Pub Date : 2024-03-26DOI: 10.3389/frvir.2024.1337959
Raphael Palombo, Sebastian Weber, Marc Wyszynski, Björn Niehaves
Introduction: Using our own hands allows humans to interact with the real world, as we learn from an early age. Virtual reality (VR) gloves allow a similar interaction in VR by transferring hand movements through natural mapping. Research outside the VR domain has already shown that this process creates a high level of presence and perceived naturalness. Research in the VR context, on the other hand, is still in an early stage and lacks explorative qualitative research following a human-centered approach and including the direct perceptions of users on mapped controls in system design. Against that background, this research investigates natural mapping in the VR context qualitatively. The study examines how participants experience VR input devices with different degrees of natural mapping (VR gloves, a Valve index controller, and an HTC Vive controller) on perceived naturalness, spatial presence, embodiment, and cognitive absorption.Methods: A focus group (N = 20 aged 22–36) did the VR experience with the devices and was asked about their experience in semi-structured interviews. Questions focused on perceived naturalness, spatial presence, cognitive absorption, and embodiment with the three devices. Data were analyzed using qualitative content analysis.Results: Feedback on spatial presence was widely positive for the VR glove due to the highly natural perceived movement capabilities. Mapping with the partly mapped index controller was also seen as natural and immersing if the movement matched the operated actions in the system. Participants mainly perceived the highest degree of cognitive absorption and embodiment while doing the task with the VR glove.Discussion: The findings indicate that the natural mapping capabilities of VR input devices strongly influence spatial presence. The VR glove stands out while being able to induce a feeling of embodiment in most cases. Furthermore, participants reported a connection between natural mapping and perceived cognitive absorption in the task.
{"title":"Glove versus controller: the effect of VR gloves and controllers on presence, embodiment, and cognitive absorption","authors":"Raphael Palombo, Sebastian Weber, Marc Wyszynski, Björn Niehaves","doi":"10.3389/frvir.2024.1337959","DOIUrl":"https://doi.org/10.3389/frvir.2024.1337959","url":null,"abstract":"Introduction: Using our own hands allows humans to interact with the real world, as we learn from an early age. Virtual reality (VR) gloves allow a similar interaction in VR by transferring hand movements through natural mapping. Research outside the VR domain has already shown that this process creates a high level of presence and perceived naturalness. Research in the VR context, on the other hand, is still in an early stage and lacks explorative qualitative research following a human-centered approach and including the direct perceptions of users on mapped controls in system design. Against that background, this research investigates natural mapping in the VR context qualitatively. The study examines how participants experience VR input devices with different degrees of natural mapping (VR gloves, a Valve index controller, and an HTC Vive controller) on perceived naturalness, spatial presence, embodiment, and cognitive absorption.Methods: A focus group (N = 20 aged 22–36) did the VR experience with the devices and was asked about their experience in semi-structured interviews. Questions focused on perceived naturalness, spatial presence, cognitive absorption, and embodiment with the three devices. Data were analyzed using qualitative content analysis.Results: Feedback on spatial presence was widely positive for the VR glove due to the highly natural perceived movement capabilities. Mapping with the partly mapped index controller was also seen as natural and immersing if the movement matched the operated actions in the system. Participants mainly perceived the highest degree of cognitive absorption and embodiment while doing the task with the VR glove.Discussion: The findings indicate that the natural mapping capabilities of VR input devices strongly influence spatial presence. The VR glove stands out while being able to induce a feeling of embodiment in most cases. Furthermore, participants reported a connection between natural mapping and perceived cognitive absorption in the task.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"103 39","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140379508","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}
Pub Date : 2024-03-25DOI: 10.3389/frvir.2024.1251564
Christopher You, Tabitha Peck, J. Stuart, Alexandre Gomes de Siqueira, Benjamin Lok
The immersion of virtual reality (VR) can impact user perceptions in numerous forms, even racial bias and embodied experiences. These effects are often limited to head-mounted displays (HMDs) and other immersive technologies that may not be inclusive to the general population. This paper investigates racial bias and embodiment on a less immersive but more accessible medium: desktop VR. A population of participants (n = 158) participated in a desktop simulation where they embodied a virtual avatar and interacted with virtual humans to determine if desktop embodiment is induced and if there is a resulting effect on racial bias. Our results indicate that desktop embodiment can be induced at low levels, as measured by an embodiment questionnaire. Furthermore, one’s implicit bias may actually influence embodiment, and the experience and perceptions of a desktop VR simulation can be improved through embodied avatars. We discuss these findings and their implications in the context of stereotype activation and existing literature in embodiment.
{"title":"What my bias meant for my embodiment: an investigation on virtual embodiment in desktop-based virtual reality","authors":"Christopher You, Tabitha Peck, J. Stuart, Alexandre Gomes de Siqueira, Benjamin Lok","doi":"10.3389/frvir.2024.1251564","DOIUrl":"https://doi.org/10.3389/frvir.2024.1251564","url":null,"abstract":"The immersion of virtual reality (VR) can impact user perceptions in numerous forms, even racial bias and embodied experiences. These effects are often limited to head-mounted displays (HMDs) and other immersive technologies that may not be inclusive to the general population. This paper investigates racial bias and embodiment on a less immersive but more accessible medium: desktop VR. A population of participants (n = 158) participated in a desktop simulation where they embodied a virtual avatar and interacted with virtual humans to determine if desktop embodiment is induced and if there is a resulting effect on racial bias. Our results indicate that desktop embodiment can be induced at low levels, as measured by an embodiment questionnaire. Furthermore, one’s implicit bias may actually influence embodiment, and the experience and perceptions of a desktop VR simulation can be improved through embodied avatars. We discuss these findings and their implications in the context of stereotype activation and existing literature in embodiment.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":" 10","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140382196","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}
Pub Date : 2024-02-29DOI: 10.3389/frvir.2023.1334795
A. Bönsch, Jonathan Ehret, Daniel Rupp, Torsten W. Kuhlen
Effective navigation and interaction within immersive virtual environments (IVEs) rely on thorough scene exploration. Therefore, wayfinding is essential, assisting users in comprehending their surroundings, planning routes, and making informed decisions. Based on real-life observations, wayfinding is, thereby, not only a cognitive process but also a social activity profoundly influenced by the presence and behaviors of others. In virtual environments, these “others” are virtual agents (VAs), defined as anthropomorphic computer-controlled characters, who enliven the environment and can serve as background characters or direct interaction partners. However, less research has been conducted to explore how to efficiently use VAs as social wayfinding support. In this paper, we aim to assess and contrast user experience, user comfort, and acquisition of scene knowledge through a between-subjects study involving n = 60 participants across three distinct wayfinding conditions in one slightly populated urban environment: (i) unsupported wayfinding, (ii) strong social wayfinding using a virtual supporter who incorporates guiding and accompanying elements while directly impacting the participants’ wayfinding decisions, and (iii) weak social wayfinding using flows of VAs that subtly influence the participants’ wayfinding decisions by their locomotion behavior. Our work is the first to compare the impact of VAs’ behavior in virtual reality on users’ scene exploration, including spatial awareness, scene comprehension, and comfort. The results show the general utility of social wayfinding support, while underscoring the superiority of the strong type. Nevertheless, further exploration of weak social wayfinding as a promising technique is needed. Thus, our work contributes to the enhancement of VAs as advanced user interfaces, increasing user acceptance and usability.
{"title":"Wayfinding in immersive virtual environments as social activity supported by virtual agents","authors":"A. Bönsch, Jonathan Ehret, Daniel Rupp, Torsten W. Kuhlen","doi":"10.3389/frvir.2023.1334795","DOIUrl":"https://doi.org/10.3389/frvir.2023.1334795","url":null,"abstract":"Effective navigation and interaction within immersive virtual environments (IVEs) rely on thorough scene exploration. Therefore, wayfinding is essential, assisting users in comprehending their surroundings, planning routes, and making informed decisions. Based on real-life observations, wayfinding is, thereby, not only a cognitive process but also a social activity profoundly influenced by the presence and behaviors of others. In virtual environments, these “others” are virtual agents (VAs), defined as anthropomorphic computer-controlled characters, who enliven the environment and can serve as background characters or direct interaction partners. However, less research has been conducted to explore how to efficiently use VAs as social wayfinding support. In this paper, we aim to assess and contrast user experience, user comfort, and acquisition of scene knowledge through a between-subjects study involving n = 60 participants across three distinct wayfinding conditions in one slightly populated urban environment: (i) unsupported wayfinding, (ii) strong social wayfinding using a virtual supporter who incorporates guiding and accompanying elements while directly impacting the participants’ wayfinding decisions, and (iii) weak social wayfinding using flows of VAs that subtly influence the participants’ wayfinding decisions by their locomotion behavior. Our work is the first to compare the impact of VAs’ behavior in virtual reality on users’ scene exploration, including spatial awareness, scene comprehension, and comfort. The results show the general utility of social wayfinding support, while underscoring the superiority of the strong type. Nevertheless, further exploration of weak social wayfinding as a promising technique is needed. Thus, our work contributes to the enhancement of VAs as advanced user interfaces, increasing user acceptance and usability.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"1992 7","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140417022","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}
Pub Date : 2024-02-13DOI: 10.3389/frvir.2023.1336581
John Desnoyers-Stewart, Margherita Bergamo Meneghini, Ekaterina R. Stepanova, B. Riecke
Despite being an embodied medium, virtual reality (VR) prioritizes vision and sound over the other senses. While touch has been demonstrated to foster a sense of presence and embodiment, most haptic research in VR focuses on uncanny vibration motors or limited experiences of touch with simple props. Meanwhile, immersive performances such as Eve 3.0 incorporate performer-facilitated touch in novel ways to evoke a complete and social experience of human touch in VR. In response, we conducted a mixed-methods study to investigate the experience of performer-facilitated touch in a 360° video segment from the immersive performance Eve 3.0. Using a 3 × 2 factorial design, we compared touch from a diary prop and performer in festival and laboratory settings. We found that performer-facilitated touch increased realistic behaviours and questionnaire measures of social presence, embodiment, and tactile realism. The setting also had a significant effect with festival participants demonstrating significantly more behaviours indicating presence, particularly in the no-touch condition. Participant descriptions reveal that in addition to touch, a rich narrative and vivid visuals of social interaction were just as important in immersing participants in the experience and making them feel present. We find that participant experiences are a co-creation situated at the intersection of artefact and context that require a willing suspension of disbelief. The authentic setting and performance artefact afforded a deep understanding of the rich and complex experience of human touch in immersive performance.
{"title":"Real human touch: performer-facilitated touch enhances presence and embodiment in immersive performance","authors":"John Desnoyers-Stewart, Margherita Bergamo Meneghini, Ekaterina R. Stepanova, B. Riecke","doi":"10.3389/frvir.2023.1336581","DOIUrl":"https://doi.org/10.3389/frvir.2023.1336581","url":null,"abstract":"Despite being an embodied medium, virtual reality (VR) prioritizes vision and sound over the other senses. While touch has been demonstrated to foster a sense of presence and embodiment, most haptic research in VR focuses on uncanny vibration motors or limited experiences of touch with simple props. Meanwhile, immersive performances such as Eve 3.0 incorporate performer-facilitated touch in novel ways to evoke a complete and social experience of human touch in VR. In response, we conducted a mixed-methods study to investigate the experience of performer-facilitated touch in a 360° video segment from the immersive performance Eve 3.0. Using a 3 × 2 factorial design, we compared touch from a diary prop and performer in festival and laboratory settings. We found that performer-facilitated touch increased realistic behaviours and questionnaire measures of social presence, embodiment, and tactile realism. The setting also had a significant effect with festival participants demonstrating significantly more behaviours indicating presence, particularly in the no-touch condition. Participant descriptions reveal that in addition to touch, a rich narrative and vivid visuals of social interaction were just as important in immersing participants in the experience and making them feel present. We find that participant experiences are a co-creation situated at the intersection of artefact and context that require a willing suspension of disbelief. The authentic setting and performance artefact afforded a deep understanding of the rich and complex experience of human touch in immersive performance.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"33 8","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139840342","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}
Pub Date : 2024-02-13DOI: 10.3389/frvir.2023.1336581
John Desnoyers-Stewart, Margherita Bergamo Meneghini, Ekaterina R. Stepanova, B. Riecke
Despite being an embodied medium, virtual reality (VR) prioritizes vision and sound over the other senses. While touch has been demonstrated to foster a sense of presence and embodiment, most haptic research in VR focuses on uncanny vibration motors or limited experiences of touch with simple props. Meanwhile, immersive performances such as Eve 3.0 incorporate performer-facilitated touch in novel ways to evoke a complete and social experience of human touch in VR. In response, we conducted a mixed-methods study to investigate the experience of performer-facilitated touch in a 360° video segment from the immersive performance Eve 3.0. Using a 3 × 2 factorial design, we compared touch from a diary prop and performer in festival and laboratory settings. We found that performer-facilitated touch increased realistic behaviours and questionnaire measures of social presence, embodiment, and tactile realism. The setting also had a significant effect with festival participants demonstrating significantly more behaviours indicating presence, particularly in the no-touch condition. Participant descriptions reveal that in addition to touch, a rich narrative and vivid visuals of social interaction were just as important in immersing participants in the experience and making them feel present. We find that participant experiences are a co-creation situated at the intersection of artefact and context that require a willing suspension of disbelief. The authentic setting and performance artefact afforded a deep understanding of the rich and complex experience of human touch in immersive performance.
{"title":"Real human touch: performer-facilitated touch enhances presence and embodiment in immersive performance","authors":"John Desnoyers-Stewart, Margherita Bergamo Meneghini, Ekaterina R. Stepanova, B. Riecke","doi":"10.3389/frvir.2023.1336581","DOIUrl":"https://doi.org/10.3389/frvir.2023.1336581","url":null,"abstract":"Despite being an embodied medium, virtual reality (VR) prioritizes vision and sound over the other senses. While touch has been demonstrated to foster a sense of presence and embodiment, most haptic research in VR focuses on uncanny vibration motors or limited experiences of touch with simple props. Meanwhile, immersive performances such as Eve 3.0 incorporate performer-facilitated touch in novel ways to evoke a complete and social experience of human touch in VR. In response, we conducted a mixed-methods study to investigate the experience of performer-facilitated touch in a 360° video segment from the immersive performance Eve 3.0. Using a 3 × 2 factorial design, we compared touch from a diary prop and performer in festival and laboratory settings. We found that performer-facilitated touch increased realistic behaviours and questionnaire measures of social presence, embodiment, and tactile realism. The setting also had a significant effect with festival participants demonstrating significantly more behaviours indicating presence, particularly in the no-touch condition. Participant descriptions reveal that in addition to touch, a rich narrative and vivid visuals of social interaction were just as important in immersing participants in the experience and making them feel present. We find that participant experiences are a co-creation situated at the intersection of artefact and context that require a willing suspension of disbelief. The authentic setting and performance artefact afforded a deep understanding of the rich and complex experience of human touch in immersive performance.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"141 19","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139780456","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}
Pub Date : 2024-02-12DOI: 10.3389/frvir.2024.1301322
S. Siehl, Kornelius Kammler-Sücker, Stella Guldner, Yannick Janvier, Rabia Zohair, Frauke Nees
Introduction: This study explores the graduated perception of apparent social traits in virtual characters by experimental manipulation of perceived affiliation with the aim to validate an existing predictive model in animated whole-body avatars.Methods: We created a set of 210 animated virtual characters, for which facial features were generated according to a predictive statistical model originally developed for 2D faces. In a first online study, participants (N = 34) rated mute video clips of the characters on the dimensions of trustworthiness, valence, and arousal. In a second study (N = 49), vocal expressions were added to the avatars, with voice recordings manipulated on the dimension of trustworthiness by their speakers.Results: In study one, as predicted, we found a significant positive linear (p < 0.001) as well as quadratic (p < 0.001) trend in trustworthiness ratings. We found a significant negative correlation between mean trustworthiness and arousal (τ = −.37, p < 0.001), and a positive correlation with valence (τ = 0.88, p < 0.001). In study two, wefound a significant linear (p < 0.001), quadratic (p < 0.001), cubic (p < 0.001), quartic (p < 0.001) and quintic (p = 0.001) trend in trustworthiness ratings. Similarly, to study one, we found a significant negative correlation between mean trustworthiness and arousal (τ = −0.42, p < 0.001) and a positive correlation with valence (τ = 0.76, p < 0.001).Discussion: We successfully showed that a multisensory graduation of apparent social traits, originally developed for 2D stimuli, can be applied to virtually animated characters, to create a battery of animated virtual humanoid male characters. These virtual avatars have a higher ecological validity in comparison to their 2D counterparts and allow for a targeted experimental manipulation of perceived trustworthiness. The stimuli could be used for social cognition research in neurotypical and psychiatric populations.
{"title":"To trust or not to trust? Face and voice modulation of virtual avatars","authors":"S. Siehl, Kornelius Kammler-Sücker, Stella Guldner, Yannick Janvier, Rabia Zohair, Frauke Nees","doi":"10.3389/frvir.2024.1301322","DOIUrl":"https://doi.org/10.3389/frvir.2024.1301322","url":null,"abstract":"Introduction: This study explores the graduated perception of apparent social traits in virtual characters by experimental manipulation of perceived affiliation with the aim to validate an existing predictive model in animated whole-body avatars.Methods: We created a set of 210 animated virtual characters, for which facial features were generated according to a predictive statistical model originally developed for 2D faces. In a first online study, participants (N = 34) rated mute video clips of the characters on the dimensions of trustworthiness, valence, and arousal. In a second study (N = 49), vocal expressions were added to the avatars, with voice recordings manipulated on the dimension of trustworthiness by their speakers.Results: In study one, as predicted, we found a significant positive linear (p < 0.001) as well as quadratic (p < 0.001) trend in trustworthiness ratings. We found a significant negative correlation between mean trustworthiness and arousal (τ = −.37, p < 0.001), and a positive correlation with valence (τ = 0.88, p < 0.001). In study two, wefound a significant linear (p < 0.001), quadratic (p < 0.001), cubic (p < 0.001), quartic (p < 0.001) and quintic (p = 0.001) trend in trustworthiness ratings. Similarly, to study one, we found a significant negative correlation between mean trustworthiness and arousal (τ = −0.42, p < 0.001) and a positive correlation with valence (τ = 0.76, p < 0.001).Discussion: We successfully showed that a multisensory graduation of apparent social traits, originally developed for 2D stimuli, can be applied to virtually animated characters, to create a battery of animated virtual humanoid male characters. These virtual avatars have a higher ecological validity in comparison to their 2D counterparts and allow for a targeted experimental manipulation of perceived trustworthiness. The stimuli could be used for social cognition research in neurotypical and psychiatric populations.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"67 16","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139783729","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}
Pub Date : 2024-02-12DOI: 10.3389/frvir.2024.1305758
Jingyi Zhang, Joshua Juvrud
Introduction: This study examines the complex relationship between gender, virtual reality, and social interaction.Methods: Utilizing unobtrusive observations and interviews within the VRChat platform, this research explored avatar choices, interactions, and full-body tracking (FBT) technology utilization as they related to users’ expressions and perceptions of gender in virtual reality (VR).Results: The findings revealed that cultural background plays a significant role in shaping gender expression and perception. Results demonstrated the fluidity of gender expression in virtual environments, highlighting how users can challenge and subvert traditional gender norms, and the potential of virtual reality as a tool for experiential learning, fostering cross-cultural understanding, and promoting inclusive and diverse gender expressions.Discussion: This study contributes to the emerging body of literature on virtual reality and gender, providing insights that can inform future research and technology development.
{"title":"Gender expression and gender identity in virtual reality: avatars, role-adoption, and social interaction in VRChat","authors":"Jingyi Zhang, Joshua Juvrud","doi":"10.3389/frvir.2024.1305758","DOIUrl":"https://doi.org/10.3389/frvir.2024.1305758","url":null,"abstract":"Introduction: This study examines the complex relationship between gender, virtual reality, and social interaction.Methods: Utilizing unobtrusive observations and interviews within the VRChat platform, this research explored avatar choices, interactions, and full-body tracking (FBT) technology utilization as they related to users’ expressions and perceptions of gender in virtual reality (VR).Results: The findings revealed that cultural background plays a significant role in shaping gender expression and perception. Results demonstrated the fluidity of gender expression in virtual environments, highlighting how users can challenge and subvert traditional gender norms, and the potential of virtual reality as a tool for experiential learning, fostering cross-cultural understanding, and promoting inclusive and diverse gender expressions.Discussion: This study contributes to the emerging body of literature on virtual reality and gender, providing insights that can inform future research and technology development.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"63 18","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139783810","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}
Pub Date : 2024-02-12DOI: 10.3389/frvir.2024.1301322
S. Siehl, Kornelius Kammler-Sücker, Stella Guldner, Yannick Janvier, Rabia Zohair, Frauke Nees
Introduction: This study explores the graduated perception of apparent social traits in virtual characters by experimental manipulation of perceived affiliation with the aim to validate an existing predictive model in animated whole-body avatars.Methods: We created a set of 210 animated virtual characters, for which facial features were generated according to a predictive statistical model originally developed for 2D faces. In a first online study, participants (N = 34) rated mute video clips of the characters on the dimensions of trustworthiness, valence, and arousal. In a second study (N = 49), vocal expressions were added to the avatars, with voice recordings manipulated on the dimension of trustworthiness by their speakers.Results: In study one, as predicted, we found a significant positive linear (p < 0.001) as well as quadratic (p < 0.001) trend in trustworthiness ratings. We found a significant negative correlation between mean trustworthiness and arousal (τ = −.37, p < 0.001), and a positive correlation with valence (τ = 0.88, p < 0.001). In study two, wefound a significant linear (p < 0.001), quadratic (p < 0.001), cubic (p < 0.001), quartic (p < 0.001) and quintic (p = 0.001) trend in trustworthiness ratings. Similarly, to study one, we found a significant negative correlation between mean trustworthiness and arousal (τ = −0.42, p < 0.001) and a positive correlation with valence (τ = 0.76, p < 0.001).Discussion: We successfully showed that a multisensory graduation of apparent social traits, originally developed for 2D stimuli, can be applied to virtually animated characters, to create a battery of animated virtual humanoid male characters. These virtual avatars have a higher ecological validity in comparison to their 2D counterparts and allow for a targeted experimental manipulation of perceived trustworthiness. The stimuli could be used for social cognition research in neurotypical and psychiatric populations.
{"title":"To trust or not to trust? Face and voice modulation of virtual avatars","authors":"S. Siehl, Kornelius Kammler-Sücker, Stella Guldner, Yannick Janvier, Rabia Zohair, Frauke Nees","doi":"10.3389/frvir.2024.1301322","DOIUrl":"https://doi.org/10.3389/frvir.2024.1301322","url":null,"abstract":"Introduction: This study explores the graduated perception of apparent social traits in virtual characters by experimental manipulation of perceived affiliation with the aim to validate an existing predictive model in animated whole-body avatars.Methods: We created a set of 210 animated virtual characters, for which facial features were generated according to a predictive statistical model originally developed for 2D faces. In a first online study, participants (N = 34) rated mute video clips of the characters on the dimensions of trustworthiness, valence, and arousal. In a second study (N = 49), vocal expressions were added to the avatars, with voice recordings manipulated on the dimension of trustworthiness by their speakers.Results: In study one, as predicted, we found a significant positive linear (p < 0.001) as well as quadratic (p < 0.001) trend in trustworthiness ratings. We found a significant negative correlation between mean trustworthiness and arousal (τ = −.37, p < 0.001), and a positive correlation with valence (τ = 0.88, p < 0.001). In study two, wefound a significant linear (p < 0.001), quadratic (p < 0.001), cubic (p < 0.001), quartic (p < 0.001) and quintic (p = 0.001) trend in trustworthiness ratings. Similarly, to study one, we found a significant negative correlation between mean trustworthiness and arousal (τ = −0.42, p < 0.001) and a positive correlation with valence (τ = 0.76, p < 0.001).Discussion: We successfully showed that a multisensory graduation of apparent social traits, originally developed for 2D stimuli, can be applied to virtually animated characters, to create a battery of animated virtual humanoid male characters. These virtual avatars have a higher ecological validity in comparison to their 2D counterparts and allow for a targeted experimental manipulation of perceived trustworthiness. The stimuli could be used for social cognition research in neurotypical and psychiatric populations.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"158 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139843576","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}
Pub Date : 2024-02-12DOI: 10.3389/frvir.2024.1305758
Jingyi Zhang, Joshua Juvrud
Introduction: This study examines the complex relationship between gender, virtual reality, and social interaction.Methods: Utilizing unobtrusive observations and interviews within the VRChat platform, this research explored avatar choices, interactions, and full-body tracking (FBT) technology utilization as they related to users’ expressions and perceptions of gender in virtual reality (VR).Results: The findings revealed that cultural background plays a significant role in shaping gender expression and perception. Results demonstrated the fluidity of gender expression in virtual environments, highlighting how users can challenge and subvert traditional gender norms, and the potential of virtual reality as a tool for experiential learning, fostering cross-cultural understanding, and promoting inclusive and diverse gender expressions.Discussion: This study contributes to the emerging body of literature on virtual reality and gender, providing insights that can inform future research and technology development.
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Pub Date : 2024-02-09DOI: 10.3389/frvir.2024.1288824
Isabel Schorr, D. A. Plecher, Christian Eichhorn, Gudrun Klinker
Augmented Reality (AR) is an advancing technology that has drawn the attention of educational material designers across various academic fields. However, few studies document the successes and setbacks of AR research in the language education sector. This review delves into educational research that employs AR for language training, examining the existing literature on this topic for development trends, benefits, challenges, and success patterns to derive design principles from them. In doing so, the paper covers 40 studies published between 2016 and 2023. The findings suggest that AR is mainly used for vocabulary acquisition with a clear trend toward applying marker-based technology and mobile devices. The design principles derived indicate that the potential of AR lies primarily in contextual learning, and that the technology alone may not satisfy students’ needs in all aspects of language learning but should be used in combination with traditional teaching methods.
增强现实(Augmented Reality,AR)是一项不断发展的技术,已引起各学术领域教材设计者的关注。然而,很少有研究记录 AR 研究在语言教育领域的成功与挫折。本综述深入探讨了将 AR 应用于语言培训的教育研究,研究了有关这一主题的现有文献,以了解其发展趋势、优势、挑战和成功模式,并从中总结出设计原则。在此过程中,论文涵盖了 2016 年至 2023 年间发表的 40 项研究。研究结果表明,AR 主要用于词汇学习,应用基于标记的技术和移动设备的趋势明显。所得出的设计原则表明,AR 的潜力主要在于情境学习,而且该技术本身可能无法满足学生在语言学习各个方面的需求,而应与传统教学方法结合使用。
{"title":"Foreign language learning using augmented reality environments: a systematic review","authors":"Isabel Schorr, D. A. Plecher, Christian Eichhorn, Gudrun Klinker","doi":"10.3389/frvir.2024.1288824","DOIUrl":"https://doi.org/10.3389/frvir.2024.1288824","url":null,"abstract":"Augmented Reality (AR) is an advancing technology that has drawn the attention of educational material designers across various academic fields. However, few studies document the successes and setbacks of AR research in the language education sector. This review delves into educational research that employs AR for language training, examining the existing literature on this topic for development trends, benefits, challenges, and success patterns to derive design principles from them. In doing so, the paper covers 40 studies published between 2016 and 2023. The findings suggest that AR is mainly used for vocabulary acquisition with a clear trend toward applying marker-based technology and mobile devices. The design principles derived indicate that the potential of AR lies primarily in contextual learning, and that the technology alone may not satisfy students’ needs in all aspects of language learning but should be used in combination with traditional teaching methods.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":" 25","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139789252","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}