analysis of immersive virtual reality vs. desktop 3d games · to compare the effectiveness of...
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ANALYSIS OF IMMERSIVE VIRTUAL REALITY VS. DESKTOP 3D GAMES
Thesis Presented
by
Prasad Raut
to
The College of Arts, Media and Design
In partial fulfillment of the requirement for the Degree of Master of Science in Game Science
and Design
Northeastern University
Boston, Massachusetts
December, 2018
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ANALYSIS OF IMMERSIVE VIRTUAL REALITY VS. DESKTOP 3D GAMES
by
Prasad Raut
ABSTRACT
Virtual Reality(VR) has become popular in the past few years. Due to this, besides video games,
VR is now being used in applications designed in fields of education, fitness, healthcare, etc. to
improve the effectiveness of those applications. In this research, a comparative study between
immersive virtual reality and desktop real-time 3D was made to determine the various attributes
and which medium of game was more effective. An analysis of quantitative and qualitative data,
gathered by means of mixed methods, was performed on the responses of participants playing
these immersive and non-immersive versions of the game and the results are discussed in the paper.
Keywords: Virtual Reality, Desktop 3D, Think-Aloud Protocol, Video Analysis, Sentiment
Analysis
Submitted in partial fulfillment of the requirements
for the degree of Master of Science in Game Science and Design
in the Graduate School of the College of Arts, Media and Design of
Northeastern University
December, 2018
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ACKNOWLEDGMENTS
I would first like to thank my thesis advisor Dr. Celia Pearce for helping me with the qualitative
analysis of the study and giving me feedback that helped me extensively with this research. I
would next like to thank my thesis instructor Christoffer Holmgård Pedersen for the insightful
feedback, words of encouragement, and being available when I needed your help. I would also
like to thank Jason Duhaime for helping me use the Usability Lab at Northeastern University and
providing me support in setting up all equipment and software for conducting this study and
gathering the data.
I would like to thank all my participants without whom I wouldn't have been able to collect
valuable data for this research study. I also want to thank Jennifer Gradecki, who was diligent in
helping me recruit enough participants for this thesis. I would like to thank my classmates and
friends in Game Science and Design department who gave me valuable suggestions and advice
on my research topic. Their kindness and enthusiasm in supporting my research and their selfless
helping provided me with great encouragement on the study. Lastly, I want to thank my parents,
Sheela and Sunil Raut, for always supporting me.
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TABLE OF CONTENTS
Abstract 2
Acknowledgments 3
1. Introduction 5
2. Background
2.1 Virtual Reality and Fitness 6
2.2 Treatment of Acrophobia 7
2.3 Desktop Virtual Reality and Learning Outcomes 8
3. Methodology
3.1 The Game 9
3.2 Participants 10
3.3 Think-aloud Protocol and Video Analysis 10
3.4 Survey 12
4. Results
4.1 Analysis of Survey Data 13
4.2 Analysis of Video Data 18
5. Discussion
5.1 Quantitative Data 22
5.2 Qualitative Data 23
6. Conclusion 25
7. References 26
8. Appendix A 28
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1. INTRODUCTION
Virtual Reality (VR) is a technology that has become extremely popular in recent years. Due to
the availability of cheap VR headsets which can be bought around 20 dollars, the number of VR
games is on the rise (Telegraph Reporters, 2018). To take advantage of this trend, educators are
seeking different ways to create attractive applications in the form of interactive games that will
motivate and engage students or users in learning different topics (Virvou and Katsionis, 2008).
Furthermore, the gaming environments can encourage a constructionist approach to learning.
According to Papert (1980), such constructionist approaches motivate children to acquire
knowledge through creative and interactive experiences.
The objective of this research is to analyze a virtual reality game designed for educational purpose
to determine and understand the factors that make them favorable to players. For this study, an
educational game was chosen, and a playtest was conducted on two groups of participants to
determine these factors. These participants responses were collected by means of mixed methods.
The primary goal of this research is to evaluate these findings to reveal the special characteristics
that may hold the key to their success among players.
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2. BACKGROUND
2.1 Virtual Reality and Fitness
Virtual Reality (VR) applications can be divided into two categories: immersive VR and Desktop
real-time 3D. In Immersive VR, users wear head-mounted displays and are often completely
surrounded by enclosed virtual environment, whereas in Desktop 3D user’s experiences are
limited to what they see on their desktop or laptop display monitors and what they hear from
their speakers (Mills and Noyes, 1999). Throughout this research, we will be focusing on both
the Desktop 3D version of the application as well as the immersive VR version using the head-
mounted display.
The immersiveness of VR applications can be exploited for fitness. Tuveri et. al. (2016) made
use of this immersion along with gamification techniques to improve fitness. For their research,
they developed an immersive virtual environment and incorporated gamification features in it
using Unity 3D game engine. They also created a hardware setup using consumer-level devices
such as a regular exercise bike, Oculus Rift VR headset and a Microsoft Kinect device to track
users’ movements and replicate them in the virtual environment. They performed a research
study for evaluating two different aspects of their game prototype. The first goal was to
determine whether the users enjoyed more physical activity with gamification elements while
interacting with immersive VR environments. The second goal was to provide a qualitative
assessment of the different gamification techniques used by them, according to three dimensions:
usefulness, fun and motivation. The results of a user test showed that such gamification elements
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along with the immersive virtual environment, providing the ability to change viewpoint by
moving their heads, increased the user's enjoyment during the physical activity.
2.2 Treatment of Acrophobia in Virtual Reality
In their research study of Treatment of acrophobia in virtual reality: The role of immersion and
presence, Krijin et. al. (2004) made use of Virtual Reality Exposure Therapy (VRET) for
treatment of patients with acrophobia. The immersion of VRET was adjusted by using two
different versions, a Head Mounted Display (HMD) for low immersion and a Computer
Automatic Virtual Environment (CAVE) for high immersion. The results of this study showed
that the VRET was more helpful than no treatment, whereas no significant differences in the
effectiveness of VRET between HMD and CAVE were observed in the study. The VRET
systems in both versions proved effective in treatment on anxiety, (behavioral) avoidance and
attitudes towards heights. From his study, it can be concluded that immersive virtual reality can
be used in software applications which are created for the purpose of treating negative emotional
functions.
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2.3 Desktop Virtual Reality and Learning Outcomes
The study conducted by Lee et. al. (2010) examined how desktop real-time 3D not only
influences but enhances learning. The results of the study provide a guideline for VR software
developers to improve and strengthen the learning effectiveness of Desktop 3D applications
implemented for learning purposes. Different relevant constructs like usability, presence,
motivation, cognitive benefits, control and active learning, reflective thinking, learning
outcomes, and student characteristics were analyzed to investigate how Desktop 3D enhances
learning.
The results backed the indirect effect of Desktop 3D features to the learning outcomes, which
was mediated by the interaction experience and the learning experience. Learning experience
which was individually measured by the psychological factors like presence, motivation,
cognitive benefits, control and active learning, and reflective thinking strongly affected the
learning outcomes in the Desktop 3D-based learning environment. Desktop 3D-based learning
could provide students with different learning styles and spatial abilities. This research
contributed an initial theoretical model of the determinants of learning effectiveness in a desktop
3D-based learning environment.
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3. METHODOLOGY
To compare the effectiveness of immersive VR, Titans of Space 2.0 was selected for the research
study. It is a virtual reality educational game based on the Solar System. For conducting this
research study, the game was played by two different groups of participants, one group played
the game using Oculus Rift VR headsets and controllers and the other group played the same
game using regular desktop computers with keyboard and mouse. The use of various mixed
methods mentioned below was made to collect data for analysis.
3.1 The Game
Titans of Space 2.0 by DrashVR LLC is an immersive VR space education app created for HTC
Vive and Oculus Rift VR headsets. Recently, it has also been launched for Google Cardboard
VR using Android and iOS. Titans of Space 2.0 (Figure 3.1) is a VR game that allows people to
journey through our solar system. This game is useful for educational purposes since you can use
it in conjunction with teaching students about the composition of each planet, the revolutions
around the sun, how many moons each has as well as gravity among so much other important
and useful information (DrashVR LLC, 2016). Such teaching methods become more interesting
when the students can view and interact while learning about the solar system. What started out
as a game can help students reach a higher level of engagement than traditional learning.
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Figure 3.1 Titan of Space 2.0 gameplay.
3.2 Participants:
A total of 26 participants over the age of 18 years volunteered for this study. During the study
participants were alternatively selected at random to play either the VR version of the game or
the desktop version for a duration of 15 to 30 minutes. Hence, 13 participants played the game in
VR and the other 13 played on desktop computer. The names of the participants were kept
anonymous throughout this research study and their responses were identified using a unique
identity code assigned to them before conducting the research study.
3.3 Think-Aloud Protocol and Video Analysis:
For video analysis, the use of Morae software in the usability lab at Northeastern University was
made. The participants were instructed to think-aloud while they played the game and the video
transcripts of them playing the game as well as their on-screen activity, speech and mouse
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movement were recorded with the Morae Recorder. To note their experience qualitative analysis
of these video transcripts were performed with the help of the Morae Observer and Manager.
Figure 3.3.a Screenshot of Morae observer for Oculus version of game
Figure 3.3.b Screenshot of Morae Observer for desktop version of the game
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The Morae Observer facilitates researchers to watch the participant's experience, take notes, and
flag tasks in real-time, and the Morae Manager is used to view and analyze Morae recordings,
automatically perform calculations, visualize data, and create highlight videos to share with
stakeholders (TechSmith, 2018). Figures 3.3.a and 3.3.b show screenshots of the game in Morae
Observer. The Morae Manager was later used to save and export the video transcripts to Google
Drive cloud storage. Analysis and visualization of the data from the video transcripts was
performed later.
3.4 Survey:
After the playtest, the participants from both groups filled out the same survey which contained a
5-point and 7-point Likert scale questionnaires regarding their thoughts about the game they
played. These survey questions were created and analyzed using Qualtrics and Tableau software.
Qualtrics is an easy to use web-based survey tool for conducting survey research, evaluations
and other data collection activities whereas Tableau is a data visualization tool created by
Tableau Software which is a used to create interactive data analysis and visualization.
An open-ended question at the end of the survey was given asking the participants to briefly
describe their experience playing the game. Sentiment Analysis of these descriptions given by
each group was conducted in R using the Tidytext package. All these software tools were used to
analyze data and create charts and tables to visualize the data.
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4. RESULTS
4.1 Analysis of the survey data:
The results for the 5-point and 7-point Likert scales were noted and the median of their score was
calculated. The median value described various aspects of the game the participants felt from
both groups like graphics, controls, learning, immersion, etc.
Figure 4.1.a Comparison of median values of participants for Desktop and Oculus version
The bar graph above (Figure 4.1.a) shows comparison between the median values of points for
the 5-point Likert scale. It can be observed that participants from both groups enjoyed playing
the game, found the graphics to be appealing and the controls were easy for them to understand
and use. The participants who played the Oculus version of the game felt less consciously aware
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of their surroundings than those who played the Desktop version. Also, the participants from the
desktop group felt that time slowed down, indicating that the game was too long to play while
those from Oculus group felt that the game was relatively of short duration.
Figure 4.1.b Comparison of median values of participants for Desktop and Oculus version
The graph above (Figure 4.1.b) shows comparison between the median values of points for the 7-
point Likert scale. Participants from both groups felt that they learned new facts and information
in the game. Participants from the Oculus group comparatively to the Desktop group were more
focused on the game and felt that they were experiencing the events in the game rather than just
doing tasks. Also, Oculus group participants felt that the game environment was more interactive
and more immersive than the Desktop group participants.
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For the sentiment analysis, the bing lexicon from the Tidytext package was used. The bing
lexicon was created by Bing Liu and collaborators and is used to identify and categorize words in
a binary fashion into positive and negative categories (Silge and Robinson, 2018). The lexicons
in the Tidytext package were created by either crowdsourcing (using, for e.g. Amazon
Mechanical Turk) or by the efforts of the author and collaborators. These lexicons were verified
and validated using some combination of crowdsourcing, restaurant or movie reviews, or Twitter
data.
Figure 4.1.c Text Analysis flowchart using Tidytext for Sentiment Analysis
As described in the flowchart (Figure 4.1.c) above, the raw text data from the description
sentences of experiences from each group was unnested into tokens of single words which were
then placed into a table. This table of unnest token words was then compared with the bing
lexicon using an inner join and the matching words were found for positive and negative
sentiments. The group_by transformation from the Dplyr package was used on this joined table
to aggregate the matching cases to be a summarized count of the positive and negative words.
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Later this summarized table was visualized using the ggplot package in R to derive meaningful
insights as shown in figures 4.1.d and 4.1.e below.
Figure 4.1.d Positive and Negative words for experience in Desktop version
The bar chart above (Figure 4.1.d) shows the most number of positive and negative words
occurring in the description of experience from players who played the game on desktop
computer. The negative words hard, distracting and bored occurred most number of times
indicating that some of the participants were having issues with controls, found the in-game
music to be distracting while reading facts, and were bored while playing the game on a desktop
computer. However, the positive word enjoy was observed the most implying that most of the
participants really liked and enjoyed playing the game on desktop computer.
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Figure 4.1.e Positive and Negative words for experience in Oculus version
The bar chart above (Figure 4.1.e) shows the most number of positive and negative words
occurring in the description of experience from players who played the game on the Oculus VR
headset. The positive words like incredible, impressive, beautiful, amazing implies that the
participants were mostly likely drawn to the aesthetics of the game in VR. The negative words
scary and sickness occurred the most indicating participants also found the stars appearing in
front of them to be eerie and intimidating to look at, while some participants were not
comfortable with the movement in VR and felt motion sickness.
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4.2 Analysis of video data:
Figure 4.2.a Comparison of median time spent by participants on objects in Desktop and
Oculus version
The time spent by participants on each object in the game was noted for each group (Figure
4.2.a). Since the total time spent by participants is not fixed and varies between 10 to 40 minutes
in the game for both versions of the game, the total time spent is normalized by min-max
normalization using the formula below:
𝑵𝒐𝒓𝒎𝒂𝒍𝒊𝒛𝒆𝒅 𝒕𝒊𝒎𝒆 𝒔𝒑𝒆𝒏𝒕 =𝑻𝒊𝒎𝒆 𝒔𝒑𝒆𝒏𝒕 𝒑𝒆𝒓 𝒐𝒃𝒋𝒆𝒄𝒕
𝑴𝒂𝒙(𝑻𝒊𝒎𝒆 𝒔𝒑𝒆𝒏𝒕) − 𝑴𝒊𝒏(𝑻𝒊𝒎𝒆 𝒔𝒑𝒆𝒏𝒕)
In the above formula, the minimum time spent will always be zero and the maximum time spent
will depend on the participant’s individual total time spent in the game. So, the above formula
can be rewritten as:
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𝑵𝒐𝒓𝒎𝒂𝒍𝒊𝒛𝒆𝒅 𝒕𝒊𝒎𝒆 𝒔𝒑𝒆𝒏𝒕 𝒑𝒆𝒓 𝒐𝒃𝒋𝒆𝒄𝒕 =𝑻𝒊𝒎𝒆 𝒔𝒑𝒆𝒏𝒕 𝒑𝒆𝒓 𝒐𝒃𝒋𝒆𝒄𝒕
𝑻𝒐𝒕𝒂𝒍 𝒕𝒊𝒎𝒆 𝒔𝒑𝒆𝒏𝒕 𝒃𝒚 𝒑𝒂𝒓𝒕𝒊𝒄𝒊𝒑𝒂𝒏𝒕
After normalizing the time spent per object by each participant, the median time spent per object
was calculated for each group of participants (Table 4.2.a). Since the distribution is not normal,
median of time spent was calculated.
Object Median normalized time
spent in Desktop version
Median normalized time
spent in Oculus version
Earth 0.030 0.045
Mercury 0.020 0.015
Venus 0.010 0.025
Mars 0.025 0.025
Jupiter 0.035 0.040
Saturn 0.020 0.030
Uranus 0.015 0.025
Neptune 0.010 0.020
Pluto 0.030 0.030
Sun 0.030 0.030
Pollux 0.020 0.010
Rigel 0.020 0.020
VY Canis
Majoris
0.020 0.020
Table 4.2.a Median of normalized time spent per object for Desktop and Oculus versions
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It can be observed that the median time spent for most of the objects in Oculus version of the
game is equal to or higher than that of the desktop version. Except for Mercury and Pollux,
participants from the Oculus group spent equal or more time compared to the Desktop group.
To further investigate the differences in these two groups an independent 2-group Mann-Whitney
U Test was performed in R. Since the total time spent by different participants in each group is
not constant and varies between 10 to 40 minutes, the median of the normalized total time spent
per object for both groups was used as numeric vector inputs in the Mann-Whitney Test function.
The significance value derived for the differences between the two groups (p-value = 0.4799 and
W = 133.5) does not reject the null hypothesis.
Categories Definition
Affect Affect is a concept used in psychology to
describe the experience of feeling or emotion.
Cognition The mental process of acquiring knowledge
and understanding through thought,
experience, and the senses.
Evaluation Player critique and feedback received during
the gameplay session.
Experience Player comments about the in-game events
happening around player.
Game Design Player comments on mechanics, movements,
and controls in the game.
Visual Design Player comments on the graphics and
aesthetics of planets, stars and other objects in
the game.
Table 4.2.b Categories of video coding and their definitions
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The comments from the video transcript were categorized based on the definitions provided in
table 4.2.b above. The definition for the codes or categories were given according to the
subjective knowledge of the researcher when conducting qualitative analysis of the video
transcript.
Figure 4.2.b Comparison between video codes for Desktop and Oculus versions
From the bar chart (Figure 4.2.d) the cognition category indicated 155 comments from Desktop
version and 130 comments from Oculus version related to Learning from the game. There were
16 comments from the Desktop version and 24 comments from the Oculus associated with
Affect i.e. experiencing emotions and feelings while playing the game. 118 comments from the
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video transcript of Desktop group and 51 from Oculus group were about Evaluation. Also, 42
comments from the Oculus group were on the experience as compared to 21 comments from
Desktop group. There were 73 comments from the Desktop group and 21 from Oculus group
regarding Game Design, whereas only 19 comments from the Desktop group and 67 from
Oculus group regarding Visual Design.
5. DISCUSSION
5.1 Quantitative data
The quantitative data from the survey indicated that the game in both Desktop and Oculus
versions are similar in terms of learning, enjoyment, aesthetics and controls. Since VR facilitates
an immersive environment, the participants who played the game with the Oculus VR headset
were less aware of their surroundings thus implying that they were more immersed in the game.
However, fewer participants from the Oculus group felt that time slowed down, and the game
was relatively short for them compared to those who played the Desktop version. From the 7-
point Likert scale (Figure 4.1.b), it can be implied that participants who played in the Oculus
environment were more focused and interacted with the in-game objects more as compared to the
Desktop version. Additionally, it also implies that participants were more immersed in the
Oculus version as they expressed that they were experiencing events rather than doing them.
The quantitative data of total time spent on each object was obtained from the video transcript.
The data from table 4.2.a indicated that participants from the Oculus group spent more time on
the planets in contrast with the participants from the Desktop group. To further investigate the
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difference between the time spent, a non-parametric test was performed. The result of the
independent 2-group Mann-Whitney U Test was not able to reject the null hypothesis meaning
that we cannot conclude that there is a significant difference between the time spent on objects
between the two groups.
5.2 Qualitative data
The results from the sentiment analysis of the descriptions gives an insight about the elements of
the game and their how they affect the players. Some of the participants from the Desktop group
found it difficult to concentrate on the game due to the overwhelming information and facts
about the planets. This might also be the reason that they got bored while playing. Two of the
participants also found the in-game music to be distracting while concentrating on the
information about the planets and stars. However, most of the participants expressed enjoyment
while playing the game. In the case of the Oculus version, most participants were fearful of the
stars which appeared suddenly in their vision. Few of the participants felt uneasy and motion
sickness due to the movement in VR, which is a common disadvantage of using VR for any
application. Most of the participants who were alright with VR were excited and impressed by
the appealing graphics and textures of planets.
The results from the cognition categories indicated that participants from both the groups were
almost equally engaged in learning from the game. This reinforces the results of learning
obtained from the Likert scales. From the Affect and Experience categories, the participants who
played the Oculus version were more emotionally involved and affected by the game and talked
that they were experiencing rather than just playing the game than those who played on Desktop
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computer. It was also observed from the Evaluation and Game Design categories that the
participants who played the desktop version were more analytical about the game and were
reviewing the game mechanics, whereas the Visual Design category indicated that the
participants from the Oculus version talked more about and paid attention to the graphics and
aesthetics like textures, colors, shapes, and sizes of planets and stars.
It was observed that the two different modalities mediate the player's interaction with the game
content differently. This motivates further research into which modalities are appropriate for
different kinds of learning. It would seem, tentatively, from this exploratory study, that VR
supports strong affective engagement with visually rich content, while a Desktop experience
supports a more detached, cognitive and reflective examination of the content. Depending on the
learning goals of a particular context, either modality may be more appropriate.
.
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6. CONCLUSION
It can be concluded that Virtual Reality seems to be stronger in some areas, and the Desktop 3D
stronger in others, and in some areas, they are virtually identical. The results obtained from the
quantitative and qualitative data reinforced each other to suggest that Virtual Reality is better in
games or applications which are centralized on artistic and immersive content that encourages
the user to be more emotionally involved. In a case such as a phobia therapy, where strong
affective engagement is a more important function, the Oculus VR headset might be better.
However, in the learning area, which is the goal of this particular application, Desktop 3D may
in fact be better as users tend to be more focused and intellectual while comprehending
information in that modality. In future studies, analyzing data from a larger population of both
the groups may give an accurate insight and we might be able to observe significant differences
between Virtual Reality and Desktop 3D as a medium for games.
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9. APPENDIX A:
Survey:
The participants were given an identity code to note their responses:
The 5-point Likert scale:
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Individual questions with a 7-Point Likert scale:
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Remaining 7-point Likert scale questions with the description section to note their experience: