The Perceptual Quality of the Oculus Rift for Immersive Virtual Reality. (2nd January 2019)
- Record Type:
- Journal Article
- Title:
- The Perceptual Quality of the Oculus Rift for Immersive Virtual Reality. (2nd January 2019)
- Main Title:
- The Perceptual Quality of the Oculus Rift for Immersive Virtual Reality
- Authors:
- Chessa, Manuela
Maiello, Guido
Borsari, Alessia
Bex, Peter J. - Abstract:
- Abstract : The recent release of the Oculus Rift, originally developed for entertainment applications, has reignited the interest of researchers and clinicians toward the use of head-mounted-displays in basic behavioral research and physical and psychological rehabilitation. However, careful evaluation of the Oculus Rift is necessary to determine whether it can be effectively used in these novel applications. In this article we address two issues concerning the perceptual quality of the Oculus Rift. (a) Is the Oculus able to generate an acceptable degree of immersivity? In particular, is it possible to elicit the sensation of presence via the virtual stimuli rendered by the device? (b) Does the Virtual Reality experienced through the Oculus Rift induce physical discomfort? To answer these questions, we employed four virtual scenarios in three separate experiments and evaluated performance with objective and subjective outcomes. In Experiment 1 we monitored observers' heart rate and asked them to rate their Virtual Reality experience via a custom questionnaire. In Experiment 2 we monitored observers' head movements in reaction to virtual obstacles and asked them to fill out the Simulator Sickness Questionnaire (Kennedy et al., 1993) both before and after experiencing Virtual Reality. In Experiment 3 we compared the Oculus Rift against two other low-cost devices used in immersive Virtual Reality: the Google cardboard and a standard 3DTV monitor. Observers' heart rate increasedAbstract : The recent release of the Oculus Rift, originally developed for entertainment applications, has reignited the interest of researchers and clinicians toward the use of head-mounted-displays in basic behavioral research and physical and psychological rehabilitation. However, careful evaluation of the Oculus Rift is necessary to determine whether it can be effectively used in these novel applications. In this article we address two issues concerning the perceptual quality of the Oculus Rift. (a) Is the Oculus able to generate an acceptable degree of immersivity? In particular, is it possible to elicit the sensation of presence via the virtual stimuli rendered by the device? (b) Does the Virtual Reality experienced through the Oculus Rift induce physical discomfort? To answer these questions, we employed four virtual scenarios in three separate experiments and evaluated performance with objective and subjective outcomes. In Experiment 1 we monitored observers' heart rate and asked them to rate their Virtual Reality experience via a custom questionnaire. In Experiment 2 we monitored observers' head movements in reaction to virtual obstacles and asked them to fill out the Simulator Sickness Questionnaire (Kennedy et al., 1993) both before and after experiencing Virtual Reality. In Experiment 3 we compared the Oculus Rift against two other low-cost devices used in immersive Virtual Reality: the Google cardboard and a standard 3DTV monitor. Observers' heart rate increased during exposure to Virtual Reality, and they subjectively reported the experience to be immersive and realistic. We found a strong relationship between observers' fear of heights and vertigo experienced during one of the virtual scenarios involving heights, suggesting that observers felt a strong sensation of presence within the virtual worlds. Subjects reacted to virtual obstacles by moving to avoid them, suggesting that the obstacles were perceived as real threats. Observers did not experience simulator sickness when the exposure to Virtual Reality was short and did not induce excessive amounts of vection. Compared to the other devices the Oculus Rift elicited a greater degree of immersivity. Thus our investigation suggests that the Oculus Rift head-mounted-display is a potentially powerful tool for a wide array of basic research and clinical applications. … (more)
- Is Part Of:
- Human-computer interaction. Volume 34:Isuse 1(2019)
- Journal:
- Human-computer interaction
- Issue:
- Volume 34:Isuse 1(2019)
- Issue Display:
- Volume 34, Issue 1 (2019)
- Year:
- 2019
- Volume:
- 34
- Issue:
- 1
- Issue Sort Value:
- 2019-0034-0001-0000
- Page Start:
- 51
- Page End:
- 82
- Publication Date:
- 2019-01-02
- Subjects:
- System design -- Periodicals
Computers -- Psychological aspects -- Periodicals
Human-machine systems -- Periodicals
004.019 - Journal URLs:
- http://www.tandfonline.com/toc/hhci20/current ↗
http://www.informaworld.com/smpp/title~db=jour~content=t775653648~tab=issueslist ↗
http://www.tandfonline.com/ ↗
http://firstsearch.oclc.org ↗
http://www.leaonline.com/loi/hci ↗ - DOI:
- 10.1080/07370024.2016.1243478 ↗
- Languages:
- English
- ISSNs:
- 0737-0024
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 4336.043450
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 8511.xml