan Poupyrev. 2001. MagicBook: Transitioning between Reality and Virtuality. In CHI EA ’01: Extended Abstracts on Human Factors in Computing Systems. 25–26. https://doi.org/10.1145/634067.634087Google ScholarDigital Library
- John Brooke. 1996. SUS-A quick and dirty usability scale. Usability evaluation in industry 189 (1996), 4–7. https://doi.org/10.1249/00005768-198205000-00012Google ScholarCross Ref
- Neat Corporation. accessed 02.03.2023. Budget Cuts. http://www.neatcorporation.com/BudgetCuts/.Google Scholar
- Crows Crows Crows. accessed 01.03.2023. Accounting (Legacy). https://store.steampowered.com/app/518580/Accounting_Legacy/.Google Scholar
- James Cutting, Kaitlin Brunick, and Jordan Delong. 2011. The Changing Poetics of the Dissolve in Hollywood Film. Empirical Studies of the Arts 29 (2011), 149–169. https://doi.org/10.2190/EM.29.2.bGoogle ScholarCross Ref
- Sebastian Freitag, Dominik Rausch, and Torsten Kuhlen. 2014. Reorientation in virtual environments using interactive portals. 3DUI ’14: Proceedings of the 9th Symposium on 3D User Interfaces (2014), 119–122. https://doi.org/10.1109/3DUI.2014.6798852Google ScholarCross Ref
- Google. accessed 01.03.2023. Google Earth VR. https://store.steampowered.com/app/348250/Google_Earth_VR/.Google Scholar
- Raphael Grasset, Alessandro Mulloni, Mark Billinghurst, and Dieter Schmalstieg. 2011. Handbook of Augmented Reality. Springer New York, Chapter Navigation Techniques in Augmented and Mixed Reality: Crossing the Virtuality Continuum, 379–407. https://doi.org/10.1007/978-1-4614-0064-6_18Google ScholarCross Ref
- Sandra G. Hart and Lowell E. Staveland. 1988. Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research. Advances in Psychology 52 (1988), 139–183. https://doi.org/10.1016/S0166-4115(08)62386-9Google ScholarCross Ref
- Robin Horst, Ramtin Naraghi-Taghi-Off, Linda Rau, and Ralf Dörner. 2021. Back to reality: transition techniques from short HMD-based virtual experiences to the physical world. Multimedia Tools and Applications 80 (2021). https://doi.org/10.1007/s11042-021-11317-wGoogle ScholarCross Ref
- Malte Husung and Eike Langbehn. 2019. Of Portals and Orbs: An Evaluation of Scene Transition Techniques for Virtual Reality. In MuC ’09: Proceedings of the 19th Mensch und Computer. 245–254. https://doi.org/10.1145/3340764.3340779Google ScholarDigital Library
- Steven Douglas Katz. 1991. Film directing shot by shot: visualizing from concept to screen. Gulf Professional Publishing.Google Scholar
- Behrang Keshavarz and Heiko Hecht. 2011. Validating an Efficient Method to Quantify Motion Sickness. Human Factors 53 (2011), 415–426. https://doi.org/10.1177/0018720811403736Google ScholarCross Ref
- André Kunert, Alexander Kulik, Stephan Beck, and Bernd Froehlich. 2014. Photoportals: Shared References in Space and Time. In CSCW ’14: Proceedings of the 17th ACM Conference on Computer Supported Cooperative Work & Social Computing. 1388–1399. https://doi.org/10.1145/2531602.2531727Google ScholarDigital Library
- Theodoros Kyriazos, Anastassios Stalikas, Konstantina Prassa, Michael Galanakis, Katerina Flora, and Varvara Chatzilia. 2018. The Flow Short Scale (FSS) Dimensionality and What MIMIC Shows on Heterogeneity and Invariance. Psychology 09 (2018), 1357–1382. https://doi.org/10.4236/psych.2018.96083Google ScholarCross Ref
- Prism Game Studios Ltd.accessed 01.03.2023. Portal Stories: VR. https://store.steampowered.com/app/446750/Portal_Stories_VR/.Google Scholar
- F. Pointecker, J. Friedl, D. Schwajda, H. Jetter, and C. Anthes. 2022. Bridging the Gap Across Realities: Visual Transitions Between Virtual and Augmented Reality. In ISMAR ’22: Proceedings of the 21st International Symposium on Mixed and Augmented Reality. 827–836. https://doi.org/10.1109/ISMAR55827.2022.00101Google ScholarCross Ref
- F. Rheinberg, S. Engeser, and R. Vollmeyer. 2002. Measuring components of flow: the Flow-Short-Scale. In Proceedings of the 1st International Positive Psychology Summit. https://doi.org/10.13140/RG.2.1.4417.2243Google ScholarCross Ref
- Yeon Soon Shin, Rolando Masís-Obando, Neggin Keshavarzian, Riya Dáve, and Kenneth A. Norman. 2021. Context-dependent memory effects in two immersive virtual reality environments: On Mars and underwater. Psychonomic Bulletin & Review 28 (2021), 574–582. https://doi.org/10.3758/s13423-020-01835-3Google ScholarCross Ref
- Mel Slater. 2004. How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments. Presence: Teleoperators & Virtual Environments 13 (2004), 484–493. https://doi.org/10.1162/1054746041944849Google ScholarDigital Library
- Lightspeed Studios. accessed 04.01.2023. NVIDIA VR Funhouse. https://store.steampowered.com/app/468700/NVIDIA_VR_Funhouse/.Google Scholar
- Valve. accessed 01.03.2023. The Lab. https://store.steampowered.com/app/450390/The_Lab/.Google Scholar
- Daniel Zielasko, Nico Feld, Carlo Flemming, Philip Lungershausen, Andreas Morgenthal, Sascha D. Schmitz, Torsten Mattern, and Benjamin Weyers. 2020. Towards Preservation and Availability of Heterogeneous Cultural Heritage Research Data via a Virtual Museum. In VRAR ’20: Proceedings of the 1st GI VR / AR Workshop. https://doi.org/10.18420/vrar2020_6Google ScholarCross Ref
Index Terms
- Keep it simple? Evaluation of Transitions in Virtual Reality
Recommendations
From Real to Virtual: Exploring Replica-Enhanced Environment Transitions along the Reality-Virtuality Continuum
CHI '24: Proceedings of the CHI Conference on Human Factors in Computing SystemsRecent Head-Mounted Displays enable users to perceive the real environment using a video-based see-through mode and the fully virtual environment within a single display. Leveraging these advancements, we present a generic concept to seamlessly transition ...
Building and Employing Cross-Reality
This issue's Works in Progress department lists five projects with a focus on cross reality. The first two involve using Project Wonderland for collaborative projects. The next three use virtual and augmented reality to enhance user capabilities and ...
Extending Virtual Reality Display Wall Environments Using Augmented Reality
SUI '19: Symposium on Spatial User InteractionTwo major form factors for virtual reality are head-mounted displays and large display environments such as CAVE®and the LCD-based successor CAVE2®. Each of these has distinct advantages and limitations based on how they’re used. This work explores ...
Comments