Omar Jubran, Francisco Rocabado, Lais Muntini, J. Duñabeitia, T. Lachmann
{"title":"Reproducing Classical Priming, Flanker, and Lexical Decision Tasks in VR: Between ecological validity and experimental control","authors":"Omar Jubran, Francisco Rocabado, Lais Muntini, J. Duñabeitia, T. Lachmann","doi":"10.1145/3552327.3552362","DOIUrl":null,"url":null,"abstract":"Advances and easier accessibility of Virtual Reality (VR) technology are opening up new opportunities for researchers to conduct laboratory experiments under more ecologically valid yet controlled conditions. In the current study, we investigated the feasibility of utilizing VR in experimental psychology using three classical paradigms: a flanker task, a lexical decision task, and a response priming task with basic geometric shapes. To this end, we compared performance in desktop versions of these tasks with that of VR versions. Both versions were matched for visual angles of the stimuli and for the response device, which was a VR controller. For the lexical decision and the flanker tasks, results were in line with behavioral patterns reported in the literature, reproducing the classical effects i.e., faster responses for consistent trials compared to inconsistent ones in both versions of the task. However, we did not find the classical priming effects, possibly due to technical limitations causing a higher than expected SOA variance. Regarding the different versions, for none of the three tasks, did we find any difference in effects or interactions. These results show that VR is a viable medium for experimental research using the controllers, as long as visual angles and response devices are controlled. We present work in progress, with preliminary data for the lexical decision task for which data collection is not completed yet.","PeriodicalId":370674,"journal":{"name":"Proceedings of the 33rd European Conference on Cognitive Ergonomics","volume":"4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 33rd European Conference on Cognitive Ergonomics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3552327.3552362","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
Advances and easier accessibility of Virtual Reality (VR) technology are opening up new opportunities for researchers to conduct laboratory experiments under more ecologically valid yet controlled conditions. In the current study, we investigated the feasibility of utilizing VR in experimental psychology using three classical paradigms: a flanker task, a lexical decision task, and a response priming task with basic geometric shapes. To this end, we compared performance in desktop versions of these tasks with that of VR versions. Both versions were matched for visual angles of the stimuli and for the response device, which was a VR controller. For the lexical decision and the flanker tasks, results were in line with behavioral patterns reported in the literature, reproducing the classical effects i.e., faster responses for consistent trials compared to inconsistent ones in both versions of the task. However, we did not find the classical priming effects, possibly due to technical limitations causing a higher than expected SOA variance. Regarding the different versions, for none of the three tasks, did we find any difference in effects or interactions. These results show that VR is a viable medium for experimental research using the controllers, as long as visual angles and response devices are controlled. We present work in progress, with preliminary data for the lexical decision task for which data collection is not completed yet.