The CAVE: audio visual experience automatic virtual environment
Communications of the ACM
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Detail to attention: exploiting visual tasks for selective rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Impact of large displays on virtual reality task performance
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Measuring temporal variation in presence during game playing
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
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Although many virtual environment (VE) technologies such as the four-screen CAVE™ are described as immersive, users can still perceive distractions from the real world. This exposure to real-world distraction may reduce users' sense of presence, and if presence is correlated with performance as some have claimed, the real-world distractions may also hinder performance. Thus, VE designers may want to consider ways to reduce real-world distraction. This paper presents an experiment to investigate the effect of reduced visual stimulus in the peripheral area on user performance and the usability of an immersive VE. We carefully designed three tasks that cause different levels of awareness of the real-world distraction. Using these tasks, we evaluated users' performance and preference in two conditions. The low-stimulus condition was created by hanging a black cloth across the missing back wall of a CAVE. The high-stimulus condition was created by projected animations and real human motion outside the CAVE. The experiments show that reduced distraction may have a positive or negative effect on user performance, depending on the specific tasks and environments.