The next two sections will answer the two research questions asked in the beginning of this thesis. The first of the two sections will look at whether it was possible to treat people suffering from a phobia by using VR. The second of the two sections will look at what was learned about presence.
The final section will give some pointers to future research and what is still missing.
SVE library
All three environments were built using the SVE library. A lot of my
time during the summer was spent enhancing the SVE library. Now the
SVE library is used in many different projects and at many different
places. Some of these projects even use SVE without having anything to
do with VR. This section will explain some of the major changes to the
SVE library.
The SVE library was developed on an SGI Indigo Elan. This machine has hardly any capabilities for texture mapping. All its texture mapping capabilities are in software and this is to slow to be used in real time. The experiment used an SGI Reality Engine that has texture mapping capabilities in hardware. One of the first changes, and most noticeable to people on demo days, was the addition of texture mapping to the SVE library.
The models used in the environments were created on the SGI's using a CAD package called WaveFront. The next addition to the SVE library was the capability to read WaveFront models directly. A conversion was no longer needed from WaveFront to SVE. Now WaveFront could also be used to create objects with texture mapping information. Before, this information had to be added by hand. Also the shading information had to be added by hand. Now WaveFront is able to supply both the texture mapping information and the shading information.
The capability of reading the WaveFront models led to the next improvement of SVE. Now it was possible to read the color specifications of WaveFront, giving the possibility of having reflective objects of any color. After this addition, the objects that were created in WaveFront looked exactly the same in SVE.
A final necessary change to SVE was to add sound. This required a complete rewrite of the interaction between two machines and the sending of information across the network. This eventually led to the possibility of having one machine read the trackers, another read the keyboard and mouse events, a third computer for audio and yet another to create the image.
All this is documented in a comprehensive manual which enables novice users to use the library with just a little help in the beginning. All the changes I made are also described in this manual.
Requirements
This section will look in detail at the elevator and at the bridges
and balconies, where these are different from the elevator. The
requirements, as mentioned in 5.5,
will be summed up again and with each requirement a small
explanation will be given how we achieved it or what went wrong.
Treatment
In the first chapter, the following research question was asked:
Examine the efficacy of a treatment for a phobia by using Virtual
Reality.
This question was only answered for acrophobia. Two experiments have been done to test whether it was possible to treat people from acrophobia. The results of these experiments were much better than what we expected. This led us to conclude that in the case of acrophobia, it was possible to treat people by using VR. A lot of other phobias also use Graded Exposure to treat people. We think that not only people suffering from acrophobia can be treated but all phobias which are treated by using Graded Exposure. Eventually we hope to be able to treat all people suffering from specific phobias by using VR.
With VR Graded Exposure, we also have shown that VR can also be used in psychology and even medical situations. Both these fields use highly paid professionals. Using VR, we hope to have found a way to save them time, and thus save the patient money. Also, VR can easily be used to train these professionals without using real patients. A final advantage to the patient is the possibility of having a special program put together for the patient using VR.
Presence
In the first chapter, the following
research question was asked:
Identify and explore issues related to the VR concept usually
referred to as presence.
Looking at previous work done about presence, this question was divided into five subquestions:
An answer to subquestion 1 is a good and usable definition of
presence. It is not possible to claim that the following is a good
definition of presence yet, but it is one that can be used to get a
better idea about what presence is. Notice that this definition is
tailored to VR and does not contain any quantitative measurements of
presence.
Presence is the sense of being physically present in a computer
generated or remote environment.
With the treatment of phobias, we hope to have found a whole class of applications where presence is a necessary ingredient, subquestion 5. To make sure that it can only be done by using VR, more experiments are necessary. The same experiment could be done now but, instead of using VR Graded Exposure and no treatment, the WL group could be treated by using images on a regular computer screen.
This experiment helped us to get a better view of the enormous task that lies ahead of us. The five subquestions, together with the five assertions, can help us to create better experiments, that are better aimed at a certain aspect of presence. But it can be safely stated that it will be a while before we are able to measure the level of presence generated by a VR application.
Future research
To find out more about presence, more research has to be done. This
research showed five assertions which need to be properly
tested. Also, the assertion that it is possible to treat more phobias
by using VR Graded Exposure needs to be validated.
To see if other phobias also can be treated by using VR, this summer (1994) an experiment was started at the GVU to treat people suffering from the fear of flying. During the summer, a prototype will be built and tested. After the summer, an experiment will be started where the prototype will be used to treat people. Again, the problem is that there is no knowledge of what causes the fear of flying.
Another experiment that needs to be done is to test how good VR Graded Exposure is, compared to in vivo and imaginal. I have the impression that it is slightly less useful than in vivo, but much better than imaginal. Again this is my feeling, to be sure an experiment needs to be done to test this.
Small experiments can be set up to test the assertions made. Important here is that, unlike the experiments described in this report, the assertions should be validated. Thus, an experiment has to be set up to test the assertions, not to see if the assertions come out of the experiment.
An experiment can be set up to test whether or not treatment of phobias is an application where the level of presence can only be reached by using VR. The experiment can be the same as described in this thesis, but instead of giving the WL group no treatment, the WL group can be treated by using images on a computer screen.
With this experiment, a small step has been taken to look at what presence is. Still, most of the subquestions asked in chapter 3 have not been answered. More research is needed to answer these questions. Answers to these questions are of course important to VR, but also to other fields. Movie makers for instance, want to create a sense of presence when you are watching a movie. User Interface builders want to create some sense of presence, so that the operator will choose the right option at the right time. This leads to the conclusion that much more research has to be done to find out more about presence, and that many different fields will benefit from this knowledge.
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