Immersive display systems in the form of head-mounted displays or full-size, walkable display systems can provide an intuitive environment for a multitude of applications. Applications include exploration, simulation for training, and experimental studies to learn about people's behavior. Some display systems utilize large-scale and high-resolution configurations, which can be very effective in data exploration and visualization. This paper describes the infrastructure available at Wright State University with its advantages and disadvantages and discusses some of its use cases as well as its setup and administration. Different software frameworks are discussed that are built upon as is or their capabilities extended to provide additional features, such as touch support. Insight is provided into managing and administering a virtual reality laboratory effectively and efficiently by minimizing the effort to keep the infrastructure operational.
{"title":"Center for Cyber-Physical Systems: Immersive Visualization and Simulation Environment","authors":"Thomas Wischgoll","doi":"10.1162/pres_a_00412","DOIUrl":"https://doi.org/10.1162/pres_a_00412","url":null,"abstract":"<p>Immersive display systems in the form of head-mounted displays or full-size, walkable display systems can provide an intuitive environment for a multitude of applications. Applications include exploration, simulation for training, and experimental studies to learn about people's behavior. Some display systems utilize large-scale and high-resolution configurations, which can be very effective in data exploration and visualization. This paper describes the infrastructure available at Wright State University with its advantages and disadvantages and discusses some of its use cases as well as its setup and administration. Different software frameworks are discussed that are built upon as is or their capabilities extended to provide additional features, such as touch support. Insight is provided into managing and administering a virtual reality laboratory effectively and efficiently by minimizing the effort to keep the infrastructure operational.</p>","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"18 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140942469","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jun-Phil Uhm, Hyun-Woo Lee, Sanghoon Kim, Jin-Wook Han
Virtual reality has emerged as a powerful marketing tool by eliciting novel and enjoyable consumer experiences. To help shape the future of sport advertisements and influence consumers' purchasing decisions, this study aims to investigate the effects of sport advertisements implemented with virtual reality. Drawing on embodiment theory and transportation theory, we (1) conceptualized embodied empathy according to virtual reality context and (2) examined a model involving psychological processes of embodied empathy, a sense of presence, and attitudes. The results showed that the effect of embodied empathy on consumers' attitude toward brand is mediated by a sense of presence and the attitude toward the advertisement, in a causal sequence. This study contributes in several ways to our understanding of virtual reality in sport advertisements and suggests important practical implications.
{"title":"First-Person Experience in Virtual Reality Sport Advertisement: Transportation of Embodied Empathy","authors":"Jun-Phil Uhm, Hyun-Woo Lee, Sanghoon Kim, Jin-Wook Han","doi":"10.1162/pres_a_00426","DOIUrl":"https://doi.org/10.1162/pres_a_00426","url":null,"abstract":"\u0000 Virtual reality has emerged as a powerful marketing tool by eliciting novel and enjoyable consumer experiences. To help shape the future of sport advertisements and influence consumers' purchasing decisions, this study aims to investigate the effects of sport advertisements implemented with virtual reality. Drawing on embodiment theory and transportation theory, we (1) conceptualized embodied empathy according to virtual reality context and (2) examined a model involving psychological processes of embodied empathy, a sense of presence, and attitudes. The results showed that the effect of embodied empathy on consumers' attitude toward brand is mediated by a sense of presence and the attitude toward the advertisement, in a causal sequence. This study contributes in several ways to our understanding of virtual reality in sport advertisements and suggests important practical implications.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"51 9","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-05-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141112830","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Each person will have different emotional experience for the same scene or exhibit, which reduces the accuracy of emotional recognition and leads to the complexity of the evaluation of visitors' emotional experience in digital museums. In order to improve the user experience of digital museum, the evaluation and optimization methods of visitors' emotional experience of digital museum based on virtual reality technology and emotion recognition algorithm are studied. The spectrogram is generated according to the voice sent by tourists when they visit the digital museum, which is based on CSWNet_ CRNN emotion recognition depth learning model input, evaluate the tourists' emotional experience results, and draw the tourists' emotional types of digital museums; The visual and auditory features of the digital museum scene with positive emotional experience are extracted respectively. Using virtual reality technology, the extracted features are applied to each link of the digital museum scene content design, optimizing the digital museum virtual reality scene, and improving the digital museum experience. The experiment shows that the tourist emotion recognition accuracy of this method is high, and the emotion recognition accuracy of 300 random tourists can reach 100%. In terms of generating new scenes, the feature extraction results of this scene are consistent with the feature estimation of positive emotions by ordinary people. The use of extracted features to optimize the digital museum scene has better realism and detail accuracy, which can be favored by most people and promote the sustainable development of digital museums.
{"title":"Assessment and Application of Digital Museum Visitors' Emotional Experience Based on Virtual Reality Technology and Emotion Recognition Algorithm","authors":"Jun An","doi":"10.1162/pres_a_00425","DOIUrl":"https://doi.org/10.1162/pres_a_00425","url":null,"abstract":"\u0000 Each person will have different emotional experience for the same scene or exhibit, which reduces the accuracy of emotional recognition and leads to the complexity of the evaluation of visitors' emotional experience in digital museums. In order to improve the user experience of digital museum, the evaluation and optimization methods of visitors' emotional experience of digital museum based on virtual reality technology and emotion recognition algorithm are studied. The spectrogram is generated according to the voice sent by tourists when they visit the digital museum, which is based on CSWNet_ CRNN emotion recognition depth learning model input, evaluate the tourists' emotional experience results, and draw the tourists' emotional types of digital museums; The visual and auditory features of the digital museum scene with positive emotional experience are extracted respectively. Using virtual reality technology, the extracted features are applied to each link of the digital museum scene content design, optimizing the digital museum virtual reality scene, and improving the digital museum experience. The experiment shows that the tourist emotion recognition accuracy of this method is high, and the emotion recognition accuracy of 300 random tourists can reach 100%. In terms of generating new scenes, the feature extraction results of this scene are consistent with the feature estimation of positive emotions by ordinary people. The use of extracted features to optimize the digital museum scene has better realism and detail accuracy, which can be favored by most people and promote the sustainable development of digital museums.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"115 42","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140985758","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Maxime Jollivet, Jérémy Besnard, Frédéric Banville, Philippe Allain
Sociocognitive difficulties are observed in many pathologies associated with brain lesions or atypical brain functioning. The development of virtual reality offers an opportunity to assess this dimension from an interactionist perspective and to increase the ecological validity of the material used. However, this approach can be operationalized and conceptualized in a variety of ways. To understand these aspects, we conducted a systematic review of articles found in the PubMed, PubMed Central and ScienceDirect databases, following PRISMA-P guidelines. A corpus of 48 articles was identified and analyzed in terms of the experimental devices used, to gauge the extent to which they reproduced the characteristics of real-world social interactions, as well as the associated conceptions. Results suggested that interactionist research lies on a continuum between ecological validity (studies exploring interactions via general functions) and a high level of experimental control (exploration of interactions with respect to specific processes). They are discussed in terms of the operationalization and objectification of interactionism.
在许多与脑损伤或非典型性脑功能相关的病症中,都能观察到社会认知困难。虚拟现实技术的发展提供了一个机会,可以从互动主义的角度对这一维度进行评估,并提高所用材料的生态有效性。然而,这种方法可以通过多种方式进行操作和概念化。为了了解这些方面,我们按照 PRISMA-P 准则,对 PubMed、PubMed Central 和 ScienceDirect 数据库中的文章进行了系统性审查。我们确定了 48 篇文章的语料库,并根据所使用的实验手段对其进行了分析,以衡量它们在多大程度上再现了现实世界中社会互动的特征以及相关概念。研究结果表明,交互作用研究介于生态有效性(通过一般功能探索交互作用的研究)和高水平实验控制(针对特定过程探索交互作用)之间。本文从交互作用的操作化和客观化角度对这些研究进行了讨论。
{"title":"Contribution of Virtual Reality to the Reproduction of Social Interaction characteristics in Neuropsychology: A Systematic Review of the Literature","authors":"Maxime Jollivet, Jérémy Besnard, Frédéric Banville, Philippe Allain","doi":"10.1162/pres_a_00424","DOIUrl":"https://doi.org/10.1162/pres_a_00424","url":null,"abstract":"\u0000 Sociocognitive difficulties are observed in many pathologies associated with brain lesions or atypical brain functioning. The development of virtual reality offers an opportunity to assess this dimension from an interactionist perspective and to increase the ecological validity of the material used. However, this approach can be operationalized and conceptualized in a variety of ways. To understand these aspects, we conducted a systematic review of articles found in the PubMed, PubMed Central and ScienceDirect databases, following PRISMA-P guidelines. A corpus of 48 articles was identified and analyzed in terms of the experimental devices used, to gauge the extent to which they reproduced the characteristics of real-world social interactions, as well as the associated conceptions. Results suggested that interactionist research lies on a continuum between ecological validity (studies exploring interactions via general functions) and a high level of experimental control (exploration of interactions with respect to specific processes). They are discussed in terms of the operationalization and objectification of interactionism.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"98 12","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141017655","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Mayor, D. López-fernández, R. Lara-Cabrera, Fernando Ortega
Currently, virtual reality is limited by a physical workspace if the user walks indefinitely inside its virtual world. Therefore, it is necessary to find solutions to this limitation. A possible solution could be to reuse this workspace by overlapping different parts of the virtual space. This can be achieved through the use of imperceptible portals that connect different points in the virtual environment. Thanks to these portals it is possible to create a momentary break in the conventional Euclidean geometry displaying parts of the virtual world that are farther away than usual. Although this kind of effect has been seen in conventional games, its application to virtual environments has some technical implications. One of the most important technical characteristics to be evaluated is the presence, which could be affected by this type of visual effect. For this reason, a validation of the effect has been carried out by quantitatively analyzing the perceptual presence and conducting qualitative interviews with users. The results did not show an overall impact on presence, and users were excited to experience this type of visual effect inside the virtual world. Finally, this article shows everything learned in this development and is discussed from a perceptual design point of view, opening the possibility of new studies associated with this visual effect applied to the virtual world.
{"title":"Virtual Reality Presence in Partially Non-Euclidean Environments","authors":"J. Mayor, D. López-fernández, R. Lara-Cabrera, Fernando Ortega","doi":"10.1162/pres_a_00419","DOIUrl":"https://doi.org/10.1162/pres_a_00419","url":null,"abstract":"\u0000 Currently, virtual reality is limited by a physical workspace if the user walks indefinitely inside its virtual world. Therefore, it is necessary to find solutions to this limitation. A possible solution could be to reuse this workspace by overlapping different parts of the virtual space. This can be achieved through the use of imperceptible portals that connect different points in the virtual environment. Thanks to these portals it is possible to create a momentary break in the conventional Euclidean geometry displaying parts of the virtual world that are farther away than usual. Although this kind of effect has been seen in conventional games, its application to virtual environments has some technical implications. One of the most important technical characteristics to be evaluated is the presence, which could be affected by this type of visual effect. For this reason, a validation of the effect has been carried out by quantitatively analyzing the perceptual presence and conducting qualitative interviews with users. The results did not show an overall impact on presence, and users were excited to experience this type of visual effect inside the virtual world. Finally, this article shows everything learned in this development and is discussed from a perceptual design point of view, opening the possibility of new studies associated with this visual effect applied to the virtual world.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"98 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140371163","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Recent immersive mixed reality (MR) and virtual reality (VR) displays enable users to use their hands to interact with both veridical and virtual environments simultaneously. Therefore, it becomes important to understand the performance of human hand-reaching movement in MR. Studies have shown that different virtual environment visualization modalities can affect point-to-point reaching performance using a stylus, but it is not yet known if these effects translate to direct human-hand interactions in mixed reality. This paper focuses on evaluating human point-to-point motor performance in MR and VR for both finger-pointing and cup-placement tasks. Six performance measures relevant to haptic interface design were measured for both tasks under several different visualization conditions (“MR with indicator”, “MR without indicator”, and “VR”) to determine what factors contribute to hand-reaching performance. A key finding was evidence of a trade-off between reaching motion confidence” measures (indicated by throughput, number of corrective movements, and peak velocity) and “accuracy” measures (indicated by end-point error and initial movement error). Specifically, we observed that participants tended to be more confident in the “MR without Indicator” condition for finger-pointing tasks. These results contribute critical knowledge to inform the design of VR/MR interfaces based on the application's user performance requirements.
{"title":"Evaluation of Point-to-Point Reaching Performance in Mixed Reality and Virtual Reality","authors":"Tyler G. Petrie, Chen Zhao, Michael J. Fu","doi":"10.1162/pres_a_00418","DOIUrl":"https://doi.org/10.1162/pres_a_00418","url":null,"abstract":"\u0000 Recent immersive mixed reality (MR) and virtual reality (VR) displays enable users to use their hands to interact with both veridical and virtual environments simultaneously. Therefore, it becomes important to understand the performance of human hand-reaching movement in MR. Studies have shown that different virtual environment visualization modalities can affect point-to-point reaching performance using a stylus, but it is not yet known if these effects translate to direct human-hand interactions in mixed reality. This paper focuses on evaluating human point-to-point motor performance in MR and VR for both finger-pointing and cup-placement tasks. Six performance measures relevant to haptic interface design were measured for both tasks under several different visualization conditions (“MR with indicator”, “MR without indicator”, and “VR”) to determine what factors contribute to hand-reaching performance. A key finding was evidence of a trade-off between reaching motion confidence” measures (indicated by throughput, number of corrective movements, and peak velocity) and “accuracy” measures (indicated by end-point error and initial movement error). Specifically, we observed that participants tended to be more confident in the “MR without Indicator” condition for finger-pointing tasks. These results contribute critical knowledge to inform the design of VR/MR interfaces based on the application's user performance requirements.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"125 15","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140369931","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
To study engagement and learning we developed an asymmetric collaborative version of an existing VR-experience about environmental sustainability, enabling student teams of three, with only one wearing a headset at any time, to collaborate in three different virtual reality subgames. We compared this collaborative version to a non-collaborative version in a between-subjects experimental study (n = 20), finding that student teams using the collaborative version interacted to a larger extent while performing the subgames. The students in these teams self- reported a higher level of engagement, and observations suggested that interactions extended beyond necessary instructions. We did not find any significant differences when it comes to learning measured by scores on pre- and post-knowledge tests, but quantitative analysis of responses indicates that the VR-experience affected students overall and a qualitative analysis of an open question suggested a particular effect on the collaborative teams. Logged performance data indicated that collaborative teams managed to solve the tasks involved in the subgames at least as efficiently as the teams using the non-collaborative version.
{"title":"Bridging the Headset: Engagement, Collaboration and Learning In and Around Virtual Reality","authors":"Betty Tärning, Agneta Gulz, Jens Nirme","doi":"10.1162/pres_a_00420","DOIUrl":"https://doi.org/10.1162/pres_a_00420","url":null,"abstract":"\u0000 To study engagement and learning we developed an asymmetric collaborative version of an existing VR-experience about environmental sustainability, enabling student teams of three, with only one wearing a headset at any time, to collaborate in three different virtual reality subgames. We compared this collaborative version to a non-collaborative version in a between-subjects experimental study (n = 20), finding that student teams using the collaborative version interacted to a larger extent while performing the subgames. The students in these teams self- reported a higher level of engagement, and observations suggested that interactions extended beyond necessary instructions. We did not find any significant differences when it comes to learning measured by scores on pre- and post-knowledge tests, but quantitative analysis of responses indicates that the VR-experience affected students overall and a qualitative analysis of an open question suggested a particular effect on the collaborative teams. Logged performance data indicated that collaborative teams managed to solve the tasks involved in the subgames at least as efficiently as the teams using the non-collaborative version.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"142 25","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140369201","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Krüger, David Gilbert, T. W. Kuhlen, Tim Gerrits
One core aspect of immersive visualization labs is to develop and provide powerful tools and applications that allow for efficient analysis and exploration of scientific data. As the requirements for such applications are often diverse and complex, the same applies to the development process. This has led to a myriad of different tools, frameworks, and approaches that grew and developed over time. The steady advance of commercial off-the-shelf game engines such as Unreal Engine has made them a valuable option for development in immersive visualization labs. In this work, we share our experience of migrating to Unreal Engine as a primary developing environment for immersive visualization applications. We share our considerations on requirements, present use cases developed in our lab to communicate advantages and challenges experienced, discuss implications on our research and development environments, and aim to provide guidance for others within our community facing similar challenges.
{"title":"Game Engines for Immersive Visualization: Using Unreal Engine Beyond Entertainment","authors":"M. Krüger, David Gilbert, T. W. Kuhlen, Tim Gerrits","doi":"10.1162/pres_a_00416","DOIUrl":"https://doi.org/10.1162/pres_a_00416","url":null,"abstract":"\u0000 One core aspect of immersive visualization labs is to develop and provide powerful tools and applications that allow for efficient analysis and exploration of scientific data. As the requirements for such applications are often diverse and complex, the same applies to the development process. This has led to a myriad of different tools, frameworks, and approaches that grew and developed over time. The steady advance of commercial off-the-shelf game engines such as Unreal Engine has made them a valuable option for development in immersive visualization labs. In this work, we share our experience of migrating to Unreal Engine as a primary developing environment for immersive visualization applications. We share our considerations on requirements, present use cases developed in our lab to communicate advantages and challenges experienced, discuss implications on our research and development environments, and aim to provide guidance for others within our community facing similar challenges.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":" 10","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140211664","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The purpose of this systematic review was to present the current state of the science related to healthcare students' outcomes associated with virtual reality effects on cybersickness and sense of presence. Results of the database searches of MEDLINE/PubMed, Scopus, ISI Web of Science, CINAHL and, Cochrane, 101 articles were identified. Seven articles were isolated for inclusion in this review. The primary search terms were “healthcare students”, “virtual reality”, “cybersickness”, and “sense of presence”. The review is registered with the International Prospective Register of Systematic Reviews (PROSPERO CRD42021223947). The studies were published between 2016 to 2020 and were conducted in Israel, United States, United Kingdom, Singapore, Belgium, and Brazil. The research design was quasi-experimental in six studies and experimental design in one study. Interventions were mostly carried out with nursing, medical and dental students. Three studies used immersive virtual reality simulation with a head-mounted display, while the others used non-immersive three-dimensional visuals. According to the evidence results, students perceived a high sense of presence and a low level of cybersickness in virtual reality simulations. There is limited robust research exploring healthcare students' outcomes related to virtual reality on cybersickness and sense of presence.
本系统性综述的目的是介绍与医学生在虚拟现实对晕机和临场感的影响相关的科学现状。通过对 MEDLINE/PubMed、Scopus、ISI Web of Science、CINAHL 和 Cochrane 等数据库的检索,共发现 101 篇文章。其中七篇文章被单独纳入本综述。主要检索词为 "医学生"、"虚拟现实"、"网络病 "和 "存在感"。本综述已在系统性综述国际前瞻性注册中心注册(PROSPERO CRD42021223947)。这些研究发表于 2016 年至 2020 年,分别在以色列、美国、英国、新加坡、比利时和巴西进行。六项研究采用准实验设计,一项研究采用实验设计。干预措施主要针对护理、医学和牙科专业的学生。三项研究使用了头戴式显示器的沉浸式虚拟现实模拟,其他研究则使用了非沉浸式三维视觉效果。根据证据结果,学生在虚拟现实模拟中的临场感较高,晕机程度较低。关于医学生在虚拟现实中的晕机和临场感的相关结果,目前只有有限的可靠研究。
{"title":"The Effects of Virtual Reality Used in Healthcare Education on The Cybersickness and Sense of Presence: A Systematic Review","authors":"Atiye Erbas, Elif Akyüz, Ş. Ergöl","doi":"10.1162/pres_a_00414","DOIUrl":"https://doi.org/10.1162/pres_a_00414","url":null,"abstract":"\u0000 The purpose of this systematic review was to present the current state of the science related to healthcare students' outcomes associated with virtual reality effects on cybersickness and sense of presence. Results of the database searches of MEDLINE/PubMed, Scopus, ISI Web of Science, CINAHL and, Cochrane, 101 articles were identified. Seven articles were isolated for inclusion in this review. The primary search terms were “healthcare students”, “virtual reality”, “cybersickness”, and “sense of presence”. The review is registered with the International Prospective Register of Systematic Reviews (PROSPERO CRD42021223947). The studies were published between 2016 to 2020 and were conducted in Israel, United States, United Kingdom, Singapore, Belgium, and Brazil. The research design was quasi-experimental in six studies and experimental design in one study. Interventions were mostly carried out with nursing, medical and dental students. Three studies used immersive virtual reality simulation with a head-mounted display, while the others used non-immersive three-dimensional visuals. According to the evidence results, students perceived a high sense of presence and a low level of cybersickness in virtual reality simulations. There is limited robust research exploring healthcare students' outcomes related to virtual reality on cybersickness and sense of presence.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":" 8","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140217806","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Vection refers to illusory self-motion perception mainly induced by the motion of a visual stimulus. This phenomenon concerns presence and immersion in the illusion of self-motion, especially in virtual reality. In the present study, we investigated how the real-life meaning of stimuli contributes to vection by using animations of objects that can move by themselves. In two psychophysical experiments, we first employed animated cars presented with or without wheel rotation as the visual inducer, which had various motion directions and postures; then we added the road scenery, which was either moving (in the same or opposite direction to the cars) or still, as a contextual background in the visual stimulus. The results of Experiment 1 showed that in conditions with forward- and backward-moving cars, vection was stronger than in conditions with upward-moving and inverted cars. The results of Experiment 2 showed that vection was weakest in the still road scenery condition and that the cars' wheel rotation could facilitate vection. This suggests that the more natural the stimulus meanings were, the stronger the vection was. It is a feasible and effective application prospect to enhance the vection experience by changing the naturalness of the stimulus to further increase the sense of presence and immersion. Therefore, the perceived naturalness and the assumed staticity of the visual inducer are two important cognitive factors in visual selfmotion perception and presence in the virtual world.
{"title":"Examination of the Effect of the Real-life Meaning of the Stimulus on Self Motion Illusion","authors":"Moyou Jiang, Xuanru Guo, Takeharu Seno, Gerard B. Remijn, Shinji Nakamura","doi":"10.1162/pres_a_00413","DOIUrl":"https://doi.org/10.1162/pres_a_00413","url":null,"abstract":"\u0000 Vection refers to illusory self-motion perception mainly induced by the motion of a visual stimulus. This phenomenon concerns presence and immersion in the illusion of self-motion, especially in virtual reality. In the present study, we investigated how the real-life meaning of stimuli contributes to vection by using animations of objects that can move by themselves. In two psychophysical experiments, we first employed animated cars presented with or without wheel rotation as the visual inducer, which had various motion directions and postures; then we added the road scenery, which was either moving (in the same or opposite direction to the cars) or still, as a contextual background in the visual stimulus. The results of Experiment 1 showed that in conditions with forward- and backward-moving cars, vection was stronger than in conditions with upward-moving and inverted cars. The results of Experiment 2 showed that vection was weakest in the still road scenery condition and that the cars' wheel rotation could facilitate vection. This suggests that the more natural the stimulus meanings were, the stronger the vection was. It is a feasible and effective application prospect to enhance the vection experience by changing the naturalness of the stimulus to further increase the sense of presence and immersion. Therefore, the perceived naturalness and the assumed staticity of the visual inducer are two important cognitive factors in visual selfmotion perception and presence in the virtual world.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":" 7","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140214701","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}