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We compared four different methods of
travel in an immersive virtual environment and their effect on
cognition using a between-subjects experimental design. The four
methods were natural walking or real walking, virtual walking with 6
dof tracking, virtual walking with 3 dof tracking, and monitor with
joystick conditions. The task was to answer a set of questions based
on Crook’s condensation of Bloom’s taxonomy to assess the
participants’ cognition of a virtual room with respect to knowledge,
understanding and application, and higher mental processes.
Participants were also asked to draw a sketch map of the testing
virtual environment and the objects within it. Users’ sense of
presence was measured using the Steed-Usoh-Slater
Presence Questionnaire.
Our results suggest that for applications
where problem solving and interpretation of material is important,
or where opportunity to train is minimal, then having a large
tracked space so that the participant can physically walk around the
virtual environment provides benefits over common virtual travel
techniques.

People:
Catherine Zanbaka, Ph.D. Student
Benjamin Lok, Post Doctoral Fellow, now at the University of
Florida
Sabarish Babu, Ph.D. Student
Amy
Ulinski, Ph.D. Student
Dan
Xiao, MS Student
Larry
F. Hodges, Professor
Papers: (click for pdf)
Zanbaka, C., Lok, B., Babu, S. Xiao, D.,
Ulinski, A, and Hodges L.F. (2005). “Comparison of Path
Visualizations and Cognitive Measures relative to Travel Technique
in a Virtual Environment.” In IEEE Transactions on Visualization and
Computer Graphics.
Zanbaka, C., Lok, B., Babu, S., Xiao, D.,
Ulinski, A., Hodges, L.F. (2004).
Effects of travel technique on cognition in virtual environments.
Accepted to IEEE Virtual Reality 2004 (March 27-31, Chicago, IL
USA). |