Pub Date : 2023-05-26DOI: 10.3389/frvir.2023.1138240
E. Seesjärvi, M. Laine, Kaisla Kasteenpohja, J. Salmi
Background and objective: EPELI (Executive Performance of Everyday LIving) is a Virtual Reality (VR) task that was developed to study goal-directed behavior in everyday life contexts in children. In this study, we had 72 typically developing 9- to 13-year-old children to play EPELI with an immersive version implemented with a head-mounted display (HMD) and a non-immersive version employing a flat screen display (FSD) in a counterbalanced order to see if the two versions yield similar results. The children’s everyday executive functions were assessed with the parent-rated Behavior Rating Inventory for Executive Functions (BRIEF) questionnaire. To assess the applicability of EPELI for online testing, half of the flat screen display version gameplays were conducted remotely and the rest in the laboratory. Results: All EPELI performance measures were correlated across the versions. The children’s performance was mostly similar in the two versions, but small effects reflecting higher performance in FSD-EPELI were found in the measures of Total score, Task efficacy, and Time-based prospective memory score. The children engaged in more active time monitoring in FSD-EPELI. While the children evaluated the feeling of presence and usability of both versions favorably, most children preferred HMD-EPELI, and evaluated its environment to be more involving and realistic. Both versions showed only negligible problems with the interface quality. No differences in task performance or subjective evaluations were found between the home-based and laboratory-based assessments of FSD-EPELI. In both EPELI versions, the efficacy measures were correlated with BRIEF on the first assessment, but not on the second. This raises questions about the stability of the associations reported between executive function tasks and questionnaires. Conclusions: Both the HMD and FSD versions of EPELI are viable tools for the naturalistic assessment of goal-directed behavior in children. While the HMD version provides a more immersive user experience and naturalistic movement tracking, the FSD version can maximize scalability, reachability, and cost efficacy, as it can be used with common hardware and remotely. Taken together, the findings highlight similarities between the HMD and FSD versions of a cognitively complex VR task, but also underline the specific advantages of these common presentation modes.
背景和目的:EPELI (Executive Performance of Everyday LIving)是一项虚拟现实(VR)任务,旨在研究儿童在日常生活环境中的目标导向行为。在这项研究中,我们让72名正常发育的9到13岁的儿童玩《EPELI》,其中一个是使用头戴式显示器(HMD)的沉浸式版本,另一个是使用平面屏幕显示器(FSD)的非沉浸式版本,以平衡的顺序,看看这两个版本是否产生相似的结果。采用家长评定执行功能行为评定量表(BRIEF)对儿童的日常执行功能进行评估。为了评估EPELI在线测试的适用性,一半的平板显示版游戏玩法远程进行,其余在实验室进行。结果:所有的EPELI绩效指标在不同版本之间具有相关性。在两种版本中,儿童的表现基本相似,但在总分、任务效能和基于时间的前瞻记忆得分的测量中发现了反映FSD-EPELI更高表现的小影响。儿童在FSD-EPELI中更积极地监测时间。虽然孩子们对两个版本的存在感和可用性评价都很好,但大多数孩子更喜欢HMD-EPELI,并评价其环境更具参与性和现实性。两个版本的界面质量问题都可以忽略不计。在FSD-EPELI的家庭评估和实验室评估之间没有发现任务表现或主观评价的差异。在两个EPELI版本中,第一次评估的疗效测量与BRIEF相关,而第二次评估的疗效测量与BRIEF无关。这就提出了关于执行功能任务和问卷之间联系的稳定性的问题。结论:HMD和FSD版本的EPELI都是评估儿童目标导向行为的有效工具。虽然HMD版本提供了更身临其境的用户体验和自然的运动跟踪,但FSD版本可以最大限度地提高可扩展性、可达性和成本效益,因为它可以与普通硬件和远程使用。综上所述,这些发现突出了HMD和FSD版本在认知复杂的VR任务中的相似之处,但也强调了这些常见呈现模式的特定优势。
{"title":"Assessing goal-directed behavior in virtual reality with the neuropsychological task EPELI: children prefer head-mounted display but flat screen provides a viable performance measure for remote testing","authors":"E. Seesjärvi, M. Laine, Kaisla Kasteenpohja, J. Salmi","doi":"10.3389/frvir.2023.1138240","DOIUrl":"https://doi.org/10.3389/frvir.2023.1138240","url":null,"abstract":"Background and objective: EPELI (Executive Performance of Everyday LIving) is a Virtual Reality (VR) task that was developed to study goal-directed behavior in everyday life contexts in children. In this study, we had 72 typically developing 9- to 13-year-old children to play EPELI with an immersive version implemented with a head-mounted display (HMD) and a non-immersive version employing a flat screen display (FSD) in a counterbalanced order to see if the two versions yield similar results. The children’s everyday executive functions were assessed with the parent-rated Behavior Rating Inventory for Executive Functions (BRIEF) questionnaire. To assess the applicability of EPELI for online testing, half of the flat screen display version gameplays were conducted remotely and the rest in the laboratory. Results: All EPELI performance measures were correlated across the versions. The children’s performance was mostly similar in the two versions, but small effects reflecting higher performance in FSD-EPELI were found in the measures of Total score, Task efficacy, and Time-based prospective memory score. The children engaged in more active time monitoring in FSD-EPELI. While the children evaluated the feeling of presence and usability of both versions favorably, most children preferred HMD-EPELI, and evaluated its environment to be more involving and realistic. Both versions showed only negligible problems with the interface quality. No differences in task performance or subjective evaluations were found between the home-based and laboratory-based assessments of FSD-EPELI. In both EPELI versions, the efficacy measures were correlated with BRIEF on the first assessment, but not on the second. This raises questions about the stability of the associations reported between executive function tasks and questionnaires. Conclusions: Both the HMD and FSD versions of EPELI are viable tools for the naturalistic assessment of goal-directed behavior in children. While the HMD version provides a more immersive user experience and naturalistic movement tracking, the FSD version can maximize scalability, reachability, and cost efficacy, as it can be used with common hardware and remotely. Taken together, the findings highlight similarities between the HMD and FSD versions of a cognitively complex VR task, but also underline the specific advantages of these common presentation modes.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48630346","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 : 2023-05-19DOI: 10.3389/frvir.2023.1159905
Nesse van der Meer, Vivian Van Der Werf, Willem-Paul Brinkman, M. Specht
Background: While research on Virtual Reality’s potential for education continues to advance, research on its support for Collaborative Learning is small in scope. With remote collaboration and distance learning becoming increasingly relevant for education (especially since the COVID-19 pandemic), an understanding of Virtual Reality’s potential for Collaborative Learning is of importance. To establish how this immersive technology can support and enhance collaboration between learners, this systematic literature review analyses scientific research on Virtual Reality for Collaborative Learning with the intention to identify 1) skills and competences trained, 2) domains and disciplines addressed, 3) systems used and 4) empirical knowledge established. Method: Two scientific databases—Scopus and Web of Science—were used for this review. Following the PRISMA method, a total of 139 articles were analyzed. Reliability of this selection process was assessed using five additional coders. A taxonomy was used to classify these articles. Another coder was used to assess the reliability of the primary coder before this taxonomy was applied to the selected articles Results: Based on the literature reviewed, skills and competences developed are divided into five categories. Educational fields and domains seem interested in Virtual Reality for Collaborative Learning because of a need for innovation, communities and remote socialization and collaboration between learners. Systems primarily use monitor-based Virtual Reality and mouse-and-keyboard controls. A general optimism is visible regarding the use of Virtual Reality to support and enhance Collaborative Learning Conclusion: Five distinct affordances of Virtual Reality for Collaborative Learning are identified: it 1) is an efficient tool to engage and motivate learners, 2) supports distance learning and remote collaboration, 3) provides multi- and interdisciplinary spaces for both learning and collaborating, 4) helps develop social skills and 5) suits Collaborative Learning-related paradigms and approaches. Overall, the reviewed literature suggests Virtual Reality to be an effective tool for the support and enhancement of Collaborative Learning, though further research is necessary to establish pedagogies.
背景:尽管对虚拟现实教育潜力的研究不断推进,但对其支持协作学习的研究范围很小。随着远程协作和远程学习越来越与教育相关(尤其是自新冠肺炎大流行以来),了解虚拟现实在协作学习方面的潜力至关重要。为了确定这种沉浸式技术如何支持和增强学习者之间的协作,本系统的文献综述分析了虚拟现实协作学习的科学研究,目的是确定1)培训的技能和能力,2)解决的领域和学科,3)使用的系统和4)建立的经验知识。方法:使用Scopus和Web of Science两个科学数据库进行综述。根据PRISMA方法,共分析了139篇文章。使用另外五个编码器评估了该选择过程的可靠性。使用分类法对这些文章进行分类。在将该分类法应用于所选文章之前,使用另一位编码员来评估主要编码员的可靠性。结果:根据所综述的文献,所培养的技能和能力分为五类。教育领域似乎对虚拟现实协作学习感兴趣,因为需要创新、社区以及学习者之间的远程社会化和协作。系统主要使用基于监视器的虚拟现实以及鼠标和键盘控制。对于使用虚拟现实来支持和增强协作学习,人们普遍持乐观态度。结论:确定了虚拟现实对协作学习的五种不同启示:它1)是吸引和激励学习者的有效工具,2)支持远程学习和远程协作,3)为学习和合作提供多学科和跨学科的空间,4)帮助发展社交技能,5)适合与合作学习相关的范式和方法。总体而言,回顾的文献表明,虚拟现实是支持和加强协作学习的有效工具,尽管需要进一步研究来建立教学法。
{"title":"Virtual reality and collaborative learning: a systematic literature review","authors":"Nesse van der Meer, Vivian Van Der Werf, Willem-Paul Brinkman, M. Specht","doi":"10.3389/frvir.2023.1159905","DOIUrl":"https://doi.org/10.3389/frvir.2023.1159905","url":null,"abstract":"Background: While research on Virtual Reality’s potential for education continues to advance, research on its support for Collaborative Learning is small in scope. With remote collaboration and distance learning becoming increasingly relevant for education (especially since the COVID-19 pandemic), an understanding of Virtual Reality’s potential for Collaborative Learning is of importance. To establish how this immersive technology can support and enhance collaboration between learners, this systematic literature review analyses scientific research on Virtual Reality for Collaborative Learning with the intention to identify 1) skills and competences trained, 2) domains and disciplines addressed, 3) systems used and 4) empirical knowledge established. Method: Two scientific databases—Scopus and Web of Science—were used for this review. Following the PRISMA method, a total of 139 articles were analyzed. Reliability of this selection process was assessed using five additional coders. A taxonomy was used to classify these articles. Another coder was used to assess the reliability of the primary coder before this taxonomy was applied to the selected articles Results: Based on the literature reviewed, skills and competences developed are divided into five categories. Educational fields and domains seem interested in Virtual Reality for Collaborative Learning because of a need for innovation, communities and remote socialization and collaboration between learners. Systems primarily use monitor-based Virtual Reality and mouse-and-keyboard controls. A general optimism is visible regarding the use of Virtual Reality to support and enhance Collaborative Learning Conclusion: Five distinct affordances of Virtual Reality for Collaborative Learning are identified: it 1) is an efficient tool to engage and motivate learners, 2) supports distance learning and remote collaboration, 3) provides multi- and interdisciplinary spaces for both learning and collaborating, 4) helps develop social skills and 5) suits Collaborative Learning-related paradigms and approaches. Overall, the reviewed literature suggests Virtual Reality to be an effective tool for the support and enhancement of Collaborative Learning, though further research is necessary to establish pedagogies.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46002952","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 : 2023-05-12DOI: 10.3389/frvir.2023.1059278
Chen Li, Pui-yin Daniel Yip
Motivated by the unique experience of creating three-dimensional artworks in virtual reality (VR) and the need for teletherapy due to the global pandemic, we conducted this pilot case study to explore the feasibility and effectiveness of using a custom-designed collaborative virtual environment (CVE) to enable remote arts therapy. Three participants (two females and one male) experiencing moderate to high stress as measured by the Perceived Stress Scale (PSS) joined this study. Each participant had eight 45-minute one-on-one sessions with the therapist for eight consecutive weeks. These eight sessions covered eight art creation themes and were delivered following pre-designed protocols. The CVE was the only medium to facilitate the sessions, during which the therapist and the participants were physically separated into two rooms. The quantitative and qualitative results suggested that the CVE-enabled approach was generally feasible and was welcomed by both the participants and the therapist. However, more evidence of the approach’s effectiveness in enhancing the participants’ mental wellbeing is needed because the results of the pilot case study were affected by the pandemic. The advantages and disadvantages of this approach and the CVE were investigated from practicality and technological affordance perspectives. Potential improvements to the CVE are also proposed to better facilitate the practice of remote arts therapy in CVE. We encourage future studies to cautiously investigate CVE-enabled remote arts therapy in clinical settings and collect more evidence regarding its effectiveness in addressing clinically diagnosed mental disorders and other complications.
{"title":"Remote arts therapy in collaborative virtual environment: A pilot case study","authors":"Chen Li, Pui-yin Daniel Yip","doi":"10.3389/frvir.2023.1059278","DOIUrl":"https://doi.org/10.3389/frvir.2023.1059278","url":null,"abstract":"Motivated by the unique experience of creating three-dimensional artworks in virtual reality (VR) and the need for teletherapy due to the global pandemic, we conducted this pilot case study to explore the feasibility and effectiveness of using a custom-designed collaborative virtual environment (CVE) to enable remote arts therapy. Three participants (two females and one male) experiencing moderate to high stress as measured by the Perceived Stress Scale (PSS) joined this study. Each participant had eight 45-minute one-on-one sessions with the therapist for eight consecutive weeks. These eight sessions covered eight art creation themes and were delivered following pre-designed protocols. The CVE was the only medium to facilitate the sessions, during which the therapist and the participants were physically separated into two rooms. The quantitative and qualitative results suggested that the CVE-enabled approach was generally feasible and was welcomed by both the participants and the therapist. However, more evidence of the approach’s effectiveness in enhancing the participants’ mental wellbeing is needed because the results of the pilot case study were affected by the pandemic. The advantages and disadvantages of this approach and the CVE were investigated from practicality and technological affordance perspectives. Potential improvements to the CVE are also proposed to better facilitate the practice of remote arts therapy in CVE. We encourage future studies to cautiously investigate CVE-enabled remote arts therapy in clinical settings and collect more evidence regarding its effectiveness in addressing clinically diagnosed mental disorders and other complications.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46003594","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 : 2023-05-09DOI: 10.3389/frvir.2023.1048812
Tiernan J. Cahill, James J. Cummings
The present study investigates how the user state of presence is affected by contingencies in the design of virtual environments. The theoretical framework of congruity is herein explicated, which builds upon the concept of plausibility illusion as one of the essential prerequisites for presence, and which systematically explains and predicts presence in terms of alignment between schemata in the user’s memory and stimuli presented within the virtual environment. Three dimensions of congruity are explicated and discussed: sensory, environmental, and thematic. A series of breaching experiments were conducted in a virtual environment testing the effects of each dimension of incongruity on presence. These experiments were inconclusive regarding the effects of sensory and environmental congruity; however, the results strongly suggest that the state of presence is contingent upon thematic congruity in virtual environments. This finding has theoretical significance insofar as it points towards the necessity of considering genre and cultural context in predicting user states in virtual environments. The study also has practical relevance to designers and developers of content for virtual reality in that it identifies a critical psychological consideration for the user experience that is absent from existing models.
{"title":"Effects of congruity on the state of user presence in virtual environments: Results from a breaching experiment","authors":"Tiernan J. Cahill, James J. Cummings","doi":"10.3389/frvir.2023.1048812","DOIUrl":"https://doi.org/10.3389/frvir.2023.1048812","url":null,"abstract":"The present study investigates how the user state of presence is affected by contingencies in the design of virtual environments. The theoretical framework of congruity is herein explicated, which builds upon the concept of plausibility illusion as one of the essential prerequisites for presence, and which systematically explains and predicts presence in terms of alignment between schemata in the user’s memory and stimuli presented within the virtual environment. Three dimensions of congruity are explicated and discussed: sensory, environmental, and thematic. A series of breaching experiments were conducted in a virtual environment testing the effects of each dimension of incongruity on presence. These experiments were inconclusive regarding the effects of sensory and environmental congruity; however, the results strongly suggest that the state of presence is contingent upon thematic congruity in virtual environments. This finding has theoretical significance insofar as it points towards the necessity of considering genre and cultural context in predicting user states in virtual environments. The study also has practical relevance to designers and developers of content for virtual reality in that it identifies a critical psychological consideration for the user experience that is absent from existing models.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45174852","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 : 2023-05-03DOI: 10.3389/frvir.2023.1201385
Evelien Heyselaar, N. Caruana, Mincheol Shin, L. Schilbach, Emily S. Cross
Social interactions with artificial agents, such as voice agents, physically-embodied robots and avatars in virtual reality, are becoming increasingly normalised. As we strive to understand and optimise these social interactions–and human interactions in general–a pertinent question is: Do we really interact with artificial agents as if they are human?Awealth of related questions that are ripe for exploration concern the factors or conditions that might make this more or less likely. In this Research Topic, we propose that this line of empirical enquiry is important, not only in informing how we can best design and position artificial agents in various applied contexts (e.g., education, entertainment, healthcare delivery), but also so we can inform how artificial agents can continue to be used as a valid tool in human social neuroscience research. Over the past decade, artificial agents have become a critical tool in experimental social neuroscience. In particular, virtual agent and virtual interaction paradigms have enabled social neuroscientists to achieve a balance between the need for 1) ecological validity on the one hand, with paradigms that capture the dynamic and reciprocal complexity of social interactions; and 2) experimental control and objectivity, with the ability to deploy paradigms in controlled laboratory and neuroimaging settings (that are typically designed to test one person at a time), with objective measures of social attention, behaviour and corresponding neural processes. Historically, studies of human social interaction have either used naturalistic and observational approaches that achieve 1) but not 2), or contrived and simplistic experimental studies–typically involving the passive observation of social information from a third person perspective–that achieve 2) but not 1). Recent calls for more interactive, second person neuroscience approaches have been met with the use of artificial agents and virtual interaction paradigms (Schilbach et al., 2013; Caruana et al., 2017c). Across this nascent body of research, it has largely been assumed that the neural, cognitive, and psychological mechanisms supporting social interactions between humans flexibly generalize to interactions with artificial agents and that they therefore can provide an ecologically-valid analogue for investigating these mechanisms. However, emerging research has highlighted that there are many factors, such as agent features (Cross and Ramsey, 2021; Henschel et al., 2021; Marchesi et al., 2021) or our beliefs and expectations about the agency and intentions of artificial agents (Klapper et al., 2014; Cross et al., 2016; Caruana et al., 2017a; Caruana et al., 2017b; Caruana and OPEN ACCESS
{"title":"Editorial: Do we really interact with artificial agents as if they are human?","authors":"Evelien Heyselaar, N. Caruana, Mincheol Shin, L. Schilbach, Emily S. Cross","doi":"10.3389/frvir.2023.1201385","DOIUrl":"https://doi.org/10.3389/frvir.2023.1201385","url":null,"abstract":"Social interactions with artificial agents, such as voice agents, physically-embodied robots and avatars in virtual reality, are becoming increasingly normalised. As we strive to understand and optimise these social interactions–and human interactions in general–a pertinent question is: Do we really interact with artificial agents as if they are human?Awealth of related questions that are ripe for exploration concern the factors or conditions that might make this more or less likely. In this Research Topic, we propose that this line of empirical enquiry is important, not only in informing how we can best design and position artificial agents in various applied contexts (e.g., education, entertainment, healthcare delivery), but also so we can inform how artificial agents can continue to be used as a valid tool in human social neuroscience research. Over the past decade, artificial agents have become a critical tool in experimental social neuroscience. In particular, virtual agent and virtual interaction paradigms have enabled social neuroscientists to achieve a balance between the need for 1) ecological validity on the one hand, with paradigms that capture the dynamic and reciprocal complexity of social interactions; and 2) experimental control and objectivity, with the ability to deploy paradigms in controlled laboratory and neuroimaging settings (that are typically designed to test one person at a time), with objective measures of social attention, behaviour and corresponding neural processes. Historically, studies of human social interaction have either used naturalistic and observational approaches that achieve 1) but not 2), or contrived and simplistic experimental studies–typically involving the passive observation of social information from a third person perspective–that achieve 2) but not 1). Recent calls for more interactive, second person neuroscience approaches have been met with the use of artificial agents and virtual interaction paradigms (Schilbach et al., 2013; Caruana et al., 2017c). Across this nascent body of research, it has largely been assumed that the neural, cognitive, and psychological mechanisms supporting social interactions between humans flexibly generalize to interactions with artificial agents and that they therefore can provide an ecologically-valid analogue for investigating these mechanisms. However, emerging research has highlighted that there are many factors, such as agent features (Cross and Ramsey, 2021; Henschel et al., 2021; Marchesi et al., 2021) or our beliefs and expectations about the agency and intentions of artificial agents (Klapper et al., 2014; Cross et al., 2016; Caruana et al., 2017a; Caruana et al., 2017b; Caruana and OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44773644","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 : 2023-04-26DOI: 10.3389/frvir.2023.1200156
S. Oberdörfer, Domna Banakou, Ayush Bhargava
The application of Virtual Reality (VR) is varied, ranging from entertainment, education, and training to therapy, workflow optimization, and scientific research. Over the past decade, there has been extensive work demonstrating how VR can enhance our lives and improve our wellbeing. VR has positively impacted various fields, for example, by facilitating distant communication, alleviating loneliness, providing relaxation support, and improving remote learning. However, as with any innovative technology, there may be unforeseen downsides to VR that may arise from overuse, poorly developed experiences, or unethical purposes. As a result, some positive use cases may have long-lasting negative effects, while use cases originally intended as negative may help users overcome anxiety or treat disorders. For example, VR can allow users to isolate themselves in horror games, which may be engaging but could negatively impact children, or habituate users to gambling with real money in environments where all external stimuli are heavily altered or reduced. With VR increasingly integrated into our daily lives through virtual workplaces, virtual social gatherings, and the Metaverse, it is critical to identify potential risks and establish design guidelines to ensure user safety. This Research Topic serves as a first step in identifying opportunities, potential risks, and new research directions. The research article “Joyful Adventures and Frightening Places–Designing EmotionInducing Virtual Environments” (Steinhaeusser et al.) demonstrates how VR can be used to induce negative and positive emotions in users through the presentation of twelve design guidelines. The effectiveness of the guidelines was evaluated across two user studies. This paper can serve as a valuable resource for researchers and developers seeking to design environments that evoke specific moods. While applications of therapy and mental recovery might benefit from the positive guidelines, other projects targeting either thrill-seeking or certain behavioral changes may benefit from the negative guidelines. In summary, this article demonstrates the potential of both the light and dark sides of using VR. The research article “Dialing up the danger: Virtual reality for the simulation of risk” (McIntosh) investigates the perception and impact of simulating and experiencing risky content in VR. Using thematic analysis and close reading language analysis, this article examines how journalists and media professionals reacted to a VR component during a “Stress Management and Civil Unrest” training session. The participants were found to experience the escalated VR scenario in a direct and active form. While the participants acknowledged that VR-based training can be highly beneficial in preparing for risky situations, they also reported that the simulation could trigger upsetting memories of OPEN ACCESS
虚拟现实(VR)的应用是多种多样的,从娱乐、教育、培训到治疗、工作流程优化和科学研究。在过去的十年里,有大量的工作证明了虚拟现实如何改善我们的生活,改善我们的健康。虚拟现实对各个领域都产生了积极的影响,例如促进远程交流,缓解孤独感,提供放松支持,改善远程学习。然而,与任何创新技术一样,VR可能存在不可预见的缺点,这些缺点可能来自过度使用、开发不良的体验或不道德的目的。因此,一些积极的用例可能会产生长期的负面影响,而最初打算作为负面的用例可能会帮助用户克服焦虑或治疗疾病。例如,VR可以让用户将自己隔离在恐怖游戏中,这可能会吸引人,但可能会对儿童产生负面影响,或者让用户习惯于在所有外部刺激都被严重改变或减少的环境中用真钱赌博。随着虚拟现实越来越多地通过虚拟工作场所、虚拟社交聚会和虚拟世界融入我们的日常生活,识别潜在风险并建立设计指南以确保用户安全至关重要。本研究课题是识别机会、潜在风险和新的研究方向的第一步。研究文章“快乐的冒险和可怕的地方-设计情感诱导虚拟环境”(Steinhaeusser et al.)通过展示12条设计准则,展示了如何使用VR来诱导用户的消极和积极情绪。指南的有效性通过两项用户研究进行了评估。这篇论文可以作为研究人员和开发人员寻求设计唤起特定情绪的环境的宝贵资源。虽然治疗和精神康复的应用可能受益于积极的指导方针,但其他旨在寻求刺激或某些行为改变的项目可能受益于消极的指导方针。总之,本文展示了使用VR的光明和黑暗两方面的潜力。研究文章“拨号危险:虚拟现实模拟风险”(McIntosh)调查了在VR中模拟和体验风险内容的感知和影响。本文采用主题分析和细读语言分析,考察了记者和媒体专业人员在“压力管理和内乱”培训课程中对虚拟现实组件的反应。研究发现,参与者以直接和积极的形式体验升级的虚拟现实场景。虽然参与者承认基于虚拟现实的培训在为危险情况做准备方面非常有益,但他们也报告说,模拟可能会引发开放获取的令人不安的记忆
{"title":"Editorial: The light and dark sides of virtual reality","authors":"S. Oberdörfer, Domna Banakou, Ayush Bhargava","doi":"10.3389/frvir.2023.1200156","DOIUrl":"https://doi.org/10.3389/frvir.2023.1200156","url":null,"abstract":"The application of Virtual Reality (VR) is varied, ranging from entertainment, education, and training to therapy, workflow optimization, and scientific research. Over the past decade, there has been extensive work demonstrating how VR can enhance our lives and improve our wellbeing. VR has positively impacted various fields, for example, by facilitating distant communication, alleviating loneliness, providing relaxation support, and improving remote learning. However, as with any innovative technology, there may be unforeseen downsides to VR that may arise from overuse, poorly developed experiences, or unethical purposes. As a result, some positive use cases may have long-lasting negative effects, while use cases originally intended as negative may help users overcome anxiety or treat disorders. For example, VR can allow users to isolate themselves in horror games, which may be engaging but could negatively impact children, or habituate users to gambling with real money in environments where all external stimuli are heavily altered or reduced. With VR increasingly integrated into our daily lives through virtual workplaces, virtual social gatherings, and the Metaverse, it is critical to identify potential risks and establish design guidelines to ensure user safety. This Research Topic serves as a first step in identifying opportunities, potential risks, and new research directions. The research article “Joyful Adventures and Frightening Places–Designing EmotionInducing Virtual Environments” (Steinhaeusser et al.) demonstrates how VR can be used to induce negative and positive emotions in users through the presentation of twelve design guidelines. The effectiveness of the guidelines was evaluated across two user studies. This paper can serve as a valuable resource for researchers and developers seeking to design environments that evoke specific moods. While applications of therapy and mental recovery might benefit from the positive guidelines, other projects targeting either thrill-seeking or certain behavioral changes may benefit from the negative guidelines. In summary, this article demonstrates the potential of both the light and dark sides of using VR. The research article “Dialing up the danger: Virtual reality for the simulation of risk” (McIntosh) investigates the perception and impact of simulating and experiencing risky content in VR. Using thematic analysis and close reading language analysis, this article examines how journalists and media professionals reacted to a VR component during a “Stress Management and Civil Unrest” training session. The participants were found to experience the escalated VR scenario in a direct and active form. While the participants acknowledged that VR-based training can be highly beneficial in preparing for risky situations, they also reported that the simulation could trigger upsetting memories of OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43554335","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 : 2023-04-24DOI: 10.3389/frvir.2023.1197858
Daniel Zielasko, C. Borst, Sungchul Jung, Arindam Dey
Human-Computer Interaction, Department of Computer Science, University of Trier, Trier, Germany, Center for Advanced Computer Studies, University of Louisiana at Lafayette, Lafayette, LA, United States, Department of Software Engineering and Game Design and Development, Kennesaw State University, Marietta, GA, United States, School of Information Technology and Electrical Engineering, University of Queensland, Brisbane, QLD, Australia
{"title":"Editorial: Everyday Virtual and Augmented Reality: Methods and Applications, Volume II","authors":"Daniel Zielasko, C. Borst, Sungchul Jung, Arindam Dey","doi":"10.3389/frvir.2023.1197858","DOIUrl":"https://doi.org/10.3389/frvir.2023.1197858","url":null,"abstract":"Human-Computer Interaction, Department of Computer Science, University of Trier, Trier, Germany, Center for Advanced Computer Studies, University of Louisiana at Lafayette, Lafayette, LA, United States, Department of Software Engineering and Game Design and Development, Kennesaw State University, Marietta, GA, United States, School of Information Technology and Electrical Engineering, University of Queensland, Brisbane, QLD, Australia","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42589661","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 : 2023-04-21DOI: 10.3389/frvir.2023.1180165
Laura J. Thomas
Long duration space exploration is no longer a fantasy, with Elon Musk claiming to launch astronauts to Mars as early as 2029. The substantial increase in spaceflight duration required for a Mars mission has resulted in a stronger focus on behavioural health outcomes at NASA, with increased interest in using virtual reality countermeasures to both monitor and promote psychological wellbeing. From the perspective of a practitioner psychologist, this paper first considers the utility of virtual reality assessment of emerging behavioural health concerns for remote monitoring purposes. Key opportunities include using virtual reality for functional cognitive testing and leveraging the predictive abilities of multimodal data for personalised insights into symptomology. Suggestions are given as to how astronauts can self-monitor usage of virtual leisure activities that facilitate positive emotional experiences. Secondly, the potential to develop virtual reality countermeasures to deliver semi-structured therapeutic interventions such as collaborative cognitive-behavioural formulation in the absence of real-time communication is discussed. Finally, considerations for the responsible implementation of psychological monitoring tools are reviewed within a context of fostering psychological safety and reducing stigma.
{"title":"The future potential of virtual reality countermeasures for maintaining behavioural health during long duration space exploration","authors":"Laura J. Thomas","doi":"10.3389/frvir.2023.1180165","DOIUrl":"https://doi.org/10.3389/frvir.2023.1180165","url":null,"abstract":"Long duration space exploration is no longer a fantasy, with Elon Musk claiming to launch astronauts to Mars as early as 2029. The substantial increase in spaceflight duration required for a Mars mission has resulted in a stronger focus on behavioural health outcomes at NASA, with increased interest in using virtual reality countermeasures to both monitor and promote psychological wellbeing. From the perspective of a practitioner psychologist, this paper first considers the utility of virtual reality assessment of emerging behavioural health concerns for remote monitoring purposes. Key opportunities include using virtual reality for functional cognitive testing and leveraging the predictive abilities of multimodal data for personalised insights into symptomology. Suggestions are given as to how astronauts can self-monitor usage of virtual leisure activities that facilitate positive emotional experiences. Secondly, the potential to develop virtual reality countermeasures to deliver semi-structured therapeutic interventions such as collaborative cognitive-behavioural formulation in the absence of real-time communication is discussed. Finally, considerations for the responsible implementation of psychological monitoring tools are reviewed within a context of fostering psychological safety and reducing stigma.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46124033","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 : 2023-04-17DOI: 10.3389/frvir.2023.1147731
Andres Pinilla, Jan-Niklas Voigt-Antons, Jaime Garcia, W. Raffe, S. Möller
Quality and Usability Lab, Institute for Software Technology and Theoretical Computer Science, Faculty of Electrical Engineering and Computer Science, Technische Universitat Berlin, Berlin, Germany, UTS Games Studio, Faculty of Engineering and IT, University of Technology Sydney UTS, Sydney, NSW, Australia, German Research Center for Artificial Intelligence (DFKI), Berlin, Germany, Hamm-Lippstadt University of Applied Sciences, Hamm, Germany
质量和可用性实验室,软件技术与理论计算机科学研究所,电气工程与计算机科学学院,柏林理工大学,德国,UTS Games Studio,悉尼理工大学工程与IT学院,悉尼,新南威尔士州,澳大利亚,德国人工智能研究中心,德国,哈姆-利普施塔特应用科学大学,德国哈姆
{"title":"Corrigendum: Real-time affect detection in virtual reality: A technique based on a three-dimensional model of affect and EEG signals","authors":"Andres Pinilla, Jan-Niklas Voigt-Antons, Jaime Garcia, W. Raffe, S. Möller","doi":"10.3389/frvir.2023.1147731","DOIUrl":"https://doi.org/10.3389/frvir.2023.1147731","url":null,"abstract":"Quality and Usability Lab, Institute for Software Technology and Theoretical Computer Science, Faculty of Electrical Engineering and Computer Science, Technische Universitat Berlin, Berlin, Germany, UTS Games Studio, Faculty of Engineering and IT, University of Technology Sydney UTS, Sydney, NSW, Australia, German Research Center for Artificial Intelligence (DFKI), Berlin, Germany, Hamm-Lippstadt University of Applied Sciences, Hamm, Germany","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44830866","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 : 2023-04-14DOI: 10.3389/frvir.2023.1127000
J. Stuart, Anita Stephen, Karen Aul, Michael D. Bumbach, Shari Huffman, Brooke Russo, Benjamin Lok
Introduction: Healthcare education commonly uses practices like moulage to represent visual cues (e.g., symptoms). Unfortunately, current practices have limitations in accurately representing visual symptoms that develop over time. To address this challenge, we applied augmented reality (AR) filters to images displayed on computer screens to enable real-time interactive visualizations of symptom development. Additionally, this study explores the impact of object and filter fidelity on users’ perceptions of visual cues during training, providing evidence-based recommendations on the effective use of filters in healthcare education. Methods: We conducted a 2 × 2 within-subjects study that involved second-year nursing students (N = 55) from the University of Florida. The study manipulated two factors: filter fidelity and object fidelity. Filter fidelity was manipulated by applying either a filter based on a medical illustration image or a filter based on a real symptom image. Object fidelity was manipulated by overlaying the filter on either a medical manikin image or a real person image. To ensure that potential confounding variables such as lighting or 3D tracking did not affect the results, 101 images were pre-generated for each of the four conditions. These images mapped to the transparency levels of the filters, which ranged from 0 to 100. Participants interacted with the images on a computer screen using visual analog scales, manipulating the transparency of the symptoms until they identified changes occurring on the image and distinct symptom patterns. Participants also rated the severity and realism of each condition and provided feedback on how the filter and object fidelities impacted their perceptions. Results: We found evidence that object and filter fidelity impacted user perceptions of symptom realism and severity and even affected users’ abilities to identify the symptoms. This includes symptoms being seen as more realistic when overlaid on the real person, symptoms being identified at earlier stages of development when overlaid on the manikin, and symptoms being seen as most severe when the real-image filter was overlayed on the manikin. Conclusion: This work implemented a novel approach that uses AR filters to display visual cues that develop over time. Additionally, this work’s investigation into fidelity allows us to provide evidence-based recommendations on how and when AR filters can be effectively used in healthcare education.
{"title":"Using augmented reality filters to display time-based visual cues","authors":"J. Stuart, Anita Stephen, Karen Aul, Michael D. Bumbach, Shari Huffman, Brooke Russo, Benjamin Lok ","doi":"10.3389/frvir.2023.1127000","DOIUrl":"https://doi.org/10.3389/frvir.2023.1127000","url":null,"abstract":"Introduction: Healthcare education commonly uses practices like moulage to represent visual cues (e.g., symptoms). Unfortunately, current practices have limitations in accurately representing visual symptoms that develop over time. To address this challenge, we applied augmented reality (AR) filters to images displayed on computer screens to enable real-time interactive visualizations of symptom development. Additionally, this study explores the impact of object and filter fidelity on users’ perceptions of visual cues during training, providing evidence-based recommendations on the effective use of filters in healthcare education. Methods: We conducted a 2 × 2 within-subjects study that involved second-year nursing students (N = 55) from the University of Florida. The study manipulated two factors: filter fidelity and object fidelity. Filter fidelity was manipulated by applying either a filter based on a medical illustration image or a filter based on a real symptom image. Object fidelity was manipulated by overlaying the filter on either a medical manikin image or a real person image. To ensure that potential confounding variables such as lighting or 3D tracking did not affect the results, 101 images were pre-generated for each of the four conditions. These images mapped to the transparency levels of the filters, which ranged from 0 to 100. Participants interacted with the images on a computer screen using visual analog scales, manipulating the transparency of the symptoms until they identified changes occurring on the image and distinct symptom patterns. Participants also rated the severity and realism of each condition and provided feedback on how the filter and object fidelities impacted their perceptions. Results: We found evidence that object and filter fidelity impacted user perceptions of symptom realism and severity and even affected users’ abilities to identify the symptoms. This includes symptoms being seen as more realistic when overlaid on the real person, symptoms being identified at earlier stages of development when overlaid on the manikin, and symptoms being seen as most severe when the real-image filter was overlayed on the manikin. Conclusion: This work implemented a novel approach that uses AR filters to display visual cues that develop over time. Additionally, this work’s investigation into fidelity allows us to provide evidence-based recommendations on how and when AR filters can be effectively used in healthcare education.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42823822","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}