TY - JOUR
T1 - Quantifying the effects of working in VR for one week
AU - Biener, Verena
AU - Kalamkar, Snehanjali
AU - Nouri, Negar
AU - Ofek, Eyal
AU - Pahud, Michel
AU - Dudley, John J
AU - Hu, Jinghui
AU - Kristensson, Per Ola
AU - Weerasinghe, Maheshya
AU - Pucihar, Klen Čopič
PY - 2022/11
Y1 - 2022/11
N2 - 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 i, 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.
AB - 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 i, 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.
KW - virtual reality
KW - long-term
KW - knowledge work
KW - user study
U2 - 10.1109/TVCG.2022.3203103
DO - 10.1109/TVCG.2022.3203103
M3 - Article
SN - 1077-2626
VL - 28
SP - 3810
EP - 3820
JO - IEEE transactions on visualization and computer graphics
JF - IEEE transactions on visualization and computer graphics
IS - 11
ER -