From: Pierre duPont <pierre.dupont@DIVISION.CO.UK>
Subject:      Re: DESIGN: Body models in VE
Date:         Fri, 29 Mar 1996 20:08:05 +-100


>In VE there are several ways in which we can represent the user's body
>to him/herself. For example, we can create a fully-tracked body model
>or fix an image of a hand at the bottom of the screen as in Doom. Does
>anybody know of any research that has looked at the performance
>effects of having vs. not having such body representations?  Thanks
>Jenny Ehrlich
>jae28485@pegasus.cc.ucf.edu
-----

Jenny - I don't have any proper research to support this, but I've got
a lot of subjective experience with which to answer. But first, if you
fix your virtual hand somewhere on the screen, then you're probably
not talking about immersive VR, and thus you've got a world of
difference right there, compared to head/hand tracking with an
immersive system.  These two are wildly different in user-performance,
and they each can be considered 'better' in certain circumstances and
for certain tasks.

If you stick to just immersive VR (and for me this means head-tracked
with some kind of HMD, and hand-tracked) then a more interesting
question becomes: what's the performance comparison of having your
tracked (and thus free-to-move-anywhere) hand represented *without* a
joining arm, vs. with an articulated joining arm back to your
shoulder?

Here we find that having the arm helps a lot - it makes you more
comfortable overall, and it helps you understand where your hand
really is, undoubtedly because the perspective-convergent arm gives
you an additional depth cue. However, the arm can be detrimental too,
because without a very large field-of-view in your HMD, the arm can
obscure a higher percentage of the overall display area than you are
used to.

The rest of the body isn't so important, since without an
exceptionally large field-of-view in your HMD, you'll only rarely see
the rest of your body anyway. Although ....

If you happen to have two VR systems lying around (:-), and can
network them together, then the rest of the body is absolutely
essential, even if it does nothing more than 'hang' from the head. To
explain this, consider that we do a lot of "head stuffing" at
exhibitions and so on - e.g., giving demos to hundreds of people who
just want to "have a look". Often we find that, for someone who has
never been inside an immersive VR system before, there can be a few
minutes of less-than-optimal performance before the "newbie" gets it
figured out - before they acclimate and become comfortable with
movement and interaction inside the virtual environment. I think this
initial learning period is well documented elsewhere.

At our last few tradeshows, we've had two VR systems networked
together, and we used one for head-stuffing and the other as an
experienced "teacher" in the same virtual environment. Both users were
head- and hand-tracked, and were represented by articulated bodies.
Having that teacher present and with an articulated body made a
tremendous difference to the newbie. We found that the initial
learning period nearly totally vanished. Of the several hundred demos
we've given with the second user as a teacher, we've found almost no
instances of the traditional newbie acclimation period - the presence
and guidance of the teacher made the newbie learn to navigate and
interact much more quickly. A body (with as much tracking and
articulation as possible) is essential for the teacher.

   - Pierre duPont, Division
     dupontp@division.co.uk
