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Running head: ORIENTATION IN VIRTUAL REALITY
Gender Differences in Orientation and Navigation in Virtual Reality
3D Maze
Chad L. Kelleher
Saint Anselm College
Department of Psychology
Manchester, New Hampshire
A thesis submitted to the Faculty of Saint Anselm College in partial
fulfillment of the requirements for the degree of Bachelor of Arts
November 1999
Abstract
Gender differences in visuo-spatial ability have been measured more
than any other form of gender differentiation. One task used to support
gender
differences in visuo-spatial ability involves an orientation and navigational
task in a 3-d maze. This task consists of the participant following a set
route through a maze, then identifying where they believe the start of
maze is in relation to their present position. This experiment was
conducted by Lawton and Morrin (1997) using a
popular video game. However, gender specific experiential skills allowed
males to score more than 20 degrees better in that experiment. It is hypothesized
that by using a virtual reality environment, this average would be lowered.
A gender difference was still present but at a lower degree than previously
seen. There were significant findings involving pointing accuracy
and trial effect, but no significant difference between pointing accuracy
of the 12 males and 12 females who participated in this study.
Full Model Comparison of Turn and Gender
The first task all 24 participants participated in was a real
world, 1-turn route, scored over 5 trials. A mixed model analysis
of variance (MANOVA) with degree of pointing accuracy difference as dependent
variable was used to analyze the effects of turns and gender. Pointing
accuracy increased over trials (lower degree) in both genders, F (2, 22)=34.26,
p<0.001. No main effects were shown between gender and pointing
accuracy, F (2, 22)=0.073, p=0.790.
The second task was a 2-turn virtual reality task in which all
24 participants participated. Pointing accuracy increased over number
of trials in both genders, F (2, 22) =12.98, p<0.003. No significant
difference was found between genders in the 2-turn VR task, F (2, 22) =0.065,
p=0.801.
A virtual reality task involving 4 turns was then run with 6
males and 7 females. Pointing accuracy increased over trial in both
genders, F (2, 11) =20.45, p<0.002. No significant difference
was found between genders in the virtual reality 4-turn task, F (2, 11)
=0.236, p=0.636. The means were in the predicted direction, with
males scoring more accurately on average (M=30.00, SD=10.90) than females
(M=37.23, SD=10.1)(see adjoining table for full comparison of pointing
error means by gender).
Note. Lower scores are better.
The final virtual reality task was a 6-turn task completed by 6 males
and 5 females. Pointing accuracy was shown to increase over trial
in total participants, F (2, 9) = 16.26, p< .004. No significant
difference was found between gender in the 6-turn task, F (2, 9) =0.521,
p=0.489. Means were in the predicted direction in the 6-turn task, with
males scoring more accurately over the five trials on average (M=40.37,
SD=16.44) than females (M=57.96, SD=18.01).
Comparison of trials to criterion by gender
Criterion was reached in every trial by scoring a pointing error
less than 20 degrees away from the correct answer. An independent
t-test was run to see how males and females varied in respect to the number
of trials it took for each gender to reach criterion.
6 males and 7 females participated in a 4-turn virtual reality
task. No significant difference was found between gender, t (11)
=1.43, p= .182. Means were in the predicted direction, with males reaching
criterion earlier in the trials (M=2.00, SD=0.894) than females (M=2.86,
SD=1.22).
In the 6 turn virtual reality task, 6 males and 5 females scored
below a 20-degree difference at some point over the five trials.
No significant difference was found between gender, t (9) = 1.50, p=0.166.
Means were in the predicted direction, with males reaching the criterion
in the 6-turn route earlier in the trials (M=2.50, SD=1.52) than females
(M=3.80, SD=1.30).
Comparison of pointing error in initial trials
The initial trial (first) in the real world, virtual reality
2-turn, 4-turn, and 6-turn was analyzed using an independent variable t-test
in order to discover any difference between gender and the first trial.
No significant difference existed between males and females in the first
trial in the real world, t (22) =-0.519, p=0.609. No significant
difference was found between males in females in the virtual reality 2-turn
task, t (22) =0.161, p=0.873. No significant difference was found
between males and females in the virtual reality 4-turn task, t (11)
=-0.560, p=0.587. There was no significant difference between
males and females in the 6-turn task, t (9) =0.142, p<0.890.
Experiential Skill
In order to control for experiential skill as a confounding variable,
each subject was given a pencil and paper survey to report their computer
experience (Computer Experience Questionnaire), their immersive attentional
skill (Immersive Tendencies Questionnaire), and their interaction with
the virtual environment (Presence Questionnaire)
Results taken from the Computer Experience Questionnaire were
general game experience, Doom-similar game experience, and virtual reality
experience. The general game experience provided a significant difference
in favor of males. This is due to the larger amount of time males
spend playing video games over females. This finding was expected
and has been shown numerous times before, (i.e. Lawton, 1997).
A more specific piece of data involved in video game playing
deals with each subject’s experience involving the video game Doom, and
those similar to it. This game specifically confounds navigational
studies as the video game holds the same view point as that of both Lawton’s
study (1997) and the present study: the viewpoint of first person in a
maze based environment. This result approached a significant difference
supporting the theory that males play these types of games more than females.
One reason why Doom-experience did not reach significance would be the
large standard deviation, as males generally were very experienced in the
game, or only a “one time” player of the video game.
The final results extracted from the Computer Experience Questionnaire
deal with experience involving virtual reality. No significant difference
was shown between males and females, as suggested in the hypothesis.
Both means represented an experience level of knowledge about virtual reality,
scoring in the 3-4 range of a Likert scale, signifying personal observational
knowledge (see Appendix C, question #13). In fact, the scores might
not have even been as high if not for the participants’ experience as students
in introductory psychology courses at Saint Anselm College, where they
get a chance to view and even experience virtual reality on a personal
level. The absence of a significant difference involving virtual
reality experience is most likely due to the low prevalence of this equipment
in the normative population. This was exactly why virtual reality
was chosen to conduct the experiment. By having a technical device
that shows relative inexperience by both males and females, a better judgement
of actual wayfinding results can be analyzed without the prior confounds
involving video game experience.
The next self-report each subject filled out was an Immersive
Tendencies Questionnaire. The questions helped to deal with how involved,
focused, and immersed a person can get in an environment. No significant
differences were found on any of the scales of the questionnaire, regarding,
total immersion, focus, or involvement. The fact that females
and males scored similar on the questionnaires suggests that both females
and males become equally involved and focused in their attentional skills
regarding such stimuli as television, movies, and books.
The application to virtual reality involves the concept of imagination
and creativity. Both males and females were equally able to become
involved thanks in part to their imaginative abilities. These imaginative
qualities help each participant feel more relaxed in the virtual environment,
allowing their focus to shift to the navigational task at hand. They
are not looking at the environment from the aspect of an observer, but
from that of a participant in the environment. While this test does
not measure to what degree they are involved, the major factor lies in
the relative equality of both males and females to feel immersed, therefore
controlling another confounding variable.
The final survey each subject took was the Presence Questionnaire.
This self-report looked to measure each participant’s presence in the virtual
reality environment, that is, how much control each subject perceived to
have, how natural the environment seemed to feel, the interface quality,
which spoke to how well each subject could focus on the task and not the
actual equipment, i.e. the HMD, and the questionnaire also measured the
total presence.
There was no significant difference between the total presence
of males versus females. Both genders felt equally present in the
virtual environment, suggesting that the virtual environment was incomparable
to any of the video games that males had logged more time on, as shown
through general video game experience. It would be assumed that males
would have been more present given their prior experience with video games,
especially Doom, which patterned the virtual maze well. The lack
of a significant difference regarding total presence helps separate the
virtual environment as a biased experiential environment from that of Lawton’s
video game world (1997), and therefore helps to control experiential skill
as a confounding variable.
No significant difference was found between males and females
regarding both perceived control of the environment, as well as interface
quality. Similar to the explanation above, due to the inexperience
of both gender groups in virtual reality, their perceptions about the amount
of control and the interface quality parallel each other.
A significant difference does exist for females regarding how
natural the environment felt (p<0.04). One reason why females’
virtual experience seemed more natural might lead back to video game experience.
If females spent less time interacting with video games, then when the
female participants would put on the HMD and enter the virtual interactive
environment, that environment might feel more realistic. Conversely,
if males spent more time, as they do, interacting with video games, then
the virtual environment might not seem as natural, as they are more accustomed
to viewing such an environment, or at least a similar setup. So,
experience viewing computer generated worlds in general might have spoken
to males’ ability to not perceive the environment as that natural, or to
not perceive their movements and actions that interacted with the environment
to feel as natural as did females.
Gender and Turn in Wayfinding
A mixed model of analysis of variance was used to score the data
involving gender and pointing error in each set of trials, whether it was
in the real world, a 2-turn virtual reality route, a 4-turn virtual route,
or a 6-turn virtual route.
A significant difference was found over a five trial span for
each task, from the real world route to the virtual reality routes.
Each task showed a learning and adaptation curve for both genders leading
to a lower pointing error as trials increased. It has been demonstrated
elsewhere (Lawton, 1997; Baenninger & Newcombe, 1989) that pointing
accuracy will increase over time, and the present study is no different.
What this suggests is the validation of virtual reality as a functional
tool in cognitive visuo-spatial tasks. This adaptation by all the
participants was through each task, up to the most complicated 6–turn virtual
reality route.
No significant difference was found between gender and pointing
accuracy over the five trials in the real world 1-turn practice route.
This finding is the result of the simplicity of the task, as one turn was
not enough to cause enough disorientation to allow for wayfinding skills
to be effectively utilized. The real world task was meant as a practice
task only, to help the participant become familiar with the goal of the
experiment, as well as the equipment used. The difference in gender
might exist because there is a legitimate wayfinding skill that allows
males to perform better on more difficult tasks than females. The
difference might also exist because males use orientation strategies (the
cardinal directions; position of the sun in the sky) and females use route
strategies (use of landmarks to provide a description) (Ward, Newcombe,
& Overton, 1986).
There was also no significant difference between males and females
in the virtual reality 2-turn practice route. This was also due to
the simplicity, and was expected to yield no difference. The main
purpose of the virtual reality 2-turn task was to familiarize the participant
with the virtual environment in general, as well as with the virtual reality
equipment. After completion of the virtual reality 2-turn only,
were the participants allowed to go on to the 4-turn or 6-turn task in
order to test the hypothesis.
In the 4-turn virtual reality task, no significant difference
was found between males and females and their respected pointing accuracy.
A closer inspection of the data did reveal means in the predicted direction
in the 4-turn route. As hypothesized, males did perform better in
the task (7.2 degrees more accurate), but more importantly, at an average
below Lawton’s 20 degrees. The means do support the hypothesis stated,
but are not of a significant manner. This reason could do with the
large standard deviation in each gender. With only six males and
seven females participating in the 4-turn task the standard deviation was
quite high, even though the means were predicted. A higher population
of participants would effectively lower the standard deviation and lead
to a more significant difference, with males performing better on the task.
There was no significant difference in the 6-turn virtual reality
route, leading to a similar discussion. As in the 4-turn task, the
means were in the predicted direction, that is, males were more accurate
on average than females over the five trials. In fact, the divergence
between males and females was even greater, with males scoring, on average,
17.5 degrees better than females. But, with only six males and five
females participating in this specific task, the standard deviation was
too large to allow for a significant difference to be extracted.
With an increase in subject population, it is expected this deviation would
decrease and thus raise the difference to significant levels. For
in fact, this pointing error difference between genders of 17.5 is only
2.5 degrees off of Lawton’s own study where 20 degrees was the difference
(1997). This larger degree of difference is related to the
increase in turns. While both males and females were less accurate
with their scores in the 6-turn task, females’ scores increased at an unparalleled
rate to the males’ scores. As suggested, males scored more accurately on
the 4-turn task in virtual reality with less of a disparity between males
and females than in Lawton’s study. The accuracy did not stay parallel
when the participants were in the 6-turn task, suggesting that the 2-turn
increase between tasks caused greater confusion, especially for the females.
Another explanation could be that the random participants that took part
in the 6-turn task did not have the wayfinding skills of those participants
in the 4-turn task. One way to eliminate this possibility would be
to have each subject take both the 4-turn task and the 6-turn task, and
analyze their individual scores for each of those routes.
Trials to criterion by gender
The final analysis run on this data was an independent variable
t-test between gender and trials to criterion. Each subject had five
trials to reach criterion: in this study it was 20 degrees. Once
they scored within 20 degrees of the correct answer, the task was finished.
Though not initially hypothesized, it was thought that there might be a
gender difference in the number of trials it took for males and females
to reach that 20-degree mark. No significant differences were found
between gender. With only a 0.86 difference in means, the standard
deviation was too high to reveal significant figures. With an increase
in population size, as stated before, significant findings might be yielded.
Comparison of pointing error in initial trials
A specific view of the initial trial of each task was taken in
order to compare the differences between males and females regarding their
first speculation as to where the start of the task was. The hope
would be that each subject’s initial reaction would most clearly define
his or her true wayfinding ability, eliminating experience with the virtual
route as a confounding variable. No significant difference was found
between males and females regarding the real world 1-turn, the virtual
reality 2-turn, 4-turn, or 6-turn task. These results suggest wayfinding
could relate to experience, and only function effectively as a learned
behavior. Another explanation could lie in the fact that males and females
were still somewhat distracted by the complication of the 4-turn and 6-turn
maze. Virtual reality may cause enough discombobulating distraction as
to necessitate repeated trials to be run.
Conclusion
Both the significant and non-significant results from this study
explain much. The adaptation and learning over trials by both genders
helps validate virtual reality as a functional learning device, and strengthens
the support for its use as a psychological tool in the future.
The means in the predicted direction involving pointing error
and gender, though not significant, do open a doorway towards a better
test of gender differences involving wayfinding using technology that is
less gender biases than those devices provided by Lawton (1997).
An increase in sample size alone, with no other editing to the present
study would suggest significance and therefore eliminate some of the experiential
skill that has been biasing these such visuo-spatial cognitive tasks for
years.
This study applies to some very basic issues involving navigation
and direction, and can also have an impact on the future of virtual reality
in cognitive psychology. These variables are an important form of
human functioning in everyday life, and are worthy of immense amounts of
future study and research. This present study contributes a small
portion of the understanding of wayfinding, navigation, and virtual reality’s
influence on psychological research.
All psychological research at Saint Anselm College is conducted according to strict ethical principles outlined by the American Psychological Association and is in full compliance with Federal law. The Department of Health and Human Services, for example, specifies that informed consent must be given prior to research studies, that is, “…the knowing consent of an individual or his legally authorized representative so situated as to be able to exercise free power of choice without undue inducement or any element of force, fraud, deceit, duress, or other form of constraint or coercion.”
Simply put, this means when you participate in any research study, you will be given a clear explanation of the procedures involved. You may ask for clarification either before or during the procedure, and you may terminate the procedures at any time.
The experiment you have signed up for involves a task using virtual
reality equipment and computer technology, as well as the completion of
three self-surveys about your general computer experience. At this
point, it should be stated that no disguised procedures will be used in
this study, and the right to withdraw from this and all studies is at the
discretion of the participant. It is only asked that each you participate
seriously and to the best of you ability. Due to the immersive qualities
of virtual reality environment, a feeling of vertigo, even nausea could
be incurred by anyone. If you feel disorientation or any feelings
of discomfort at any time, tell me, and the experiment will be paused until
you are feeling better. If you wish to stop because of this disorientation,
you may do so at any time. Also, due to the enclosed environment that a
head mounted display presents, if you feel at any time uncomfortable, short
of breath, or in any way claustrophobic, please inform me, and the headset
will be removed, and the experiment paused until you are feeling comfortable
again, or wish to terminate the experiment. Thank you again for your
time commitment and your willingness to participate.
After having carefully read and considered the foregoing, I consent
to participate in research activities according to the terms heretofore
enumerated.
Date__________________________ Signature_______________________________
Class/Student I.D. #_____________________Other___________________________
Appendix B
Debriefing Statement
The navigational task you just completed, along with the three
surveys you filled out investigated a gender difference in visual-spatial
tasks presented in a 3-D virtual reality environment. My experiment
varied from previous work in substituting the 3-D environment in which
you were just involved, for a similar maze constructed from the same program
that created the popular computer game Doom. It was hypothesized
that by eliminating such a male biased environment as a computer game,
that a smaller, but equally significant difference could be found between
genders. The information you have provided is intended solely for
this project, and will be kept strictly confidential. It is also asked
that you withhold from discussing this study and your results with friends
or other participants, until all the participants have completed the study.
If you have any questions involving the virtual world, surveys, or results,
feel free to contact me at: Chad Kelleher, Box 1766,
100 St. Anselm Dr. Manchester NH, 03102-1310. Thank you again for
your participation.
Chad L. Kelleher
Appendix C
Computer Experience Questionnaire
(based upon Rizzo et. al.)
I. Computer Experience
1. Do you own a personal computer? Y N
2. How many hours per day do you use a computer? Personal____
Academics_____
3. On average, how many hours a week do you spend on a computer?___
1- 0-5 hrs
2- 5-10 hrs
3- 10-20 hrs
4- 20-40 hrs
5- 40+ hrs
4. Indicate the average number of hours a week you do the following
computer activities.
a. word processing ___
b. games playing ___
c. surfing the Internet ___
d. emailing ___
e. other ___
5. How many emails do you send a day? ____
6. How many computer courses have you taken? ___
7. How would you rate your computer competency? ___
1- completely inexperienced
2- inexperienced
3- somewhat experienced/inexperienced
4- experienced
5- very experienced
8. Do you play video games? Y N
9. Are you good at computer games? Y N
10. Have you ever played the game Doom? Y N
If so, how many hours per week? ___
How many hours (approximately) have you played in the last 2 years___
11. Have you ever played the game Quake? Y N
If so, how many hours per week? ___
How many hours (approximately) have you played in the last 2 years___
12. Please list any other video or computer games that you play regularly
and how many hours per week.
GAME HOURS PER WEEK
13. How would you rate your knowledge/experience of virtual reality?
(please circle all that apply)
a. never heard of virtual reality
b. seen virtual reality on television/movies
c. read about virtual reality in various literature
d. observed virtual reality in real life, but never participated
e. played a virtual reality game before
f. participated in construction and manipulation
of virtual reality
g. master of virtual reality
14. What are the three (3) web sites you spend the most time at?
1.
2.
3.
II. Activities Rating List
Please rate the following activities on a 1 to 7 scale with 1= never participated and 7= participate more than once a week.
NEVER MORE THAN ONCE A WEEK
1 2 3 4
5 6 7
1. Ice hockey 1 2 3
4 5 6 7
2. Soccer 1 2 3
4 5 6 7
3. Squash 1 2 3
4 5 6 7
4. Darts 1 2
3 4 5 6 7
5. Archery 1 2 3
4 5 6 7
6. Hunting 1 2 3
4 5 6 7
7. Ski Jumping 1 2 3
4 5 6 7
8. Juggling 1 2 3
4 5 6 7
9 Glass blowing 1 2 3
4 5 6 7
10. Carpentry 1 2 3
4 5 6 7
11. Using a compass 1 2 3
4 5 6 7
12. Tennis 1 2 3
4 5 6 7
13. Ping Pong 1 2
3 4 5 6 7
14. Dancing 1 2 3
4 5 6 7
15. Roller Hockey 1 2 3
4 5 6 7
16. Drawing/Drafting 1 2 3
4 5 6 7
Appendix D
IMMERSIVE TENDENCIES QUESTIONNAIRE
(Witmer & Singer, Version 3.01, September 1996)
Indicate your preferred answer by marking an "X" in the appropriate
box of the seven point scale. Please consider the entire scale
when making your responses, as the intermediate levels may apply.
For example, if your response is once or twice, the second box from the
left should be marked. If your response is many times but not extremely
often, then the sixth (or second box from the right) should be marked.
1. Do you easily become deeply involved in movies or tv dramas?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
2. Do you ever become so involved in a television program or book that people have problems getting your attention?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
3. How mentally alert do you feel at the present time?
|________|________|________|________|________|________|________|
NOT ALERT MODERATELY FULLY ALERT
4. Do you ever become so involved in a movie that you are not aware of things happening around you?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
5. How frequently do you find yourself closely identifying with the characters in a story line?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
6. Do you ever become so involved in a video game that it is as if you are inside the game rather than moving a joystick and watching the screen?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
7. What kind of books do you read most frequently? (CIRCLE ONE ITEM ONLY!)
Spy novels Fantasies Science fiction
Adventure novels Romance novels Historical novels
Westerns Mysteries Other fiction
Biographies Autobiographies Other non-fiction
8. How physically fit do you feel today?
|________|________|________|________|________|________|________|
NOT FIT MODERATELY EXTREMELY
FIT FIT
9. How good are you at blocking out external distractions when you are involved in something?
|________|________|________|________|________|________|________|
NOT VERY SOMEWHAT VERY GOOD
GOOD GOOD
10. When watching sports, do you ever become so involved in the game that you react as if you were one of the players?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
11. Do you ever become so involved in a daydream that you are not aware of things happening around you?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
12. Do you ever have dreams that are so real that you feel disoriented when you awake?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
13. When playing sports, do you become so involved in the game that you lose track of time?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
14. How well do you concentrate on enjoyable activities?
|________|________|________|________|________|________|________|
NOT AT ALL MODERATELY VERY WELL
WELL
15. How often do you play arcade or video games? (OFTEN should be taken to mean every day or every two days, on average.)
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
16. Have you ever gotten excited during a chase or fight scene on TV or in the movies?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
17. Have you ever gotten scared by something happening on a TV show or in a movie?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
18. Have you ever remained apprehensive or fearful long after watching a scary movie?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
19. Do you ever become so involved in doing something that you lose all track of time?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
20. On average, how many books do you read for enjoyment in a month?
|________|________|________|________|________|________|________|
NONE ONE TWO THREE
FOUR FIVE MORE
21. Do you ever get involved in projects or tasks, to the exclusion of other activities?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
22. How easily can you switch attention from the activity in which you are currently involved to a new and completely different activity?
|________|________|________|________|________|________|________|
NOT SO
FAIRLY QUITE
EASILY EASILY
EASILY
23. How often do you try new restaurants or new foods when presented with the opportunity?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY
FREQUENTLY
24. How frequently do you volunteer to serve on committees, planning groups, or other civic or social groups?
|________|________|________|________|________|________|________|
NEVER SOMETIMES
FREQUENTLY
25. How often do you try new things or seek out new experiences?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY
OFTEN
26. Given the opportunity, would you travel to a country with a different culture and a different language?
|________|________|________|________|________|________|________|
NEVER
MAYBE
ABSOLUTELY
27. Do you go on carnival rides or participate in other leisure activities (horse back riding, bungee jumping, snow skiing, water sports) for the excitement of thrills that they provide?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY
OFTEN
28. How well do you concentrate on disagreeable tasks?
|________|________|________|________|________|________|________|
NOT AT ALL MODERATELY VERY WELL
WELL
29. How often do you play games on computers?
|________|________|________|________|________|________|________|
NOT AT ALL OCCASIONALLY FREQUENTLY
30. How many different video, computer, or arcade games have you become reasonably good at playing?
|________|________|________|________|________|________|________|
NONE ONE TWO THREE FOUR FIVE SIX OR MORE
31. Have you ever felt completely caught up in an experience, aware of everything going on and completely open to all of it?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY FREQUENTLY
32. Have you ever felt completely focused on something, so wrapped up in that one activity that nothing could distract you?
|________|________|________|________|________|________|________|
NOT AT ALL OCCASIONALLY FREQUENTLY
33. How frequently do you get emotionally involved (angry, sad, or happy) in news stories that you see, read, or hear?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
34. Are you easily distracted when involved in an activity or working on a task?
|________|________|________|________|________|________|________|
NEVER OCCASIONALLY OFTEN
Scoring Instructions
Simply score the boxes for each question from left to right beginning with one and increasing in value to the box the subject has marked, and the number of that box becomes the score. The subscale scores are the sum of the scores for each subscale item. There is no weighting of items or subscales. The questionnaire total and subscales are comprised as follows:
IMMERSIVE TENDENCIES QUESTIONNAIRE
Total: Items 1, 2, 3, 4, 5, 6, 8, 9, 10, 11, 12, 13, 14,
15, 16, 17, 18, 19.
ITQ-Focus: Items 1, 3, 8, 9, 13, 16, & 19.
ITQ-Involvement: Items 2, 4, 5, 11, 12, 17, & 18.
ITQ-Games: Items 6 & 15.
New questions have been added to the questionnaire, but should
not be added to the total or subscales as they are just beginning to be
investigated. The new (unanalyzed) questions are scored the same
as the other questions. None of the new questions seem to require
reverse scoring.
Appendix E
PRESENCE QUESTIONNAIRE
(Witmer & Singer, Vs. 3.0, Nov. 1994)
Characterize your experience in the environment, by marking an "X" in the appropriate box of the 7-point scale, in accordance with the question content and descriptive labels. Please consider the entire scale when making your responses, as the intermediate levels may apply. Answer the questions independently in the order that they appear. Do not skip questions or return to a previous question to change your answer.
WITH REGARD TO THE EXPERIENCED ENVIRONMENT
1. How much were you able to control events?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT COMPLETELY
2. How responsive was the environment to actions that you initiated (or performed)?
|________|________|________|________|________|________|________|
NOT MODERATELY COMPLETELY
RESPONSIVE
RESPONSIVE RESPONSIVE
3. How natural did your interactions with the environment seem?
|________|________|________|________|________|________|________|
EXTREMELY BORDERLINE COMPLETELY
ARTIFICIAL NATURAL
4. How much did the visual aspects of the environment involve you?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT COMPLETELY
5. How much did the auditory aspects of the environment involve you?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT COMPLETELY
6. How natural was the mechanism which controlled movement through the environment?
|________|________|________|________|________|________|________|
EXTREMELY BORDERLINE COMPLETELY
ARTIFICIAL NATURAL
7. How compelling was your sense of objects moving through space?
|________|________|________|________|________|________|________|
NOT AT ALL MODERATELY VERY
COMPELLING COMPELLING
8. How much did your experiences in the virtual environment seem consistent with your real world experiences?
|________|________|________|________|________|________|________|
NOT MODERATELY VERY
CONSISTENT CONSISTENT CONSISTENT
9. Were you able to anticipate what would happen next in response to the actions that you performed?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT COMPLETELY
10. How completely were you able to actively survey or search the environment using vision?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT COMPLETELY
11. How well could you identify sounds?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT COMPLETELY
12. How well could you localize sounds?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT COMPLETELY
13. How well could you actively survey or search the virtual environment using touch?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT COMPLETELY
14. How compelling was your sense of moving around inside the virtual environment?
|________|________|________|________|________|________|________|
NOT MODERATELY VERY
COMPELLING COMPELLING COMPELLING
15. How closely were you able to examine objects?
|________|________|________|________|________|________|________|
NOT AT ALL PRETTY VERY
CLOSELY CLOSELY
16. How well could you examine objects from multiple viewpoints?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT EXTENSIVELY
17. How well could you move or manipulate objects in the virtual environment?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT EXTENSIVELY
18. How involved were you in the virtual environment experience?
|________|________|________|________|________|________|________|
NOT MILDLY COMPLETELY
INVOLVED INVOLVED ENGROSSED
19. How much delay did you experience between your actions and expected outcomes?
|________|________|________|________|________|________|________|
NO DELAYS MODERATE LONG
DELAYS DELAYS
20. How quickly did you adjust to the virtual environment experience?
|________|________|________|________|________|________|________|
NOT AT ALL SLOWLY LESS THAN
ONE MINUTE
21. How proficient in moving and interacting with the virtual
environment did you feel at the end of the experience?
|________|________|________|________|________|________|________|
NOT REASONABLY VERY
PROFICIENT PROFICIENT PROFICIENT
22. How much did the visual display quality interfere or distract you from performing assigned tasks or required activities?
|________|________|________|________|________|________|________|
NOT AT ALL INTERFERED PREVENTED
SOMEWHAT TASK PERFORMANCE
23. How much did the control devices interfere with the performance of assigned tasks or with other activities?
|________|________|________|________|________|________|________|
NOT AT ALL INTERFERED INTERFERED
SOMEWHAT GREATLY
24. How well could you concentrate on the assigned tasks or required activities rather than on the mechanisms used to perform those tasks or activities?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT COMPLETELY
25. How completely were your senses engaged in this experience?
|________|________|________|________|________|________|________|
NOT MILDLY COMPLETELY
ENGAGED ENGAGED ENGAGED
26. To what extent did events occurring outside the virtual environment distract from your experience in the virtual environment?
|________|________|________|________|________|________|________|
NOT AT ALL MODERATELY VERY MUCH
27. Overall, how much did you focus on using the display and control devices instead of the virtual experience and experimental tasks?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT VERY MUCH
28. Were you involved in the experimental task to the extent that you lost track of time?
|________|________|________|________|________|________|________|
NOT AT ALL SOMEWHAT COMPLETELY
29. How easy was it to identify objects through physical interaction; like touching an object, walking over a surface, or bumping into a wall or object?
|________|________|________|________|________|________|________|
IMPOSSIBLE MODERATELY VERY EASY
DIFFICULT
30. Were there moments during the virtual environment experience when you felt completely focused on the task or environment?
|________|________|________|________|________|________|________|
NONE OCCASIONALLY FREQUENTLY
31. How easily did you adjust to the control devices used to interact with the virtual environment?
|________|________|________|________|________|________|________|
DIFFICULT MODERATE EASILY
32. Was the information provided through different senses in the virtual environment (e.g., vision, hearing, touch) consistent?
|________|________|________|________|________|________|________|
NOT SOMEWHAT VERY
CONSISTENT CONSISTENT CONSISTENT
Scoring Instructions
Simply score the boxes for each question from left to right beginning with one and increasing in value to the box the subject has marked, and the number of that box becomes the score. Some of the questions have reversed response anchors, and are scored so the left-most box receives a seven and the rest decrease in value. The subscale scores are the sum of the scores for each subscale item. There is no weighting of items or subscales. The questionnaire total and subscales are comprised as follows:
PRESENCE QUESTIONNAIRE
Total: Items 1, 2, 3, 4, 6, 7, 8, 9, 10, 14, 15, 16, 18,
19+, 20, 21, 22+, 23+, 24.
PQ-Involved/Control: Items 1, 2, 4, 7, 9, 10, 14, 18, 19+,
20, & 21.
PQ-Natural: Items 3, 6, & 8.
PQ-Interface Quality: Items 22+, 23+, & 24.
PQ-Auditory*: Items 5, 11, 12.
PQ-Haptic*: Items 13 & 17.
PQ-Resolution*: Items 15 & 16.
The last three subscales listed for the PQ are marked with an asterisk (*) because they have yet to be used in analyses, but are being retained on a theoretical basis. Since there have been no haptic or auditory interfaces, nor any differences in resolution to judge, those items have been scored as zero. Items marked with a plus (+) have to be reverse scored (see above) in order to contribute to the subscale and overall totals.
New questions have been added to the questionnaire, but should
not be added to the total or subscales as they are just beginning to be
investigated. The new (unanalyzed) questions are scored the same
as the other questions. None of the new questions seem to require
reverse scoring.