The interaction time of students who did spatial ability tests in a virtual reality environment is analyzed. The spatial ability test completion times of 240 and 61 students were measured. A desktop display as well as the Gear VR were used by the former group and by the latter one, respectively. Logistic regression analysis was used to investigate the relationship between the probability of correct answers and completion times, while linear regression was used to evaluate effects and interactions of following factors on test completion times: the users’ gender and primary hand, test type and device used. The findings were that while the completion times are not significantly affected by the users’ primary hand, other factors have significant effects on them: they are decreased by the male gender in itself, while they are increased by solving Mental Rotation Tests or by using the Gear VR. The largest significant increment in interaction time in virtual reality during spatial ability tests is when Mental Rotation Tests are accomplished by males with the Gear VR, while the largest significant decrease in interaction time is when Mental Cutting Tests are completed with a desktop display.
This manuscript analyzes the influence of display parameters and display devices over the spatial skills of the users in virtual reality environments. For this, the authors of this manuscript developed a virtual reality application which tests the spatial skills of the users. 240 students used an LG desktop display and 61 students used the Gear VR for the tests. Statistical data are generated when the users do the tests and the following factors are logged by the application and evaluated in this manuscript: virtual camera type, virtual camera field of view, virtual camera rotation, contrast ratio parameters, the existence of shadows and the device used. The probabilities of correct answers were analyzed based on these factors by logistic regression (logit) analysis method. The influences and interactions of all factors were analyzed. The perspective camera, lighter contrast ratio, no or large camera rotations and the use of the Gear VR greatly and positively influenced the probability of correct answers on the tests. Therefore, for the assessment of spatial ability in virtual reality, the use of these parameters and device present the optimal user-centric human–computer interaction practice.
Depth perception as well as egocentric distance estimation can be trained in virtual spaces, although incorrect estimates can occur in these environments. To understand this phenomenon, a virtual environment with 11 changeable factors was created. Egocentric distance estimation skills of 239 participants were assessed with it in the range [25 cm, 160 cm]. One hundred fifty-seven people used a desktop display and seventy-two the Gear VR. According to the results, these investigated factors can have various effects combined with the two display devices on distance estimation and its time. Overall, desktop display users are more likely to accurately estimate or overestimate distances, and significant overestimations occur at 130 and 160 cm. With the Gear VR, distances in the range [40 cm, 130 cm] are significantly underestimated, while at 25 cm, they are significantly overestimated. Estimation times are significantly decreased with the Gear VR. When developing future virtual environments that require depth perception skills, developers should take these results into account.
The effects of display parameters and devices are examined on spatial ability test times in virtual environments. Before the investigation, completion times of 240 and 61 students were measured, using an LG desktop display and the Gear VR, respectively. The virtual environment also logged the following randomized display parameters: virtual camera type, field of view, rotation, contrast ratio, whether shadows are turned on, and the used display device. The completion times were analyzed using regression analysis methods. Except for the virtual camera type, every factor has a significant influence on the test completion times. After grouping the remaining factors into pairs, triplets, quartets, and quintets, the following can be concluded: the combination of 75° field of view, 45° camera rotation, and 3:1 contrast ratio has the largest increase in completion times with an estimate of 420.88 s—even when this combination is in-side a quartet or a quintet. Consequently, significant decreases in completion times exist up to variable quartets (the largest being −106.29 s on average), however, the significance disappears among variable quintets. The occurrences of factors were also investigated: an undefined field of view, a 0° camera rotation, the Gear VR, a 7:1 contrast ratio, and turned-on shadows are the factors that occur in most significant combinations. These are the factors that often and significantly influence completion times.
The perception of distances is crucial in both the real world and virtual environments. However, distances can be incorrectly estimated in the latter one, and they can be affected by technological and human factors. We created a virtual environment to take a step toward understanding this phenomenon. We assessed the egocentric distance estimation skills of 239 university students at 10 various distances between 25 cm and 160 cm at 15 cm intervals. A desktop display was used by 157 students, while the Gear VR display was used by 72 students. The effects of the following factors were analyzed: gender, height, dominant arm, previous VR experience, gaming hours per week, whether the participants wore glasses, their field of study, and display device. Logistic regression analysis was performed to assess their influences on the probabilities of accurate distance estimates, while linear regression analysis was conducted to examine their effects on estimation times. The results show that except for the factors of whether the participants wore glasses and their field of study, the probabilities of accurate distance estimates can be affected along with estimation times themselves.
21 December 2021 in International Journal of Engineering and Management Sciences
A virtual environment was developed for PC and Android to be used with a desktop display and the Gear VR, respectively. The goal with it is to measure and enhance the spatial skills of people, because the latter can be achieved by solving simple geometric problems. Originally, this virtual environment consisted only of three such tests, namely the Mental Rotation Test, Mental Cutting Test and Purdue Spatial Visualization Test. Measurements were done in the past with these tests, but now the Heinrich Spatial Visualization Test is also included in the virtual environment. In this paper, its implementation and future measurement plan are presented.