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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Effects of Environmental Clutter and Motion on User Performance in Virtual Reality Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Lal Bozgeyikli</string-name>
          <email>gamze@mail.usf.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrew Raij</string-name>
          <email>raij@ucf.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Srinivas Katkoori</string-name>
          <email>katkoori@mail.usf.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Redwan Alqasemi</string-name>
          <email>alqasemi@usf.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Central Florida</institution>
          ,
          <addr-line>Orlando, FL 32826</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of South Florida</institution>
          ,
          <addr-line>Tampa, FL 33620</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>With the increasing prevalence of virtual reality, games for this medium have also been increasing in number lately. Several factors affect the balancing of video games. However, effects of environmental clutter and motion on game design for virtual reality have not been well explored yet. Environmental clutter and motion are important in making virtual environments more interesting and closer to real life since real world environments usually include some form of clutter or motion. Total exclusion of clutter and motion may make the virtual environment drab and dull. On the other hand, these components may affect the user performance, making the tasks and the game in general more difficult. This study aims at exploring the effects of clutter and motion on task performance in a virtual reality searching game. A user study was performed with 15 participants. Results indicated that clutter effected user performance negatively, made the users feel more restricted inside the virtual environment and made it more difficult to concentrate. No effect of motion on user performance was observed.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>ACM Classification Keywords</title>
      <p>H.5.1. Information interfaces and presentation (e.g.,
HCI): Multimedia Information Systems—Artificial,
augmented, and virtual realities.</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <p>
        Video games intend to provide entertaining, fulfilling
and meaningful experiences for the users. Several
components effect user experience such as game
mechanics, narrative and interface [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ]. Balancing of
challenge and pace is crucial to keeping the users in
flow zone; giving them enough challenge so that they
do not feel bored yet over-challenged at the same time.
Besides the goals, obstacles and the rules of the game;
several factors may affect the perceived difficulty of a
task such as the environmental properties.
      </p>
      <p>
        In the last few years, with the release of the second
generation virtual reality headsets such as Oculus [
        <xref ref-type="bibr" rid="ref8">9</xref>
        ]
and HTC Vive [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ], number of games that are designed
for this medium have also increased in number. Virtual
reality (VR) have been attracting attention for both
entertainment and serious games. Serious games can
be described as video games with an aim of teaching
new skills or training the users on the already learned
ones [
        <xref ref-type="bibr" rid="ref6">7</xref>
        ]. Since VR offers several advantages such as
safety, easy customization, automated data collection
and no severe real life consequences of mistakes, it has
been a popular choice for training in various areas [
        <xref ref-type="bibr" rid="ref1 ref2 ref5">2,
3, 6</xref>
        ]. Training in VR is usually achieved via serious
games. However, since VR is relatively new, video
game design for this medium have not been well
studied yet. Virtual environments are anticipated to
have prevalent use in our daily lives in the future in
many areas such as gaming, education, training,
sports, entertainment events and communication. Thus,
effective and well-designed virtual environments may
leverage these applications and provide more user
friendly everyday experiences. As an endeavor in this
area, in this study, we explored the effects of clutter
and motion on user performance in a VR searching
game. The goal of the game was to find as many boxes
as the user could within a short timeframe. Effects of
clutter and motion on user performance and user
experience was evaluated in a user study with 15
participants.
      </p>
      <p>Effects of clutter and movement on task performance in
VR games has not been well studied yet. It might be
thought that less clutter and movement may simplify
the task and lead to better user performance. However,
it may also make the games too simple and boring, and
degrade the quality of training offered by serious
games. The motivation behind this study is to give
insight into future VR games for better balancing
(entertainment games) and more effective training
(serious games). This study tries to emphasize the
importance of environmental elements in game design
since these elements may have a direct impact on the
perceived difficulty of the task, hence the game
balancing.</p>
    </sec>
    <sec id="sec-3">
      <title>Related Work</title>
      <p>
        There have been very few studies that explored the
effects of clutter and movement on user performance
or experience in VR games. Ragan et al. studied the
effects of visual complexity and field of view on training
effectiveness for visual scanning tasks in virtual reality
systems [
        <xref ref-type="bibr" rid="ref7">8</xref>
        ]. The authors included clutter, dynamism
and textural fidelity in their visual complexity
component so that the increased visual complexity
included more realistic graphics and more static objects
such as vehicles, people, plants and street lights. The
users were requested to find the targets around an
urban environment while automatically moved under
different conditions. Results indicated that higher visual
complexity worsened the performance. However, the
definition of visual complexity in the study included
many elements and the effects of separate elements
were not examined. Bacim et al. explored the effects of
visual display fidelity, visual complexity and task scope
on spatial understanding of graphs in virtual reality [1].
The study included abstract visuals such as lines,
numbers and geometric shapes. The cluttered case
included more of these visuals than the non-cluttered
case. The users were requested to perform four tasks
using 3D graphs: intersection search, path following,
connection identification and length comparison.
Results indicated that higher clutter led to slower
performance in terms of time. However, clutter did not
affect the correctness of the results. Since the study did
not include realistic visual elements but only abstract
ones, the results may not be applicable to games and
applications having realistic visual elements. Ferrer et
al. studied the effects of background motion and visual
clutter on perception of virtual object motion in
augmented reality [
        <xref ref-type="bibr" rid="ref3">4</xref>
        ]. Although augmented reality is
different than virtual reality, the study is related in
terms of implications of clutter and motion on user
performance on a perception task. The users were
requested to track the velocity changes in moving
virtual particles on a black background and a
cluttered/high motion background. Results indicated
that the presence of clutter and motion degraded user
performance and made it more difficult for the users to
perceive the velocity of the tracked particles. The
authors interpreted that clutter and motion caused
perceptual illusions in tracking the moving particles and
made it more difficult for the users to track them since
there were no consistent reference points. As the
participants were interviewed, twenty-five out of the
thirty stated that the motion made the task more
difficult rather than the clutter. Since the study
examined the clutter and motion in a single condition,
effects of separate components on user performance
were excluded from the study’s scope.
      </p>
    </sec>
    <sec id="sec-4">
      <title>The Searching Game</title>
      <p>A virtual reality searching game was designed and
implemented to evaluate the effects of clutter and
motion on user performance. The goal of the user was
to find and mark the boxes with the matching labels
with the one that was shown on the virtual display. The
boxes were positioned on six virtual shelves
surrounding the user (Figure 1). As the user touched a
box with their hands, the color of the box changed and
got highlighted in pink to provide real time feedback.
The users could walk on the tracked area to select the
virtual boxes (Figure 2). The virtual shelves were
placed to fit inside the tracked area so that the users
didn’t need to step out of the tracked area. If the users
selected a box unintentionally, they could deselect it by
touching again. When deselected, the boxes returned to
their original color. The labels of the boxes were always
facing the user so that they did not need to move
around the shelves to see the other faces of the boxes.
There was a time limit of 25 seconds that was imposed
to be able to explore the effects of different conditions
on user performance. Each shelf had three levels. Each
level of each shelf had three boxes and each shelf had
twelve boxes in total. For clutter, there were two
conditions: no-clutter and clutter (Figure 3). For
motion, there were also two conditions: no-motion and
motion. Moving objects were as follows: a forklift, five
small fans on the shelves, a big fan on the ceiling,
flowing text on six displays attached to shelves, three
blinking reflectors, two smoking bins and two swinging
machine arms. Clutter and motion were not only in the
background, but also in the workspace.</p>
      <p>
        Hardware
12 Opti Track V100R2 FLEX cameras were used for real
time motion tracking. The size of the tracked area was
8ft by 8ft. A VR2200 head mounted display (HMD) was
used for viewing [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ]. HMD was tracked by the system
in real time via markers attached on top. The game
was implemented using the Unity game engine and
worked around 60 frames per second. Users also wore
hand bands that were equipped with reflective markers
for real time hand tracking.
      </p>
      <sec id="sec-4-1">
        <title>Experiment Design</title>
        <p>Two by two within subjects experiment was performed
with the independent variables of clutter and motion.
Both independent variables had two levels: no clutter
clutter and no motion - motion, making four levels in
total. The level of these two variables were varied
within subjects in four conditions: no clutter-no motion,
clutter-no motion, no clutter-motion, and
cluttermotion. Each participant completed three instances
with each condition. The configurations were assigned
to each user in a random order with counterbalancing.
In each instance, a different box label was presented to
the users so that no two instances of the total twelve
had the same two labels. The users needed to find as
many boxes with the requested label as they could
within 25 seconds. This duration was found by in-house
testing as the duration in which a user familiar with VR
could select all of the boxes. We avoided giving the
users too much time to be able to detect the
differences between different conditions. Each trial
contained 10 boxes with the requested label that were
distributed roughly evenly among the six shelves. The
users were not informed on the number of boxes in the
scene with the requested labels to make them keep
searching. Box distributions and the labels were
assigned randomly to the instances to eliminate any
possible learning effect. The score was calculated as
follows: Number of hits - number of misses +
(0.5)*number of corrections. Hits were the boxes that
were correctly selected (matching with the requested
label). Misses were the boxes that were incorrectly
selected (not matching with the requested label).
Corrections were the deselections of the misses.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Research Questions and Hypothesis</title>
        <p>Our study aims to answer the following research
question: What are the effects of clutter and motion on
user performance in virtual reality games? We
developed the following two hypotheses: (H1) Clutter
will effect user performance negatively. (H2) Motion will
effect user performance negatively.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Data Collection</title>
        <p>Automated data was collected for the following: box
distribution, number of hits, misses, unintentional
touches and corrections with their time logs. After the
users completed three repetitions of a condition, a
survey was given to them that had questions on the
perceived difficulty of the task, frustration, ease of
finding the boxes, distraction, feeling of being
restricted, ease of concentration, presence and motion
sickness as well as user comments.</p>
        <p>Participants
15 adult individuals participated in the study (N = 15)
who were recruited via e-mail announcements and
word of mouth. All participants were undergraduate or
graduate university students from several different
majors. Participants were aged between 21 and 33 (µ =
25.80, SD = 3.05). Gender distribution was 5 female
and 10 male. 13 participants had no prior virtual reality
experience, 2 participants had minimal prior virtual
reality experience. The user study was conducted under
the IRB Pro00013008.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Procedure</title>
        <p>Participants arrived at the laboratory, read and signed
the consent form and filled out the demographics
questionnaire. The research staff briefly explained the
VR equipment and the user’s objective in the game.
6.96
6.82</p>
        <p>5.91
5.56</p>
        <p>No
Clutter</p>
        <p>Clutter</p>
        <p>Motion</p>
        <p>No Motion</p>
        <p>The research staff helped the users to wear the head
mounted display and the hand bands, and a
familiarization session began. The aim of the
familiarization session was to make the users
comfortable with the VR system and the game
mechanics. The familiarization session included one
display and one shelf with the no clutter - no motion
condition. The familiarization session ended when the
user stated that they were comfortable with the VR
system, which took 53 seconds on average. The
experiment then began. The users were randomly
assigned with a condition and then presented with
three instances of that condition. After the users
completed one condition’s three instances, they were
given a survey. Then, they were assigned with another
condition and completed three instances with that
condition that was followed by a survey. After the users
completed the four condition’s three instances (12
instances in total), the experiment ended and the
research staff helped the users to take off the worn
equipment. The labels, the boxes in the scene and the
distribution of the boxes on the shelves were assigned
randomly for each instance to eliminate any bias and
learning effect.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <sec id="sec-5-1">
        <title>Performance Data</title>
        <p>Average scores for the four conditions are presented in
Figure 4. As we analyzed the data for the effects of
conditions on score using two way ANOVA with
repeated measures with α = 0.05 and Bonferroni
correction; for clutter/no-clutter variable there was
statistically significant difference (F(1, 14) = 14.259, p
= 0.002), for motion/no-motion variable there was no
statistically significant difference (F(1, 14) = 0.177, p =
0.680). As paired t-tests were performed, the results
presented in Table 1 were obtained. Effect of clutter on
user performance was statistically significant when
there was no motion. Plot of the means of scores for
the clutter and the motion variables are presented in
Figure 5. As it can be observed in Figure 5, change in
the clutter variable creates a significant change in the
mean score. Presence of clutter worsens the score.
However, no significant effect of motion on the score
was observed.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Survey Data</title>
        <p>
          At the end of each condition’s trial of three instances,
we asked each user to give a score for the following
variables: the perceived difficulty of the task, level of
frustration, ease of finding the boxes, level of
distraction, feeling of being limited (restricted), ease of
concentration, presence and motion sickness, within a
Likert scale of 5 to 1 (5: very much, 1: not at all). The
presence questions were from the Witmer and Singer’s
questionnaire [
          <xref ref-type="bibr" rid="ref12">13</xref>
          ] and the motion sickness questions
were from the questionnaire of Gianaros et al. [
          <xref ref-type="bibr" rid="ref4">5</xref>
          ].
Results of these survey variables are presented in
Figure 6. Error bars represent the standard error of the
mean. Two way ANOVA with repeated measures with α
t-stat
2.168
        </p>
        <p>p
0.048
2.168
0.048
0.546
0.499</p>
        <p>p
0.207
0.751
0.334
0.619
0.695
t-stat
-1.323
-0.323
-1.000
-2.168
0.048</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Condition</title>
      <p>= 0.05 and Bonferroni correction resulted in statistical
significance only for the following variables: clutter
variable for feeling of being limited (F(1, 14) = 7.977, p
= 0.014) and clutter variable for ease of concentration
(F(1, 14) = 5.091, p = 0.041). As paired t-tests were
performed, results in Table 2 and Table 3 were
obtained respectively. For the limitation, effect of
clutter was statistically significant in both the presence
and the absence of motion. For the ease of
concentration, effect of clutter was statistically
significant only for the absence of motion.</p>
      <sec id="sec-6-1">
        <title>Qualitative Survey Results</title>
        <p>In the surveys, there were open ended questions about
what the users liked the most and the least about the
game, and if they had any additional comments or
suggestions. There were a lot of positive comments
about how fun and realistic the VR game was. User 1:
“Very realistic. Boxes seemed like they were there.”
User 13: “It is fun and interactive. Also going against
the time makes it challenging.” User 18: “Overall, I
thought this was a lot of fun. I liked how real it felt and
the difficulty of it.”
A lot of users stated positive comments about the
clutter. For the clutter - no motion condition, the
following comments were made: User 5: “I think this
one has more decorations on the shelf. I feel this
makes it look more real.” User 10: “I liked the mess.”
User 17: “I liked the extra materials added.” User 18:
“I liked how there were other things around the room
making it more difficult to find the boxes.” For the
clutter - motion condition, the following comments were
made: User 2: “I liked all the detail.” User 5: “The
scene looks very real.” User 20: “The boxes were
usually easy to spot and the environment seemed like
one I would find in the real world.”
A few users stated negative comments about the
distraction caused by the clutter: User 1: “Clutter (tools
etc.) made the task difficult to focus on the boxes. The
distractions made the task significantly more difficult.”
User 13: “The mess was the most distracting thing.</p>
        <p>Difficulty of
the Task</p>
        <p>Frustration</p>
        <p>Ease of
Finding</p>
        <p>Distraction</p>
        <p>Limitation</p>
        <p>Ease of
Concentration</p>
        <p>Presence</p>
        <p>Motion
Sickness
Clutter Motion</p>
        <p>Clutter NoMotion</p>
        <p>NoClutter Motion</p>
        <p>NoClutter NoMotion</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Discussion</title>
      <p>
        The user study results and the statistical analysis
indicated that clutter effected user performance
negatively, supporting H1. This aligns with the findings
in [
        <xref ref-type="bibr" rid="ref7">8</xref>
        ] and [1]. Clutter also made it significantly difficult
for the users to concentrate. Although clutter worsened
the user performance, a lot of users stated that the
presence of clutter made the game seem more real and
interesting. Hence, the addition of clutter may increase
the level of difficulty in VR games whereas contributing
to the naturalness and richness of the virtual
environment. Clutter made the users feel more limited
inside the virtual world. In VR games where a feeling of
restriction/limitation is desired such as confined places,
clutter may be utilized. No significant effect of motion
on user performance were observed, rejecting H2. This
does not align with the results found in [
        <xref ref-type="bibr" rid="ref3">4</xref>
        ]. However,
the task in [
        <xref ref-type="bibr" rid="ref3">4</xref>
        ] was tracking the particles by constantly
watching and estimating their velocity changes. The
task in our study was searching, which may be the
reason behind this difference. Also, medium of [
        <xref ref-type="bibr" rid="ref3">4</xref>
        ] was
augmented reality, which may be another contributing
factor for the difference in the results.
      </p>
      <p>A few users stated that they perceived that the shelves
were farther away in the conditions with no-clutter.
Although the layout was the same between all four
conditions, lack of clutter made the virtual environment
seem larger. This might be incorporated into game
design when the scene is desired to look spacious.
On a different note, some users stated that when the
label to search for was a brand they liked or they were
familiar with, the task was more fun to perform.
In light of these results, when task performance isn’t
important in the designed game, extra elements may
be added in the scene to give the users a more realistic
and more interesting game environment. However, in
serious games where the task performance is
important, it might be a better practice to keep the
virtual environment empty at first, eliminating any
distractions and then gradually inducing clutter and
dynamism as the user gets trained. This way, the users
would be better prepared for real world conditions
without getting overwhelmed.</p>
      <sec id="sec-7-1">
        <title>Limitations</title>
        <p>This study focuses on virtual reality games. The results
may or may not be applicable for games for other
mediums such as computer or console. It should also
be noted that this study was based on a searching task,
which shaped the results and their interpretation. Age
of the participants may be another limiting factor in
applying the conclusions of the study for the children or
elderly population groups.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>Conclusions and Future Work</title>
      <p>In this study, effects of clutter and motion on user
performance in a virtual reality searching game was
examined in the search of more effective virtual
environment design. A two by two user study was
performed with 15 college aged participants. Results
indicated that clutter effected user performance
negatively, made the users feel more limited and made
it more difficult to concentrate. No effect of motion on
user performance was observed. We believe these
results will provide insight into the design of future
virtual environments that will lead to more user friendly
everyday VR experiences.</p>
      <p>Future work may include evaluating different levels of
clutter and dynamism, or other environmental
properties on user experience in virtual environments.</p>
    </sec>
    <sec id="sec-9">
      <title>Acknowledgements</title>
      <p>The authors thank the Florida Department of Education
for funding the VR4VR project, under which this study
was performed.</p>
    </sec>
    <sec id="sec-10">
      <title>References</title>
      <p>1. Felipe Bacim, Eric Ragan, Siroberto Scerbo,
Nicholas F. Polys, Mehdi Setareh, and Brett D.
Jones. 2013. The effects of display fidelity, visual
complexity, and task scope on spatial
understanding of 3D graphs. In Proceedings of</p>
      <sec id="sec-10-1">
        <title>Graphics Interface 2013 (GI '13). Canadian</title>
        <p>Information Processing Society, Toronto, Ont.,
Canada, 25-32.</p>
      </sec>
    </sec>
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