Pub Date : 2023-08-30DOI: 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.
{"title":"User elicited gesture-based locomotion techniques for immersive VEs in a seated position: a comparative evaluation","authors":"P. Ganapathi, K. Sorathia","doi":"10.3389/frvir.2023.1169654","DOIUrl":"https://doi.org/10.3389/frvir.2023.1169654","url":null,"abstract":"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.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46062799","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 : 2023-08-29DOI: 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
{"title":"Gamified virtual reality exposure therapy for adolescents with public speaking anxiety: a four-armed randomized controlled trial","authors":"Smiti Kahlon, P. Lindner, T. Nordgreen","doi":"10.3389/frvir.2023.1240778","DOIUrl":"https://doi.org/10.3389/frvir.2023.1240778","url":null,"abstract":"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","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47851610","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 : 2023-08-24DOI: 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.
{"title":"Evaluating face gender cues in virtual humans within and beyond the gender binary","authors":"Rashi Ghosh, P. Feijóo-García, J. Stuart, Chase Wrenn, Benjamin C. Lok","doi":"10.3389/frvir.2023.1251420","DOIUrl":"https://doi.org/10.3389/frvir.2023.1251420","url":null,"abstract":"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.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48010089","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 : 2023-08-21DOI: 10.3389/frvir.2023.1236095
Leyla Haghzare, Xiaona Ping, Matthew R. Arnison, David Monaghan, David Karlov, V. Honson, Juno Kim
Improving the digital presentation of fabrics enhances the online shopping experience and, in turn, reduces textile waste. In this study, we examined how the manipulation of simple surface reflectance models can bias the perception of fabric properties simulated online in a web browser. We showed that motion and three-dimensional (3D) folds (i.e., rumple) influence the perception of sheen for different fabric types (cotton knit and satin). Also, we found complex interactions between these parameters in their effects on perceived sheen and perceived color saturation. Moreover, we showed that changing the level of specular roughness significantly influences visual perception of sheen, color and lightness, which in turn, can categorically alter perceptual judgments of material type. In contrast to visual attributes, specular roughness did not influence visually perceived tactile characteristics of digital fabrics (thickness and stretch). The knowledge gained about perceptual biases of digital fabrics from this study will inform future considerations for optimizing the fidelity of textiles depicted in digital commerce.
{"title":"Digital fabrics for online shopping and fashion design","authors":"Leyla Haghzare, Xiaona Ping, Matthew R. Arnison, David Monaghan, David Karlov, V. Honson, Juno Kim","doi":"10.3389/frvir.2023.1236095","DOIUrl":"https://doi.org/10.3389/frvir.2023.1236095","url":null,"abstract":"Improving the digital presentation of fabrics enhances the online shopping experience and, in turn, reduces textile waste. In this study, we examined how the manipulation of simple surface reflectance models can bias the perception of fabric properties simulated online in a web browser. We showed that motion and three-dimensional (3D) folds (i.e., rumple) influence the perception of sheen for different fabric types (cotton knit and satin). Also, we found complex interactions between these parameters in their effects on perceived sheen and perceived color saturation. Moreover, we showed that changing the level of specular roughness significantly influences visual perception of sheen, color and lightness, which in turn, can categorically alter perceptual judgments of material type. In contrast to visual attributes, specular roughness did not influence visually perceived tactile characteristics of digital fabrics (thickness and stretch). The knowledge gained about perceptual biases of digital fabrics from this study will inform future considerations for optimizing the fidelity of textiles depicted in digital commerce.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44657241","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 : 2023-08-17DOI: 10.3389/frvir.2023.1211001
Caroline L. Kuhne, Eda D. Kecelioglu, S. Maltby, Rebecca Hood, B. Knott, Elizabeth Ditton, F. R. Walker, M. Kluge
Introduction: Virtual-reality (VR) technology has, over the last decade, quickly expanded from gaming into other sectors including training, education, and wellness. One of the most popular justifications for the use of VR over 2D is increased immersion and engagement. However, very little fundamental research has been produced evaluating the comparative impact of immersive VR on the user’s cognitive, physiological, and emotional state.Methods: A within-subject cross-over study design was used to directly compare VR and 2D screen delivery of different subject matter content. Both physiological and self-report data were collected for scenes containing calming nature environments, aggressive social confrontations, and neutral content.Results: Compared to 2D, the VR delivery resulted in a higher sense of presence, higher ratings of engagement, fun, and privacy. Confrontational scenes were rated as more tense whilst calming scenes were rated as more relaxing when presented in VR compared to 2D. Physiological data indicated that the scenes promoted overall states of arousal and relaxation in accordance with the scene subject matter (both VR and 2D). However, heart rate (HR) and galvanic skin response (GSR) were consistently higher throughout the VR delivery condition compared to 2D, including responses during scenes of neutral and calming subject matter.Discussion: This discrepancy between emotional and physiological responses for calming and neutral content in VR suggest an elevated arousal response driven by VR immersion that is independent of the emotional and physiological responses to the subject matter itself. These findings have important implications for those looking to develop and utilize VR technology as a training and educational tool as they provide insights into the impact of immersion on the user.
{"title":"Direct comparison of virtual reality and 2D delivery on sense of presence, emotional and physiological outcome measures","authors":"Caroline L. Kuhne, Eda D. Kecelioglu, S. Maltby, Rebecca Hood, B. Knott, Elizabeth Ditton, F. R. Walker, M. Kluge","doi":"10.3389/frvir.2023.1211001","DOIUrl":"https://doi.org/10.3389/frvir.2023.1211001","url":null,"abstract":"Introduction: Virtual-reality (VR) technology has, over the last decade, quickly expanded from gaming into other sectors including training, education, and wellness. One of the most popular justifications for the use of VR over 2D is increased immersion and engagement. However, very little fundamental research has been produced evaluating the comparative impact of immersive VR on the user’s cognitive, physiological, and emotional state.Methods: A within-subject cross-over study design was used to directly compare VR and 2D screen delivery of different subject matter content. Both physiological and self-report data were collected for scenes containing calming nature environments, aggressive social confrontations, and neutral content.Results: Compared to 2D, the VR delivery resulted in a higher sense of presence, higher ratings of engagement, fun, and privacy. Confrontational scenes were rated as more tense whilst calming scenes were rated as more relaxing when presented in VR compared to 2D. Physiological data indicated that the scenes promoted overall states of arousal and relaxation in accordance with the scene subject matter (both VR and 2D). However, heart rate (HR) and galvanic skin response (GSR) were consistently higher throughout the VR delivery condition compared to 2D, including responses during scenes of neutral and calming subject matter.Discussion: This discrepancy between emotional and physiological responses for calming and neutral content in VR suggest an elevated arousal response driven by VR immersion that is independent of the emotional and physiological responses to the subject matter itself. These findings have important implications for those looking to develop and utilize VR technology as a training and educational tool as they provide insights into the impact of immersion on the user.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43315284","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 : 2023-08-14DOI: 10.3389/frvir.2023.1189717
Yuanjie Wu, S. Lukosch, Heide Lukosch, R. Lindeman, R. Mckee, Shunsuke Fukuden, Cameron Ross, D. Collins
Mental imagery practice is widely used to help athletes prepare for competitions, as it can produce motor actions that enhance performance. The goal of imagery training for athletes is to create realistic images in their minds and to familiarize them with certain procedures, environments, and other aspects related to competition. Traditional imagery training methods use still images or videos, and athletes study the pictures or watch the videos in order to mentally rehearse. However, factors such as distractions and low realism can affect the training quality. In this paper, we present a Virtual Reality (VR) solution and a study that explores our hypotheses that H1: high-fidelity VR systems improve mental imagery skills, that H2: the presence of elements such as virtual onlookers or photographers in the VR environment arouse stronger emotional reactions and affect, and that H3: the presence of elements such as onlookers or photographers in the VR environment results in better mental imagery skill improvement. For that purpose, seven elite snow sports athletes were exposed to three training methods, Video, VR-Empty, and VR-Crowded. Our results show that a VR simulation with virtual onlookers (VR-Crowded) can significantly increase heart rate, which can induce increased emotional arousal. The results from validated questionnaires show no significant difference for the three training methods in terms of mental imagery and affect, but the results show an ascending trend for the athlete’s arousal from Video to the VR-Crowded condition. Gaze detection heat maps of interest areas for the two VR conditions support hypothesis H2 that environmental factors such as the presence of photographers, staff, and onlookers can increase head and eye movement, possibly indicating an increase in emotional arousal during imagery training. According to verbal feedback and interviews, athletes are more likely to use innovative training methods (e.g., the high-fidelity VR method) than traditional video-training methods.
{"title":"Training mental imagery skills of elite athletes in virtual reality","authors":"Yuanjie Wu, S. Lukosch, Heide Lukosch, R. Lindeman, R. Mckee, Shunsuke Fukuden, Cameron Ross, D. Collins","doi":"10.3389/frvir.2023.1189717","DOIUrl":"https://doi.org/10.3389/frvir.2023.1189717","url":null,"abstract":"Mental imagery practice is widely used to help athletes prepare for competitions, as it can produce motor actions that enhance performance. The goal of imagery training for athletes is to create realistic images in their minds and to familiarize them with certain procedures, environments, and other aspects related to competition. Traditional imagery training methods use still images or videos, and athletes study the pictures or watch the videos in order to mentally rehearse. However, factors such as distractions and low realism can affect the training quality. In this paper, we present a Virtual Reality (VR) solution and a study that explores our hypotheses that H1: high-fidelity VR systems improve mental imagery skills, that H2: the presence of elements such as virtual onlookers or photographers in the VR environment arouse stronger emotional reactions and affect, and that H3: the presence of elements such as onlookers or photographers in the VR environment results in better mental imagery skill improvement. For that purpose, seven elite snow sports athletes were exposed to three training methods, Video, VR-Empty, and VR-Crowded. Our results show that a VR simulation with virtual onlookers (VR-Crowded) can significantly increase heart rate, which can induce increased emotional arousal. The results from validated questionnaires show no significant difference for the three training methods in terms of mental imagery and affect, but the results show an ascending trend for the athlete’s arousal from Video to the VR-Crowded condition. Gaze detection heat maps of interest areas for the two VR conditions support hypothesis H2 that environmental factors such as the presence of photographers, staff, and onlookers can increase head and eye movement, possibly indicating an increase in emotional arousal during imagery training. According to verbal feedback and interviews, athletes are more likely to use innovative training methods (e.g., the high-fidelity VR method) than traditional video-training methods.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47314295","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 : 2023-08-14DOI: 10.3389/frvir.2023.1221651
Florian Ramousse, Pierre Raimbaud, P. Baert, C. Helfenstein-Didier, A. Gay, C. Massoubre, B. Galusca, G. Lavoué
Introduction: Studies into food-related behaviors and emotions are increasingly being explored with Virtual Reality (VR). Applications of VR technologies for food science include eating disorder therapies, eating behavior studies and sensory analyzes. These applications involve 3D food stimuli intended to elicit cravings, stress, and/or emotions. However, the visual quality (i.e., the realism) of used food stimuli is heterogeneous, and this factor’s influence on the results has never been isolated and evaluated. In this context, this work aims to study how the visual quality of food stimuli, exposed in a virtual reality environment, influences the resulting desire to eat.Methods: 28 subjects without eating disorders were included in this protocol, who evaluated the desire to eat induced by 10 3D food stimuli, each duplicated in 7 quality levels (for a total of 70 stimuli).Results: Results show that visual quality influences the desire to eat, and this effect depends on the type of food and users’ eating habits. We found two significant thresholds for visual quality: the first provides the minimal quality necessary to elicit a significant desire to eat, while the second provides the ceiling value above which increasing the quality does not improve further the desire to eat.Discussion: These results allow us to provide useful recommendations for the design of experiments involving food stimuli.
{"title":"Does this virtual food make me hungry? effects of visual quality and food type in virtual reality","authors":"Florian Ramousse, Pierre Raimbaud, P. Baert, C. Helfenstein-Didier, A. Gay, C. Massoubre, B. Galusca, G. Lavoué","doi":"10.3389/frvir.2023.1221651","DOIUrl":"https://doi.org/10.3389/frvir.2023.1221651","url":null,"abstract":"Introduction: Studies into food-related behaviors and emotions are increasingly being explored with Virtual Reality (VR). Applications of VR technologies for food science include eating disorder therapies, eating behavior studies and sensory analyzes. These applications involve 3D food stimuli intended to elicit cravings, stress, and/or emotions. However, the visual quality (i.e., the realism) of used food stimuli is heterogeneous, and this factor’s influence on the results has never been isolated and evaluated. In this context, this work aims to study how the visual quality of food stimuli, exposed in a virtual reality environment, influences the resulting desire to eat.Methods: 28 subjects without eating disorders were included in this protocol, who evaluated the desire to eat induced by 10 3D food stimuli, each duplicated in 7 quality levels (for a total of 70 stimuli).Results: Results show that visual quality influences the desire to eat, and this effect depends on the type of food and users’ eating habits. We found two significant thresholds for visual quality: the first provides the minimal quality necessary to elicit a significant desire to eat, while the second provides the ceiling value above which increasing the quality does not improve further the desire to eat.Discussion: These results allow us to provide useful recommendations for the design of experiments involving food stimuli.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45873839","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 : 2023-08-09DOI: 10.3389/frvir.2023.1177855
Lee Lisle, Kylie Davidson, Edward J. K. Gitre, Chris North, D. Bowman
Analysts perform sensemaking on large complex multimedia datasets in order to extract concepts, themes, and other kinds of insights from them. Immersive analytics, in particular, puts users in virtual environments that allow them to explore data in a unique way where they can interact and move through the data. Previous research using virtual reality immersive analytics tools found users wanting to refer to real-world objects or understand the physical world around them while continuing to perform their analysis. Therefore, we designed and ran a comparative study looking at the tradeoffs between virtual and augmented reality for our immersive analytics approach: Immersive Space to Think. Through two mixed-methods studies we found that virtual reality affords users a space where users can focus more on their task, but augmented reality allows them to use various real-world tools that can increase user satisfaction. In future immersive analytics tools, we recommend a blend of the two—augmented virtuality—with pass-through portals which allow users to see various real-world tools, such as whiteboards or desks and keyboards, while still giving themselves a space to focus.
{"title":"Different realities: a comparison of augmented and virtual reality for the sensemaking process","authors":"Lee Lisle, Kylie Davidson, Edward J. K. Gitre, Chris North, D. Bowman","doi":"10.3389/frvir.2023.1177855","DOIUrl":"https://doi.org/10.3389/frvir.2023.1177855","url":null,"abstract":"Analysts perform sensemaking on large complex multimedia datasets in order to extract concepts, themes, and other kinds of insights from them. Immersive analytics, in particular, puts users in virtual environments that allow them to explore data in a unique way where they can interact and move through the data. Previous research using virtual reality immersive analytics tools found users wanting to refer to real-world objects or understand the physical world around them while continuing to perform their analysis. Therefore, we designed and ran a comparative study looking at the tradeoffs between virtual and augmented reality for our immersive analytics approach: Immersive Space to Think. Through two mixed-methods studies we found that virtual reality affords users a space where users can focus more on their task, but augmented reality allows them to use various real-world tools that can increase user satisfaction. In future immersive analytics tools, we recommend a blend of the two—augmented virtuality—with pass-through portals which allow users to see various real-world tools, such as whiteboards or desks and keyboards, while still giving themselves a space to focus.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-08-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47946049","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 : 2023-08-04DOI: 10.3389/frvir.2023.1267071
{"title":"Erratum: Real-time affect detection in virtual reality: a technique based on a three-dimensional model of affect and EEG signals","authors":"","doi":"10.3389/frvir.2023.1267071","DOIUrl":"https://doi.org/10.3389/frvir.2023.1267071","url":null,"abstract":"","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-08-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49271766","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 : 2023-08-04DOI: 10.3389/frvir.2023.1187883
Maximilian Rettinger, G. Rigoll
Virtual reality offers exciting new opportunities for training. This inspires more and more training fields to move from the real world to virtual reality, but some modalities are lost in this transition. In the real world, participants can physically interact with the training material; virtual reality offers several interaction possibilities, but do these affect the training’s success, and if yes, how? To find out how interaction methods influence the learning outcome, we evaluate the following four methods based on ordnance disposal training for civilians: 1) Real-World, 2) Controller-VR, 3) Free-Hand-VR, and 4) Tangible-VR in a between-subjects experiment (n = 100). We show that the Free-Hand-VR method lacks haptic realism and has the worst training outcome. Training with haptic feedback, e.g., Controller-VR, Tangible-VR, and Real-World, lead to a better overall learning effect and matches the participant’s self-assessment. Overall, the results indicate that free-hand interaction is improved by the extension of a tracked tangible object, but the controller-based interaction is most suitable for VR training.
{"title":"Touching the future of training: investigating tangible interaction in virtual reality","authors":"Maximilian Rettinger, G. Rigoll","doi":"10.3389/frvir.2023.1187883","DOIUrl":"https://doi.org/10.3389/frvir.2023.1187883","url":null,"abstract":"Virtual reality offers exciting new opportunities for training. This inspires more and more training fields to move from the real world to virtual reality, but some modalities are lost in this transition. In the real world, participants can physically interact with the training material; virtual reality offers several interaction possibilities, but do these affect the training’s success, and if yes, how? To find out how interaction methods influence the learning outcome, we evaluate the following four methods based on ordnance disposal training for civilians: 1) Real-World, 2) Controller-VR, 3) Free-Hand-VR, and 4) Tangible-VR in a between-subjects experiment (n = 100). We show that the Free-Hand-VR method lacks haptic realism and has the worst training outcome. Training with haptic feedback, e.g., Controller-VR, Tangible-VR, and Real-World, lead to a better overall learning effect and matches the participant’s self-assessment. Overall, the results indicate that free-hand interaction is improved by the extension of a tracked tangible object, but the controller-based interaction is most suitable for VR training.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-08-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45021327","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}