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Quantifying immersion in virtual reality
Abstract
Virtual Reality (VR) has generated much excitement but little formal proof that it is useful. Because VR interfaces are difficult and expensive to build, the computer graphics community needs to be able to predict which applications will benefit from VR. In this paper, we show that users with a VR interface complete a search task faster than users with a stationary monitor and a hand-based input device. We placed users in the center of the virtual room shown in Figure 1 and told them to look for camouflaged targets. VR users did not do significantly better than desktop users. However, when asked to search the room and conclude if a target existed, VR users were substantially better at determining when they had searched the entire room. Desktop users took 41% more time, re-examining areas they had already searched. We also found a positive transfer of training from VR to stationary displays and a negative transfer of training from stationary displays to VR.
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Cited by
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
Cummings, J. J., & Bailenson, J. N. (2016) · Media Psychology · doi:10.1080/15213269.2015.1015740 · Cited by 1,749
Buttussi, F., & Chittaro, L. (2018) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2017.2653117 · Cited by 501
Head-mounted display versus desktop for 3D navigation in virtual reality: a user study
Sousa Santos, B., Dias, P., Pimentel, A., Baggerman, J.-W., Ferreira, C., Silva, S., & Madeira, J. (2009) · Multimedia Tools and Applications · doi:10.1007/s11042-008-0223-2 · Cited by 258
Mania, K., & Chalmers, A. (2001) · CyberPsychology & Behavior · doi:10.1089/109493101300117938 · Cited by 229
Implementation and Evaluation of “Just Follow Me”: An Immersive, VR-Based, Motion-Training System
Yang, U., & Kim, G. J. (2002) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474602317473240 · Cited by 160
Metadata
- Authors
- Pausch, R., Proffitt, D., & Williams, G.
- Venue
- Proceedings of the 24th annual conference on Computer graphics and interactive techniques - SIGGRAPH '97
- Publisher
- ACM Press
- Published
- 1997
- Pages
- 13-18
- OpenAlex
- W2056920319
- Cited by
- 339
- References
- 0
- FWCI
- 8.40
- Type
- conference paper
- Language
- en
- Open access
- closed
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- CoChat. (2026). Citation check: Quantifying immersion in virtual reality. https://app.cochat.ai/papers/10.1145/258734.258744
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- Pausch, R., Proffitt, D., & Williams, G. (1997). Quantifying immersion in virtual reality. Proceedings of the 24th annual conference on Computer graphics and interactive techniques - SIGGRAPH '97. https://doi.org/10.1145/258734.258744
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.