This project focuses on the immersive experience of the user residing in a CAVE type virtual reality environment setting. The actual CAVE setting that is used, is located at the Fontys Virtual Reality Lab [CNSD+92] which is operational since late 2008. From now on we refer to this setting as the CAVE. As a starting point the BOX Application from the Centrum Wiskunde en Informatica [CWI09] in Amsterdam is taken. With "BOX" we refer to this application in original state. The BOX application is a simple application to demonstrate several aspects of virtual environments. The box consists of colored paper airplanes flying a particular route inside a solid box, such that the planes are evenly distributed within the box (the starting locations and velocities are randomized within a certain range). If desired, a trail is left by the planes to indicate the route that was taken by the planes. The solid box has a checker board pattern on the front side to increase visibility of the planes. The box as a whole is scalable and the number of airplanes is controllable. Scaling the box also scales the path of the planes accordingly. During the porting of the BOX application all these existing characteristics are mostly preserved. Section A.1 introduces the cave settings used for this project. Since the CAVE is built using the cross-platform virtual reality framework VR Juggler [VRJ05] the first step forward is porting this application such that it uses the VR Juggler API as an abstraction from all underlying hardware. All design decisions made, changes and added virtual reality features are detailed in Section A.2.1. The virtual reality features added are: head-tracking, handtracking, surround sound, interaction with the planes and a skybox. Interaction through hand-tracking and the skybox are enabled and/or disabled in particular sequences to quantify the impact of the features on the immersive experience of the user during the user study. To place the results of this study into context, comparisons are made against existing conclusions in literature on immersion. The user study on immersion is covered in Section 4. Along with the user study on immersion this section discusses a second test to measure the impact of various lengths of delay on the performance of the user to interact with the virtual environment. After concluding the results of both tests, a final discussion is given along with some future extensions.