Abstract
Differences between preference groups based on the control scheme of the Y-axis or pitch (either default or inverted) in 3-D gaming were explored both with measures of pre-existing traits, as well as reactions to a short gaming session. Participants who preferred to invert the Y-axis controls showed significantly greater overall tendency for immersion than the non-inverters. Similarly, the participants who inverted the Y-axis also reported significantly higher levels of presence in the gaming task than the non-inverter. Finally, when participants' controls in the gaming task were mismatched to their preference, they exhibited significantly higher perceived workload in the gaming task. Implications of these findings focus on determining a basis for differences in the population, and how these differences may impact spatial reasoning and task-specific training, especially in aviation.
Abstract
Practitioner Summary: Differing preferences for controlling a user's visual perspective in a three-dimensional virtual environment were shown to exist in the population, with indications of increased workload when randomly assigned to use a non-preferred control scheme. These control preferences showed evidence of association with the user's tendency for immersion in virtual environments.
Disclosure statement
No potential conflict of interest was reported by the authors.
Notes
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