Virtual reality interview simulator (VRIS) is an effective and valid tool that uses virtual reality technology to train people’s interview skills. Typically, it offers candidates prone to being very nervous during interviews the opportunity to practice interviews in a safe and manageable virtual environment and realistic settings, providing real-time feedback from a virtual interviewer on their performance. It helps interviewees improve their skills, reduce their fears, gain confidence, and minimize the cost and time associated with traditional interview preparation. Yet, the major anxiety-inducing elements remain unknown. During an interview, the anxiety levels, overall experience, and performance of interviewees might be affected by various circumstances. By analyzing electrodermal activity and questionnaire, we investigated the influence of five variables: (I) Realism; (II) Question type; (III) Interviewer attitude; (IV) Timing; and (V) Preparation. As such, an orthogonal design (L_8(4^1 times 2^4)) with eight experiments ((O A_8) matrix) was implemented, in which 19 college students took part in the experiments. Considering the anxiety, overall experience, and performance of the interviewees, we found that Question type plays a major role; secondly, Realism, Preparation, and Interviewer attitude all have middle influence; lastly, Timing has little to no impact. Specifically, professional interview questions elicited a greater degree of anxiety than personal ones among the categories of interview questions. This work contributes to our understanding of anxiety-stimulating factors during job interviews in virtual reality and provides cues for designing future VRIS.
虚拟现实面试模拟器(VRIS)是一种利用虚拟现实技术训练面试技巧的有效工具。通常情况下,它为面试时容易非常紧张的应聘者提供了在安全、可控的虚拟环境和真实设置中进行面试练习的机会,并由虚拟面试官对他们的表现提供实时反馈。它可以帮助面试者提高技能、减少恐惧、增强信心,并最大限度地减少传统面试准备所需的成本和时间。然而,引起焦虑的主要因素仍然是未知的。在面试过程中,面试者的焦虑程度、整体体验和表现可能会受到各种情况的影响。通过分析电皮活动和问卷,我们研究了五个变量的影响:(I)现实性;(II)问题类型;(III)面试官态度;(IV)时间;(V)准备。因此,我们采用了正交设计(L_8(4^1 times 2^4)),共有八个实验((O A_8)矩阵),19 名大学生参加了实验。考虑到被试者的焦虑、整体经验和表现,我们发现问题类型起主要作用;其次,现实性、准备和面试官态度都有中等影响;最后,时间几乎没有影响。具体来说,在各类面试问题中,专业面试问题比个人面试问题更容易引起焦虑。这项研究有助于我们了解虚拟现实求职面试中的焦虑刺激因素,并为设计未来的 VRIS 提供线索。
{"title":"Using a virtual reality interview simulator to explore factors influencing people’s behavior","authors":"Xinyi Luo, Yuyang Wang, Lik-Hang Lee, Zihan Xing, Shan Jin, Boya Dong, Yuanyi Hu, Zeming Chen, Jing Yan, Pan Hui","doi":"10.1007/s10055-023-00934-5","DOIUrl":"https://doi.org/10.1007/s10055-023-00934-5","url":null,"abstract":"<p>Virtual reality interview simulator (VRIS) is an effective and valid tool that uses virtual reality technology to train people’s interview skills. Typically, it offers candidates prone to being very nervous during interviews the opportunity to practice interviews in a safe and manageable virtual environment and realistic settings, providing real-time feedback from a virtual interviewer on their performance. It helps interviewees improve their skills, reduce their fears, gain confidence, and minimize the cost and time associated with traditional interview preparation. Yet, the major anxiety-inducing elements remain unknown. During an interview, the anxiety levels, overall experience, and performance of interviewees might be affected by various circumstances. By analyzing electrodermal activity and questionnaire, we investigated the influence of five variables: (I) <i>Realism</i>; (II) <i>Question type</i>; (III) <i>Interviewer attitude</i>; (IV) <i>Timing</i>; and (V) <i>Preparation</i>. As such, an orthogonal design <span>(L_8(4^1 times 2^4))</span> with eight experiments (<span>(O A_8)</span> matrix) was implemented, in which 19 college students took part in the experiments. Considering the anxiety, overall experience, and performance of the interviewees, we found that <i>Question type</i> plays a major role; secondly, <i>Realism</i>, <i>Preparation</i>, and <i>Interviewer attitude</i> all have middle influence; lastly, <i>Timing</i> has little to no impact. Specifically, professional interview questions elicited a greater degree of anxiety than personal ones among the categories of interview questions. This work contributes to our understanding of anxiety-stimulating factors during job interviews in virtual reality and provides cues for designing future VRIS.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"48 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140007838","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 : 2024-02-28DOI: 10.1007/s10055-024-00972-7
Radosław Sterna, Jakub Szczugieł, Joanna Pilarczyk, Agnieszka Siry, Michał Kuniecki
Better (social facilitation) or worse (social inhibition) performance in a task while being observed has repeatedly been demonstrated with real human observers, yet it has not been fully tested with virtual observers. We tested this effect in a virtual environment using a visual search task to verify if the mere presence of a virtual observer would boost participants’ performance in the easy variant of the task and hinder it in the difficult one. We used electrodermal (EDA) activity measurement to test whether physiological arousal would moderate this effect. The presence of a virtual character affected search performance, which was moderated by arousal, with lower arousal leading to better performance. These results confirm that the mere presence of virtual characters can evoke a social facilitation/inhibition effect similar to that of human beings; this could confirm Zajonc’s theory and serve as encouragement for further development of VR-based training & educational tools with virtual agents.
{"title":"Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal","authors":"Radosław Sterna, Jakub Szczugieł, Joanna Pilarczyk, Agnieszka Siry, Michał Kuniecki","doi":"10.1007/s10055-024-00972-7","DOIUrl":"https://doi.org/10.1007/s10055-024-00972-7","url":null,"abstract":"<p>Better (social facilitation) or worse (social inhibition) performance in a task while being observed has repeatedly been demonstrated with real human observers, yet it has not been fully tested with virtual observers. We tested this effect in a virtual environment using a visual search task to verify if the mere presence of a virtual observer would boost participants’ performance in the easy variant of the task and hinder it in the difficult one. We used electrodermal (EDA) activity measurement to test whether physiological arousal would moderate this effect. The presence of a virtual character affected search performance, which was moderated by arousal, with lower arousal leading to better performance. These results confirm that the mere presence of virtual characters can evoke a social facilitation/inhibition effect similar to that of human beings; this could confirm Zajonc’s theory and serve as encouragement for further development of VR-based training & educational tools with virtual agents.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"17 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139987837","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 : 2024-02-27DOI: 10.1007/s10055-024-00958-5
Hsin-Yen Yen, Hsuan Hsu, Wen-Hsin Huang
Virtual nature is an innovative approach for promoting mental health. The purpose of this study was to compare the effects on mental health outcomes between two immersion levels of virtual reality natural experiences. The study design was a cluster trial. Healthy adults were allocated to two experimental groups. Identical pre-recorded 360° videos of natural scenes and sounds were played on the two virtual reality devices, one with a higher immersive level via a head-mounted display and the other one with a lower immersive level via a smartphone. The intervention was conducted for 30 min per session, once a week for 12 weeks. Data were collected by self-reported questionnaires at the baseline and post-intervention. In total, 54 participants completed the interventions. A significantly greater effect was revealed on improving happiness, self-rated health, and physical, mental, social, and environmental quality of life, and ameliorating distress, depression, and somatization in participants who experienced the higher immersive level compared to participants who experienced the lower immersive level. Virtual reality natural experiences with high immersion are recommended to promote mental health.
{"title":"Virtual reality natural experiences for mental health: comparing the effects between different immersion levels","authors":"Hsin-Yen Yen, Hsuan Hsu, Wen-Hsin Huang","doi":"10.1007/s10055-024-00958-5","DOIUrl":"https://doi.org/10.1007/s10055-024-00958-5","url":null,"abstract":"<p>Virtual nature is an innovative approach for promoting mental health. The purpose of this study was to compare the effects on mental health outcomes between two immersion levels of virtual reality natural experiences. The study design was a cluster trial. Healthy adults were allocated to two experimental groups. Identical pre-recorded 360° videos of natural scenes and sounds were played on the two virtual reality devices, one with a higher immersive level via a head-mounted display and the other one with a lower immersive level via a smartphone. The intervention was conducted for 30 min per session, once a week for 12 weeks. Data were collected by self-reported questionnaires at the baseline and post-intervention. In total, 54 participants completed the interventions. A significantly greater effect was revealed on improving happiness, self-rated health, and physical, mental, social, and environmental quality of life, and ameliorating distress, depression, and somatization in participants who experienced the higher immersive level compared to participants who experienced the lower immersive level. Virtual reality natural experiences with high immersion are recommended to promote mental health.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"9 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139988027","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 : 2024-02-27DOI: 10.1007/s10055-023-00916-7
Adam C. Barton, Michael Do, Jade Sheen, Linda K. Byrne
The restorative and mental state enhancing effects of brief mindfulness-based interventions (MBIs) and restorative environments such as nature has been supported in the research literature. However, regular adoption of these practices is limited by practical constraints and motivational barriers. The current study addressed these challenges by introducing two novel approaches which utilise the immersive and interactive qualities of virtual reality (VR). This included an interactive MBI and an abstract restorative environment using fractal-like imagery. These approaches were explored using a comparative evaluation of two short (6 min) VR interventions: Passive VR (applying principles from restorative interventions) and Interactive VR (implementing a focused attention form of mindfulness meditation). A mixed methods approach revealed increased state mindfulness, reduced mental fatigue, and enhanced aspects of mood (calm/relaxation, anxiety) consistently between conditions. Between group differences revealed additional benefits for cognition (focus), mood (happiness and sadness), and motivational value with the interactive intervention. The abstract environment, used in both interventions, maintained comparable levels of perceived restoration with a nature VR control condition. The results provide preliminary evidence supporting the use of interactive approaches for mindfulness interventions and abstract versions of restorative environments.
简短的正念干预(MBIs)和大自然等恢复性环境对恢复和改善精神状态的作用已得到研究文献的支持。然而,这些做法的定期采用却受到实际限制和动机障碍的制约。当前的研究通过引入两种利用虚拟现实(VR)的沉浸感和互动性的新方法来应对这些挑战。这包括交互式 MBI 和使用分形图像的抽象恢复环境。通过对两种短时间(6 分钟)的 VR 干预进行比较评估,对这些方法进行了探讨:被动 VR(应用恢复性干预的原则)和互动 VR(实施集中注意力的正念冥想形式)。混合方法显示,在不同的干预条件下,正念状态增强、精神疲劳减少、情绪(平静/放松、焦虑)增强的情况一致。组间差异显示,互动干预对认知(专注)、情绪(快乐和悲伤)以及动机价值有额外的益处。两种干预中使用的抽象环境与自然 VR 对照条件下的感知恢复水平相当。研究结果提供了初步证据,支持使用互动方法进行正念干预和抽象版恢复环境。
{"title":"The restorative and state enhancing potential of abstract fractal-like imagery and interactive mindfulness interventions in virtual reality","authors":"Adam C. Barton, Michael Do, Jade Sheen, Linda K. Byrne","doi":"10.1007/s10055-023-00916-7","DOIUrl":"https://doi.org/10.1007/s10055-023-00916-7","url":null,"abstract":"<p>The restorative and mental state enhancing effects of brief mindfulness-based interventions (MBIs) and restorative environments such as nature has been supported in the research literature. However, regular adoption of these practices is limited by practical constraints and motivational barriers. The current study addressed these challenges by introducing two novel approaches which utilise the immersive and interactive qualities of virtual reality (VR). This included an interactive MBI and an abstract restorative environment using fractal-like imagery. These approaches were explored using a comparative evaluation of two short (6 min) VR interventions: Passive VR (applying principles from restorative interventions) and Interactive VR (implementing a focused attention form of mindfulness meditation). A mixed methods approach revealed increased state mindfulness, reduced mental fatigue, and enhanced aspects of mood (calm/relaxation, anxiety) consistently between conditions. Between group differences revealed additional benefits for cognition (focus), mood (happiness and sadness), and motivational value with the interactive intervention. The abstract environment, used in both interventions, maintained comparable levels of perceived restoration with a nature VR control condition. The results provide preliminary evidence supporting the use of interactive approaches for mindfulness interventions and abstract versions of restorative environments.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"56 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139988061","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 : 2024-02-27DOI: 10.1007/s10055-024-00943-y
Ioannis Ladakis, Dimitrios Filos, Ioanna Chouvarda
Virtual reality, a cutting-edge innovation in the realm of digital experiences, though more frequently employed for entertainment and education, can also serve as a tool for immersing users in therapeutic settings that promote relaxation and mindfulness. An increasing number of research attempts investigate its usability and impact on stress evaluation, management and reduction. This scoping review aims to depict the current role of virtual reality in stress reduction and identify common methods and practice, technology patterns as well as gaps. Results depict the emerging research interest in the domain of VR-based stress reduction systems. The developed systems included in this review were basically addressed to the general public (59%) for daily life stress reduction utilizing a commercial VR headset often combined with supportive sensors. Guided imagery emerged as the most implemented method, but it is also noteworthy that almost all studies implicitly used this method. According to the analysis, most studies performed evaluation of the proposed VR system including both subjective and objective measurements to provide evidence on its efficiency and its actual impact on stress levels. Finally, validation methodologies attempt to point out the potential of VR technology in the direction of providing an efficient solution for the alleviation of stress burdens. Even though numerous studies report the usefulness and efficiency of VR technology regarding stress reduction, several challenges still need to be addressed, mainly because of the difficult definition, detection and evaluation of stress. An approach integrating the existing knowledge regarding signals that can act as biomarkers of stress and qualitative measurements could open new pathways toward the development of more impactful VR-based stress reduction systems.
{"title":"Virtual reality environments for stress reduction and management: a scoping review","authors":"Ioannis Ladakis, Dimitrios Filos, Ioanna Chouvarda","doi":"10.1007/s10055-024-00943-y","DOIUrl":"https://doi.org/10.1007/s10055-024-00943-y","url":null,"abstract":"<p>Virtual reality, a cutting-edge innovation in the realm of digital experiences, though more frequently employed for entertainment and education, can also serve as a tool for immersing users in therapeutic settings that promote relaxation and mindfulness. An increasing number of research attempts investigate its usability and impact on stress evaluation, management and reduction. This scoping review aims to depict the current role of virtual reality in stress reduction and identify common methods and practice, technology patterns as well as gaps. Results depict the emerging research interest in the domain of VR-based stress reduction systems. The developed systems included in this review were basically addressed to the general public (59%) for daily life stress reduction utilizing a commercial VR headset often combined with supportive sensors. Guided imagery emerged as the most implemented method, but it is also noteworthy that almost all studies implicitly used this method. According to the analysis, most studies performed evaluation of the proposed VR system including both subjective and objective measurements to provide evidence on its efficiency and its actual impact on stress levels. Finally, validation methodologies attempt to point out the potential of VR technology in the direction of providing an efficient solution for the alleviation of stress burdens. Even though numerous studies report the usefulness and efficiency of VR technology regarding stress reduction, several challenges still need to be addressed, mainly because of the difficult definition, detection and evaluation of stress. An approach integrating the existing knowledge regarding signals that can act as biomarkers of stress and qualitative measurements could open new pathways toward the development of more impactful VR-based stress reduction systems.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"1 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139988062","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 : 2024-02-27DOI: 10.1007/s10055-024-00950-z
Nicolò Dozio, Marco Bertoni, Francesco Ferrise
The role played by emotions and attention is crucial for the development of advanced driver assistance systems that improve safety by flexibly adapting to the current state of the driver. In the present study, we used immersive virtual reality as a testing tool to investigate how different emotional states affect drivers’ attention in a divided attention task. Two different emotional states, diversified by valence and arousal, were induced before performing a divided attention task in a driving simulation. The experimental task developed for this study allowed us to explore if and how two different emotional states can affect the way drivers divide their attention between a central driving-related task and a peripheral visual task. Our results showed that scared drivers presented lower reaction times at the central task compared to relaxed drivers. On the contrary, the emotional state did not affect the performance at the peripheral task, which revealed instead a significant effect of the eccentricity at which the visual stimuli were presented, influencing both the accuracy of targets’ perception and participants’ reaction times.
{"title":"Driving emotions: using virtual reality to explore the effect of low and high arousal on driver’s attention","authors":"Nicolò Dozio, Marco Bertoni, Francesco Ferrise","doi":"10.1007/s10055-024-00950-z","DOIUrl":"https://doi.org/10.1007/s10055-024-00950-z","url":null,"abstract":"<p>The role played by emotions and attention is crucial for the development of advanced driver assistance systems that improve safety by flexibly adapting to the current state of the driver. In the present study, we used immersive virtual reality as a testing tool to investigate how different emotional states affect drivers’ attention in a divided attention task. Two different emotional states, diversified by valence and arousal, were induced before performing a divided attention task in a driving simulation. The experimental task developed for this study allowed us to explore if and how two different emotional states can affect the way drivers divide their attention between a central driving-related task and a peripheral visual task. Our results showed that scared drivers presented lower reaction times at the central task compared to relaxed drivers. On the contrary, the emotional state did not affect the performance at the peripheral task, which revealed instead a significant effect of the eccentricity at which the visual stimuli were presented, influencing both the accuracy of targets’ perception and participants’ reaction times.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"28 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140007968","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 : 2024-02-26DOI: 10.1007/s10055-023-00928-3
Rafael Melendreras Ruiz, Paloma SánchezAllegue, María Teresa MarínTorres, Manuel PardoRíos, José Joaquín Cerón Madrigal, Damián Escribano Tortosa
Digital technologies have changed almost every aspect of our lives, including the way we access heritage. Following the pandemic caused by COVID-19 and the technological evolution of recent years, museums and institutions, among others, have changed the way they display their collections, taking a greater interest in new technologies, platforms and digital software. This technological boom finds its greatest transformation with the implementation of Virtual Reality (VR) and Metaverse in the museum sector. This article shows the concrete influence of VR/Metaverse in a museum room previously digitised through different techniques. Subsequently, the impact over user experience in the VR scenario versus on-site visit has been measured. In parallel, to measure the enzyme alpha-amylase in saliva, a cognitive test and usability test (SUS) were carried out to determine the learning capacity and degree of satisfaction obtained with experience alongside the room of the Museo de la Sangre in Murcia (Spain).
{"title":"Analysis of the user experience (On site vs. Virtual Reality) through biological markers and cognitive tests in museums: the case of Museo Cristo de la Sangre (Murcia, Spain)","authors":"Rafael Melendreras Ruiz, Paloma SánchezAllegue, María Teresa MarínTorres, Manuel PardoRíos, José Joaquín Cerón Madrigal, Damián Escribano Tortosa","doi":"10.1007/s10055-023-00928-3","DOIUrl":"https://doi.org/10.1007/s10055-023-00928-3","url":null,"abstract":"<p>Digital technologies have changed almost every aspect of our lives, including the way we access heritage. Following the pandemic caused by COVID-19 and the technological evolution of recent years, museums and institutions, among others, have changed the way they display their collections, taking a greater interest in new technologies, platforms and digital software. This technological boom finds its greatest transformation with the implementation of Virtual Reality (VR) and Metaverse in the museum sector. This article shows the concrete influence of VR/Metaverse in a museum room previously digitised through different techniques. Subsequently, the impact over user experience in the VR scenario versus on-site visit has been measured. In parallel, to measure the enzyme alpha-amylase in saliva, a cognitive test and usability test (SUS) were carried out to determine the learning capacity and degree of satisfaction obtained with experience alongside the room of the Museo de la Sangre in Murcia (Spain).</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"138 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139978507","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}
The diffusion of virtual reality urges to solve the problem of vergence-accommodation conflict arising when viewing stereoscopic displays, which causes visual stress. We addressed this issue with an approach based on reducing ocular convergence effort. In virtual environments, vergence can be controlled by manipulating the binocular separation of the virtual cameras. Using this technique, we implemented two quasi-3D conditions characterized by binocular image separations intermediate between 3D (stereoscopic) and 2D (monoscopic). In a first experiment, focused on perceptual aspects, ten participants performed a visuo-manual pursuit task while wearing a head-mounted display (HMD) in head-constrained (non-immersive) condition for an overall exposure time of ~ 7 min. Passing from 3D to quasi-3D and 2D conditions, progressively resulted in a decrease of vergence eye movements—both mean convergence angle (static vergence) and vergence excursion (dynamic vergence)—and an increase of hand pursuit spatial error, with the target perceived further from the observer and larger. Decreased static and dynamic vergence predicted decreases in asthenopia trial-wise. In a second experiment, focused on tolerance aspects, fourteen participants performed a detection task in near-vision while wearing an HMD in head-free (immersive) condition for an overall exposure time of ~ 20 min. Passing from 3D to quasi-3D and 2D conditions, there was a general decrease of both subjective and objective visual stress indicators (ocular convergence discomfort ratings, cyber-sickness symptoms and skin conductance level). Decreased static and dynamic vergence predicted the decrease in these indicators. Remarkably, skin conductance level predicted all subjective symptoms, both trial-wise and session-wise, suggesting that it could become an objective replacement of visual stress self-reports. We conclude that relieving convergence effort by reducing binocular image separation in virtual environments can be a simple and effective way to decrease visual stress caused by stereoscopic HMDs. The negative side-effect—worsening of spatial vision—arguably would become unnoticed or compensated over time. This initial proof-of-concept study should be extended by future large-scale studies testing additional environments, tasks, displays, users, and exposure times.
随着虚拟现实技术的普及,人们迫切希望解决观看立体显示时产生的辐辏-适应冲突问题,因为这会造成视觉压力。我们采用了一种基于减少眼球辐辏努力的方法来解决这一问题。在虚拟环境中,辐辏可以通过操纵虚拟摄像机的双眼分离来控制。利用这种技术,我们实现了两种准 3D 条件,其特点是双眼图像分离介于 3D (立体)和 2D(单镜)之间。在第一项侧重于感知方面的实验中,十名参与者在头部受限(非浸入式)条件下佩戴头戴式显示器(HMD)执行了一项视觉-手动追逐任务,总曝光时间约为 7 分钟。从三维条件到准三维条件和二维条件,辐辏眼动--包括平均辐辏角(静态辐辏)和辐辏偏移(动态辐辏)--逐渐减少,手追空间误差增加,目标距离观察者更远、更大。静态辐辏和动态辐辏的减少预示着试验性散光的减少。在第二项侧重于耐受性的实验中,14 名参与者在无头(沉浸式)状态下佩戴 HMD 进行了近视检测任务,总暴露时间约为 20 分钟。从三维条件到准三维和二维条件,主观和客观视觉压力指标(眼球辐辏不适评级、网络病症状和皮肤电导水平)都普遍下降。静态和动态辐辏的减少预示着这些指标的下降。值得注意的是,皮肤电导水平能预测所有的主观症状,无论是试验还是疗程,这表明皮肤电导水平可以成为视觉压力自我报告的客观替代物。我们的结论是,通过减少虚拟环境中的双眼图像分离来减轻辐辏努力,是减少立体 HMD 带来的视觉压力的一种简单而有效的方法。负面副作用--空间视觉的恶化--可以说会随着时间的推移而被忽视或补偿。这项初步概念验证研究应通过未来的大规模研究加以扩展,测试更多的环境、任务、显示器、用户和曝光时间。
{"title":"Quasi-3D: reducing convergence effort improves visual comfort of head-mounted stereoscopic displays","authors":"Vittorio Dalmasso, Michela Moretti, Claudio de’Sperati","doi":"10.1007/s10055-023-00923-8","DOIUrl":"https://doi.org/10.1007/s10055-023-00923-8","url":null,"abstract":"<p>The diffusion of virtual reality urges to solve the problem of vergence-accommodation conflict arising when viewing stereoscopic displays, which causes visual stress. We addressed this issue with an approach based on reducing ocular convergence effort. In virtual environments, vergence can be controlled by manipulating the binocular separation of the virtual cameras. Using this technique, we implemented two quasi-3D conditions characterized by binocular image separations intermediate between 3D (stereoscopic) and 2D (monoscopic). In a first experiment, focused on perceptual aspects, ten participants performed a visuo-manual pursuit task while wearing a head-mounted display (HMD) in head-constrained (non-immersive) condition for an overall exposure time of ~ 7 min. Passing from 3D to quasi-3D and 2D conditions, progressively resulted in a decrease of vergence eye movements—both mean convergence angle (static vergence) and vergence excursion (dynamic vergence)—and an increase of hand pursuit spatial error, with the target perceived further from the observer and larger. Decreased static and dynamic vergence predicted decreases in asthenopia trial-wise. In a second experiment, focused on tolerance aspects, fourteen participants performed a detection task in near-vision while wearing an HMD in head-free (immersive) condition for an overall exposure time of ~ 20 min. Passing from 3D to quasi-3D and 2D conditions, there was a general decrease of both subjective and objective visual stress indicators (ocular convergence discomfort ratings, cyber-sickness symptoms and skin conductance level). Decreased static and dynamic vergence predicted the decrease in these indicators. Remarkably, skin conductance level predicted all subjective symptoms, both trial-wise and session-wise, suggesting that it could become an objective replacement of visual stress self-reports. We conclude that relieving convergence effort by reducing binocular image separation in virtual environments can be a simple and effective way to decrease visual stress caused by stereoscopic HMDs. The negative side-effect—worsening of spatial vision—arguably would become unnoticed or compensated over time. This initial proof-of-concept study should be extended by future large-scale studies testing additional environments, tasks, displays, users, and exposure times.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"25 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139978516","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 : 2024-02-22DOI: 10.1007/s10055-024-00941-0
Pat Mulvaney, Brendan Rooney, Maximilian A. Friehs, John Francis Leader
The application of virtual reality to the study of conversation and social interaction is a relatively new field of study. While the affordances of VR in the domain compared to traditional methods are promising, the current state of the field is plagued by a lack of methodological standards and shared understanding of how design features of the immersive experience impact participants. In order to address this, this paper develops a relationship map between design features and experiential outcomes, along with expectations for how those features interact with each other. Based on the results of a narrative review drawing from diverse fields, this relationship map focuses on dyadic conversations with agents. The experiential outcomes chosen include presence & engagement, psychological discomfort, and simulator sickness. The relevant design features contained in the framework include scenario agency, visual fidelity, agent automation, environmental context, and audio features. We conclude by discussing the findings of the review and framework, such as the multimodal nature of social VR being highlighted, and the importance of environmental context, and lastly provide recommendations for future research in social VR.
{"title":"Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations","authors":"Pat Mulvaney, Brendan Rooney, Maximilian A. Friehs, John Francis Leader","doi":"10.1007/s10055-024-00941-0","DOIUrl":"https://doi.org/10.1007/s10055-024-00941-0","url":null,"abstract":"<p>The application of virtual reality to the study of conversation and social interaction is a relatively new field of study. While the affordances of VR in the domain compared to traditional methods are promising, the current state of the field is plagued by a lack of methodological standards and shared understanding of how design features of the immersive experience impact participants. In order to address this, this paper develops a relationship map between design features and experiential outcomes, along with expectations for how those features interact with each other. Based on the results of a narrative review drawing from diverse fields, this relationship map focuses on dyadic conversations with agents. The experiential outcomes chosen include presence & engagement, psychological discomfort, and simulator sickness. The relevant design features contained in the framework include scenario agency, visual fidelity, agent automation, environmental context, and audio features. We conclude by discussing the findings of the review and framework, such as the multimodal nature of social VR being highlighted, and the importance of environmental context, and lastly provide recommendations for future research in social VR.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"76 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139954347","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 : 2024-02-22DOI: 10.1007/s10055-023-00891-z
Roelf Postema, Hidde Hardon, A. Masie Rahimi, Roel Horeman, Felix Nickel, Jenny Dankelman, Alexander L. A. Bloemendaal, Maarten van der Elst, Donald L. van der Peet, Freek Daams, Sem F. Hardon, Tim Horeman
Collision feedback about instrument and environment interaction is often lacking in robotic surgery training devices. The PoLaRS virtual reality simulator is a newly developed desk trainer that overcomes drawbacks of existing robot trainers for advanced laparoscopy. This study aimed to assess the effect of haptic and visual feedback during training on the performance of a robotic surgical task. Robotic surgery-naïve participants were randomized and equally divided into two training groups: Haptic and Visual Feedback (HVF) and No Haptic and Visual Feedback. Participants performed two basic virtual reality training tasks on the PoLaRS system as a pre- and post-test. The measurement parameters Time, Tip-to-tip distance, Path length Left/Right and Collisions Left/Right were used to analyze the learning curves and statistically compare the pre- and post-tests performances. In total, 198 trials performed by 22 participants were included. The visual and haptic feedback did not negatively influence the time to complete the tasks. Although no improvement in skill was observed between pre- and post-tests, the mean rank of the number of collisions of the right grasper (dominant hand) was significantly lower in the HVF feedback group during the second post-test (Mean Rank = 8.73 versus Mean Rank = 14.27, U = 30.00, p = 0.045). Haptic and visual feedback during the training on the PoLaRS system resulted in fewer instrument collisions. These results warrant the introduction of haptic feedback in subjects with no experience in robotic surgery. The PoLaRS system can be utilized to remotely optimize instrument handling before commencing robotic surgery in the operating room.
{"title":"The value of collision feedback in robotic surgical skills training","authors":"Roelf Postema, Hidde Hardon, A. Masie Rahimi, Roel Horeman, Felix Nickel, Jenny Dankelman, Alexander L. A. Bloemendaal, Maarten van der Elst, Donald L. van der Peet, Freek Daams, Sem F. Hardon, Tim Horeman","doi":"10.1007/s10055-023-00891-z","DOIUrl":"https://doi.org/10.1007/s10055-023-00891-z","url":null,"abstract":"<p>Collision feedback about instrument and environment interaction is often lacking in robotic surgery training devices. The PoLaRS virtual reality simulator is a newly developed desk trainer that overcomes drawbacks of existing robot trainers for advanced laparoscopy. This study aimed to assess the effect of haptic and visual feedback during training on the performance of a robotic surgical task. Robotic surgery-naïve participants were randomized and equally divided into two training groups: Haptic and Visual Feedback (HVF) and No Haptic and Visual Feedback. Participants performed two basic virtual reality training tasks on the PoLaRS system as a pre- and post-test. The measurement parameters Time, Tip-to-tip distance, Path length Left/Right and Collisions Left/Right were used to analyze the learning curves and statistically compare the pre- and post-tests performances. In total, 198 trials performed by 22 participants were included. The visual and haptic feedback did not negatively influence the time to complete the tasks. Although no improvement in skill was observed between pre- and post-tests, the mean rank of the number of collisions of the right grasper (dominant hand) was significantly lower in the HVF feedback group during the second post-test (Mean Rank = 8.73 versus Mean Rank = 14.27, <i>U</i> = 30.00, <i>p</i> = 0.045). Haptic and visual feedback during the training on the PoLaRS system resulted in fewer instrument collisions. These results warrant the introduction of haptic feedback in subjects with no experience in robotic surgery. The PoLaRS system can be utilized to remotely optimize instrument handling before commencing robotic surgery in the operating room.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"43 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139954208","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}