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I sense that there is someone else: an exploratory study on the influence of the media richness of Augmented Reality-based assistance systems on team experience and performance 我感觉还有其他人:关于基于增强现实的辅助系统的媒体丰富性对团队体验和表现的影响的探索性研究
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-15 DOI: 10.3389/frvir.2023.1163337
Lisa Thomaschewski, Nico Feld, Benjamin Weyers, Annette Kluge
Based on the results of two laboratory studies, we show how the implementation of minimalistic social and task-relevant cues in Augmented Reality-based assistance systems for spatially dispersed teams impact team experience while not affecting team performance. In study 1 ( N = 224) we investigated the Ambient Awareness Tool, which supports spatially dispersed teams in their temporal coordination when multiple team tasks or team and individual tasks must be executed in parallel. We found that adding a progress bar to the interface led to a significant increase in the perception of work group cohesiveness (diff = 0.34, p = .03, CI: [−0.65; −0.03], d = 0.39), but did not affect team performance ( p = .92, η 2 = 0.03). In study 2 ( N = 23) we piloted an AR-based avatar representation of a spatially dispersed team member and evaluated whether the interactivity of the avatar impacts the perception of co- and social presence as well as team performance. An interactive avatar increased the perception of co- and social presence (co-presence: diff = 2.7, p < .001, η 2 = 0.20; social presence: diff = 1.2, p = .001, η 2 = 0.06). Team performance did not differ significantly ( p = .177, η 2 = 0.01). These results indicate that even minor social and task-relevant cues in the interface can significantly impact team experience and provide valuable insights for designing human-centered health-promoting AR-based assistance systems for spatially dispersed teams in the vocational context with minimal means.
基于两项实验室研究的结果,我们展示了在基于增强现实的辅助系统中,在不影响团队绩效的同时,如何在空间分散的团队中实施极简主义的社会和任务相关线索。在研究1 (N = 224)中,我们调查了环境意识工具,当多个团队任务或团队和个人任务必须并行执行时,该工具支持空间分散的团队进行时间协调。我们发现,在界面中添加进度条可以显著增加对工作组凝聚力的感知(diff = 0.34, p = 0.03, CI: - 0.65;−0.03],d = 0.39),但不影响团队绩效(p = 0.92, η 2 = 0.03)。在研究2 (N = 23)中,我们对空间分散的团队成员进行了基于ar的化身表示,并评估了化身的交互性是否会影响共同存在和社会存在的感知以及团队绩效。互动化身增加了共同存在感和社交存在感(共同存在:diff = 2.7, p <.001, η 2 = 0.20;社会存在:diff = 1.2, p = 0.001, η 2 = 0.06)。团队绩效差异不显著(p = 0.177, η 2 = 0.01)。这些结果表明,即使是界面中较小的社会和任务相关线索也会显著影响团队体验,并为在职业环境下以最小的手段为空间分散的团队设计以人为本的基于ar的健康促进辅助系统提供了有价值的见解。
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引用次数: 0
A perspective on potential psychological risks and solutions of using virtual reality in palliative care 在姑息治疗中使用虚拟现实的潜在心理风险及解决方案
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-13 DOI: 10.3389/frvir.2023.1256641
Olive K. L. Woo, Antoinette M. Lee
Initial evidence suggests that virtual reality (VR) can effectively reduce palliative symptoms. While such findings shed a positive light on the ability of VR exposure to improve patients’ physical and emotional symptoms, VR could have downsides with adverse effects. As most of the reported adverse effects are related to physical risks or technical challenges, there is a scarcity of reports on possible psychological risks posed by VR exposure in palliative care settings, an area with considerable concerns. This is an area that is likely to have a significant impact on the future of clinical practice and research on the use of VR in palliative care. Based on the clinical experience of a registered clinical psychologist who has delivered VR in a palliative care unit for 3 years, we put forward a perspective on the potential psychological complications of using VR in palliative care. Our clinical experiences show that exposure to a desirable virtual environment that is beneficial to patients might not always align with realistic expectations, and that should the use of VR be considered, special precautions are needed to minimize possible psychological harms. This perspective article further proposes three approaches aiming to minimize possible psychological hazards: incorporation of psychological assessment prior to VR administration, psychological interventions right after VR, and professional training of the VR facilitators. We hope that our personally witnessed concerns and perspectives can alert future VR facilitators to the potential psychological hazards of using VR for patients receiving palliative care and inspire future research to minimize psychological harms.
初步证据表明,虚拟现实(VR)可以有效地减轻姑息性症状。虽然这些发现为VR暴露改善患者身体和情绪症状的能力提供了积极的启示,但VR可能有负面影响。由于报告的大多数不良反应与身体风险或技术挑战有关,因此关于姑息治疗环境中VR暴露可能造成的心理风险的报告很少,这是一个值得关注的领域。这是一个可能对未来临床实践和研究在姑息治疗中使用VR产生重大影响的领域。根据一名注册临床心理学家在姑息治疗单位实施VR 3年的临床经验,我们提出了在姑息治疗中使用VR的潜在心理并发症的观点。我们的临床经验表明,对患者有益的理想虚拟环境可能并不总是符合现实预期,如果考虑使用VR,则需要特别预防措施以尽量减少可能的心理伤害。这篇前瞻性文章进一步提出了三种方法,旨在最大限度地减少可能的心理危害:在虚拟现实管理之前进行心理评估,在虚拟现实之后进行心理干预,以及对虚拟现实辅导员进行专业培训。我们希望我们亲身见证的关注和观点可以提醒未来的VR促进者注意在接受姑息治疗的患者中使用VR的潜在心理危害,并启发未来的研究以尽量减少心理伤害。
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引用次数: 0
Virtual reality public speaking training: effectiveness and user technology acceptance 虚拟现实演讲培训:有效性与用户技术接受度
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-13 DOI: 10.3389/frvir.2023.1242544
Manuel Bachmann, Abimanju Subramaniam, Jonas Born, David Weibel
Public speaking is a fundamental task in many professional or personal situations. At the same time, there is widespread fear of it, and it takes practice to present well. Previous studies suggest that Virtual Reality Public Speaking Training (VRPST) offers a promising opportunity for this. However, studies evaluating objective and subjective indicators are lacking so far, and valid control conditions are missing in previous studies. We aimed to overcome these drawbacks. In our experiment, participants (N = 42) had the task of presenting a card game to a four-person audience using five provided PowerPoint slides within a time limit of 5 minutes. They prepared either using VRPST or using common self-directed preparation (control condition), being randomly assigned to a condition. Both groups were instructed to prepare for the task at home and given 30 min to learn the rules of the game and present them using the slides. The control group was given an additional 30 min to prepare individually for the presentation task at home. The experimental group received an additional 30-min VRPST session. This training session was done without specific feedback and the presentation was repeated three times. The quality of the rule explanation, the audience-assessed presentation quality, and the subjects’ self-assessed presentation quality were measured. Our results indicate that the VRPST is effective. Subjects who completed the VRPST did a better job of explaining the rules and were better rated by the audience. In addition, the experimental subjects also tended to rate their presentation better in the VRPST condition. Further analyses of those participants who completed the VRPST show high technology acceptance. Our results show the VR training had a significant performance-enhancing effect and that participants would use the VRPST if it were available to them. It seems that practicing a presentation in VR is useful and even better than a conventional preparation.
在许多专业或个人场合,演讲都是一项基本任务。与此同时,人们普遍对它感到恐惧,要想表现得好,需要练习。先前的研究表明,虚拟现实公共演讲培训(VRPST)为这提供了一个有希望的机会。但目前对客观指标和主观指标的评价研究较少,且缺乏有效的对照条件。我们的目标是克服这些缺点。在我们的实验中,参与者(N = 42)的任务是在5分钟的时间限制内,使用5张提供的PowerPoint幻灯片向4人观众展示一个纸牌游戏。他们要么使用VRPST准备,要么使用普通的自我指导准备(控制条件),被随机分配到一个条件。两组学生都被要求在家里准备这项任务,并有30分钟的时间学习游戏规则,并用幻灯片展示这些规则。对照组被给予额外的30分钟在家单独准备演示任务。实验组接受额外的30分钟VRPST会话。这个培训课程没有具体的反馈,演示重复了三次。测试了规则解释的质量、听众评价的陈述质量和被试自我评价的陈述质量。结果表明,VRPST是有效的。完成VRPST测试的受试者在解释规则方面做得更好,观众对他们的评价也更高。此外,实验对象也倾向于在VRPST条件下更好地评价他们的陈述。对完成VRPST的参与者的进一步分析显示,他们对科技的接受程度较高。我们的研究结果表明,虚拟现实训练有显著的提高成绩的效果,如果参与者可以使用VRPST,他们会使用它。在VR中练习演示似乎很有用,甚至比传统的准备要好。
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引用次数: 0
A bibliometric analysis of immersive technology in museum exhibitions: exploring user experience 博物馆展览中沉浸式技术的文献计量分析:探索用户体验
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-12 DOI: 10.3389/frvir.2023.1240562
Jingjing Li, Walton Wider, Yoichi Ochiai, Muhammad Ashraf Fauzi
Introduction: This study aims to comprehensively understand the existing literature on immersive technology in museum exhibitions, focusing on virtual reality (VR), augmented reality (AR), and the visitor experience. The research utilizes a bibliometric approach by examining a dataset of 722 articles with two main research objectives. Firstly, it seeks to analyze current trends in immersive technology literature, specifically emphasizing VR and the user experience in museum exhibitions through co-citation analysis. Secondly, it aims to identify emerging research trends using co-word analysis. Methods: The study employs a bibliometric approach, specifically co-citation and co-word analysis, to investigate trends and forecast emerging areas in the field, particularly the role of VR in the museum context. Results: The analysis reveals the presence of five interconnected thematic clusters in the literature. These clusters include (1) VR and AR-enhanced heritage tourism, (2) VR and AR-enabled virtual museums, (3) interactive digital art education in immersive environments, (4) immersive storytelling in virtual heritage spaces, and (5) mobile AR heritage revival. Discussion: The article highlights influential works within these areas, showcasing the historical evolution of the field and the current emphasis on utilizing VR to create immersive, educational, and engaging experiences for museum visitors. The findings indicate that research on VR applications for museum exhibitions has predominantly focused on profound game-driven experiences and interactive 3D heritage, resulting in improved visitor engagement and access to cultural content. The adoption of VR technology holds the potential to revolutionize user experiences within the cultural heritage sector and reshape the overall landscape of museums and exhibitions. By presenting these research trends, this study contributes to a deeper understanding of the vital role of VR in enhancing visitor experiences in museum settings. Furthermore, it paves the way for further exploration and innovation in immersive technology.
前言:本研究旨在全面了解博物馆展览沉浸式技术的现有文献,重点关注虚拟现实(VR)、增强现实(AR)和参观者体验。该研究利用文献计量学方法,通过检查722篇文章的数据集,主要研究两个目标。首先,本文试图通过共引分析分析沉浸式技术文献的当前趋势,特别强调VR和博物馆展览中的用户体验。其次,它旨在利用共词分析识别新兴的研究趋势。方法:本研究采用文献计量学方法,特别是共引和共词分析,调查趋势并预测该领域的新兴领域,特别是VR在博物馆环境中的作用。结果:分析揭示了文献中存在五个相互关联的主题集群。这些集群包括(1)VR和AR增强的遗产旅游,(2)VR和AR支持的虚拟博物馆,(3)沉浸式环境中的交互式数字艺术教育,(4)虚拟遗产空间中的沉浸式故事讲述,以及(5)移动AR遗产复兴。讨论:本文重点介绍了这些领域中有影响力的作品,展示了该领域的历史演变,以及当前利用VR为博物馆参观者创造身临其境、具有教育意义和引人入胜的体验的重点。研究结果表明,关于VR在博物馆展览中的应用的研究主要集中在深刻的游戏驱动体验和交互式3D遗产上,从而提高了游客的参与度和对文化内容的访问。虚拟现实技术的采用有可能彻底改变文化遗产领域的用户体验,重塑博物馆和展览的整体景观。通过介绍这些研究趋势,本研究有助于更深入地了解VR在增强博物馆环境中游客体验方面的重要作用。此外,它还为沉浸式技术的进一步探索和创新铺平了道路。
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引用次数: 1
An effective method for measuring text legibility in XR devices reveals clear differences between three devices 一种测量XR设备文本易读性的有效方法揭示了三种设备之间的明显差异
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-07 DOI: 10.3389/frvir.2023.1243387
Markku Kilpeläinen, Jukka Häkkinen
Reading is a crucial aspect of the extended reality (XR) experience across various professional and recreational contexts. Legibility, which is defined as the ease with which a character can be recognized, is an essential determinant of readability. As legibility on a specific device cannot be deduced from technical specifications alone, an efficient perceptual method for measuring legibility is needed to measure the legibility of text presented in XR. In this study, we present a method for comparing the legibility limits of XR devices, where single letter legibility is measured with fast and precise psychophysical methods. We applied the method to compare the legibility in three commercial XR headsets (Varjo VR-2, HTC Vive Pro Eye, Oculus Quest 2) in experiments with human observers. Our results show that the single letter legibility methods presented here provide an effect size approximately ten times higher compared to the widely used method of reading speed. This allows for the use of fewer observers and the detection of smaller differences, making it a more efficient and effective approach for comparing the legibility limits of XR devices.
阅读是扩展现实(XR)体验在各种专业和娱乐环境中的一个重要方面。可读性是指字符易于识别,是可读性的重要决定因素。由于无法仅从技术规范中推断出特定设备的易读性,因此需要一种有效的感知方法来测量XR中呈现的文本的易读性。在这项研究中,我们提出了一种比较XR设备易读性极限的方法,其中用快速精确的心理物理学方法测量单个字母的易读性。我们应用该方法在人类观察者的实验中比较了三款商用XR耳机(Varjo VR-2、HTC Vive Pro Eye和Oculus Quest 2)的易读性。我们的结果表明,与广泛使用的阅读速度方法相比,这里提出的单字母易读性方法提供的效果大小大约高出十倍。这允许使用更少的观察者和检测更小的差异,使其成为比较XR设备易读性极限的更高效和有效的方法。
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引用次数: 0
Virtual reality exposure therapy for reducing social anxiety associated with stuttering: the role of outcome expectancy, therapeutic alliance, presence and social presence 虚拟现实暴露疗法减少与口吃相关的社交焦虑:结果预期、治疗联盟、在场和社会在场的作用
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-06 DOI: 10.3389/frvir.2023.1159549
Ian Chard, Nejra van Zalk, Lorenzo Picinali
Introduction: Although several trials have demonstrated the effectiveness of Virtual Reality Exposure Therapy (VRET) for reducing social anxiety, there is little understanding about the factors that lead to symptom reduction across different treatment designs. Such factors may include outcome expectancy, therapeutic alliance, presence (perception of being in the virtual environment) and social presence (perception of interacting with others). We report on findings from a pilot trial of VRET targeting social anxiety in people who stutter, and examine the association of these four factors with treatment outcome.Methods: People who stutter reporting heightened social anxiety (n = 22) took part in the trial after being recruited via online adverts. Remotely delivered VRET was administered to participants in three sessions across three weeks. Each session targeted both performative and interactive anxiety. A virtual therapist helped participants to engage with treatment strategies, whilst also guiding them through exercises.Results: Findings showed that presence and social presence were both negatively related to changes in fear of negative evaluation between pre- and post-treatment. However, presence, outcome expectancy and therapeutic alliance were positively related to changes in social anxiety symptoms. Furthermore, outcome expectancy and therapeutic alliance were quadratically related to fear of negative evaluation change. Nevertheless, the effect of presence on social anxiety, and the effects of presence and therapeutic alliance on fear of negative evaluation must be interpreted with caution as these were not large enough to reach sufficient statistical power. Therapeutic alliance did not mediate the relationship between outcome expectancy and treatment outcome.Discussion: These findings suggest that the current VRET protocol affected social anxiety and fear of negative evaluation differently. We discuss how presence may underlie these mixed associations. We also suggest that the unexpected positive effects on social anxiety symptoms may have resulted from insufficient treatment strategies which inadvertently encouraged maladaptive learning.
引言:尽管几项试验已经证明了虚拟现实暴露疗法(VRET)在减少社交焦虑方面的有效性,但人们对不同治疗设计中导致症状减轻的因素知之甚少。这些因素可能包括预期结果、治疗联盟、存在(在虚拟环境中的感知)和社交存在(与他人互动的感知)。我们报告了一项针对口吃患者社交焦虑的VRET试点试验的结果,并研究了这四个因素与治疗结果的关系。方法:报告社交焦虑加剧的口吃者(n=22)在通过网络广告招募后参加了试验。在为期三周的三次会议中,对参与者进行了远程VRET。每节课都针对表演性和互动性焦虑。虚拟治疗师帮助参与者参与治疗策略,同时指导他们进行练习。结果:研究结果表明,在治疗前后,在场和社交都与对负面评价的恐惧变化呈负相关。然而,存在、预期结果和治疗联盟与社交焦虑症状的变化呈正相关。此外,预期结果和治疗联盟与对负面评价变化的恐惧呈二次相关。然而,必须谨慎解释在场对社交焦虑的影响,以及在场和治疗联盟对负面评价恐惧的影响,因为这些影响还不足以达到足够的统计能力。治疗联盟并没有调节预期结果和治疗结果之间的关系。讨论:这些发现表明,当前的VRET协议对社交焦虑和对负面评价的恐惧有不同的影响。我们讨论存在如何成为这些混合联想的基础。我们还认为,对社交焦虑症状的意外积极影响可能是由于治疗策略不足,无意中鼓励了不适应的学习。
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引用次数: 0
Considering environmental factors, navigation strategies, and age 考虑环境因素,导航策略和年龄
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-04 DOI: 10.3389/frvir.2023.1166364
Louisa Dahmani, Miryam Idriss, K. Konishi, Greg L. West, V. Bohbot
Sex differences in navigation have been a topic of investigation for decades and has been subjected to various contradictory findings and debates. The aim of this work was to compare the spatial memory of men and women tested in various different types of spatial tasks, while controlling for navigation strategies and aging. It is generally thought that men outperform women in navigation and that women have higher scores on object location tasks. However, many studies fail to control for different factors that may bias one sex or the other. We aggregated the data of 465 participants (349 young adults, 127 older adults) who took part in various studies conducted in our laboratory, which include both published and original unpublished data, in order to investigate sex differences. In these studies, we used a number of different paradigms: virtual radial arm mazes, a virtual wayfinding task, an object location task, a virtual Morris Water Maze, and the invisible sensor task which is a real-life model of the Morris Water Maze. While our results may seem discordant at first glance, they demonstrate that several factors can impact the performance of men and women on spatial tasks, including spontaneous navigation strategies, environmental characteristics, and age. We replicated findings showing that women favor proximal landmarks compared to men who favor distal landmarks, women have better memory than men for the position of objects in the absence of reference frames, but they will have poorer scores when navigation requires specific angles, distances and polar coordinates. Moreover, we found that in aging, women who avoid the use of landmarks when navigating a radial maze show stronger reliance on these non-spatial strategies than men. On the other hand, women who rely on landmarks, do so to the same extent as men. Our findings highlight the need to carefully take into consideration these factors in order to produce a more harmonious understanding of sex differences in navigation. Finally, the interaction between spontaneous navigation strategies, sex, and age is discussed in terms of its implications for risk of Alzheimer’s disease.
几十年来,航海中的性别差异一直是一个研究主题,并受到各种相互矛盾的发现和争论。这项工作的目的是比较在各种不同类型的空间任务中测试的男性和女性的空间记忆,同时控制导航策略和衰老。人们普遍认为,男性在导航方面优于女性,女性在物体定位任务上得分更高。然而,许多研究未能控制可能对一种性别或另一种性别产生偏见的不同因素。我们汇总了465名参与者(349名年轻人,127名老年人)的数据,他们参加了我们实验室进行的各种研究,其中包括已发表和未发表的原始数据,以调查性别差异。在这些研究中,我们使用了许多不同的范式:虚拟桡臂迷宫、虚拟寻路任务、物体定位任务、虚拟莫里斯水迷宫和隐形传感器任务,后者是莫里斯水迷宫的真实模型。虽然我们的结果乍一看可能不一致,但它们表明,有几个因素会影响男性和女性在空间任务中的表现,包括自发导航策略、环境特征和年龄。我们重复的研究结果表明,与喜欢远端地标的男性相比,女性更喜欢近端地标,在没有参考系的情况下,女性对物体位置的记忆比男性更好,但当导航需要特定的角度、距离和极坐标时,她们的得分会更低。此外,我们发现,在老龄化过程中,在径向迷宫中避免使用地标的女性比男性更依赖这些非空间策略。另一方面,依赖地标的女性与男性的依赖程度相同。我们的研究结果强调,需要仔细考虑这些因素,以便对导航中的性别差异有更和谐的理解。最后,讨论了自发导航策略、性别和年龄之间的相互作用对阿尔茨海默病风险的影响。
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引用次数: 0
User elicited gesture-based locomotion techniques for immersive VEs in a seated position: a comparative evaluation 基于用户手势的坐姿沉浸式视觉运动技术的比较评价
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-30 DOI: 10.3389/frvir.2023.1169654
P. Ganapathi, K. Sorathia
Locomotion is a fundamental task for exploring and interacting in virtual environments (VEs), and numerous locomotion techniques have been developed to improve the perceived realism and efficiency of movement in VEs. Gesture-based locomotion techniques have emerged as a more natural and intuitive mode of interaction than controller-based methods of travel in VEs. In this paper, we investigate the intuitiveness, comfort, ease of use, performance, presence, simulation sickness, and user preference of three user-elicited body-based gestures: the Calling gesture, Deictic Pointing gesture, and Mirror Leaning gesture. These gestures are intended to be used in three different seated multitasking scenarios involving virtual travel and various levels of hand engagement in selection. In the first study, participants compared the Calling gesture with the Tapping and Teleportation gestures for Scenario 1, which involved virtual travel only. The Calling gesture was found to be the most intuitive, with increased presence, while the Teleportation gesture was the preferred travel technique. The second study involved participants comparing the Deictic Pointing gesture with the Tapping and Teleportation gestures for Scenario 2, which involved virtual travel and one hand engaged in selection. The Deictic Pointing gesture was found to be more intuitive than the other gestures in terms of performance, comfort, ease of use, and presence. The third study introduced a new group of participants who compared the Mirror Leaning gesture with the Tapping and Teleportation gestures for Scenario 3, which involved virtual travel and both hands engaged in selection. The Mirror Leaning gesture was found to be the most intuitive, with increased presence and performance compared to the other gestures. We compared the gestures of the scenarios in three complementary search tasks: traveling in a straight-line path, moving in a directed path, and moving in an undirected path. We believe that the qualitative and quantitative measures obtained from our studies will help researchers and interaction design experts to design efficient and effective gesture-based locomotion techniques for traveling in a seated position in multitasking VEs.
运动是在虚拟环境中探索和交互的一项基本任务,已经开发了许多运动技术来提高虚拟环境中运动的感知真实性和效率。与基于控制器的VEs旅行方法相比,基于手势的运动技术已经成为一种更自然、更直观的互动模式。在本文中,我们研究了三种用户引发的基于身体的手势的直观性、舒适性、易用性、性能、存在性、模拟病态和用户偏好:呼叫手势、指示指向手势和靠镜手势。这些手势旨在用于三种不同的坐姿多任务场景,包括虚拟旅行和不同级别的手参与选择。在第一项研究中,参与者将场景1中的“呼叫”手势与“轻敲”和“传送”手势进行了比较,场景1仅涉及虚拟旅行。呼叫手势被发现是最直观的,存在感更强,而远程传送手势是首选的旅行技巧。第二项研究涉及参与者将场景2的指示手势与轻拍和传送手势进行比较,场景2涉及虚拟旅行和一只手参与选择。在性能、舒适度、易用性和在场性方面,指示手势比其他手势更直观。第三项研究引入了一组新的参与者,他们将场景3中的“倚镜”手势与“轻拍”和“传送”手势进行了比较,场景3涉及虚拟旅行和双手参与选择。“倚镜”手势被认为是最直观的,与其他手势相比,它的存在感和性能都有所提高。我们比较了三个互补搜索任务中场景的手势:沿直线路径行进、沿有向路径移动和沿无向路径移动。我们相信,从我们的研究中获得的定性和定量测量将有助于研究人员和交互设计专家设计高效、有效的基于手势的移动技术,用于在多任务视觉中以坐姿行进。
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引用次数: 0
Gamified virtual reality exposure therapy for adolescents with public speaking anxiety: a four-armed randomized controlled trial 游戏化虚拟现实暴露疗法治疗青少年公共演讲焦虑症:一项四臂随机对照试验
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-29 DOI: 10.3389/frvir.2023.1240778
Smiti Kahlon, P. Lindner, T. Nordgreen
Objective: Public Speaking Anxiety is highly prevalent among adolescents. However, few interventions have been developed specifically for this group. This four-armed randomized trial addressed the following research questions regarding interventions for adolescents with public speaking anxiety (PSA): 1) is Virtual Reality exposure therapy (VRET) more efficacious than online psychoeducation or waitlist, and 2) is VRET followed by online exposure therapy more efficacious than VRET alone or online psychoeducation followed by online exposure therapy?Methods: Adolescents, aged 13–16 with PSA were randomized to four groups: 1) VRET + no additional intervention (n = 20); 2) VRET + online exposure program (n = 20); 3) online psychoeducation program + exposure program (n = 40); or 4) waitlist (n = 20). Self-rated PSA symptoms served as primary outcome measure, with secondary outcomes covering other social anxiety symptoms.Results: Linear mixed models revealed that there was a significant difference in the decrease in PSA symptoms among adolescents receiving VRET compared with waiting list (p = 0.015), but no significant difference to the online psychoeducation program (p = 0.056). However, online psychoeducation program yielded smaller within-group effect sizes compared to VRET, d = 0.33 vs. d = 0.83 respectively. VRET + online exposure program had a significant decrease in PSA symptoms (p = 0.013), but no significant difference from VRET + no additional intervention or online psychoeducation + online exposure program. Symptom reduction remained stable at 3-month follow-up.Conclusion: The study shows the potential of delivering both gamified VRET as well as online psychoeducation and exposure programs as self-guided interventions for adolescents with PSA.Clinical trial registration:clinicaltrials.gov, identifier: NCT04396392
目的:公众演讲焦虑在青少年中非常普遍。然而,很少有专门针对这一群体的干预措施。这项四组随机试验针对以下关于青少年公共演讲焦虑(PSA)干预的研究问题:1)虚拟现实暴露疗法(VRET)是否比在线心理教育或候补名单更有效;2)虚拟现实暴露疗法后的在线暴露疗法是否比单独的VRET或在线心理教育后的在线暴露疗法更有效?方法:将13-16岁的PSA青少年随机分为四组:1)VRET +无额外干预(n = 20);2) VRET +在线曝光计划(n = 20);3)在线心理教育项目+暴露项目(n = 40);4)等待名单(n = 20)。自评PSA症状作为主要结局指标,次要结局包括其他社交焦虑症状。结果:线性混合模型显示,接受VRET的青少年与等候名单相比,PSA症状的减少有显著差异(p = 0.015),但与在线心理教育计划相比无显著差异(p = 0.056)。然而,与VRET相比,在线心理教育项目产生的组内效应较小,d = 0.33 vs d = 0.83。VRET +在线暴露方案显著降低PSA症状(p = 0.013),但与VRET +无额外干预或在线心理教育+在线暴露方案无显著差异。在3个月的随访中,症状减轻保持稳定。结论:该研究显示了提供游戏化VRET以及在线心理教育和暴露计划作为PSA青少年自我指导干预的潜力。临床试验注册:clinicaltrials.gov,识别码:NCT04396392
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引用次数: 1
Evaluating face gender cues in virtual humans within and beyond the gender binary 在性别二元范围内外评估虚拟人的面部性别线索
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-24 DOI: 10.3389/frvir.2023.1251420
Rashi Ghosh, P. Feijóo-García, J. Stuart, Chase Wrenn, Benjamin C. Lok
Introduction: Virtual human work regarding gender is widely based on binary gender despite recent understandings of gender extending beyond female and male. Additionally, gender stereotypes and biases may be present in virtual human design.Methods: This study evaluates how face gender cues are implemented in virtual humans by conducting an exploratory study where an undergraduate computing population (n = 67) designed three virtual human faces—female, male, and nonbinary.Results: Results showed that face gender cues were implemented in stereotypical ways to represent binary genders (female and male virtual humans). For nonbinary gender virtual humans, stereotypical face gender cues were expressed inconsistently (sometimes feminine, sometimes masculine), and conflicting gender cues (pairs of cues that signal opposing binary gender) occurred frequently. Finally, results revealed that not all face gender cues are leveraged equally to express gender.Discussion: Implications of these findings and future directions for inclusive and representative gender expression in virtual humans are discussed.
导言:尽管最近对性别的理解超出了女性和男性,但关于性别的虚拟人类工作广泛基于二元性别。此外,性别刻板印象和偏见可能存在于虚拟人体设计中。方法:本研究通过一项探索性研究来评估面部性别线索是如何在虚拟人类中实现的,在该研究中,一群本科生(n = 67)设计了三种虚拟人脸——女性、男性和非二元。结果:结果表明,面部性别线索以刻板的方式实现二元性别(女性和男性虚拟人)。对于非二元性别的虚拟人,刻板的面部性别线索表达不一致(有时是女性,有时是男性),并且经常发生冲突的性别线索(表明二元性别相反的线索)。最后,结果显示,并不是所有的面部性别线索都被平等地利用来表达性别。讨论:讨论了这些发现的意义以及虚拟人类中包容性和代表性性别表达的未来方向。
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引用次数: 0
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Frontiers in virtual reality
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