Virtual Reality最新文献

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The restorative and state enhancing potential of abstract fractal-like imagery and interactive mindfulness interventions in virtual reality 虚拟现实中的抽象分形图像和交互式正念干预的恢复和状态提升潜力
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-27 DOI: 10.1007/s10055-023-00916-7
Adam C. Barton, Michael Do, Jade Sheen, Linda K. Byrne
{"title":"The restorative and state enhancing potential of abstract fractal-like imagery and interactive mindfulness interventions in virtual reality","authors":"Adam C. Barton, Michael Do, Jade Sheen, Linda K. Byrne","doi":"10.1007/s10055-023-00916-7","DOIUrl":"https://doi.org/10.1007/s10055-023-00916-7","url":null,"abstract":"<p>The restorative and mental state enhancing effects of brief mindfulness-based interventions (MBIs) and restorative environments such as nature has been supported in the research literature. However, regular adoption of these practices is limited by practical constraints and motivational barriers. The current study addressed these challenges by introducing two novel approaches which utilise the immersive and interactive qualities of virtual reality (VR). This included an interactive MBI and an abstract restorative environment using fractal-like imagery. These approaches were explored using a comparative evaluation of two short (6 min) VR interventions: Passive VR (applying principles from restorative interventions) and Interactive VR (implementing a focused attention form of mindfulness meditation). A mixed methods approach revealed increased state mindfulness, reduced mental fatigue, and enhanced aspects of mood (calm/relaxation, anxiety) consistently between conditions. Between group differences revealed additional benefits for cognition (focus), mood (happiness and sadness), and motivational value with the interactive intervention. The abstract environment, used in both interventions, maintained comparable levels of perceived restoration with a nature VR control condition. The results provide preliminary evidence supporting the use of interactive approaches for mindfulness interventions and abstract versions of restorative environments.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"56 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139988061","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Virtual reality environments for stress reduction and management: a scoping review 用于减压和管理的虚拟现实环境:范围界定审查
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-27 DOI: 10.1007/s10055-024-00943-y
Ioannis Ladakis, Dimitrios Filos, Ioanna Chouvarda
{"title":"Virtual reality environments for stress reduction and management: a scoping review","authors":"Ioannis Ladakis, Dimitrios Filos, Ioanna Chouvarda","doi":"10.1007/s10055-024-00943-y","DOIUrl":"https://doi.org/10.1007/s10055-024-00943-y","url":null,"abstract":"<p>Virtual reality, a cutting-edge innovation in the realm of digital experiences, though more frequently employed for entertainment and education, can also serve as a tool for immersing users in therapeutic settings that promote relaxation and mindfulness. An increasing number of research attempts investigate its usability and impact on stress evaluation, management and reduction. This scoping review aims to depict the current role of virtual reality in stress reduction and identify common methods and practice, technology patterns as well as gaps. Results depict the emerging research interest in the domain of VR-based stress reduction systems. The developed systems included in this review were basically addressed to the general public (59%) for daily life stress reduction utilizing a commercial VR headset often combined with supportive sensors. Guided imagery emerged as the most implemented method, but it is also noteworthy that almost all studies implicitly used this method. According to the analysis, most studies performed evaluation of the proposed VR system including both subjective and objective measurements to provide evidence on its efficiency and its actual impact on stress levels. Finally, validation methodologies attempt to point out the potential of VR technology in the direction of providing an efficient solution for the alleviation of stress burdens. Even though numerous studies report the usefulness and efficiency of VR technology regarding stress reduction, several challenges still need to be addressed, mainly because of the difficult definition, detection and evaluation of stress. An approach integrating the existing knowledge regarding signals that can act as biomarkers of stress and qualitative measurements could open new pathways toward the development of more impactful VR-based stress reduction systems.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"1 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139988062","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Driving emotions: using virtual reality to explore the effect of low and high arousal on driver’s attention 驾驶情绪:利用虚拟现实技术探索低唤醒和高唤醒对驾驶员注意力的影响
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-27 DOI: 10.1007/s10055-024-00950-z
Nicolò Dozio, Marco Bertoni, Francesco Ferrise
{"title":"Driving emotions: using virtual reality to explore the effect of low and high arousal on driver’s attention","authors":"Nicolò Dozio, Marco Bertoni, Francesco Ferrise","doi":"10.1007/s10055-024-00950-z","DOIUrl":"https://doi.org/10.1007/s10055-024-00950-z","url":null,"abstract":"<p>The role played by emotions and attention is crucial for the development of advanced driver assistance systems that improve safety by flexibly adapting to the current state of the driver. In the present study, we used immersive virtual reality as a testing tool to investigate how different emotional states affect drivers’ attention in a divided attention task. Two different emotional states, diversified by valence and arousal, were induced before performing a divided attention task in a driving simulation. The experimental task developed for this study allowed us to explore if and how two different emotional states can affect the way drivers divide their attention between a central driving-related task and a peripheral visual task. Our results showed that scared drivers presented lower reaction times at the central task compared to relaxed drivers. On the contrary, the emotional state did not affect the performance at the peripheral task, which revealed instead a significant effect of the eccentricity at which the visual stimuli were presented, influencing both the accuracy of targets’ perception and participants’ reaction times.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"28 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140007968","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Analysis of the user experience (On site vs. Virtual Reality) through biological markers and cognitive tests in museums: the case of Museo Cristo de la Sangre (Murcia, Spain) 通过博物馆中的生物标记和认知测试分析用户体验(现场与虚拟现实):Museo Cristo de la Sangre(西班牙穆尔西亚)案例
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-26 DOI: 10.1007/s10055-023-00928-3
Rafael Melendreras Ruiz, Paloma SánchezAllegue, María Teresa MarínTorres, Manuel PardoRíos, José Joaquín Cerón Madrigal, Damián Escribano Tortosa
{"title":"Analysis of the user experience (On site vs. Virtual Reality) through biological markers and cognitive tests in museums: the case of Museo Cristo de la Sangre (Murcia, Spain)","authors":"Rafael Melendreras Ruiz, Paloma SánchezAllegue, María Teresa MarínTorres, Manuel PardoRíos, José Joaquín Cerón Madrigal, Damián Escribano Tortosa","doi":"10.1007/s10055-023-00928-3","DOIUrl":"https://doi.org/10.1007/s10055-023-00928-3","url":null,"abstract":"<p>Digital technologies have changed almost every aspect of our lives, including the way we access heritage. Following the pandemic caused by COVID-19 and the technological evolution of recent years, museums and institutions, among others, have changed the way they display their collections, taking a greater interest in new technologies, platforms and digital software. This technological boom finds its greatest transformation with the implementation of Virtual Reality (VR) and Metaverse in the museum sector. This article shows the concrete influence of VR/Metaverse in a museum room previously digitised through different techniques. Subsequently, the impact over user experience in the VR scenario versus on-site visit has been measured. In parallel, to measure the enzyme alpha-amylase in saliva, a cognitive test and usability test (SUS) were carried out to determine the learning capacity and degree of satisfaction obtained with experience alongside the room of the Museo de la Sangre in Murcia (Spain).</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"138 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139978507","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Quasi-3D: reducing convergence effort improves visual comfort of head-mounted stereoscopic displays 准三维:减少会聚努力,提高头戴式立体显示器的视觉舒适度
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-26 DOI: 10.1007/s10055-023-00923-8
Vittorio Dalmasso, Michela Moretti, Claudio de’Sperati
{"title":"Quasi-3D: reducing convergence effort improves visual comfort of head-mounted stereoscopic displays","authors":"Vittorio Dalmasso, Michela Moretti, Claudio de’Sperati","doi":"10.1007/s10055-023-00923-8","DOIUrl":"https://doi.org/10.1007/s10055-023-00923-8","url":null,"abstract":"<p>The diffusion of virtual reality urges to solve the problem of vergence-accommodation conflict arising when viewing stereoscopic displays, which causes visual stress. We addressed this issue with an approach based on reducing ocular convergence effort. In virtual environments, vergence can be controlled by manipulating the binocular separation of the virtual cameras. Using this technique, we implemented two quasi-3D conditions characterized by binocular image separations intermediate between 3D (stereoscopic) and 2D (monoscopic). In a first experiment, focused on perceptual aspects, ten participants performed a visuo-manual pursuit task while wearing a head-mounted display (HMD) in head-constrained (non-immersive) condition for an overall exposure time of ~ 7 min. Passing from 3D to quasi-3D and 2D conditions, progressively resulted in a decrease of vergence eye movements—both mean convergence angle (static vergence) and vergence excursion (dynamic vergence)—and an increase of hand pursuit spatial error, with the target perceived further from the observer and larger. Decreased static and dynamic vergence predicted decreases in asthenopia trial-wise. In a second experiment, focused on tolerance aspects, fourteen participants performed a detection task in near-vision while wearing an HMD in head-free (immersive) condition for an overall exposure time of ~ 20 min. Passing from 3D to quasi-3D and 2D conditions, there was a general decrease of both subjective and objective visual stress indicators (ocular convergence discomfort ratings, cyber-sickness symptoms and skin conductance level). Decreased static and dynamic vergence predicted the decrease in these indicators. Remarkably, skin conductance level predicted all subjective symptoms, both trial-wise and session-wise, suggesting that it could become an objective replacement of visual stress self-reports. We conclude that relieving convergence effort by reducing binocular image separation in virtual environments can be a simple and effective way to decrease visual stress caused by stereoscopic HMDs. The negative side-effect—worsening of spatial vision—arguably would become unnoticed or compensated over time. This initial proof-of-concept study should be extended by future large-scale studies testing additional environments, tasks, displays, users, and exposure times.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"25 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139978516","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations 社交虚拟现实的设计特点和体验结果:二元代理对话的叙事回顾和关系图
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-22 DOI: 10.1007/s10055-024-00941-0
Pat Mulvaney, Brendan Rooney, Maximilian A. Friehs, John Francis Leader
{"title":"Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations","authors":"Pat Mulvaney, Brendan Rooney, Maximilian A. Friehs, John Francis Leader","doi":"10.1007/s10055-024-00941-0","DOIUrl":"https://doi.org/10.1007/s10055-024-00941-0","url":null,"abstract":"<p>The application of virtual reality to the study of conversation and social interaction is a relatively new field of study. While the affordances of VR in the domain compared to traditional methods are promising, the current state of the field is plagued by a lack of methodological standards and shared understanding of how design features of the immersive experience impact participants. In order to address this, this paper develops a relationship map between design features and experiential outcomes, along with expectations for how those features interact with each other. Based on the results of a narrative review drawing from diverse fields, this relationship map focuses on dyadic conversations with agents. The experiential outcomes chosen include presence &amp; engagement, psychological discomfort, and simulator sickness. The relevant design features contained in the framework include scenario agency, visual fidelity, agent automation, environmental context, and audio features. We conclude by discussing the findings of the review and framework, such as the multimodal nature of social VR being highlighted, and the importance of environmental context, and lastly provide recommendations for future research in social VR.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"76 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139954347","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The value of collision feedback in robotic surgical skills training 碰撞反馈在机器人手术技能培训中的价值
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-22 DOI: 10.1007/s10055-023-00891-z
Roelf Postema, Hidde Hardon, A. Masie Rahimi, Roel Horeman, Felix Nickel, Jenny Dankelman, Alexander L. A. Bloemendaal, Maarten van der Elst, Donald L. van der Peet, Freek Daams, Sem F. Hardon, Tim Horeman
{"title":"The value of collision feedback in robotic surgical skills training","authors":"Roelf Postema, Hidde Hardon, A. Masie Rahimi, Roel Horeman, Felix Nickel, Jenny Dankelman, Alexander L. A. Bloemendaal, Maarten van der Elst, Donald L. van der Peet, Freek Daams, Sem F. Hardon, Tim Horeman","doi":"10.1007/s10055-023-00891-z","DOIUrl":"https://doi.org/10.1007/s10055-023-00891-z","url":null,"abstract":"<p>Collision feedback about instrument and environment interaction is often lacking in robotic surgery training devices. The PoLaRS virtual reality simulator is a newly developed desk trainer that overcomes drawbacks of existing robot trainers for advanced laparoscopy. This study aimed to assess the effect of haptic and visual feedback during training on the performance of a robotic surgical task. Robotic surgery-naïve participants were randomized and equally divided into two training groups: Haptic and Visual Feedback (HVF) and No Haptic and Visual Feedback. Participants performed two basic virtual reality training tasks on the PoLaRS system as a pre- and post-test. The measurement parameters Time, Tip-to-tip distance, Path length Left/Right and Collisions Left/Right were used to analyze the learning curves and statistically compare the pre- and post-tests performances. In total, 198 trials performed by 22 participants were included. The visual and haptic feedback did not negatively influence the time to complete the tasks. Although no improvement in skill was observed between pre- and post-tests, the mean rank of the number of collisions of the right grasper (dominant hand) was significantly lower in the HVF feedback group during the second post-test (Mean Rank = 8.73 versus Mean Rank = 14.27, <i>U</i> = 30.00, <i>p</i> = 0.045). Haptic and visual feedback during the training on the PoLaRS system resulted in fewer instrument collisions. These results warrant the introduction of haptic feedback in subjects with no experience in robotic surgery. The PoLaRS system can be utilized to remotely optimize instrument handling before commencing robotic surgery in the operating room.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"43 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139954208","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Sensorimotor adaptation in virtual reality: Do instructions and body representation influence aftereffects? 虚拟现实中的感觉运动适应:指令和身体表征会影响后效吗?
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-22 DOI: 10.1007/s10055-024-00957-6
Svetlana Wähnert, Ulrike Schäfer
{"title":"Sensorimotor adaptation in virtual reality: Do instructions and body representation influence aftereffects?","authors":"Svetlana Wähnert, Ulrike Schäfer","doi":"10.1007/s10055-024-00957-6","DOIUrl":"https://doi.org/10.1007/s10055-024-00957-6","url":null,"abstract":"<p>Perturbations in virtual reality (VR) lead to sensorimotor adaptation during exposure, but also to aftereffects once the perturbation is no longer present. An experiment was conducted to investigate the impact of different task instructions and body representation on the magnitude and the persistence of these aftereffects. Participants completed the paradigm of sensorimotor adaptation in VR. They were assigned to one of three groups: control group, misinformation group or arrow group. The misinformation group and the arrow group were each compared to the control group to examine the effects of instruction and body representation. The misinformation group was given the incorrect instruction that in addition to the perturbation, a random error component was also built into the movement. The arrow group was presented a virtual arrow instead of a virtual hand. It was hypothesised that both would lead to a lower magnitude and persistence of the aftereffect because the object identity between hand and virtual representation would be reduced, and errors would be more strongly attributed to external causes. Misinformation led to lower persistence, while the arrow group showed no significant differences compared to the control group. The results suggest that information about the accuracy of the VR system can influence the aftereffects, which should be considered when developing VR instructions. No effects of body representation were found. One possible explanation is that the manipulated difference between abstract and realistic body representation was too small in terms of object identity.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"43 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139954282","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A real-time wearable AR system for egocentric vision on the edge 用于边缘自我中心视觉的实时可穿戴 AR 系统
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-19 DOI: 10.1007/s10055-023-00937-2
Iason Karakostas, Aikaterini Valakou, Despoina Gavgiotaki, Zinovia Stefanidi, Ioannis Pastaltzidis, Grigorios Tsipouridis, Nikolaos Kilis, Konstantinos C. Apostolakis, Stavroula Ntoa, Nikolaos Dimitriou, George Margetis, Dimitrios Tzovaras
{"title":"A real-time wearable AR system for egocentric vision on the edge","authors":"Iason Karakostas, Aikaterini Valakou, Despoina Gavgiotaki, Zinovia Stefanidi, Ioannis Pastaltzidis, Grigorios Tsipouridis, Nikolaos Kilis, Konstantinos C. Apostolakis, Stavroula Ntoa, Nikolaos Dimitriou, George Margetis, Dimitrios Tzovaras","doi":"10.1007/s10055-023-00937-2","DOIUrl":"https://doi.org/10.1007/s10055-023-00937-2","url":null,"abstract":"<p>Real-time performance is critical for Augmented Reality (AR) systems as it directly affects responsiveness and enables the timely rendering of virtual content superimposed on real scenes. In this context, we present the DARLENE wearable AR system, analysing its specifications, overall architecture and core algorithmic components. DARLENE comprises AR glasses and a wearable computing node responsible for several time-critical computation tasks. These include computer vision modules developed for the real-time analysis of dynamic scenes supporting functionalities for instance segmentation, tracking and pose estimation. To meet real-time requirements in limited resources, concrete algorithmic adaptations and design choices are introduced. The proposed system further supports real-time video streaming and interconnection with external IoT nodes. To improve user experience, a novel approach is proposed for the adaptive rendering of AR content by considering the user’s stress level, the context of use and the environmental conditions for adjusting the level of presented information towards enhancing their situational awareness. Through extensive experiments, we evaluate the performance of individual components and end-to-end pipelines. As the proposed system targets time-critical security applications where it can be used to enhance police officers’ situational awareness, further experimental results involving end users are reported with respect to overall user experience, workload and evaluation of situational awareness.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"105 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139926913","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Reaching interactions in virtual reality: the effect of movement direction, hand dominance, and hemispace on the kinematic properties of inward and outward reaches 虚拟现实中的伸手互动:运动方向、手部优势和半球对内向和外向伸手运动特性的影响
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-14 DOI: 10.1007/s10055-023-00930-9
Logan Clark, Mohamad El Iskandarani, Sara Riggs
{"title":"Reaching interactions in virtual reality: the effect of movement direction, hand dominance, and hemispace on the kinematic properties of inward and outward reaches","authors":"Logan Clark, Mohamad El Iskandarani, Sara Riggs","doi":"10.1007/s10055-023-00930-9","DOIUrl":"https://doi.org/10.1007/s10055-023-00930-9","url":null,"abstract":"<p>Recent literature has revealed that when users reach to select objects in VR, they can adapt how they move (i.e., the kinematic properties of their reaches) depending on the: (1) direction they move, (2) hand they use, and (3) side of the body where the movement occurs. In the present work, we took a more detailed look at how kinematic properties of reaching movements performed in VR change as a function of movement direction for reaches performed on each side of the body using each hand. We focused on reaches in 12 different directions that either involved moving inward (toward the body midline) or outward (away from the body midline). Twenty users reached in each direction on both left and right sides of their body, using both their dominant and non-dominant hands. The results provided a fine-grained account of how kinematic properties of virtual hand reaches change as a function of <i>movement direction</i> when users reach on either side of their body using either hand. The findings provide practitioners insights on how to interpret the kinematic properties of reaching behaviors in VR, which has applicability in emerging contexts that include detecting VR usability issues and using VR for stroke rehabilitation.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"61 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139757598","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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