Similarities and Differences between Immersive Virtual Reality, Real World, and Computer Screens: A Systematic Scoping Review in Human Behavior Studies
Abstract
:1. Introduction
- RQ1:
- “What are the main differences between HMD VR, screen-based VR, and the real world mentioned in the current literature?”
- RQ2:
- “What are the expected consequences of these differences?”
- RQ3:
- “How extensive are these differences?”
2. Related Work and Theoretical Foundation
2.1. Categories
2.1.1. Category I—Perception
2.1.2. Category II—Interaction
2.1.3. Category III—Sensing and Reconstructing Reality
2.1.4. Subcategories
2.2. Compared Settings
- Screen: as monoscopic displays in all different sizes as they are commonly used on a PC or tablet;
- HMD VR: as all kinds of head mounted displays that visually isolate the user from the environment. Content can range from interactive stereoscopic 3D computer graphics to 360° video or photos; and
- Real world: as the world that seems to exist.
3. Methodology
3.1. Risk of Bias
3.2. Query Development and Search
- The search engine must be thematically relevant. We included search systems from the fields of computer sciences, social psychological studies, behavioral studies, health sciences, and multidisciplinary studies with a focus on computer science and medicine;
- All search systems need to be able to make use of boolean operators in search strings (we used only OR; AND; NOT) [32]; and
- Are capable of more complex search terms (e.g., are able to make use of more than seven boolean separated search strings).
3.3. Preregistration
4. Screening, Selection, and Assignment Procedure
- Stage 1:
- Immediately after searching the respective databases, the results were filtered by year (published after 2013) if this was not possible with the search string.
- Stage 2:
- The abstracts of each record were screened according to the following selection and deselection criteria: All articles related to the IVT we defined were selected (see Section 2.2 for definitions). If any of the research articles used augmented reality (AR) instead of VR, it was rejected. If an article compared both VR and AR, it was not rejected. It is also a balancing act to make the search query as broad as possible and as narrow as necessary. As a result, many articles were found that made a comparison with an HMD VR environment and not with another IVT. These articles were also rejected. If something other than the above IVT was compared, it would also be rejected. Languages other than English were rejected. Articles that did not adequately document their research or explain the reasoning behind their conclusions were rejected based on the “unsound methods” rejection criterion.
- Stage 3:
- The accessibility of all papers was checked. At this stage, we had to reject two more papers because they were not accessible.
- Stage 4:
- All remaining papers were screened according to the data extraction suggested by [20] and selected or deselected accordingly. The following information was entered into the data extraction form for each paper selected after screening the abstract. Here a derivation to the pre-registration has been made. The entry fields after field 13.“Bibtex entry” were added because they were mentioned in many study descriptions and are, in our opinion, a valuable addition to the mapping of the research landscape:
- Author(s)
- Year of publication
- Source of origin / country (if accessible)
- Aims/purpose
- Study population
- Sample Size
- Methodology
- Intervention Type (IVT) / Tech. Used
- Concept
- Duration of intervention
- How outcomes are measured
- Key findings
- Bibtex entry
- What is compared
- VR hardware used
- Other hardware
- Annotations
- Software used
4.1. Postprocessing
4.2. Prisma Flow Diagram
5. Results
- ▲ Advantageous in relation to the screen or real world;
- ▼ Disadvantageous in relation to the screen or real world;
- ► Similar in relation to the screen or real world if there is no significant difference; and
- ■ Undecided if no clear tendency can be inferred, but there is a significant difference.
5.1. Hard- and Software Setup
5.2. Study Population and Duration
5.3. Questionnaires Used
5.4. Study Design
5.5. Mapping the Field
5.6. Advantages and Disadvantages in General
5.7. Advantages and Disadvantages per Category
5.7.1. Interaction Category
5.7.2. Perception Category
5.7.3. Sensing and Reconstructing Reality Category
5.8. Possible Consequences
5.9. Corresponding and Contradictory Findings
5.9.1. Single Findings HMD VR × Real World
- Efficiency
- Most studies report no significant differences in task completion time (No. 3, 6, 9, 11), error rates (No. 12), or entry accuracy (13). Eye-gaze input (No. 15), felt individual performance (No. 4), and task-related focus (No. 5) are reported to be advantageous in HMD VR. HMD VR is disadvantageous as some studies found reaches to be less efficient (No. 7), higher time to task completion in VR (No. 8), slower object placement (No. 1), and slower touch input (No. 14).
- Interaction
- Interaction skills show no significant difference (No. 18, 19) and similar qualitative feedback (No. 20) between VR and the real world.
- Simulator Sickness
- Higher simulator sickness is reported in VR (No. 21).
- Usability
- Usability results are mixed, with no significant differences found in some studies (No. 22) and lower scores for ease of use in VR in others (No. 23).
- Usefulness
- VR-based aging simulation is found to have the same potential as real-world aging suits in terms of usefulness (No. 24).
- User Experience
- No significant difference in user experience is reported between VR and the real world (No. 25).
- Workload
- Workload results are mixed, with some studies reporting no significant differences in cognitive load (No. 26, 30) and others reporting higher mental demand (No. 27) and lower workload in VR (No. 31).
- Aesthetics
- No difference in aesthetic preferences between VR and the real world (No. 32).
- Emotions
- Emotion findings are mixed, with no significant difference between VR and video for most emotion arousal (No. 33) but stronger fear in VR (No. 34).
- Engagement
- Engagement findings are varied, with no difference in engagement (No. 35), rapport (No. 37), co-presence (No. 38), and interpersonal trust (No. 39). Yet, one study reported lower engagement in VR (No. 36).
- Learning
- No significant learning differences between learning (No. 40, 41, 52) but contradicting results exist (No. 51).
- Motion Sickness
- More symptoms of “focus difficulty”, “general discomfort”, “nausea", and “headache” in VR (No. 42), but no difference in accommodation response (No. 43).
- Presence
- Presence findings are mixed, with no significant difference in presence (No. 44) but a higher sense of presence in VR (No. 45).
- Realism
- No significant differences between evaluation based on real user (supernumerary) in real world and avatars (No. 46), but lower natural feeling in VR (No. 47).
5.9.2. Single Findings HMD VR × Screen
- Efficiency
- With 10 results in favor for HMD VR, results in the efficiency subcategory shows a clear tendency towards HMD VR.
- Overview
- Overview also leans towards VR, with results showing that data overview and data depiction (No. 22, 23) are more intuitive in VR.
- Immersion, Experience
- Studies report higher immersion in VR (No. 50, 55, 56, 57) and lower frustration levels (No. 51), but also disadvantages such as a lower quality of experience (No. 75, 79) and a decrease in immersion at the narrative level (No. 58).
- Learning
- Learning presents mixed results. Some studies suggest no significant differences in correct insights (No. 59), others suggest fewer correct insights in VR (No. 60). Others still report fewer deep insights from VR (No. 62), less learning in VR (No. 64), but also higher recall of information about tasks in VR (No. 63) and higher motivation in learning (No. 65).
- Presence
- Presence in VR is generally found to be higher (No. 68, 69, 70, 71, 73, 74), although two studies report no significant difference (No. 67, 72).
- Satisfaction
- Data exploration is considered more satisfying in VR (No. 77) and VR is found to be more engaging (No. 78).
- Workload
- Workload results are mixed, some studies report a lower workload in VR (No. 82, 84, 88), but others indicate higher cognitive load (No. 85, 86, 89).
6. Discussion and Future Directions
- In proportion, there are more findings that show similarities between HMD VR × real world than there are findings that show differences between the HMD VR and the real world. Especially for the “interaction” category as well as for the “perception” category. Only in the “sensing and reconstructing reality” category did we find more differences than similarities. This is different for HMD VR × screen, where we collected more findings showing differences between the HMD VR × screen environment for the interaction and perception categories. The sensing and reconstructing reality category is evenly distributed;
- For both entities, there are findings that need to be considered further. For example, in HMD VR × screen, learning shows mixed results (two in favor of HMD VR, two undecided, and three against). This may indicate that typical learning scenarios cannot be transferred “as is” to HMD VR, but that content and presentation type have to be adapted to the particularities of the system in order to take advantage of the specific benefits of HMD VR. This is different for HMD VR × real world where we find two results that now show differences between the two entities that could mean easier adoption; and
- When we compare the results from HMD VR with those from the real world, we observe numerous findings reporting increased symptoms of “focus difficulty”, “general discomfort”, “nausea", and “headache”. As technology advances, we anticipate significant improvements in the design and functionality of VR systems. We predict that these advancements will effectively mitigate these prevalent issues through improved display technology, enhanced ergonomics, which includes reduced weight, an elevated user experience, and greater customization, as well as innovative algorithmic solutions;
- With an average of 28 participants (SD: 22), the study population is rather small and predominantly male.
- (Attention) control is important (e.g., phobia therapy or learning situations);
- Participants are exposed to dangerous situations (e.g., firefighter training);
- Replication and sharing is useful (applies to almost any discipline except sensitive data such as patient information);
- Processes are difficult or impossible to perform in the real world (e.g., taking participants “back in time” as in reminiscence therapy); and
- Cost-efficiency is desired (e.g., participants could be recruited from anywhere in the world as long as they own an HMD).
Author Contributions
Funding
Conflicts of Interest
Abbreviations
CAVE | Cave automatic virtual environments |
HMD | Head-mounted display |
IVT | Intervention types |
PRISMA | Preferred reporting items for systematic reviews and meta–analyses |
VR | Virtual reality |
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Search System | Url |
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ACM Digital Library | https://dl.acm.org/ |
Arxiv only 2020 | https://arxiv.org/ |
IEEE Xplore | https://ieeexplore.ieee.org/ |
Ovid | https://ovidsp.dc1.ovid.com/ovid-a/ovidweb.cgi 1 |
Scopus | https://www.scopus.com/home.uri |
Wiley Online Library | https://onlinelibrary.wiley.com/ |
HMD VR in Comparison to: | |||||||||
---|---|---|---|---|---|---|---|---|---|
Category | Real World | Screen | |||||||
Sub-Cat. | ▲ | ► | ■ | ▼ | ▲ | ► | ■ | ▼ | |
Interaction | Efficiency | 3 | 10 | 0 | 4 | 10 | 7 | 0 | 2 |
Interaction | 0 | 3 | 0 | 0 | 2 | 0 | 0 | 0 | |
Overview | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | |
Physical Demand | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | |
Simulator Sick. | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | |
Usability | 0 | 1 | 0 | 1 | 0 | 3 | 0 | 2 | |
Usefulness | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | |
User Experience | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | |
Workload | 1 | 2 | 0 | 3 | 0 | 1 | 0 | 0 | |
∑ | 4 | 18 | 0 | 9 | 14 | 11 | 0 | 5 | |
% | 13 | 58 | 0 | 29 | 47 | 38 | 0 | 16 | |
Perception | Aesthetics | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
Accuracy | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | |
Color | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 0 | |
Efficiency | 0 | 0 | 0 | 0 | 3 | 0 | 1 | 0 | |
Emotions | 0 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | |
Engagement | 0 | 4 | 0 | 1 | 3 | 3 | 0 | 0 | |
Experience | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | |
Frustration | 0 | 0 | 0 | 0 | 3 | 0 | 0 | 1 | |
Immersion | 0 | 0 | 0 | 0 | 3 | 0 | 0 | 1 | |
Learning | 0 | 2 | 0 | 0 | 2 | 2 | 0 | 3 | |
Motion Sickness | 0 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | |
Perception | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | |
Presence | 1 | 1 | 0 | 0 | 6 | 2 | 0 | 0 | |
Qual. of Exp. | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | |
Realism | 0 | 1 | 0 | 1 | 1 | 0 | 0 | 0 | |
Satisfaction | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | |
Simulator Sickness | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | |
Spatial Perception | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | |
Workload | 1 | 0 | 0 | 0 | 4 | 2 | 0 | 4 | |
∑ | 2 | 11 | 1 | 3 | 33 | 10 | 3 | 11 | |
% | 12 | 65 | 6 | 18 | 58 | 18 | 5 | 19 | |
Sensing and Reconstr. | Accuracy | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 0 |
Autonomy | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | |
Efficiency | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | |
Flexibility | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Haptics | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | |
Interaction | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Learning | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | |
Locomotion | 0 | 0 | 0 | 1 | 0 | 0 | 1 | 0 | |
Overview | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | |
Physi. Response | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | |
Realism | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | |
Reconstruction | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | |
Spatial Perception | 0 | 2 | 0 | 3 | 0 | 1 | 0 | 1 | |
Transferability | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | |
Usability | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | |
∑ | 4 | 4 | 3 | 5 | 3 | 4 | 2 | 1 | |
% | 25 | 25 | 19 | 31 | 30 | 40 | 20 | 10 |
Male | Female | Diverse | Not Defined | Age Min–Max | |
---|---|---|---|---|---|
Average | 16.95 | 10.66 | 0.05 | 27.61 | 22–39 |
SD | 13.45 | 11.35 | 0.21 | 4.14 | 8–18 |
n | 38 | 38 | 2 | 22 | 25 |
∑ | 644 | 405 | 2 | 574 | x |
No. | Questionnaire | Origin | Used In |
---|---|---|---|
7 | Task Load Index (TLX) by NASA | [34] | [37,38,39,40,41,42,43] |
4 | System Usability Scale (SUS) | [36] | [38,44,45,46] |
2 | Witmer and Singer’s Presence Questionnaire | [35] | [42,47] |
2 | User Experience Questionnaire (UEQ) | [48] | [49,50] |
2 | IBM CSUQ System Usability | [51] | [42,47] |
1 | IGroup Presence Questionnaire (IPQ) | [52] | [39,53] |
1 | After-Scenario Questionnaire (Satisfaction) | [54] | [53] |
1 | Immersive Experience Questionnaire (IEQ) | [55] | [56] |
1 | ITC-Sense of Presence Inventory | [57] | [50] |
1 | Player Experience of Need Satisfaction (PENS) Questionnaire | [58] | [59] |
1 | Self-Assessment Manikin (SAM) | [60] | [61] |
1 | Simulator Sickness Questionnaire | [62] | [63] |
1 | Temple Presence Inventory (TPI) | [64] | [65] |
1 | Intrinsic Motivation Inventory (IMI) | [66] | [38] |
1 | Virtual Reality Sickness Questionnaire (VRSQ) | [67] | [38] |
1 | User Engagement Scale | [68] | [69] |
1 | Satisfaction and Self-Confidence in Learning (SSCL) | [70] | [71] |
Sub-Category | Tend | Finding | No. | Corr. | Contra. | Reference | |
---|---|---|---|---|---|---|---|
Interaction | Efficiency | ▼ | Sig. slower in object placement | 1 | [73] | ||
Efficiency | ► | VR based aging simulation has same potential as RR aging suits in terms of effectiveness | 2 | [74] | |||
Efficiency | ► | No sig. difference in time to task completion | 3 | 9 | 8;29 | [42] | |
Efficiency | ▲ | Sig. higher felt individual performance in VR | 4 | [42] | |||
Efficiency | ▲ | Higher task-related focus in VR | 5 | [75] | |||
Efficiency | ► | No difference in task completion time when adding visuo-haptic feedback | 6 | [76] | |||
Efficiency | ▼ | Reaches were less efficient in the VR | 7 | [76] | |||
Efficiency | ▼ | Higher time to task completion in VR | 8 | 29 | 9 | [76] | |
Efficiency | ► | No sig. difference in time to task completion | 9 | 3 | 8;29 | [77] | |
Efficiency | ► | No sig. difference in score | 10 | [77] | |||
Efficiency | ► | No sig. difference in reading performance | 11 | [37] | |||
Efficiency | ► | No sig. difference in error rates | 12 | [37] | |||
Efficiency | ► | No sig. differences for entry accuracy | 13 | [78] | |||
Efficiency | ▼ | Sig. slower touch input in VR | 14 | [78] | |||
Efficiency | ▲ | Sig. faster eye-gaze input in VR | 15 | [78] | |||
Efficiency | ► | No sig. difference in finding an object | 16 | [73] | |||
Efficiency | ► | No sig. difference for grasping time and head movement | 17 | [73] | |||
Interaction | ► | No sig. difference in interaction skills | 18 | 19;22 | 23 | [79] | |
Interaction | ► | Operation behavior of the same task in VE is highly correlated to that in RR (r > 0.90), which suggests VR successfully induces operation behavior, which is similar to the real operation behavior | 19 | 18; 22 | 23 | [80] | |
Interaction | ► | Similar qualitative feedback in VR and real world condition | 20 | [78] | |||
Simulator Sickness | ▼ | Sig. higher simulator sickness | 21 | [37] | |||
Usability | ► | No sig. diff in usability | 22 | 18; 19 | 23 | [42] | |
Usability | ▼ | Sig. lower score for ease of use | 23 | 18;19;22 | [49] | ||
Usefulness | ► | VR-based aging simulation has same potential as RR aging suits in terms of usefulness | 24 | [74] | |||
User Exp. | ► | No sig. difference in user experience | 25 | [50] | |||
Workload | ► | No sig. difference in cognitive load | 26 | [77] | |||
Workload | ▼ | Sig. higher metal demand in VR | 27 | [37] | |||
Workload | ▼ | Sig. higher physical demand in VR | 28 | [37] | |||
Workload | ▼ | Sig. higher time to task completion | 29 | 8 | 3;9 | [37] | |
Workload | ► | No sig. difference in workload | 30 | 31 | [78] | ||
Workload | ▲ | Sig. lower workload in VR | 31 | 30 | [42] | ||
Perception | Aesthetics | ► | No difference in aesthetics preferences | 32 | [81] | ||
Emotions | ► | No sig. difference between VR and video for each emotion arousal except fear | 33 | 34 | [82] | ||
Emotions | ■ | Sig. stronger fear in VR | 34 | 33 | [82] | ||
Engagement | ► | No difference in engagement | 35 | 36 | [65] | ||
Engagement | ▼ | Sig. lower engagement in VR | 36 | 35 | [69] | ||
Engagement | ► | No difference in rapport | 37 | [69] | |||
Engagement | ► | No difference in co-presence | 38 | 44 | 45 | [69] | |
Engagement | ► | No difference in interpersonal trust | 39 | [69] | |||
Learning | ► | No learning differences between learning additive manufacturing in RR and VR | 40 | 41;52 | 51 | [83] | |
Learning | ► | No difference in learning success | 41 | 40;52 | 51 | [84] | |
Motion Sick. | ▼ | Sig. more symptoms of “focus difficulty”; “general discomfort”; “nausea”; “headache” for VR | 42 | [85] | |||
Motion Sick. | ► | No difference on accommodation response | 43 | [85] | |||
Presence | ► | No sig. diff in presence | 44 | 38 | 45 | [42] | |
Presence | ▲ | Higher sense of presence in VR | 45 | 44 | [65] | ||
Realism | ► | No sig. differences between evaluation based on real user (supernumerary) in real world and avatars | 46 | [78] | |||
Realism | ▼ | Sig. lower natural feeling | 47 | [49] | |||
Sens. and Recons. | Flexibility | ▲ | VR is advantageous compared to aging suits in terms of flexibility | 48 | [74] | ||
Haptics | ► | No sig. difference in material identification when using the TAGlove compared to perceiving the real physical objects | 49 | [43] | |||
Interaction | ▲ | VR improves the external validity | 50 | [86] | |||
Learning | ▲ | VR kinesthetic experiences were more memorable and helped participants retain a larger number of words, despite any confounding elements that hindered their initial learning gain | 51 | 40;41;52 | [87] | ||
Learning | ■ | Participants first remembered sig. more words in the text-only conditon (RR); a week later, the amount of words remembered between text-only and VR with kinesthetic motion was equal | 52 | 40;41 | [87] | ||
Locomotion | ▼ | Significantly higher travel times in VR | 53 | [88] | |||
Realism | ► | No difference in realism | 54 | [65] | |||
Reconstruction | ■ | Transfer of motor skills from RR to VR not given | 55 | [89] | |||
Reconstruction | ▲ | VR studies completely support literature on real-life bike rides | 56 | [90] | |||
Spatial Perc. | ▼ | VR less accurate in distance estimation | 57 | 58 | [76] | ||
Spatial Perc. | ▼ | VR less correct in depth judgements | 58 | 57 | [76] | ||
Spatial Perc. | ► | No difference in distance estimation when adding visuo haptic feedback | 59 | [76] | |||
Spatial Perc. | ▼ | Sig. difference in behavior | 60 | [73] | |||
Spatial Perc. | ► | No sig. difference in distance traveled | 61 | [73] | |||
Transferability | ■ | Difference between therapist with experience in handling VR and therapists that had no prior experience; therapists with experience handled the patients the same as in conventional therapy whereas without experience they did not | 62 | [91] | |||
Usability | ▼ | VR generates fewer answers directly related with the mockup and more related to the surrounding | 63 | [86] |
Sub-Category | Tend | Finding | No. | Corr. | Contra. | Reference | |
---|---|---|---|---|---|---|---|
Interaction | Efficiency | ▼ | Sig. slower filling out questionnaire in VR | 1 | 5 | 3;7;10;12;17 | [92] |
Efficiency | ▲ | Data exploration to be more successful in VR | 2 | 11;22;23;77;4 | [41] | ||
Efficiency | ► | No sig. difference in time to task completion | 3 | 7;9;10;12 | 5;1;17 | [42] | |
Efficiency | ► | Data distinction similar | 4 | [40] | |||
Efficiency | ▼ | Time to task completion larger (slower) in VR | 5 | 1 | 3;7;10;12;17 | [93] | |
Efficiency | ▲ | Performed better for design thinking tasks in VR | 6 | [94] | |||
Efficiency | ► | No difference in time to task completion | 7 | 3;9;10;12 | 5;1;17 | [95] | |
Efficiency | ▲ | Reduced task error rate in VR | 8 | [95] | |||
Efficiency | ► | No differences in task completion time | 9 | 3;7;10;12 | 5;1;17 | [46] | |
Efficiency | ► | No sig. difference in time to task completion | 10 | 3;7;9;12 | 5;1;17 | [47] | |
Efficiency | ▲ | VR more efficient in data exploration | 11 | 2;22;23;4 | [96] | ||
Efficiency | ► | No sig. difference in time to task completion | 12 | 3;7;9;10 | 5;1;17 | [77] | |
Efficiency | ► | No sig. difference in score | 13 | [77] | |||
Efficiency | ▲ | Sig. faster in annotation task | 14 | [97] | |||
Efficiency | ▲ | Sig. faster in counting | 15 | [97] | |||
Efficiency | ▲ | Sig. faster in time to task completion | 16 | 17 | 3;5;7;9;10;12 | [98] | |
Efficiency | ▲ | Sig. faster in time to task completion | 17 | 16 | 3;5;7;9;10;12 | [38] | |
Efficiency | ▲ | Sig. performance increase | 18 | 14;15;19 | [38] | ||
Efficiency | ▲ | Sig. faster in VR | 19 | 14;15;18 | [99] | ||
Interaction | ▲ | Interaction is more intuitive in VR | 20 | 21;22;23 | 26 | [40] | |
Interaction | ▲ | Better interaction quality | 21 | 20 | [45] | ||
Overview | ▲ | Data overview is easier in VR | 22 | 20;23 | 26 | [40] | |
Overview | ▲ | Data depiction more intuitive in VR | 23 | 20;22 | 26 | [40] | |
Phys. Demand | ▼ | VR data exploration required significantly more physical demand | 24 | 82 | [41] | ||
Usability | ► | No sig. difference in usability | 25 | 26;27;32 | 28;29;31 | [42] | |
Usability | ► | No difference in intuitive controls | 26 | 25;27;32 | 28;29;31 | [59] | |
Usability | ► | No sig. difference in usability | 27 | 25;26;32 | 28;29;31 | [47] | |
Usability | ▼ | Sig. lower score in system usability scale questionnaire | 28 | 29 | 25;26;27 | [44] | |
Usability | ▼ | VR is sig. harder to use | 29 | 28 | 25;26;27;31 | [100] | |
Workload | ► | No sig. difference in cognitive load | 30 | [77] | |||
Usability | ▲ | Sig. better usable | 31 | 20 | 25;26;27;28 | [38] | |
Usability | ► | No sig. difference in usability | 32 | 25;26;32 | 28;29;31 | [92] | |
Perception | Accuracy | ▲ | Participants were better in estimating size in larger scales in VR | 33 | 34;35;36 | 99 | [101] |
Accuracy | ▲ | Participants were better in estimating size in smaller scales in VR | 34 | 33;35;36 | 99 | [101] | |
Accuracy | ▲ | Less error in height estimation in VR | 35 | 33;34;36 | 99 | [101] | |
Accuracy | ▲ | Sig. lower error rate for shape and distance estimation | 36 | 33;34;34 | 99 | [99] | |
Color | ■ | Higher luminance and chroma perception in VR | 37 | [102] | |||
Color | ■ | Higher amount of retinal illuminance in VR | 38 | [102] | |||
Efficiency | ▲ | Sig. higher felt individual performance in VR | 39 | 40;42 | [42] | ||
Efficiency | ▲ | VR improves perceived collaborative success | 40 | 39;42 | [95] | ||
Efficiency | ▲ | Sig. better perceived content organization | 41 | 77 | [71] | ||
Efficiency | ■ | Participants reported subjectively that they performed best in rich VR environment while they actually were not | 42 | 39;40 | [101] | ||
Engagement | ■ | Spent more time on the storytelling process when using VR | 43 | [56] | |||
Engagement | ▲ | Sig. higher engagement in VR | 44 | 54 | [69] | ||
Engagement | ► | No difference in rapport | 45 | [69] | |||
Engagement | ► | No difference in co-presence | 46 | [69] | |||
Engagement | ► | No difference in interpersonal trust | 47 | [69] | |||
Engagement | ▲ | VR was considered more engaging | 48 | [103] | |||
Engagement | ▲ | Sig. more interest and enjoyment | 49 | 44;54 | [38] | ||
Experience | ▲ | Higher immersion in VR | 50 | 55;56;57 | 58 | [45] | |
Frustration | ▲ | Lower frustration levels in VR | 51 | [40] | |||
Frustration | ▲ | Sig. higher in perceived enjoyment | 52 | [71] | |||
Frustration | ▼ | Sig. higher frustration | 53 | 44;54 | [92] | ||
Frustration | ▲ | Sig. more fun in VR | 54 | 44;49 | [104] | ||
Immersion | ▲ | Data immersion is larger in VR | 55 | 50;56;57 | 58 | [40] | |
Immersion | ▲ | More immersive experience in VR | 56 | 50;55;57 | 58 | [56] | |
Immersion | ▲ | Perceptual immersion higher in VR | 57 | 50;55;56 | 58 | [61] | |
Immersion | ▼ | Immersion on narrative level lower in VR | 58 | 50;55;56;57 | [61] | ||
Learning | ► | No differences in correct insights | 59 | 60 | [41] | ||
Learning | ▼ | Less incorrect insights through VR | 60 | 59 | [41] | ||
Learning | ► | No differences in hypotheses generated | 61 | 62 | [41] | ||
Learning | ▼ | Fewer deep insights from within VR | 62 | 61 | [41] | ||
Learning | ▲ | User in VR can recall more information | 63 | 64 | [47] | ||
Learning | ▼ | Learned less in VR | 64 | 63 | [105] | ||
Learning | ▲ | Sig. higher motivation in learning | 65 | [71] | |||
Perception | ► | No difference in mesh resolution preferences | 66 | [106] | |||
Presence | ► | No sig. difference in presence | 67 | 72 | 68;69;70;71;73 | [42] | |
Presence | ▲ | Higher presence in VR | 68 | 69;70;71;73 | 67;72 | [59] | |
Presence | ▲ | Higher presence in VR condition | 69 | 68;70;71;73 | 67;72 | [47] | |
Presence | ▲ | Higher presence in VR | 70 | 69;70;71;73 | 67;72 | [105] | |
Presence | ▲ | Sig. stronger sense of presence | 71 | 69;70;71;73 | 67;72 | [38] | |
Presence | ► | No sig. difference in presence | 72 | 67 | 68;69;70;71;73 | [92] | |
Presence | ▲ | Sig. higher feeling of professor talking | 73 | 69;70;71;73 | 67;72 | [104] | |
Presence | ▲ | Sig. higher feeling of talking to class with others | 74 | 69;70;71;73 | 67;72 | [104] | |
Experience | ▼ | VR offers lower quality of experience | 75 | 79 | [100] | ||
Realism | ▲ | Meshes were perceived sig. more realistic | 76 | [106] | |||
Satisfaction | ▲ | Data exploration to be more satisfying in VR | 77 | 2;11;22;23 | [41] | ||
Satisfaction | ▲ | VR the most engaging | 78 | 49 | [93] | ||
Sim. Sick. | ▼ | VR induced sig. higher simulator sickness | 79 | 75 | [63] | ||
Spat. Perc. | ▲ | Better spatial perception in VR | 80 | 33;34;35;36 | 99 | [107] | |
Workload | ▼ | VR shows elevation in electrodermal activity | 81 | [100] | |||
Workload | ▲ | Sig. lower workload in VR | 82 | 84;88 | 83 | [42] | |
Workload | ► | No differences in workload | 83 | 82 | [40] | ||
Workload | ▲ | VR required less effort | 84 | 82;88 | 83 | [93] | |
Workload | ▼ | Higher cognitive load in VR | 85 | 86;89 | [108] | ||
Workload | ▼ | Higher cognitive load in VR | 86 | 85;89 | [105] | ||
Workload | ► | No sig. difference in physical performance | 87 | [109] | |||
Workload | ▲ | Sig. lower effort | 88 | 82;84 | 83 | [38] | |
Workload | ▼ | Sig. higher mental demand in VR | 89 | 85;86 | [92] | ||
Workload | ▲ | Sig. higher concentration rate in VR | 90 | [104] | |||
Sens. Rec. | Accuracy | ■ | Perceived accuracy higher despite similar results | 91 | [93] | ||
Accuracy | ► | No differences in completion accuracy | 92 | [46] | |||
Accuracy | ▲ | Higher classification accuracy (EEG) in VR | 93 | [108] | |||
Autonomy | ▲ | Higher Autonomy in VR | 94 | [59] | |||
Efficiency | ► | No sig. differences in lane change performance | 95 | [63] | |||
Locomotion | ■ | Users in VR condition walked further | 96 | [47] | |||
Overview | ▲ | VR improves quality of view | 97 | [95] | |||
Phys. Resp. | ► | No sig. differences regarding physiological repsonses | 98 | 87 | [63] | ||
Spat. Perc. | ► | No difference in distance perception between all conditions | 99 | 33;34;35;36;80 | [93] | ||
Spat. Perc. | ▼ | Sig. lower realism in VR | 100 | [92] |
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Share and Cite
Hepperle, D.; Wölfel, M. Similarities and Differences between Immersive Virtual Reality, Real World, and Computer Screens: A Systematic Scoping Review in Human Behavior Studies. Multimodal Technol. Interact. 2023, 7, 56. https://doi.org/10.3390/mti7060056
Hepperle D, Wölfel M. Similarities and Differences between Immersive Virtual Reality, Real World, and Computer Screens: A Systematic Scoping Review in Human Behavior Studies. Multimodal Technologies and Interaction. 2023; 7(6):56. https://doi.org/10.3390/mti7060056
Chicago/Turabian StyleHepperle, Daniel, and Matthias Wölfel. 2023. "Similarities and Differences between Immersive Virtual Reality, Real World, and Computer Screens: A Systematic Scoping Review in Human Behavior Studies" Multimodal Technologies and Interaction 7, no. 6: 56. https://doi.org/10.3390/mti7060056
APA StyleHepperle, D., & Wölfel, M. (2023). Similarities and Differences between Immersive Virtual Reality, Real World, and Computer Screens: A Systematic Scoping Review in Human Behavior Studies. Multimodal Technologies and Interaction, 7(6), 56. https://doi.org/10.3390/mti7060056