International Journal of Interdisciplinary Research
From: Feasibility and user experience of virtual reality fashion stores
 | Immersive system | Non-immersive system | |
---|---|---|---|
HMD | CAVE | ||
Size of the environment | Real life size | Real life size | Smaller scale |
User navigation control | Device (e.g., wireless controller) Body movement (e.g., walking, turning head) | Device (e.g., Joystick, data gloves) | Device (e.g., keyboard, mouse) |
System requirement (resource requirement) | Higher performance hardware and software | Higher performance hardware and software | Lower performance hardware and software |
Virtual environment presentation | Projected in the headset | Projected to fixed walls of a room | Displayed on desktop computer monitors |
Feedback to user movement | Responsive to user head position and angle | Responsive to the controller movement | Responsive to the controller movement |
User awareness of the real world | Low | Low | High |
Example | Oculus rifts, HTC Vive | CAVE | Desktop systems |
Realism | High | Medium | Low |
Sense of presence | High | Medium | Low |