Virtual RealityPub Date : 2024-04-26DOI: 10.1007/s10055-024-00997-y
Jieun Lee, Seokhyun Hwang, Kyunghwan Kim, SeungJun Kim
{"title":"Evaluation of visual, auditory, and olfactory stimulus-based attractors for intermittent reorientation in virtual reality locomotion","authors":"Jieun Lee, Seokhyun Hwang, Kyunghwan Kim, SeungJun Kim","doi":"10.1007/s10055-024-00997-y","DOIUrl":"https://doi.org/10.1007/s10055-024-00997-y","url":null,"abstract":"<p>In virtual reality, redirected walking (RDW) enables users to stay within the tracking area while feeling that they are traveling in a virtual space that is larger than the physical space. RDW uses a visual attractor to the user’s sight and scene manipulation for intermittent reorientation. However, repeated usage can hinder the virtual world immersion and weaken the reorientation performance. In this study, we propose using sounds and smells as alternative stimuli to draw the user’s attention implicitly and sustain the attractor’s performance for intermittent reorientation. To achieve this, we integrated visual, auditory, and olfactory attractors into an all-in-one stimulation system. Experiments revealed that the auditory attractor caused the fastest reorientation, the olfactory attractor induced the widest angular difference, and the attractor with the combined auditory and olfactory stimuli induced the largest angular speed, keeping users from noticing the manipulation. The findings demonstrate the potential of nonvisual attractors to reorient users in situations requiring intermittent reorientation.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"36 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140806506","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}
Virtual RealityPub Date : 2024-04-16DOI: 10.1007/s10055-024-00987-0
Alexander Neugebauer, Nora Castner, Björn Severitt, Katarina Stingl, Iliya Ivanov, Siegfried Wahl
{"title":"Simulating vision impairment in virtual reality: a comparison of visual task performance with real and simulated tunnel vision","authors":"Alexander Neugebauer, Nora Castner, Björn Severitt, Katarina Stingl, Iliya Ivanov, Siegfried Wahl","doi":"10.1007/s10055-024-00987-0","DOIUrl":"https://doi.org/10.1007/s10055-024-00987-0","url":null,"abstract":"<p>In this work, we explore the potential and limitations of simulating gaze-contingent tunnel vision conditions using Virtual Reality (VR) with built-in eye tracking technology. This approach promises an easy and accessible way of expanding study populations and test groups for visual training, visual aids, or accessibility evaluations. However, it is crucial to assess the validity and reliability of simulating these types of visual impairments and evaluate the extend to which participants with simulated tunnel vision can represent real patients. Two age-matched participant groups were acquired: The first group (n = 8, aged 20–60, average 49.1 ± 13.2) consisted of patients diagnosed with Retinitis pigmentosa (RP). The second group (n = 8, aged 27–59, average 46.5 ± 10.8) consisted of visually healthy participants with simulated tunnel vision. Both groups carried out different visual tasks in a virtual environment for 30 min per day over the course of four weeks. Task performances as well as gaze characteristics were evaluated in both groups over the course of the study. Using the ’two one-sided tests for equivalence’ method, the two groups were found to perform similar in all three visual tasks. Significant differences between groups were found in different aspects of their gaze behavior, though most of these aspects seem to converge over time. Our study evaluates the potential and limitations of using Virtual Reality technology to simulate the effects of tunnel vision within controlled virtual environments. We find that the simulation accurately represents performance of RP patients in the context of group averages, but fails to fully replicate effects on gaze behavior.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"12 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140569448","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}
Virtual RealityPub Date : 2024-04-11DOI: 10.1007/s10055-024-00991-4
Xiaoye Michael Wang, Daniel Southwick, Ian Robinson, Michael Nitsche, Gabby Resch, Ali Mazalek, Timothy N. Welsh
{"title":"The geometry of the vergence-accommodation conflict in mixed reality systems","authors":"Xiaoye Michael Wang, Daniel Southwick, Ian Robinson, Michael Nitsche, Gabby Resch, Ali Mazalek, Timothy N. Welsh","doi":"10.1007/s10055-024-00991-4","DOIUrl":"https://doi.org/10.1007/s10055-024-00991-4","url":null,"abstract":"<p>Mixed reality technologies, such as virtual (VR) and augmented (AR) reality, present promising opportunities to advance education and professional training due to their adaptability to diverse contexts. Distortions in the perceived distance in such mediated conditions, however, are well documented and have imposed nontrivial challenges that complicate and limit transferring task performance in a virtual setting to the unmediated reality (UR). One potential source of the distance distortion is the vergence-accommodation conflict—the discrepancy between the depth specified by the eyes’ accommodative state and the angle at which the eyes converge to fixate on a target. The present study involved the use of a manual pointing task in UR, VR, and AR to quantify the magnitude of the potential depth distortion in each modality. Conceptualizing the effect of vergence-accommodation offset as a constant offset to the vergence angle, a model was developed based on the stereoscopic viewing geometry. Different versions of the model were used to fit and predict the behavioral data for all modalities. Results confirmed the validity of the conceptualization of vergence-accommodation as a device-specific vergence offset, which predicted up to 66% of the variance in the data. The fitted parameters indicate that, due to the vergence-accommodation conflict, participants’ vergence angle was driven outwards by approximately 0.2°, which disrupted the stereoscopic viewing geometry and produced distance distortion in VR and AR. The implications of this finding are discussed in the context of developing virtual environments that minimize the effect of depth distortion.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"49 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140569463","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}
Virtual RealityPub Date : 2024-04-07DOI: 10.1007/s10055-024-00980-7
Eléa Thuilier, John Carey, Mary Dempsey, John Dingliana, Bryan Whelan, Attracta Brennan
{"title":"Virtual rehabilitation for patients with osteoporosis or other musculoskeletal disorders: a systematic review","authors":"Eléa Thuilier, John Carey, Mary Dempsey, John Dingliana, Bryan Whelan, Attracta Brennan","doi":"10.1007/s10055-024-00980-7","DOIUrl":"https://doi.org/10.1007/s10055-024-00980-7","url":null,"abstract":"<p>This study aims to identify effective ways to design virtual rehabilitation to obtain physical improvement (e.g. balance and gait) and support engagement (i.e. motivation) for people with osteoporosis or other musculoskeletal disorders. Osteoporosis is a systemic skeletal disorder and is among the most prevalent diseases globally, affecting 0.5 billion adults. Despite the fact that the number of people with osteoporosis is similar to, or greater than those diagnosed with cardiovascular disease and dementia, osteoporosis does not receive the same recognition. Worldwide, osteoporosis causes 8.9 million fractures annually; it is associated with substantial pain, suffering, disability and increased mortality. The importance of physical therapy as a rehabilitation strategy to avoid osteoporosis fracture cannot be over-emphasised. However, the main rehabilitation challenges relate to engagement and participation. The use of virtual rehabilitation to address such challenges in the delivery of physical improvement is gaining in popularity. As there currently is a paucity of literature applying virtual rehabilitation to patients with osteoporosis, the authors broadened the search parameters to include articles relating to the virtual rehabilitation of other skeletal disorders (e.g. Ankylosing spondylitis, spinal cord injury, motor rehabilitation, etc.). This systematic review initially identified 130 titles, from which 23 articles (involving 539 participants) met all eligibility and selection criteria. Four groups of devices supporting virtual rehabilitation were identified: a head-mounted display, a balance board, a camera and more specific devices. Each device supported physical improvement (i.e. balance, muscle strength and gait) post-training. This review has shown that: (a) each device allowed improvement with different degrees of immersion, (b) the technology choice is dependent on the care need and (c) virtual rehabilitation can be equivalent to and enhance conventional therapy and potentially increase the patient’s engagement with physical therapy.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"49 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-04-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140569324","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}
Virtual RealityPub Date : 2024-04-06DOI: 10.1007/s10055-024-00968-3
D. E. Guzmán, C. F. Rengifo, J. D. Guzmán, C. E. Garcia Cena
{"title":"Virtual reality games for cognitive rehabilitation of older adults: a review of adaptive games, domains and techniques","authors":"D. E. Guzmán, C. F. Rengifo, J. D. Guzmán, C. E. Garcia Cena","doi":"10.1007/s10055-024-00968-3","DOIUrl":"https://doi.org/10.1007/s10055-024-00968-3","url":null,"abstract":"<p>In recent decades, the senior adults population worldwide has increased, as well as the medical conditions related to aging, such as cognitive decline. Virtual reality (VR) games are a valuable addition to conventional cognitive rehabilitation as they increase engagement to the therapy through customization, socialization, immersion, and feedback. This review, performed according to PRISMA protocol, addresses the following questions: How VR games have been used for cognitive rehabilitation?, What cognitive domains have been addressed by VR games and in which populations have these games been used?, Which features have been considered to improve engagement in VR games for cognitive rehabilitation?, How is the difficulty adjustment of exercises carried out in VR games for cognitive rehabilitation?. We found 25 scientific works related to these questions, 92% of them treating one cognitive domain at a time, despite the fact that the related literature recognizes the value of training multiple domains simultaneously. Our review indicates that, despite the existence of serious VR games for working memory training, such as those described in Flak et al. (Front Psychol 10:807, 2019. https://doi.org/10.3389/fpsyg.2019.00807), to our knowledge, there are no applications that simultaneously address multiple cognitive domains and incorporate dynamic difficulty adjustment, which are important to ensure ecological validity of therapy and therapy adherence, respectively. In addition, we found that games themselves could be used to monitor the user’s progression. It is also important to determine the impact of multiplayer interactions in the game, test difficulty adjustment approaches that use physiological variables, and define difficulty-skill relationships aligned with the user’s preferences. This paper concludes that the main barriers to implement dynamic difficulty adjustment in VR games for cognitive rehabilitation are: (i) the absence of metrics to estimate when the game offers to the players a challenge adapted their skills, and (ii) the lack of a conceptual framework that integrates relevant theories such as state of flow, cognitive load, cognitive rehabilitation, and feedback systems.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"17 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-04-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140569452","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}
Virtual RealityPub Date : 2024-04-03DOI: 10.1007/s10055-024-00992-3
{"title":"Different effects of social intention on movement kinematics when interacting with a human or virtual agent","authors":"","doi":"10.1007/s10055-024-00992-3","DOIUrl":"https://doi.org/10.1007/s10055-024-00992-3","url":null,"abstract":"<h3>Abstract</h3> <p>The execution of object-directed motor actions is known to be influenced by the intention to interact with others. In this study, we tested whether the effects of social intention on the kinematics of object-directed actions depended on whether the task was performed in the presence of a human or a virtual confederate. In two experiments, participants had to grasp a glass and place it to a new position, with either a personal intention (to fill the glass themselves using a bottle) or a social one (to have the glass filled by the human confederate or the virtual agent using the bottle). Experiment 1 showed that the kinematics of the object-directed actions was modulated by the social intention but only when interacting with a human confederate. Experiment 2 showed that the effects of social intention on object-directed actions performance can be improved using feedback-based learning. Specifically, participants proved able to progressively adapt their motor performances as if they were expressing social intention to a virtual confederate as well. These findings emphasize the importance of the modulatory role of social intention on non-verbal motor behaviour, and enrich the understanding of the interaction with virtual agents.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"1 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140569320","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}
Virtual RealityPub Date : 2024-04-02DOI: 10.1007/s10055-024-00990-5
{"title":"Key determinants of intention to use virtual reality in medical training","authors":"","doi":"10.1007/s10055-024-00990-5","DOIUrl":"https://doi.org/10.1007/s10055-024-00990-5","url":null,"abstract":"<h3>Abstract</h3> <p>Experts have called for virtual reality (VR) training and learning applications that can facilitate the changes needed in training programmes for years to come. To help expedite the adoption process, this study used a mixed-methods approach to identify the key factors that promote intentions to use VR technology in medical training. The qualitative research was based on interviews with five doctors and medical students, which focused on identifying the most significant determinants. Next, a survey was conducted to collect data from 154 medical interns and students in Spanish universities and hospitals, whose responses were processed using partial least squares-structural equation analysis. The limited sample size means this study is exploratory. The results indicate that perceived entertainment significantly strengthens behavioural intention to use VR technology in medical courses. The findings also underline the potential uses of VR learning tools in healthcare contexts and the need to incorporate this technology into medical training.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"49 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-04-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140569455","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}
Virtual RealityPub Date : 2024-03-29DOI: 10.1007/s10055-024-00985-2
Serkan Solmaz, Kathrin Gerling, Liesbeth Kester, Tom Van Gerven
{"title":"Behavioral intention, perception and user assessment in an immersive virtual reality environment with CFD simulations","authors":"Serkan Solmaz, Kathrin Gerling, Liesbeth Kester, Tom Van Gerven","doi":"10.1007/s10055-024-00985-2","DOIUrl":"https://doi.org/10.1007/s10055-024-00985-2","url":null,"abstract":"<p>This study explores technology acceptance, perception and user assessment of an immersive virtual reality environment with computational fluid dynamics simulations in engineering education. 57 participants from three different institutions tested the virtual reality application. Partial least squares structural equation modeling and interferential statistics were performed to predict and assess interrelations among constructs. Results show that the learning value, content value, intrinsic motivation and personal innovativeness are underlying factors behind students’ intention to use virtual reality. Pair-wise analysis indicates that users’ perceptions matter and positively affect their attitudes. In addition, the virtual reality application helps students perform significantly better in the post-knowledge test. Findings also highlight that prior experience and interest can affect students’ attitudes and behavioral intentions to accept the virtual reality application in education. Our study can guide lecturers and developers to achieve on-target immersive virtual reality learning environments in higher education.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"41 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140325214","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}
Virtual RealityPub Date : 2024-03-28DOI: 10.1007/s10055-024-00944-x
Ademario Santos Tavares, Marcelo M. Soares, Marcio A. Marçal
{"title":"Design and emotional responses: is there coherence between what is said and what is felt? A study using biofeedback and virtual reality","authors":"Ademario Santos Tavares, Marcelo M. Soares, Marcio A. Marçal","doi":"10.1007/s10055-024-00944-x","DOIUrl":"https://doi.org/10.1007/s10055-024-00944-x","url":null,"abstract":"<p>Identifying users’ experience when using products is one of the major challenges for design. Analyzing users’ psychophysiological reactions to an experience using biofeedback can produce more reliable results than using subjective evaluations, such as structured interviews and questionnaires. Two case studies were conducted to identify emotions users actually felt and to check whether there is some correspondence with what they reported after using two computational systems. The first system investigated users’ emotions during training on a vehicle driving simulator, and the second analyzed the emotions experienced during a car racing game, both in a virtual reality environment. User’s opinions about their emotional state were obtained using self-report techniques (using the Geneva Emotions Wheel—GEW and Positive and Negative Affective Schedule—PANAS questionnaires) and applying EEG (brain activity with Frontal Alpha Asymmetry Index—FAAI) and infrared thermography (facial thermograms). The training experiment presented the greater concordance between the psychophysiological and the self-report responses. Results evidenced the importance of undertaking multimodal studies in design research to determine users’ emotional experiences in a virtual reality context.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"95 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140314867","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}
Virtual RealityPub Date : 2024-03-27DOI: 10.1007/s10055-024-00982-5
Ikhwan Kim, Junghan Sung
{"title":"New proxemics in new space: proxemics in VR","authors":"Ikhwan Kim, Junghan Sung","doi":"10.1007/s10055-024-00982-5","DOIUrl":"https://doi.org/10.1007/s10055-024-00982-5","url":null,"abstract":"<p>With the development of computer technology, it is possible to design virtual reality (VR) media that provides services to multiple users. Hall’s proxemics theory, which holds that the distance varies depending on the relationship between people, has been applied when designing VR in such media. However, this concept was usually applied to designs without criticism and without confirming whether proxemic distances established in physical space are equally valid in VR. This study investigated how proxemics in VR activate differently from those in a physical space. We measured the distance and the number of instances of direct contact between people, with 69 participants from Korea and Turkiye. As a result, a proxemics pattern similar to that of a physical space appeared in VR. However, the average distance between participants in the VR was about 160% greater than in the physical space. Also, we could observe direct contact up to 260% more in the VR than in the physical space. We analyzed the collected data using Bayesian ANOVA and t-tests. We could clarify the difference between the two proxemics in physical space and VR, but the reason for the phenomenon has yet to be discovered. However, this study is meaningful because any industry designing VR, such as those in digital games, can directly apply the findings to manipulate multiple users’ emotions and experiences more efficiently. Additionally, this study provides directions for any future studies discussing VR design.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"44 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140314876","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}