Navigating a maze differently - a user study
Aryabrata Basu, Kyle Johnsen

TL;DR
This study investigates how different virtual reality hardware and user backgrounds influence navigation performance, revealing biases and behavioral differences between immersive and non-immersive VR experiences.
Contribution
It provides an empirical evaluation of extrinsic factors and user familiarity effects on VR navigation, highlighting usability biases and behavioral distinctions.
Findings
Video gamers show higher usability bias in VR navigation.
Significant behavioral differences between immersive and non-immersive VR.
Extrinsic factors influence user performance in virtual environments.
Abstract
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these experiences to be simulated in a controlled virtual environment. However, virtual reality users remain anchored in the real world and the conventions by which the virtual environment is deployed influence user performance. There is currently a need to evaluate the degree of influence imposed by extrinsic factors and virtual reality hardware on its users. Traditionally, virtual reality experiences have been deployed using Head-Mounted Displays with powerful computers rendering the graphical content of the virtual environment; however, user input has been facilitated using an array of human interface devices including Keyboards, Mice, Trackballs,…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Augmented Reality Applications · Spatial Cognition and Navigation
