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Evaluating design guidelines for reducing user disorientation in a desktop virtual environment

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Abstract

Navigation in virtual environments can be difficult. One contributing factor is user disorientation. Two major causes of this are the lack of navigation cues in the environment and problems with navigating too close to or through virtual world objects. Previous work has developed guidelines, informed by cinematography conventions, for the construction of virtual environments to aid user comprehension of virtual space to reduce user disorientation. To validate these guidelines, two user studies have been performed where users of a desktop virtual environment are to complete a navigation task in a virtual maze. In an initial study [12], collision detection with the maze walls was not enabled and the results indicated that the guidelines were effective for reducing disorientation but not for developing the user’s awareness of the environment space. A second study has been performed where collision detection was enabled. Results suggest that the use of the guidelines can help reduce the incidences of user disorientation and aid navigation tasks. However, the guidelines have little impact on users’ ability to construct cognitive maps of the desktop virtual environment.

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Notes

  1. MAVERIK is a publicly available virtual reality system developed by the Advanced Interfaces Group at the University of Manchester (see http://aig.cs.man.ac.uk/maverik/; cited 6 May 2004).

  2. Hereafter, the design guidelines will refer to the proposed design guidelines developed by Marsh and Wright [14], while the implemented guidelines will refer to the physical representation of these guidelines applied to the test virtual environment.

  3. Pictures on the maze walls included works of art by Picasso, Monet and Matisse.

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Acknowledgements

This work was supported in part by the UK EPSRC INQUISITIVE project [8], Grant GR/L53199, and the UK EPSRC DIRC project [7], Grant GR/N13999. The authors would like to thank the subjects who participated in the study, Alistair Edwards for comments on an earlier draft of this paper and the journal reviewers for their constructive comments.

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Correspondence to Shamus P. Smith.

Appendix A: Post-study questionnaire

Appendix A: Post-study questionnaire

[*Delete as appropriate]

 

1.

age group *: 18–25, 26–32, 33–39, 40–46, 47–52, over 52

2.

female/ male *

3.

have you any experience of the following:

i.

computer games?

y/n* (if no, go to ii.)

how would you rate your skill level:

novice, experienced, expert *

ii.

virtual reality?

y/n* (if no, go to 4.)

using: Head Mounted Displays (HMD)?

y/n*

using: desktop computer

y/n*

which of the following best applies to the virtual reality products for which you have had experience?

Educational

y/n*

Entertainment

y/n*

other, please specify ____________________________

4.

where did you hear about the study? _______________________

5.

please rate the level of difficulty/effectiveness of using the cursor keys -arrow keys- to move around the corridors?

difficult 1 2 3 4 5 6 7 effective

please comment:

6.

please rate the speed of movement through the corridors?

too slow 1 2 3 4 5 6 7 too fast

please comment:

7.

did you feel disorientated at any time?

y/n*

if yes, please comment on the cause of this disorientation:

8.

how attentive/focused did you feel in the task of moving through the corridors?

not focused 1 2 3 4 5 6 7 totally focused

9.

when moving through the corridors, were you aware of activities external to your task?

y/n*

if yes, what things were you aware of:

10.

when moving through the corridors, did anything break your attention from your task to activities external to your task?

y/n*

if yes, what things were you aware of:

11.

how much of the route through the corridors can you remember?

none at all 1 2 3 4 5 6 7 all the route

12.

please describe as much of the route through the corridors as possible:

13.

if you wish to learn more about the study please write your email below:

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Smith, S.P., Marsh, T. Evaluating design guidelines for reducing user disorientation in a desktop virtual environment. Virtual Reality 8, 55–62 (2004). https://doi.org/10.1007/s10055-004-0137-x

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Keywords

Navigation