Abstract

Immersive virtual environments (VEs) are increasingly used to evaluate human responses to design variables. VEs provide a tremendous capacity to isolate and readily adjust specific features of an architectural or product design. They also allow researchers to safely and effectively measure performance factors and physiological responses. However, the success of this form of design-testing depends on the generalizability of response measurements between VEs and real-world contexts. At the current time, there is very limited research evaluating the consistency of human response data across identical real and virtual environments. Rendering tools were used to precisely replicate a real-world classroom in virtual space. Participants were recruited and asked to complete a series of cognitive tests in the real classroom and in the virtual classroom. Physiological data were collected during these tests, including electroencephalography (EEG), electrocardiography (ECG), electrooculography (EOG), galvanic skin response (GSR), and head acceleration. Participants’ accuracy on the cognitive tests did not significantly differ between the real classroom and the identical VE. However, the participants answered the tests more rapidly in the VE. No significant differences were found in eye blink rate and heart rate between the real and VR settings. Head acceleration and GSR variance were lower in the VE setting. Overall, EEG frequency band-power was not significantly altered between the real-world classroom and the VE. Analysis of EEG event-related potentials likewise indicated strong similarity between the real-world classroom and the VE, with a single exception related to executive functioning in a color-mismatch task.

Highlights

  • Immersive virtual environments (VEs) are increasingly used to evaluate human responses to design variables

  • To compare human behavioral and physiological responses during cognitive tasks completed in identical physical and virtual environments, we precisely recreated a physical classroom in high-immersive virtual reality, including the room dimensions, furniture placement, colors, and lighting

  • Their level of comfort with the EEG and VR head mounted display was 3.8 ± 2.2, on a Likert Scale where 1 was “uncomfortable,” and 10 was “comfortable.” Their test performance and physiological responses were evaluated in the real and the immersive VR environments for each of the five cognitive tests

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Summary

Introduction

Immersive virtual environments (VEs) are increasingly used to evaluate human responses to design variables. VEs provide a tremendous capacity to isolate and readily adjust specific features of an architectural or product design They allow researchers to safely and effectively measure performance factors and physiological responses. Virtual environments (VEs) have been widely used by designers and researchers over the past three decades as a tool for testing products and studying human behaviors. The use of VEs as a research tool supports an overall trajectory in the field toward rigorous evidence-based design For this approach to be effective, it must produce ecologically valid findings that are transferable to real-world settings. Researchers evaluated the conduct of everyday office-related activities in a physical environment vs a closely similar VE and found no significant differences in task p­ erformance[7]. The sense of presence in virtual environments has been extensively studied, showing that a strong body-transfer illusion can be reliably produced by currently available VE ­technologies[21,22,23,24,25]

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