Pub Date : 2024-01-10DOI: 10.3389/frvir.2023.1308133
Safanah Abbas, Heejin Jeong
While gender differences have been studied in both real and virtual worlds separately, few studies have focused on multitasking in hybrid environments. This study investigated the gender factor in multitasking within a mixed reality environment. Thirty-six participants completed eight experimental conditions to assess their workload, task priority, and hand usage. Two distinct tasks were employed in the experiment: a block-matching task for the physical world, where participants located and matched English letters with their corresponding positions on a wooden board, and the N-back task for the virtual world. Four conditions focused on digital-physical monotasking, while the rest involved mixed-reality multitasking. The results reveal that perceived mental demand is a significant factor. Males prioritized virtual tasks, whereas females prioritized both tasks equally. Understanding the factors influencing gender-based performance differences can enhance the design of practical mixed reality applications, addressing equity and quality concerns. This study suggests that cognitive load plays a vital role in determining how genders perform when juggling multiple tasks, both physical and virtual.
{"title":"Unveiling gender differences: a mixed reality multitasking exploration","authors":"Safanah Abbas, Heejin Jeong","doi":"10.3389/frvir.2023.1308133","DOIUrl":"https://doi.org/10.3389/frvir.2023.1308133","url":null,"abstract":"While gender differences have been studied in both real and virtual worlds separately, few studies have focused on multitasking in hybrid environments. This study investigated the gender factor in multitasking within a mixed reality environment. Thirty-six participants completed eight experimental conditions to assess their workload, task priority, and hand usage. Two distinct tasks were employed in the experiment: a block-matching task for the physical world, where participants located and matched English letters with their corresponding positions on a wooden board, and the N-back task for the virtual world. Four conditions focused on digital-physical monotasking, while the rest involved mixed-reality multitasking. The results reveal that perceived mental demand is a significant factor. Males prioritized virtual tasks, whereas females prioritized both tasks equally. Understanding the factors influencing gender-based performance differences can enhance the design of practical mixed reality applications, addressing equity and quality concerns. This study suggests that cognitive load plays a vital role in determining how genders perform when juggling multiple tasks, both physical and virtual.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"1 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139439649","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 : 2024-01-08DOI: 10.3389/frvir.2023.1265010
Katarina Vagaja, Klaus Linkenkaer-Hansen, Athanasios Vourvopoulos
Motor-imagery brain-computer interfaces (MI-BCIs) have the potential to improve motor function in individuals with neurological disorders. Their effectiveness relies on patients’ ability to generate reliable MI-related electroencephalography (EEG) patterns, which can be influenced by the quality of neurofeedback. Virtual Reality (VR) has emerged as a promising tool for enhancing proprioceptive feedback due to its ability to induce a sense of embodiment (SoE), where individuals perceive a virtual body as their own. Although prior research has highlighted the importance of SoE in enhancing MI skills and BCI performance, to date, no study has successfully isolated nor manipulated the SoE in VR before MI training, creating a gap in our understanding of the precise role of the priming effect of embodiment in MI-BCIs. In this study, we aimed to examine whether the virtual SoE when induced, as priming of avatar embodiment, and assessed before MI training, could enhance MI-induced EEG patterns. To achieve this, we divided 26 healthy participants into two groups: the embodied group, which experienced SoE with an avatar before undergoing VR-based MI training, and the non-embodied group, which underwent the same MI training without a prior embodiment phase, serving as a control. We analyzed subjective measures of embodiment, the event-related desynchronization (ERD) power of the sensorimotor rhythms, lateralization of ERD, and offline classification BCI accuracy. Although the embodiment phase effectively induced SoE in the embodied group, both groups exhibited similar MI-induced ERD patterns and BCI classification accuracy. This suggests that the induction of SoE prior to MI training may not significantly influence the training outcomes. Instead, it appears that the integration of embodied VR feedback during MI training itself is sufficient to induce appropriate ERD, as evidenced by previous research.
运动图像脑机接口(MI-BCI)有望改善神经系统疾病患者的运动功能。其有效性取决于患者生成可靠的与运动图像相关的脑电图(EEG)模式的能力,这可能会受到神经反馈质量的影响。虚拟现实(VR)由于能够诱导本体感(SoE),使人将虚拟身体视为自己的身体,因此已成为增强本体感反馈的一种有前途的工具。尽管之前的研究已经强调了SoE在提高移动智能技能和BCI性能方面的重要性,但迄今为止,还没有任何研究成功地分离或操纵了移动智能训练前VR中的SoE,这使我们对体现在移动智能-BCI中的引物效应的确切作用的理解出现了空白。在本研究中,我们旨在研究虚拟 SoE 作为虚拟化身体现的引子,在 MI 训练前进行评估,是否能增强 MI 诱导的脑电图模式。为此,我们将 26 名健康参与者分为两组:化身组和非化身组,化身组在接受基于 VR 的 MI 训练之前与化身一起体验 SoE;非化身组在接受相同的 MI 训练之前不进行化身阶段,作为对照组。我们分析了体现的主观测量结果、感觉运动节律的事件相关不同步(ERD)功率、ERD 的侧化以及离线分类 BCI 的准确性。虽然体现阶段有效地诱导了体现组的 SoE,但两组均表现出相似的 MI 诱导的 ERD 模式和 BCI 分类准确性。这表明,在多元智能训练之前诱导 SoE 可能不会对训练结果产生重大影响。相反,在多元智能训练过程中融入虚拟现实反馈本身似乎就足以诱导适当的ERD,这一点已为之前的研究所证实。
{"title":"Avatar embodiment prior to motor imagery training in VR does not affect the induced event-related desynchronization: a pilot study","authors":"Katarina Vagaja, Klaus Linkenkaer-Hansen, Athanasios Vourvopoulos","doi":"10.3389/frvir.2023.1265010","DOIUrl":"https://doi.org/10.3389/frvir.2023.1265010","url":null,"abstract":"Motor-imagery brain-computer interfaces (MI-BCIs) have the potential to improve motor function in individuals with neurological disorders. Their effectiveness relies on patients’ ability to generate reliable MI-related electroencephalography (EEG) patterns, which can be influenced by the quality of neurofeedback. Virtual Reality (VR) has emerged as a promising tool for enhancing proprioceptive feedback due to its ability to induce a sense of embodiment (SoE), where individuals perceive a virtual body as their own. Although prior research has highlighted the importance of SoE in enhancing MI skills and BCI performance, to date, no study has successfully isolated nor manipulated the SoE in VR before MI training, creating a gap in our understanding of the precise role of the priming effect of embodiment in MI-BCIs. In this study, we aimed to examine whether the virtual SoE when induced, as priming of avatar embodiment, and assessed before MI training, could enhance MI-induced EEG patterns. To achieve this, we divided 26 healthy participants into two groups: the embodied group, which experienced SoE with an avatar before undergoing VR-based MI training, and the non-embodied group, which underwent the same MI training without a prior embodiment phase, serving as a control. We analyzed subjective measures of embodiment, the event-related desynchronization (ERD) power of the sensorimotor rhythms, lateralization of ERD, and offline classification BCI accuracy. Although the embodiment phase effectively induced SoE in the embodied group, both groups exhibited similar MI-induced ERD patterns and BCI classification accuracy. This suggests that the induction of SoE prior to MI training may not significantly influence the training outcomes. Instead, it appears that the integration of embodied VR feedback during MI training itself is sufficient to induce appropriate ERD, as evidenced by previous research.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"24 11","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139445417","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 : 2024-01-08DOI: 10.3389/frvir.2023.1259816
Mathieu Lutfallah, Marco Ketzel, Andreas M. Kunz
Real walking is the most natural locomotion method for exploring Virtual Environments (VE), enhancing the immersion of Virtual Reality (VR). Redirected Walking (RDW) is employed to enable real walking within limited tracking spaces in large VEs by subtly manipulating the mapping between the virtual and real environments. However, the effectiveness of RDW is greatly influenced by the convex shape and size of the manually defined physical tracking space, subsequently impacting the user’s immersive experience. To improve performance, one strategy is to integrate exploration methods from mobile robotics with RDW. This will expand the usable tracking space, facilitating dynamic environments and rapid exploration. For this, we adapted a Unity framework for an RDW algorithm to facilitate simulations for such an exploration. We conducted a simulation with artificially created non-convex explorable tracking spaces and pre-recorded path elements, simulating two adapted RDW artificial potential field (APF) concepts. Three conceptualized modes were applied: repulsive APF, exploration APF, and exploration APF with a distance threshold. Additionally, one APF was extended with a frontier-based exploration approach that utilized the path between the user’s position and a targeted frontier. The analysis revealed a significant trade-off between exploration and immersion. APF combined with frontier-based the exploration technique showed the fastest exploration speed, but - however - resulted in the lowest distance between resets.
{"title":"Redirected walking for exploration of unknown environments","authors":"Mathieu Lutfallah, Marco Ketzel, Andreas M. Kunz","doi":"10.3389/frvir.2023.1259816","DOIUrl":"https://doi.org/10.3389/frvir.2023.1259816","url":null,"abstract":"Real walking is the most natural locomotion method for exploring Virtual Environments (VE), enhancing the immersion of Virtual Reality (VR). Redirected Walking (RDW) is employed to enable real walking within limited tracking spaces in large VEs by subtly manipulating the mapping between the virtual and real environments. However, the effectiveness of RDW is greatly influenced by the convex shape and size of the manually defined physical tracking space, subsequently impacting the user’s immersive experience. To improve performance, one strategy is to integrate exploration methods from mobile robotics with RDW. This will expand the usable tracking space, facilitating dynamic environments and rapid exploration. For this, we adapted a Unity framework for an RDW algorithm to facilitate simulations for such an exploration. We conducted a simulation with artificially created non-convex explorable tracking spaces and pre-recorded path elements, simulating two adapted RDW artificial potential field (APF) concepts. Three conceptualized modes were applied: repulsive APF, exploration APF, and exploration APF with a distance threshold. Additionally, one APF was extended with a frontier-based exploration approach that utilized the path between the user’s position and a targeted frontier. The analysis revealed a significant trade-off between exploration and immersion. APF combined with frontier-based the exploration technique showed the fastest exploration speed, but - however - resulted in the lowest distance between resets.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"45 19","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139447725","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 : 2023-12-22DOI: 10.3389/frvir.2023.1252551
Mengyu Chen, Marko Peljhan, Misha Sra
Interactive digital stories provide a sense of flexibility and freedom to players by allowing them to make choices at key junctions. These choices advance the narrative and determine, to some degree, how the story evolves for that player. As shown in prior work, the ability to control or participate in the construction of the narrative can give the player a high level of agency that results in a stronger sense of immersion in the narrative experience. To support the design of this type of interactive storytelling, our system, EntangleVR++, borrows the idea of entanglement from quantum computing. Our use of entanglement allows creators and storytellers control over which sequences of story events take place in correlation with each other, initiated by the choices a player makes. In this work, we evaluated how well our idea of entanglement enables creators to easily and quickly design interactive Virtual reality narratives. We asked 16 participants to use our system and based on user interviews, analyses of screen recordings, and questionnaire feedback, we extracted four themes. From these themes and the study overall, we derived four authoring strategies for tool designers interested in the design of future visual interface for interactively creating virtual scenes that include relational objects and multiple outcomes driven by player interactions.
{"title":"EntangleVR++: evaluating the potential of using entanglement in an interactive VR scene creation system","authors":"Mengyu Chen, Marko Peljhan, Misha Sra","doi":"10.3389/frvir.2023.1252551","DOIUrl":"https://doi.org/10.3389/frvir.2023.1252551","url":null,"abstract":"Interactive digital stories provide a sense of flexibility and freedom to players by allowing them to make choices at key junctions. These choices advance the narrative and determine, to some degree, how the story evolves for that player. As shown in prior work, the ability to control or participate in the construction of the narrative can give the player a high level of agency that results in a stronger sense of immersion in the narrative experience. To support the design of this type of interactive storytelling, our system, EntangleVR++, borrows the idea of entanglement from quantum computing. Our use of entanglement allows creators and storytellers control over which sequences of story events take place in correlation with each other, initiated by the choices a player makes. In this work, we evaluated how well our idea of entanglement enables creators to easily and quickly design interactive Virtual reality narratives. We asked 16 participants to use our system and based on user interviews, analyses of screen recordings, and questionnaire feedback, we extracted four themes. From these themes and the study overall, we derived four authoring strategies for tool designers interested in the design of future visual interface for interactively creating virtual scenes that include relational objects and multiple outcomes driven by player interactions.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"59 20","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138945950","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 : 2023-12-21DOI: 10.3389/frvir.2023.1263545
Adriana Bastardas-Albero, Berta Vall, Carles Pérez-Testor, J. Losilla
Purpose: Prevention and rehabilitation of intimate partner violence (IPV) is a very important topic due to its high prevalence, visibility, and potential to generate negative consequences in survivor’s physical and mental health. Previous interventions have used traditional, explicit approaches giving mixed results for both prevention and rehabilitation. However, the number of implicit interventions using technological innovations, specifically virtual reality (VR), is limited in this field. In this review, we aim to find the existing literature on immersive VR targeting prevention or rehabilitation of IPV.Method: The search used several databases: PsycINFO by EBSCOHost, and Medline by PubMed, specifically set to find IPV intervention articles, published after 2010, that included VR in their intervention.Results: 11 studies met all of the eligibility criteria and were included in the review.Conclusion: VR has overall proven useful to tackle the prevention and rehabilitation of intimate partner violence, as it offers the unique possibility of experiencing a variety of situations from a different perspective, in a safe and controlled environment. Therefore, it is a tool which has great potential for transformation, as it allows for experiential and implicit learning.
{"title":"Which effective virtual reality (VR) interventions exist for the prevention and rehabilitation of intimate partner violence (IPV)?","authors":"Adriana Bastardas-Albero, Berta Vall, Carles Pérez-Testor, J. Losilla","doi":"10.3389/frvir.2023.1263545","DOIUrl":"https://doi.org/10.3389/frvir.2023.1263545","url":null,"abstract":"Purpose: Prevention and rehabilitation of intimate partner violence (IPV) is a very important topic due to its high prevalence, visibility, and potential to generate negative consequences in survivor’s physical and mental health. Previous interventions have used traditional, explicit approaches giving mixed results for both prevention and rehabilitation. However, the number of implicit interventions using technological innovations, specifically virtual reality (VR), is limited in this field. In this review, we aim to find the existing literature on immersive VR targeting prevention or rehabilitation of IPV.Method: The search used several databases: PsycINFO by EBSCOHost, and Medline by PubMed, specifically set to find IPV intervention articles, published after 2010, that included VR in their intervention.Results: 11 studies met all of the eligibility criteria and were included in the review.Conclusion: VR has overall proven useful to tackle the prevention and rehabilitation of intimate partner violence, as it offers the unique possibility of experiencing a variety of situations from a different perspective, in a safe and controlled environment. Therefore, it is a tool which has great potential for transformation, as it allows for experiential and implicit learning.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"13 11","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138949183","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 : 2023-12-14DOI: 10.3389/frvir.2023.1286877
Alessio Travaglini, Esther Brand, Pascal Meier, Oliver Christ
Not only since COVID-19, the topic of decentralized working and learning methods is becoming increasingly important for various reasons. New virtual reality technologies enable learning in immersive scenarios, which is good when learning from home is advised. However, not all immersive Virtual Reality (iVR) training incorporates learning systems that support complex, realistic, practical tasks that lead to a product or enable acquiring knowledge and life-enhancing skills like project-based learning. Although there are many iVR applications available that support project management, the specific features of these applications that lead to the intention to use (and therefore life-enhancing skills) have yet to be discovered. In this exploratory mixed-method study, we investigated the question of the importance of perceived usefulness (PU) and job relevance (JR) as predictors of intention to use (ItU) in a selection of immersive iVR application features. We started with market research and aggregated 88 software features in 13 categories of 34 professional iVR applications. After an expert selection and ranking procedure, a survey was developed. After deriving from the TAM 2 model and with a sample n = 103, we computed the relationship of JR, PU, and ItU. Although high values were generally observed, we found that the importance of PU is higher than JR when it comes to ItU. Limitations of the study are discussed, and suggestions for further research are given.
不仅自 COVID-19 以来,由于各种原因,分散式工作和学习方法这一主题正变得越来越重要。新的虚拟现实技术可以让人们在身临其境的场景中学习,这在建议在家学习的情况下是很好的。然而,并不是所有的沉浸式虚拟现实(iVR)培训都包含了支持复杂、现实、实际任务的学习系统,这些任务可以产生产品,也可以获取知识和提高生活技能,如基于项目的学习。虽然目前有许多支持项目管理的 iVR 应用程序,但这些应用程序的具体特点是什么,导致人们产生使用意向(从而提高生活技能),还有待研究。在这项探索性的混合方法研究中,我们调查了感知有用性(PU)和工作相关性(JR)作为使用意向(ItU)预测因素的重要性。我们从市场调研入手,汇总了 34 个专业 iVR 应用程序的 13 个类别中的 88 个软件功能。经过专家筛选和排序程序后,我们制定了一份调查问卷。根据 TAM 2 模型和样本 n = 103,我们计算了 JR、PU 和 ItU 的关系。虽然观察到的数值普遍较高,但我们发现,就 ItU 而言,PU 的重要性高于 JR。我们讨论了研究的局限性,并提出了进一步研究的建议。
{"title":"Job relevance or perceived usefulness? What features of immersive virtual reality software predict intention to use in a future project-based-learning scenario: a mixed method approach","authors":"Alessio Travaglini, Esther Brand, Pascal Meier, Oliver Christ","doi":"10.3389/frvir.2023.1286877","DOIUrl":"https://doi.org/10.3389/frvir.2023.1286877","url":null,"abstract":"Not only since COVID-19, the topic of decentralized working and learning methods is becoming increasingly important for various reasons. New virtual reality technologies enable learning in immersive scenarios, which is good when learning from home is advised. However, not all immersive Virtual Reality (iVR) training incorporates learning systems that support complex, realistic, practical tasks that lead to a product or enable acquiring knowledge and life-enhancing skills like project-based learning. Although there are many iVR applications available that support project management, the specific features of these applications that lead to the intention to use (and therefore life-enhancing skills) have yet to be discovered. In this exploratory mixed-method study, we investigated the question of the importance of perceived usefulness (PU) and job relevance (JR) as predictors of intention to use (ItU) in a selection of immersive iVR application features. We started with market research and aggregated 88 software features in 13 categories of 34 professional iVR applications. After an expert selection and ranking procedure, a survey was developed. After deriving from the TAM 2 model and with a sample n = 103, we computed the relationship of JR, PU, and ItU. Although high values were generally observed, we found that the importance of PU is higher than JR when it comes to ItU. Limitations of the study are discussed, and suggestions for further research are given.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"15 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139003032","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 : 2023-12-06DOI: 10.3389/frvir.2023.1192757
Courtney Hutton Pospick, Evan Suma Rosenberg
Mixed reality offers unique opportunities to situate complex tasks within spatial environments. One such task is the creation and manipulation of intricate, three-dimensional paths, which remains a crucial challenge in many fields, including animation, architecture, and robotics. This paper presents an investigation into the possibilities of spatially situated path creation using new virtual and augmented reality technologies and examines how these technologies can be leveraged to afford more intuitive and natural path creation. We present a formative study (n = 20) evaluating an initial path planning interface situated in the context of augmented reality and human-robot interaction. Based on the findings of this study, we detail the development of two novel techniques for spatially situated path planning and manipulation that afford intuitive, expressive path creation at varying scales. We describe a comprehensive user study (n = 36) investigating the effectiveness, learnability, and efficiency of both techniques when paired with a range of canonical placement strategies. The results of this study confirm the usability of these interaction metaphors and provide further insight into how spatial interaction can be discreetly leveraged to enable interaction at scale. Overall, this work contributes to the development of 3DUIs that expand the possibilities for situating path-driven tasks in spatial environments.
{"title":"Creating and manipulating 3D paths with mixed reality spatial interfaces","authors":"Courtney Hutton Pospick, Evan Suma Rosenberg","doi":"10.3389/frvir.2023.1192757","DOIUrl":"https://doi.org/10.3389/frvir.2023.1192757","url":null,"abstract":"Mixed reality offers unique opportunities to situate complex tasks within spatial environments. One such task is the creation and manipulation of intricate, three-dimensional paths, which remains a crucial challenge in many fields, including animation, architecture, and robotics. This paper presents an investigation into the possibilities of spatially situated path creation using new virtual and augmented reality technologies and examines how these technologies can be leveraged to afford more intuitive and natural path creation. We present a formative study (n = 20) evaluating an initial path planning interface situated in the context of augmented reality and human-robot interaction. Based on the findings of this study, we detail the development of two novel techniques for spatially situated path planning and manipulation that afford intuitive, expressive path creation at varying scales. We describe a comprehensive user study (n = 36) investigating the effectiveness, learnability, and efficiency of both techniques when paired with a range of canonical placement strategies. The results of this study confirm the usability of these interaction metaphors and provide further insight into how spatial interaction can be discreetly leveraged to enable interaction at scale. Overall, this work contributes to the development of 3DUIs that expand the possibilities for situating path-driven tasks in spatial environments.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"48 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138596549","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 : 2023-12-06DOI: 10.3389/frvir.2023.1291078
Judith Josupeit
Background: Virtual Reality (VR) does not only include the use of stereoscopic images, but also possibilities for an interaction with and participation in a computer-generated environment. However, laboratory studies primarily focus on the first part of the definition only. In this context, comparing results from different VR applications with diverging goals becomes difficult. This is especially true in the field of cybersickness research (visually induced motion sickness in VR), as self-report symptom questionnaires are used. The prominent Simulator Sickness Questionnaire (SSQ) is criticized for the lack of specificity, the double factorial loadings, the outdatedness, and the unrepresentative sample. VR-specific revisions like the Virtual Reality Sickness Questionnaire (VRSQ) address these criticisms but lack generalizability.Methods: The current paper uses a Confirmatory Factor Analysis of the VRSQ with data from three different VR environments and a sample size of N = 244. The environments had different setups, visual complexities, and interaction possibilities. These characteristics influenced the factorial structure of the VRSQ as a moderator. Furthermore, to control for VR-unrelated effects Baseline ratings were taken into account.Results: The Confirmatory Factor Analysis indicated a moderate fit for the global model, but a misspecification for two of the three environments. Only the environment similar to the original VRSQ paper converged with the model.Conclusions: In conclusion, a detailed description of the VR environment is required in scientific method reports. Focusing on VR accessibility for physically impaired in addition to healthy subjects, an added Baseline measurement can address the discriminant validity. Until generalizable VR-specific revisions of the SSQ are validated, the paper suggests using the Δ-SSQ in aggregated raw format.
{"title":"Cybersickness as the virtual reality sickness questionnaire (VRSQ) measures it!? –an environment-specific revision of the VRSQ","authors":"Judith Josupeit","doi":"10.3389/frvir.2023.1291078","DOIUrl":"https://doi.org/10.3389/frvir.2023.1291078","url":null,"abstract":"Background: Virtual Reality (VR) does not only include the use of stereoscopic images, but also possibilities for an interaction with and participation in a computer-generated environment. However, laboratory studies primarily focus on the first part of the definition only. In this context, comparing results from different VR applications with diverging goals becomes difficult. This is especially true in the field of cybersickness research (visually induced motion sickness in VR), as self-report symptom questionnaires are used. The prominent Simulator Sickness Questionnaire (SSQ) is criticized for the lack of specificity, the double factorial loadings, the outdatedness, and the unrepresentative sample. VR-specific revisions like the Virtual Reality Sickness Questionnaire (VRSQ) address these criticisms but lack generalizability.Methods: The current paper uses a Confirmatory Factor Analysis of the VRSQ with data from three different VR environments and a sample size of N = 244. The environments had different setups, visual complexities, and interaction possibilities. These characteristics influenced the factorial structure of the VRSQ as a moderator. Furthermore, to control for VR-unrelated effects Baseline ratings were taken into account.Results: The Confirmatory Factor Analysis indicated a moderate fit for the global model, but a misspecification for two of the three environments. Only the environment similar to the original VRSQ paper converged with the model.Conclusions: In conclusion, a detailed description of the VR environment is required in scientific method reports. Focusing on VR accessibility for physically impaired in addition to healthy subjects, an added Baseline measurement can address the discriminant validity. Until generalizable VR-specific revisions of the SSQ are validated, the paper suggests using the Δ-SSQ in aggregated raw format.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"7 8","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138596926","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}
Introduction: Augmented Reality (AR) systems are systems in which users view and interact with virtual objects overlaying the real world. AR systems are used across a variety of disciplines, i.e., games, medicine, and education to name a few. Optical See-Through (OST) AR displays allow users to perceive the real world directly by combining computer-generated imagery overlaying the real world. While perception of depth and visibility of objects is a widely studied field, we wanted to observe how color, luminance, and movement of an object interacted with each other as well as external luminance in OST AR devices. Little research has been done regarding the issues around the effect of virtual objects’ parameters on depth perception, external lighting, and the effect of an object’s mobility on this depth perception.Methods: We aim to perform an analysis of the effects of motion cues, color, and luminance on depth estimation of AR objects overlaying the real world with OST displays. We perform two experiments, differing in environmental lighting conditions (287 lux and 156 lux), and analyze the effects and differences on depth and speed perceptions.Results: We have found that while stationary objects follow previous research with regards to depth perception, motion and both object and environmental luminance play a factor in this perception.Discussion: These results will be significantly useful for developers to account for depth estimation issues that may arise in AR environments. Awareness of the different effects of speed and environmental illuminance on depth perception can be utilized when performing AR or MR applications where precision matters.
{"title":"Impact of motion cues, color, and luminance on depth perception in optical see-through AR displays","authors":"Omeed Ashtiani, Hung-Jui Guo, Balakrishnan Prabhakaran","doi":"10.3389/frvir.2023.1243956","DOIUrl":"https://doi.org/10.3389/frvir.2023.1243956","url":null,"abstract":"Introduction: Augmented Reality (AR) systems are systems in which users view and interact with virtual objects overlaying the real world. AR systems are used across a variety of disciplines, i.e., games, medicine, and education to name a few. Optical See-Through (OST) AR displays allow users to perceive the real world directly by combining computer-generated imagery overlaying the real world. While perception of depth and visibility of objects is a widely studied field, we wanted to observe how color, luminance, and movement of an object interacted with each other as well as external luminance in OST AR devices. Little research has been done regarding the issues around the effect of virtual objects’ parameters on depth perception, external lighting, and the effect of an object’s mobility on this depth perception.Methods: We aim to perform an analysis of the effects of motion cues, color, and luminance on depth estimation of AR objects overlaying the real world with OST displays. We perform two experiments, differing in environmental lighting conditions (287 lux and 156 lux), and analyze the effects and differences on depth and speed perceptions.Results: We have found that while stationary objects follow previous research with regards to depth perception, motion and both object and environmental luminance play a factor in this perception.Discussion: These results will be significantly useful for developers to account for depth estimation issues that may arise in AR environments. Awareness of the different effects of speed and environmental illuminance on depth perception can be utilized when performing AR or MR applications where precision matters.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"47 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138595510","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 : 2023-12-05DOI: 10.3389/frvir.2023.1215820
Leonardo Pavanatto, Shakiba Davari, Carmen Badea, Richard Stoakley, Doug A. Bowman
Virtual monitors can display information through a head-worn display when a physical monitor is unavailable or provides insufficient space. Low resolution and restricted field of view are common issues of these displays. Such issues reduce readability and peripheral vision, leading to increased head movement when we increase the display size. This work evaluates the performance and user experience of a virtual monitor setup that combines software designed to minimize graphical transformations and a high-resolution virtual reality head-worn display. Participants performed productivity work across three approaches: Workstation, which is often used at office locations and consists of three side-by-side physical monitors; Laptop, which is often used in mobile locations and consists of a single physical monitor expanded with multiple desktops; and Virtual, our prototype with three side-by-side virtual monitors. Results show that participants deemed Virtual faster, easier to use, and more intuitive than Laptop, evidencing the advantages of head and eye glances over full content switches. They also confirm the existence of a gap between Workstation and Virtual, as Workstation achieved the highest user experience. We conclude with design guidelines obtained from the lessons learned in this study.
{"title":"Virtual monitors vs. physical monitors: an empirical comparison for productivity work","authors":"Leonardo Pavanatto, Shakiba Davari, Carmen Badea, Richard Stoakley, Doug A. Bowman","doi":"10.3389/frvir.2023.1215820","DOIUrl":"https://doi.org/10.3389/frvir.2023.1215820","url":null,"abstract":"Virtual monitors can display information through a head-worn display when a physical monitor is unavailable or provides insufficient space. Low resolution and restricted field of view are common issues of these displays. Such issues reduce readability and peripheral vision, leading to increased head movement when we increase the display size. This work evaluates the performance and user experience of a virtual monitor setup that combines software designed to minimize graphical transformations and a high-resolution virtual reality head-worn display. Participants performed productivity work across three approaches: Workstation, which is often used at office locations and consists of three side-by-side physical monitors; Laptop, which is often used in mobile locations and consists of a single physical monitor expanded with multiple desktops; and Virtual, our prototype with three side-by-side virtual monitors. Results show that participants deemed Virtual faster, easier to use, and more intuitive than Laptop, evidencing the advantages of head and eye glances over full content switches. They also confirm the existence of a gap between Workstation and Virtual, as Workstation achieved the highest user experience. We conclude with design guidelines obtained from the lessons learned in this study.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"125 14","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138599339","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}