Abstract

The paper describes immersive capabilities of CAVE Automatic Virtual Environment and Head-Mounted Display. An important aspect of this research was to develop a method for quantifying user immersion in both systems. Two virtual reality applications, "Flat of Negative Emotions" and "Arachnophobia Treatment Support" were used to observe and analyze user reactions and engagement levels. Participants were exposed to these applica¬tions in both environments, allowing for a comparative analysis of the technologies. The methodology incorporated surveys, observation forms, and direct interaction analysis, combining qualitative and quantitative data for a comprehensive evaluation of both sys¬tems. The study involved 124 participants from varied backgrounds. The paper presents the objectives, methodology, and findings, with a focus on comparing the immersion levels in CAVE and HMD settings. The results contribute to the academic discourse in virtual reality and human-computer interaction, offering methodological advancements in measuring immersion and guiding future research in immersive technology.

Recommended Citation

Mielcarek, M., Rzeźniczak, M. & Lebiedź, J. (2024). Immersion in Virtual Reality: CAVE Automatic Virtual Environments vs. Head-Mounted Displays. In B. Marcinkowski, A. Przybylek, A. Jarzębowicz, N. Iivari, E. Insfran, M. Lang, H. Linger, & C. Schneider (Eds.), Harnessing Opportunities: Reshaping ISD in the post-COVID-19 and Generative AI Era (ISD2024 Proceedings). Gdańsk, Poland: University of Gdańsk. ISBN: 978-83-972632-0-8. https://doi.org/10.62036/ISD.2024.62

Paper Type

Poster

DOI

10.62036/ISD.2024.62

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Immersion in Virtual Reality: CAVE Automatic Virtual Environments vs. Head-Mounted Displays

The paper describes immersive capabilities of CAVE Automatic Virtual Environment and Head-Mounted Display. An important aspect of this research was to develop a method for quantifying user immersion in both systems. Two virtual reality applications, "Flat of Negative Emotions" and "Arachnophobia Treatment Support" were used to observe and analyze user reactions and engagement levels. Participants were exposed to these applica¬tions in both environments, allowing for a comparative analysis of the technologies. The methodology incorporated surveys, observation forms, and direct interaction analysis, combining qualitative and quantitative data for a comprehensive evaluation of both sys¬tems. The study involved 124 participants from varied backgrounds. The paper presents the objectives, methodology, and findings, with a focus on comparing the immersion levels in CAVE and HMD settings. The results contribute to the academic discourse in virtual reality and human-computer interaction, offering methodological advancements in measuring immersion and guiding future research in immersive technology.