Data

Level of immersion and directed attention in VR environments

James Cook University
Dillon, Denise ; Cai, Jiaying
Viewed: [[ro.stat.viewed]] Cited: [[ro.stat.cited]] Accessed: [[ro.stat.accessed]]
ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&rfr_id=info%3Asid%2FANDS&rft_id=info:doi10.25903/w1as-3136&rft.title=Level of immersion and directed attention in VR environments&rft.identifier=10.25903/w1as-3136&rft.publisher=James Cook University&rft.description=Objective measure - SART. For the current study, we used the Sustained Attention to Response Task (SART) as both an objective measure and a cognitive fatiguing task. Each block began with a set of 18 practice trials to provide feedback on accuracy, followed by 225 experimental trials. The SART demands the activation of the participant’s sustained attention through the pseudo-randomised presentation sequence of 225 digits, within which 10% are a target number (in the current study, the target number was 3). Digits were presented every 1.15 seconds and each digit remained on screen for 250 milli-seconds, followed by a 900-millisecond cross-mask. Participants responded with a key press (spacebar) to all stimuli (numbers 0 to 9) except for the target number (3). With a pseudorandom rotation of digit combinations, and a total of 225 + 18 practice trials, each block lasted approximately 4.8 minutes. Subjective measures. The Short-version Revised Perceived Restorativeness Scale (SRPRS) [63] is the revised version of the original Perceived Restorativeness Scale (PRS) designed by Hartig et al. [64] to measure the recovery of directed attention fatigue within mental fatigue [4]. The 12 items measure three restorative factors (being-away, fascination, and compatibility) identified in the Kaplans’ ART [3, 4, 63]. Items are rated on a 9-point scale (1 = not at all to 9 = a great deal). This questionnaire’s primary utility was to access participants’ subjective restoration experiences with each exposure. We used the Igroup Presence Questionnaire (IPQ) [67-69] to measure presence after each exposure, since it was found to be sensitive enough to detect differences in presence. The IPQ measures three factors: spatial presence – the relationship between the physical body and the virtual environmental “space”, involvement – the amount of attention de-voted to the VE, and realness – the extent to which the VE is accepted as reality. As a self-report questionnaire, the IPQ consists of 14 statements and questions with each rated on a 7-point scale with varying anchors relevant to each statement/question. The Immersive Tendency Questionnaire (ITQ) is the revised version [75] of Witmer and Singer’s [37] questionnaire by the same name. We chose to use the revised version because it has an added factor of emotional involvement and absorption. Emotional involvement reflects the affective aspects of a person’s innate immersion tendency, which would make the person more involved. The ITQ is an 18-item self-report questionnaire aimed at measuring participants’ intrinsic immersion tendencies. The ITQ scores were used in the current study as a quasi-independent variable, according to categorised score ranges. Software/equipment used to create/collect the data: Virtual exposures hardware. The Aftershock MX-15 Pro laptop with a 15.6-inch 144Hz FHD Premium AHVA, and IPS wide colour display (1920 x 1080) was the supporting system for both the non-virtual reality and virtual reality exposures. The virtual reality exposures were mapped by the HTC Vive VR kit’s [78] two wireless sensors placed diagonally from each other either on the table (for the VR-U exposure) or on the ground under the table (for the VR-N exposure) situated in a psychology research laboratory space on the university campus. The sensors were meant to cover a good proportion of the 3 metre by 2 metre room to provide 360 degrees of coverage to track the HMD which would provide 110o field of view with 2160 x 1200 resolution and 90Hz refresh rate during exposures. The hand controls were also tracked but these were only used by the experimenter to set up each exposure. A stereo 3D-surround noise-cancelling gaming headset was used for audio output during all three exposures. Audio clips were selected from the Relax Melodies application [79] and were played by connecting the headphones to an iPhone 6. Audio levels were set at 95 decibels for both nature and urban sounds. Virtual exposures software. The Atmosphaeres – 360o Virtual Reality Experiences application [80] was downloaded onto the Steam video game platform [81]. The Bavarian Alps video was selected for the VR-N and Non-VR-N exposure. The Non-VR-N exposure clip was a full-computer-screen display of a 6K high-resolution video of the same Bavari-an Alps stock clip on Youtube [80]. The VR-U exposure was the street view of 225 Deans-gate, Manchester, England on the Google Earth VR application [77]. Virtual exposures tactile materials. A 120cm2 faux grass patch was placed on the floor in front of the table and participants were asked to place their feet on and interact with it during the VR-N and Non-VR-N exposures. During the VR-U exposure, the participant was asked to sit on a chair with rollers while holding and interacting with a brain-shaped stress ball during the exposure. Software/equipment used to manipulate/analyse the data: IBM SPSS v24 was used to analyse the data.Virtual exposures with different levels of immersion (high and low) and types of scenes (nature and urban) were tested for effects on perceived presence, perceived restoration and objective restoration.&rft.creator=Dillon, Denise &rft.creator=Cai, Jiaying &rft.date=2022&rft.relation=https://doi.org/10.3390/j5030023&rft.coverage=east=103.875491; north=1.31609; projection=WGS84&rft.coverage=Singapore&rft_rights=&rft_rights=CC BY 4.0: Attribution 4.0 International http://creativecommons.org/licenses/by/4.0&rft_subject=attention restoration theory&rft_subject=directed attention fatigue&rft_subject=virtual reality&rft_subject=immersive tendency&rft_subject=perceived presence&rft.type=dataset&rft.language=English Access the data

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Brief description

Virtual exposures with different levels of immersion (high and low) and types of scenes (nature and urban) were tested for effects on perceived presence, perceived restoration and objective restoration.

Full description

Objective measure - SART. For the current study, we used the Sustained Attention to Response Task (SART) as both an objective measure and a cognitive fatiguing task. Each block began with a set of 18 practice trials to provide feedback on accuracy, followed by 225 experimental trials. The SART demands the activation of the participant’s sustained attention through the pseudo-randomised presentation sequence of 225 digits, within which 10% are a target number (in the current study, the target number was 3). Digits were presented every 1.15 seconds and each digit remained on screen for 250 milli-seconds, followed by a 900-millisecond cross-mask. Participants responded with a key press (spacebar) to all stimuli (numbers 0 to 9) except for the target number (3). With a pseudorandom rotation of digit combinations, and a total of 225 + 18 practice trials, each block lasted approximately 4.8 minutes. Subjective measures. The Short-version Revised Perceived Restorativeness Scale (SRPRS) [63] is the revised version of the original Perceived Restorativeness Scale (PRS) designed by Hartig et al. [64] to measure the recovery of directed attention fatigue within mental fatigue [4]. The 12 items measure three restorative factors (being-away, fascination, and compatibility) identified in the Kaplans’ ART [3, 4, 63]. Items are rated on a 9-point scale (1 = not at all to 9 = a great deal). This questionnaire’s primary utility was to access participants’ subjective restoration experiences with each exposure.

We used the Igroup Presence Questionnaire (IPQ) [67-69] to measure presence after each exposure, since it was found to be sensitive enough to detect differences in presence. The IPQ measures three factors: spatial presence – the relationship between the physical body and the virtual environmental “space”, involvement – the amount of attention de-voted to the VE, and realness – the extent to which the VE is accepted as reality. As a self-report questionnaire, the IPQ consists of 14 statements and questions with each rated on a 7-point scale with varying anchors relevant to each statement/question.

The Immersive Tendency Questionnaire (ITQ) is the revised version [75] of Witmer and Singer’s [37] questionnaire by the same name. We chose to use the revised version because it has an added factor of emotional involvement and absorption. Emotional involvement reflects the affective aspects of a person’s innate immersion tendency, which would make the person more involved. The ITQ is an 18-item self-report questionnaire aimed at measuring participants’ intrinsic immersion tendencies. The ITQ scores were used in the current study as a quasi-independent variable, according to categorised score ranges.

Software/equipment used to create/collect the data: Virtual exposures hardware. The Aftershock MX-15 Pro laptop with a 15.6-inch 144Hz FHD Premium AHVA, and IPS wide colour display (1920 x 1080) was the supporting system for both the non-virtual reality and virtual reality exposures. The virtual reality exposures were mapped by the HTC Vive VR kit’s [78] two wireless sensors placed diagonally from each other either on the table (for the VR-U exposure) or on the ground under the table (for the VR-N exposure) situated in a psychology research laboratory space on the university campus. The sensors were meant to cover a good proportion of the 3 metre by 2 metre room to provide 360 degrees of coverage to track the HMD which would provide 110o field of view with 2160 x 1200 resolution and 90Hz refresh rate during exposures. The hand controls were also tracked but these were only used by the experimenter to set up each exposure. A stereo 3D-surround noise-cancelling gaming headset was used for audio output during all three exposures. Audio clips were selected from the Relax Melodies application [79] and were played by connecting the headphones to an iPhone 6. Audio levels were set at 95 decibels for both nature and urban sounds.

Virtual exposures software. The Atmosphaeres – 360o Virtual Reality Experiences application [80] was downloaded onto the Steam video game platform [81]. The Bavarian Alps video was selected for the VR-N and Non-VR-N exposure. The Non-VR-N exposure clip was a full-computer-screen display of a 6K high-resolution video of the same Bavari-an Alps stock clip on Youtube [80]. The VR-U exposure was the street view of 225 Deans-gate, Manchester, England on the Google Earth VR application [77].

Virtual exposures tactile materials. A 120cm2 faux grass patch was placed on the floor in front of the table and participants were asked to place their feet on and interact with it during the VR-N and Non-VR-N exposures. During the VR-U exposure, the participant was asked to sit on a chair with rollers while holding and interacting with a brain-shaped stress ball during the exposure.

Software/equipment used to manipulate/analyse the data: IBM SPSS v24 was used to analyse the data.

Created: 2022-07-04

Data time period: 10 12 2018 to 30 09 2019

Data time period: During Cai Jiaying's Honours year

This dataset is part of a larger collection

103.87549,1.31609

103.875491,1.31609

dcmiPoint: east=103.875491; north=1.31609; projection=WGS84

text: Singapore

Subjects

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Identifiers
  • DOI : 10.25903/W1AS-3136
  • Local : research.jcu.edu.au/data/published/cab48b30f6c611ecbf5941610fa1e0e4