Abstract

The validity of environmental simulations resides in their capacity to replicate responses produced in a physical environment. However, no studies validate the similarity of navigation in immersive virtual environments, even though this can radically condition space perception and therefore alter the various evoked responses. The objective of this present paper is to validate environmental simulations using 3D environments and head-mounted display devices, at perception level by means of presence and at behavioural level through navigation. A comparison was developed between the free exploration of an art exhibition in a physical museum and a simulation of the same experience. At perception level, the virtual museum shows a high degree of presence. At navigation level, movement patterns show high similarity, and they present significant differences only at the beginning of the exploration in the percentage of area explored and the time taken to undertake the visits. The results suggest that there is an environmental adaptation effect of about 2 minutes. Subsequently, navigation in physical and virtual museums does not show significant differences. These findings support the use of immersive virtual environments as empirical tools in human behavioural research.

Highlights

  • Environmental simulations are representations of physical environments which allow researchers to compare reactions to common concepts (Kwartler, 2005)

  • The aim of this study is to validate environmental simulations made by means of 3D immersive virtual environments (IVE) and a latest generation head-mounted displays (HMDs), at presence and navigation levels

  • There are significant differences in the percentages of areas explored. These differences may be caused by the fact that it was not possible in the virtual museum to leave the indicated path whereas, in the physical museum, some subjects strayed into prohibited zones

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Summary

Introduction

Environmental simulations are representations of physical environments which allow researchers to compare reactions to common concepts (Kwartler, 2005). They become relevant when what they represent cannot be physically represented. The emergence of virtual reality has generated a wide range of possibilities, at the scientific level, and at the commercial level. These simulations have a great variety of set-ups, which involve a combination of formats and supports (Mengoni, Germani, & Peruzzini, 2011).

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