Pub Date : 2024-09-10DOI: 10.1007/s10055-024-01051-7
Franck-Alexandre Meschberger-Annweiler, Mariarca Ascione, Bruno Porras-Garcia, Maria Teresa Mendoza-Medialdea, Julia Prieto-Perpiña, Adela Fuste-Escolano, Jose Ruiz-Rodriguez, Marta Ferrer-Garcia, Jose Gutierrez-Maldonado
The application of advanced embodied technologies, particularly virtual reality (VR), has been suggested as a means to induce the full-body illusion (FBI). This technology is employed to modify different facets of bodily self-consciousness, which involves the sense of inhabiting a physical form, and is influenced by cognitive inputs, affective factors like body dissatisfaction, individual personality traits and suggestibility. Specifically, VR-based Mirror Exposure Therapies are used for the treatment of anorexia nervosa (AN). This study aims to investigate whether the “Big Five” personality dimensions, suggestibility, body dissatisfaction and/or body mass index can act as predictors for FBI, either directly or acting as a mediator, in young women of similar gender and age as most patients with AN. The FBI of 156 healthy young women immersed in VR environment was induced through visuomotor and visuo-tactile stimulations, and then assessed using the Avatar Embodiment Questionnaire, comprising four dimensions: Appearance, Ownership, Response, and Multi-Sensory. Data analysis encompassed multiple linear regressions and SPSS PROCESS macro’s mediation model. The findings revealed that the “Big Five” personality dimensions did not directly predict FBI in healthy young women, but Openness to experience, Agreeableness, and Neuroticism exerted an indirect influence on some FBI components through the mediation of suggestibility.
{"title":"Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women","authors":"Franck-Alexandre Meschberger-Annweiler, Mariarca Ascione, Bruno Porras-Garcia, Maria Teresa Mendoza-Medialdea, Julia Prieto-Perpiña, Adela Fuste-Escolano, Jose Ruiz-Rodriguez, Marta Ferrer-Garcia, Jose Gutierrez-Maldonado","doi":"10.1007/s10055-024-01051-7","DOIUrl":"https://doi.org/10.1007/s10055-024-01051-7","url":null,"abstract":"<p>The application of advanced embodied technologies, particularly virtual reality (VR), has been suggested as a means to induce the full-body illusion (FBI). This technology is employed to modify different facets of bodily self-consciousness, which involves the sense of inhabiting a physical form, and is influenced by cognitive inputs, affective factors like body dissatisfaction, individual personality traits and suggestibility. Specifically, VR-based Mirror Exposure Therapies are used for the treatment of anorexia nervosa (AN). This study aims to investigate whether the “Big Five” personality dimensions, suggestibility, body dissatisfaction and/or body mass index can act as predictors for FBI, either directly or acting as a mediator, in young women of similar gender and age as most patients with AN. The FBI of 156 healthy young women immersed in VR environment was induced through visuomotor and visuo-tactile stimulations, and then assessed using the Avatar Embodiment Questionnaire, comprising four dimensions: Appearance, Ownership, Response, and Multi-Sensory. Data analysis encompassed multiple linear regressions and SPSS PROCESS macro’s mediation model. The findings revealed that the “Big Five” personality dimensions did not directly predict FBI in healthy young women, but Openness to experience, Agreeableness, and Neuroticism exerted an indirect influence on some FBI components through the mediation of suggestibility.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"75 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192703","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content","authors":"Justin Mittelstaedt, Gerrit Huelmann, Claudia Marggraf-Micheel, Alexander Schiller, Carsten Seehof, Dirk Stelling","doi":"10.1007/s10055-024-01047-3","DOIUrl":"https://doi.org/10.1007/s10055-024-01047-3","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"54 30 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-06DOI: 10.1007/s10055-024-00995-0
Marjorie Zielke, Djakhangir Zakhidov, Erik DeFries, Malavika Prasad Shringarpure, Rudy Avila, Jacob Keul, Dean CarpenterTurner, Stacy Hargrove, Sabrina Bateman, Christopher Young
This study examines the implementation and effectiveness of Virtual Reality (VR) into employee communication training for Texas Department of Transportation employees. The study also explores the impact of iterative, in situ research-based design on VR system usability, and potential relationships between the usability and ergonomics of VR devices, and user receptiveness to VR content. For this work we adapt the definition of in situ to mean a learning activity that takes place in the location or environment where the participants will actually be trained. Following the pandemic, many office-based workers adopted hybrid-remote work formats (Yang, Kim, & Hong, 2023), necessitating updated approaches to employee training and instruction which VR may provide. Further, VR may offer opportunities for private role-play for employee communication practice, as well as an overall more high-fidelity learning opportunity. Findings indicate that VR is an effective and engaging solution for workforce and management communication training, and that hardware configurations influence overall employee enthusiasm for VR-based training.
{"title":"Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training","authors":"Marjorie Zielke, Djakhangir Zakhidov, Erik DeFries, Malavika Prasad Shringarpure, Rudy Avila, Jacob Keul, Dean CarpenterTurner, Stacy Hargrove, Sabrina Bateman, Christopher Young","doi":"10.1007/s10055-024-00995-0","DOIUrl":"https://doi.org/10.1007/s10055-024-00995-0","url":null,"abstract":"<p>This study examines the implementation and effectiveness of Virtual Reality (VR) into employee communication training for Texas Department of Transportation employees. The study also explores the impact of iterative, in situ research-based design on VR system usability, and potential relationships between the usability and ergonomics of VR devices, and user receptiveness to VR content. For this work we adapt the definition of in situ to mean a learning activity that takes place in the location or environment where the participants will actually be trained. Following the pandemic, many office-based workers adopted hybrid-remote work formats (Yang, Kim, & Hong, 2023), necessitating updated approaches to employee training and instruction which VR may provide. Further, VR may offer opportunities for private role-play for employee communication practice, as well as an overall more high-fidelity learning opportunity. Findings indicate that VR is an effective and engaging solution for workforce and management communication training, and that hardware configurations influence overall employee enthusiasm for VR-based training.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"50 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192705","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-30DOI: 10.1007/s10055-024-01048-2
Almudena Palacios-Ibáñez, Santiago Castellet-Lathan, Manuel Contero
Advanced product presentation methods can enhance the product evaluation experience both during the design process and online shopping, as static images often fail to convey essential product details. Virtual Reality (VR) technologies hold great potential in this regard, becoming increasingly accessible to all users. However, the influence of display mediums on emotional responses and product assessment needs further investigation, especially using physiological measures to obtain more objective insights. In this study, we investigate the influence of VR and photorealistic images on assessing and observing virtual prototypes of game controllers. The Semantic Differential technique was employed for product assessment, while built-in eye-tracking was used to measure participants’ viewing time on various areas of interest (AOIs). Our findings show that the medium significantly affects not only product evaluation and confidence in the response but also how the user observes it, with sensory-related features being particularly influenced. These findings hold practical implications for product design and vendors, as understanding the relationship between visualization mediums and product evaluation enhances the design process and improves consumer experiences.
{"title":"Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images","authors":"Almudena Palacios-Ibáñez, Santiago Castellet-Lathan, Manuel Contero","doi":"10.1007/s10055-024-01048-2","DOIUrl":"https://doi.org/10.1007/s10055-024-01048-2","url":null,"abstract":"<p>Advanced product presentation methods can enhance the product evaluation experience both during the design process and online shopping, as static images often fail to convey essential product details. Virtual Reality (VR) technologies hold great potential in this regard, becoming increasingly accessible to all users. However, the influence of display mediums on emotional responses and product assessment needs further investigation, especially using physiological measures to obtain more objective insights. In this study, we investigate the influence of VR and photorealistic images on assessing and observing virtual prototypes of game controllers. The Semantic Differential technique was employed for product assessment, while built-in eye-tracking was used to measure participants’ viewing time on various areas of interest (AOIs). Our findings show that the medium significantly affects not only product evaluation and confidence in the response but also how the user observes it, with sensory-related features being particularly influenced. These findings hold practical implications for product design and vendors, as understanding the relationship between visualization mediums and product evaluation enhances the design process and improves consumer experiences.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"10 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192707","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-30DOI: 10.1007/s10055-024-01044-6
David Cortes, Belen Bermejo, Carlos Juiz
This study offers a systematic literature review on the application of Convolutional Neural Networks in Virtual Reality, Augmented Reality, Mixed Reality, and Extended Reality technologies. We categorise these applications into three primary classifications: interaction, where the networks amplify user engagements with virtual and augmented settings; creation, showcasing the networks’ ability to assist in producing high-quality visual representations; and execution, emphasising the optimisation and adaptability of apps across diverse devices and situations. This research serves as a comprehensive guide for academics, researchers, and professionals in immersive technologies, offering profound insights into the cross-disciplinary realm of network applications in these realities. Additionally, we underscore the notable contributions concerning these realities and their intersection with neural networks.
{"title":"The use of CNNs in VR/AR/MR/XR: a systematic literature review","authors":"David Cortes, Belen Bermejo, Carlos Juiz","doi":"10.1007/s10055-024-01044-6","DOIUrl":"https://doi.org/10.1007/s10055-024-01044-6","url":null,"abstract":"<p>This study offers a systematic literature review on the application of Convolutional Neural Networks in Virtual Reality, Augmented Reality, Mixed Reality, and Extended Reality technologies. We categorise these applications into three primary classifications: interaction, where the networks amplify user engagements with virtual and augmented settings; creation, showcasing the networks’ ability to assist in producing high-quality visual representations; and execution, emphasising the optimisation and adaptability of apps across diverse devices and situations. This research serves as a comprehensive guide for academics, researchers, and professionals in immersive technologies, offering profound insights into the cross-disciplinary realm of network applications in these realities. Additionally, we underscore the notable contributions concerning these realities and their intersection with neural networks.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"24 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192706","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Communication technology plays a crucial role in facilitating remote collaborative work. This study investigated sex differences in Perceived Participation Equality and User Experience across different communication formats, i.e., face-to-face communication, conventional video conferences, and Virtual Reality (VR). An empirical study was conducted involving 15 groups, each comprising three participants, who engaged in a decision-making task. A research model was developed to evaluate the interplay between perceived participation equality, empathy, and immersion. This model was employed across three communication conditions and included both male and female participants. These findings on sex differences in user experience could help create a connected, cohesive, and productive remote collaborative work environment.
{"title":"Exploring sex differences in collaborative virtual environments for participation equality and user experience","authors":"Yifan Yang, Sheng Zhang, Xu Sun, Xingyi Zhang, Xiaotong Sun, Ying Jing, Canjun Yang","doi":"10.1007/s10055-024-01022-y","DOIUrl":"https://doi.org/10.1007/s10055-024-01022-y","url":null,"abstract":"<p>Communication technology plays a crucial role in facilitating remote collaborative work. This study investigated sex differences in Perceived Participation Equality and User Experience across different communication formats, i.e., face-to-face communication, conventional video conferences, and Virtual Reality (VR). An empirical study was conducted involving 15 groups, each comprising three participants, who engaged in a decision-making task. A research model was developed to evaluate the interplay between perceived participation equality, empathy, and immersion. This model was employed across three communication conditions and included both male and female participants. These findings on sex differences in user experience could help create a connected, cohesive, and productive remote collaborative work environment.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"24 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-24DOI: 10.1007/s10055-024-01046-4
Alison O’Meara, Tadgh Connery, Jason Chan, Cleidi Hearn, Marica Cassarino, Annalisa Setti
Nature confers a host of benefits including recovering from stress, replenishing attentional resources, improving mood, and decreasing negative thinking. Virtual nature, i.e. exposure to natural environments through technological means, has proven to also be efficacious in producing benefits, although more limitedly. Previous studies with immersive virtual reality with university students have shown that one bout of virtual nature can reduce negative affect in students with high test anxiety and can reduce feeling of worry and panic after several weeks of daily exposure. The present study aimed at replicating the effect of one bout of virtual nature on affect and extend it to cognition in a sample of university students with different levels of test anxiety. An inexpensive goggle + phone apparatus was utilized and the one bout of virtual nature was self-administered. 48 university students took part in the study, randomized between viewing a 360 degrees video of nature or of an urban environment. They completed the Positive and Negative Affect Schedule and the Cognitive Reflection Test before and after the exposure to the virtual environments and responded to open-ended questions about their experience of the intervention. Results showed improvements in positive affect in students with higher anxiety were obtained in the nature condition, no other effects were found. Qualitative appraisal indicated that participants in the nature condition felt more relaxed and focused, however the technical issues were detrimental to the benefits. In conclusion one bout of virtual nature could support students with higher test anxiety when confronted with examinations.
{"title":"Phone-based virtual exploration of green space increases positive affect in students with test anxiety: a pre-post experimental study with qualitative insights","authors":"Alison O’Meara, Tadgh Connery, Jason Chan, Cleidi Hearn, Marica Cassarino, Annalisa Setti","doi":"10.1007/s10055-024-01046-4","DOIUrl":"https://doi.org/10.1007/s10055-024-01046-4","url":null,"abstract":"<p>Nature confers a host of benefits including recovering from stress, replenishing attentional resources, improving mood, and decreasing negative thinking. Virtual nature, i.e. exposure to natural environments through technological means, has proven to also be efficacious in producing benefits, although more limitedly. Previous studies with immersive virtual reality with university students have shown that one bout of virtual nature can reduce negative affect in students with high test anxiety and can reduce feeling of worry and panic after several weeks of daily exposure. The present study aimed at replicating the effect of one bout of virtual nature on affect and extend it to cognition in a sample of university students with different levels of test anxiety. An inexpensive goggle + phone apparatus was utilized and the one bout of virtual nature was self-administered. 48 university students took part in the study, randomized between viewing a 360 degrees video of nature or of an urban environment. They completed the Positive and Negative Affect Schedule and the Cognitive Reflection Test before and after the exposure to the virtual environments and responded to open-ended questions about their experience of the intervention. Results showed improvements in positive affect in students with higher anxiety were obtained in the nature condition, no other effects were found. Qualitative appraisal indicated that participants in the nature condition felt more relaxed and focused, however the technical issues were detrimental to the benefits. In conclusion one bout of virtual nature could support students with higher test anxiety when confronted with examinations.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"396 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192708","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-23DOI: 10.1007/s10055-024-01043-7
Ting Qiu, Hong Li, Yongkang Chen, Hui Zeng, Shufang Qian
Virtual reality (VR) games have become a popular method to preserve and transmit intangible cultural heritage in recent years. However, empirical studies pertaining to motivations behind the continuance intention to play VR games featuring intangible cultural heritage have been limited. The objective of this study focuses on answering an essential question: what factors influence user’s continuance intention to play intangible cultural heritage VR games? Both Stimulus-Organism-Response Theory and Technology Acceptance Model (TAM) are considered to develop twelve hypotheses and build the research framework. A survey of 190 respondents was conducted, and the results were analyzed by using PLS-SEM. The results show that visual attractiveness, interactivity, and immersion are significant indicators in measuring users’ continuance intention to play. Additionally, perceived usefulness, perceived ease of use, and perceived enjoyment of VR games positively influence their continuance intention. This study enriches the research of intangible cultural heritage VR games. It also provides theoretical implications for scholars and design strategies for VR developers and designers.
{"title":"Continuance intention toward VR games of intangible cultural heritage: A stimulus-organism-response perspective","authors":"Ting Qiu, Hong Li, Yongkang Chen, Hui Zeng, Shufang Qian","doi":"10.1007/s10055-024-01043-7","DOIUrl":"https://doi.org/10.1007/s10055-024-01043-7","url":null,"abstract":"<p>Virtual reality (VR) games have become a popular method to preserve and transmit intangible cultural heritage in recent years. However, empirical studies pertaining to motivations behind the continuance intention to play VR games featuring intangible cultural heritage have been limited. The objective of this study focuses on answering an essential question: what factors influence user’s continuance intention to play intangible cultural heritage VR games? Both Stimulus-Organism-Response Theory and Technology Acceptance Model (TAM) are considered to develop twelve hypotheses and build the research framework. A survey of 190 respondents was conducted, and the results were analyzed by using PLS-SEM. The results show that visual attractiveness, interactivity, and immersion are significant indicators in measuring users’ continuance intention to play. Additionally, perceived usefulness, perceived ease of use, and perceived enjoyment of VR games positively influence their continuance intention. This study enriches the research of intangible cultural heritage VR games. It also provides theoretical implications for scholars and design strategies for VR developers and designers.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"75 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192709","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-12DOI: 10.1007/s10055-024-01042-8
Walter Terkaj, Marcello Urgo, Péter Kovács, Erik Tóth, Marta Mondellini
Advances in digital factory technologies are offering great potential to innovate higher education, by enabling innovative learning approaches based on virtual laboratories that increase the involvement of students while delivering realistic experiences. This article introduces a framework for the development of virtual learning applications by addressing multidisciplinary requirements. The implementation of the framework can be eased by the use of the proposed virtual learning factory application (VLFA), an open-source solution that takes advantage of virtual reality to support innovative higher-education learning activities in industrial engineering. A complete design and development workflow is described, starting from the identification of the requirements, to the design of software modules and underlying technologies, up to the final implementation. The framework and the VLFA have been tested to implement a serious game related to the design and analysis of manufacturing systems, also collecting the feedback of students and teachers.
{"title":"A framework for virtual learning in industrial engineering education: development of a reconfigurable virtual learning factory application","authors":"Walter Terkaj, Marcello Urgo, Péter Kovács, Erik Tóth, Marta Mondellini","doi":"10.1007/s10055-024-01042-8","DOIUrl":"https://doi.org/10.1007/s10055-024-01042-8","url":null,"abstract":"<p>Advances in digital factory technologies are offering great potential to innovate higher education, by enabling innovative learning approaches based on virtual laboratories that increase the involvement of students while delivering realistic experiences. This article introduces a framework for the development of virtual learning applications by addressing multidisciplinary requirements. The implementation of the framework can be eased by the use of the proposed virtual learning factory application (VLFA), an open-source solution that takes advantage of virtual reality to support innovative higher-education learning activities in industrial engineering. A complete design and development workflow is described, starting from the identification of the requirements, to the design of software modules and underlying technologies, up to the final implementation. The framework and the VLFA have been tested to implement a serious game related to the design and analysis of manufacturing systems, also collecting the feedback of students and teachers.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"13 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141949325","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-05DOI: 10.1007/s10055-024-01029-5
Patrice Piette, Emilie Leblong, Romain Cavagna, Albert Murienne, Bastien Fraudet, Philippe Gallien
Virtual rehabilitation using Virtual Reality (VR) technology is a promising novel approach to rehabilitation. However, postural responses in VR differ significantly from real life. The introduction of an avatar or visual cues in VR could help rectify this difference. An initial session was used to assess static and dynamic balance performances between VR and real life to set the reference values. A second session involved three VR conditions applied in a randomised order: i.e. full-body avatar, enhanced visual cues, or a combination of both conditions. Performances of the centre of pressure (COP) were recorded on a force plate. Seventy (70) people took part in the first session and 74 in the second. During the first session, a significant difference was observed in left static, right static and right dynamic COP distance (respectively SMD = − 0.40 [− 0.73, − 0.06], p = 0.02, − 0.33 [− 0.67, 0.00], p = 0.05, SMD = − 0.61 [− 0.95, − 0.27], p < 0.001) and a non-significant difference in the left dynamic, SMD = − 0.22 [− 0.56, 0.11], p = 0.19). During the second session it was observed that this difference was corrected mainly by reinforced visual information and to a lesser extent by the presence of a full-body avatar. Balance disruption triggered by the use of virtual reality can be offset by vertical visual information and/or by the presence of a full-body avatar. Further research is required on the effects of a full-body avatar.
{"title":"A comparison of balance between real and virtual environments: differences, role of visual cues and full-body avatars, a quasi-experimental clinical study","authors":"Patrice Piette, Emilie Leblong, Romain Cavagna, Albert Murienne, Bastien Fraudet, Philippe Gallien","doi":"10.1007/s10055-024-01029-5","DOIUrl":"https://doi.org/10.1007/s10055-024-01029-5","url":null,"abstract":"<p>Virtual rehabilitation using Virtual Reality (VR) technology is a promising novel approach to rehabilitation. However, postural responses in VR differ significantly from real life. The introduction of an avatar or visual cues in VR could help rectify this difference. An initial session was used to assess static and dynamic balance performances between VR and real life to set the reference values. A second session involved three VR conditions applied in a randomised order: i.e. full-body avatar, enhanced visual cues, or a combination of both conditions. Performances of the centre of pressure (COP) were recorded on a force plate. Seventy (70) people took part in the first session and 74 in the second. During the first session, a significant difference was observed in left static, right static and right dynamic COP distance (respectively SMD = − 0.40 [− 0.73, − 0.06], <i>p</i> = 0.02, − 0.33 [− 0.67, 0.00], <i>p</i> = 0.05, SMD = − 0.61 [− 0.95, − 0.27], <i>p</i> < 0.001) and a non-significant difference in the left dynamic, SMD = − 0.22 [− 0.56, 0.11], <i>p</i> = 0.19). During the second session it was observed that this difference was corrected mainly by reinforced visual information and to a lesser extent by the presence of a full-body avatar. Balance disruption triggered by the use of virtual reality can be offset by vertical visual information and/or by the presence of a full-body avatar. Further research is required on the effects of a full-body avatar.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"2 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141949326","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}