Spatial decision-making in different virtual environments may vary based on the levels of spatial awareness experienced within Virtual Reality (VR) systems. Features and characteristics of VR systems may act as facilitators or distractors of spatial awareness, which can result in extreme variations in user spatial decisions. This research explored the capability of an Immersive Virtual Reality Interactive Environment (IVRIE) and a desktop-based VR (DT system) in reducing extreme variations in spatial decisions and inconsistent design results. Users’ spatial decisions, performance, and design results in both systems were studied regarding the impact of these two systems’ features on users, including the sense of immersion, types of interaction, and usage of eye-level view in spatial designs. The design results produced in both systems were compared considering the types of enclosure, surface texture, scale, and spatial function. Descriptive and inferential statistical comparisons and testing using quantitative and qualitative data were applied to determine participants’ performance regarding the production of spatial outliers in each system. The results showed that IVRIE was more effective than the DT system fostering a consistency of space sizes and reducing outliers.
The main component of any Virtual Reality (VR) system is the human user. The ways in which a VR system shapes human experience can affect design outcomes. This research explores the differences in spatial perception between an immersive Virtual Reality Interactive Environment (IVRIE) and traditional Virtual Reality (also known as a desktop-based Virtual Reality system, abbreviated herein as the DT system). Spatial perception and the cognition of the spatial factors of virtual spaces were studied based on different features of the two systems, including the sense of immersion, forms of interaction, experience of human scale, and movement through virtual spaces. This study focused on determining how users’ spatial decision making and performance were affected by differences in spatial perception created by the IVRIE and DT systems. Factors examined included the differences between and within the two virtual systems, based on differences in texture, system usage sequence, and the complexity of the experiential/spatial guidelines. Descriptive and inferential statistical testing using quantitative and qualitative data were used to find differences in spatial perception and decision making. The results showed significant space size variations produced by participants between and within the two different VR systems.
User spatial perception in different virtual environments may vary based on specific user characteristics and the features of the Virtual Reality (VR) system. This research explored the impacts of user characteristics such as age, gender, and design knowledge on spatial decision-making by comparing an Immersive Virtual Reality Interactive Environment (IVRIE) with a traditional Virtual Reality system (also known as desktop-based Virtual Reality system, abbreviated herein as the DT system). Users’ spatial perceptions when using IVRIE and a DT system were studied with regard to the features of the different systems, including the types of immersion and interaction, users’ perceptions of human body scale, and how the environments were explored. The factors affecting the two systems included texture variation, type of enclosure, and spatial function. Inferential testing using quantitative data was applied to identify differences between the two systems in terms of participants’ actual design outcomes. The results showed that based on the type, spatial characteristics, and texture of spaces, perception filters could have both active and inactive roles in impacting the spatial decision-making of participants between the two systems. In addition, between the two systems, participant characteristics had more impact on size variations for both types of spaces—fully enclosed and corridors—for accommodating larger groups.
Spatial perception in virtual reality systems relies on a number of variables, including how users explore, observe and perceive the spatial factors of a virtual environment. In virtual reality systems, users can assume different types of views for spatial decision-making about the sizes and scales of and relationships among virtual spaces. This research explored the role of view usage patterns in spatial cognition and decision-making in a fully immersive virtual reality system and monitor-based virtual reality system. The focus of study was the impact of using the eye-level view as the only view type in a fully immersive virtual reality system on actual and perceived view usage patterns in a monitor-based virtual reality system. In addition, users’ spatial decision-making results were compared with regards to system usage sequence and view type. Quantitative and qualitative data, descriptive and inferential statistical comparisons, and testing of both systems were used to determine the participants’ performances concerning view usage patterns and the design outcomes. The results showed a moderate association between the view type utilized for spatial perception in a monitor-based virtual reality system and variations in system usage sequence. In addition, for both systems, variations in system usage sequence, space type, and other characteristics all affected the strength of the linear regressions of the sizes and scales of the design outcomes.
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