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Quantifying the Effects of Working in VR for One Week (2206.03189v2)

Published 7 Jun 2022 in cs.HC

Abstract: Virtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there are limited studies of long-term effects when working in VR. This paper addresses the need for understanding such long-term effects. Specifically, we report on a comparative study (n=16), in which participants were working in VR for an entire week -- for five days, eight hours each day -- as well as in a baseline physical desktop environment. This study aims to quantify the effects of exchanging a desktop-based work environment with a VR-based environment. Hence, during this study, we do not present the participants with the best possible VR system but rather a setup delivering a comparable experience to working in the physical desktop environment. The study reveals that, as expected, VR results in significantly worse ratings across most measures. Among other results, we found concerning levels of simulator sickness, below average usability ratings and two participants dropped out on the first day using VR, due to migraine, nausea and anxiety. Nevertheless, there is some indication that participants gradually overcame negative first impressions and initial discomfort. Overall, this study helps lay the groundwork for subsequent research, by clearly highlighting current shortcomings and identifying opportunities for improving the experience of working in VR.

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Authors (13)
  1. Verena Biener (18 papers)
  2. Snehanjali Kalamkar (6 papers)
  3. Negar Nouri (4 papers)
  4. Eyal Ofek (18 papers)
  5. Michel Pahud (17 papers)
  6. John J. Dudley (8 papers)
  7. Jinghui Hu (5 papers)
  8. Per Ola Kristensson (45 papers)
  9. Maheshya Weerasinghe (7 papers)
  10. Klen Čopič Pucihar (13 papers)
  11. Matjaž Kljun (13 papers)
  12. Stephan Streuber (2 papers)
  13. Jens Grubert (46 papers)
Citations (37)

Summary

A Quantitative Analysis of One-Week Immersive Virtual Reality Work Environments

The paper "Quantifying the Effects of Working in VR for One Week" provides a quantitative assessment of the impact of extended work in Virtual Reality (VR) environments compared to traditional settings. By conducting a rigorous investigation over a week-long period, the paper aims to evaluate several dimensions of user experience and performance, which includes aspects such as task load, system usability, productivity, psychology, and physiological responses.

Key Findings and Results

The paper employs repeated measures ANOVA (RM-ANOVA) to analyze a variety of dependent variables. Significant main effects of the environment were found on several axes:

  • Task Load: The VR environment significantly increased the perceived task load compared to a traditional setting (F=12.03F=12.03, p=0.003p=0.003, ηp2=0.46\eta^2_p=0.46).
  • System Usability: Participants rated system usability lower in the VR environment (F=21.14F=21.14, p<0.001p<0.001, ηp2=0.58\eta^2_p=0.58).
  • Frustration and Negative Affect: Both were notably higher in VR (F=11.70F=11.70, p=0.003p=0.003 for frustration; F=14.44F=14.44, p=0.003p=0.003 for negative affect).

Interestingly, the environment had a profound effect on the physiological and psychological responses. There were notable increases in anxiety, simulator sickness, and visual fatigue in VR, with high effect sizes.

  • Wellbeing and Anxiety: Measures indicated a significant diminution in wellbeing and elevation in anxiety with VR use (F=13.34F=13.34, p=0.002p=0.002; F=20.35F=20.35, p<0.001p<0.001).
  • Simulator Sickness and Visual Fatigue: These factors were considerably higher in the VR condition (F=24.34F=24.34, p<0.001p<0.001; F=26.30F=26.30, p<0.001p<0.001).

Implications

Contrary to traditional workspaces, extended work in VR can lead to increased cognitive and physical demands, affecting overall productivity negatively. The reduction in system usability may be attributed to the learning curve and adaptation required in VR environments. The psychological and physiological impacts underscore the necessity for ergonomic improvements and adaptive strategies to ameliorate the adverse effects seen in long-term VR usage.

The paper's findings are crucial given the increasing interest in remote and VR workspaces, particularly in scenarios requiring high immersion levels. These insights are pivotal for developers improving VR technologies and can inform corporate policies on VR workspace integration. Moreover, VR content creators can leverage this information to optimize the interactive aspects and design of virtual environments for prolonged use.

Future Directions

Future work could expand on how specific interface designs or VR features might alleviate some of the difficulties highlighted, such as high task load and increased user stress. Additionally, exploring adaptive systems that can dynamically alter the VR environment based on real-time analytics from users’ reactions could provide a more seamless and productive experience.

Further long-term studies may also engage with diverse industry sectors to tailor VR workspace adaptations to specific professional requirements, thereby enhancing the generalizability and applicability of the results. Understanding the long-term cognitive and sensory adaptations to VR workspaces is another promising area of research that could refine the integration of VR into everyday professional settings.

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