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The user experience of distal arm-level vibrotactile feedback for interactions with virtual versus physical displays 用户体验手臂远端振动触觉反馈与虚拟和物理显示器的交互作用
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-22 DOI: 10.1007/s10055-024-00977-2
{"title":"The user experience of distal arm-level vibrotactile feedback for interactions with virtual versus physical displays","authors":"","doi":"10.1007/s10055-024-00977-2","DOIUrl":"https://doi.org/10.1007/s10055-024-00977-2","url":null,"abstract":"<h3>Abstract</h3> <p>Haptic feedback, a natural component of our everyday interactions in the physical world, requires careful design in virtual environments. However, feedback location can vary from the fingertip to the finger, hand, and arm due to heterogeneous input/output technology used for virtual environments, from joysticks to controllers, gloves, armbands, and vests. In this work, we report on the user experience of touch interaction with virtual displays when vibrotactile feedback is delivered on the finger, wrist, and forearm. In a first controlled experiment with fourteen participants and virtual displays rendered through a head-mounted device, we report a user experience characterized by high perceived enjoyment, confidence, efficiency, and integration as well as low perceived distraction, difficulty, and confusion. Moreover, we highlight participants’ preferences for vibrotactile feedback on the finger compared to other locations on the arm or through the VR controller, respectively. In a follow-up experiment with fourteen new participants and physical touchscreens, we report a similar preference for the finger, but also specific nuances of the self-reported experience, not observed in the first experiment with virtual displays. Overall, our results depict an enhanced user experience when distal vibrotactile feedback is available over no vibrations at all during interactions with virtual and physical displays, for which we propose future work opportunities for augmented interactions in virtual worlds.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140204178","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
Effects of vection type and postural instability on cybersickness 牵引类型和姿势不稳对晕机的影响
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-22 DOI: 10.1007/s10055-024-00969-2
Joel Teixeira, Sebastien Miellet, Stephen Palmisano
{"title":"Effects of vection type and postural instability on cybersickness","authors":"Joel Teixeira, Sebastien Miellet, Stephen Palmisano","doi":"10.1007/s10055-024-00969-2","DOIUrl":"https://doi.org/10.1007/s10055-024-00969-2","url":null,"abstract":"<p>This study directly compared the novel <i>unexpected vection hypothesis</i> and postural instability-based explanations of cybersickness in virtual reality (VR) using head-mounted displays (HMD) for the first time within a commercial VR game. A total of 40 participants (19 males and 21 females) played an HMD-VR game (<i>Aircar</i>) for up to 14 min, or until their first experience of cybersickness. Based on their self-reports, 24 of these participants were classified as being ‘sick’ during the experiment, with the remainder being classified as ‘well’. Consistent with the <i>unexpected vection hypothesis</i>, we found that: (1) ‘sick’ participants were significantly more likely to report unexpected vection (i.e., an experience of self-motion that was different to what they had been expecting), and (2) sickness severity increased (exponentially) with the strength of any unexpected (but not expected) vection. Our results also supported the predictions of <i>postural instability theory</i>, finding that the onset of cybersickness was typically preceded by an increase in participants’ postural instability. However, when both sway and vection measures were combined, only unexpected vection was found to significantly predict the occurrence of sickness. These findings highlight the importance of unusual vection experiences and postural instability in understanding cybersickness. However, they suggest that developers should be able to make use of expected experiences of vection to safely enhance HMD-VR.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140204278","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
Proteus effect or bodily affordance? The influence of virtual high-heels on gait behavior 普洛特斯效应还是身体承受力?虚拟高跟鞋对步态行为的影响
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-22 DOI: 10.1007/s10055-024-00966-5
{"title":"Proteus effect or bodily affordance? The influence of virtual high-heels on gait behavior","authors":"","doi":"10.1007/s10055-024-00966-5","DOIUrl":"https://doi.org/10.1007/s10055-024-00966-5","url":null,"abstract":"<h3>Abstract</h3> <p>Shoes are an important part of the fashion industry, stereotypically affect our self-awareness as well as external perception, and can even biomechanically modify our gait pattern. Immersive Virtual Reality (VR) enables users not only to explore virtual environments, but also to control an avatar as a proxy for themselves. These avatars can wear any kind of shoe which might similarly affect self-awareness due to the Proteus Effect and even cause a bodily affordance to change the gait pattern. Bodily affordance describes a behavioral change in accordance with the expected constraints of the avatar a user is embodied with. In this article, we present the results of three user studies investigating potential changes in the gait pattern evoked by wearing virtual high-heels. Two user studies targeted female participants and one user study focused male participants. The participants wore either virtual sneakers or virtual high-heels while constantly wearing sneakers or socks in reality. To measure the gait pattern, the participants walked on a treadmill that also was added to the virtual environment. We measured significant differences in stride length and in the flexion of the hips and knees at heel strike and partly at toe off. Also, participants reported to walk more comfortably in the virtual sneakers in contrast to the virtual high-heels. This indicates a strong acceptance of the virtual shoes as their real shoes and hence suggests the existence of a bodily affordance. While sparking a discussion about the boundaries as well as aspects of the Proteus Effect and providing another insight into the effects of embodiment in VR, our results might also be important for researchers and developers. </p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140325215","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
How to trigger user’s willingness to participate in the metaverse? An exploration of the significant factors of the metaverse 如何激发用户参与元宇宙的意愿?对元宇宙重要因素的探讨
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-22 DOI: 10.1007/s10055-024-00983-4
Hsi-Peng Lu, Yi-Chin Chang, Chiao-Shan Chen
{"title":"How to trigger user’s willingness to participate in the metaverse? An exploration of the significant factors of the metaverse","authors":"Hsi-Peng Lu, Yi-Chin Chang, Chiao-Shan Chen","doi":"10.1007/s10055-024-00983-4","DOIUrl":"https://doi.org/10.1007/s10055-024-00983-4","url":null,"abstract":"<p>The issue of the metaverse has been widely discussed. The purpose of this research is to investigate users’ willingness to participate in the metaverse. This study used the self-efficacy theory and Theory of Reasoned Action (TRA) to explore their willingness to attend the metaverse. Furthermore, the study explored how the basic concepts of the metaverse (Avatars, Decentralized Value Exchange, and Immersive Experience) influence the users’ attitudes (Presence in Second-Life, 3D Interactivity, and Play-to-Earn) toward and willingness with respect to participating in the metaverse. A total of 150 valid experts’ responses were collected through an online questionnaire and analyzed through structural equation modeling. The results revealed that Presence in Second-Life and Play-to-Earn significantly impact the respondents’ willingness to participate in the metaverse. Moreover, 3D Interactivity affected their participation to willingness through Presence in Second-Life and Play-to-Earn.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140204207","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
VR interventions aimed to induce empathy: a scoping review 旨在诱发移情的虚拟现实干预:范围界定审查
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-19 DOI: 10.1007/s10055-024-00946-9
Lee Trevena, Jeni Paay, Rachael McDonald
{"title":"VR interventions aimed to induce empathy: a scoping review","authors":"Lee Trevena, Jeni Paay, Rachael McDonald","doi":"10.1007/s10055-024-00946-9","DOIUrl":"https://doi.org/10.1007/s10055-024-00946-9","url":null,"abstract":"<p>To assess the methods and outcomes of virtual reality (VR), interventions aimed at inducing empathy and to evaluate if VR could be used in this manner for disability support worker (DSW) training, as well as highlight areas for future research. The authors conducted a scoping review of studies that used VR interventions to induce empathy in participants. We searched three databases for articles published between 1960 and 2021 using “virtual reality” and “empathy” as key terms. The search yielded 707 articles, and 44 were reviewed. VR interventions largely resulted in enhanced empathy skills for participants. Most studies agreed that VR’s ability to facilitate perspective-taking was key to inducing empathy for participants. Samples were often limited to the context of healthcare, medicine, and education. This literature provides preliminary evidence for the technology’s efficacy for inducing empathy. Identified research gaps relate to limited studies done, study quality and design, best practice intervention characteristics, populations and outcomes of interest, including lack of transfer and data across real-world settings.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140172521","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
Unlocking the potential of virtual reality to expand treatment frontiers for bulimia nervosa: a pilot study to explore the impact of virtual reality-enhanced cognitive-behavioral therapy 挖掘虚拟现实的潜力,拓展神经性贪食症的治疗领域:探索虚拟现实增强认知行为疗法影响的试点研究
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-18 DOI: 10.1007/s10055-024-00971-8
Maria Sansoni, Giorgia Varallo, Clelia Malighetti, Cosimo Tuena, Daniele Di Lernia, Gian Luca Cesa, Gian Mauro Manzoni, Gianluca Castelnuovo, Giuseppe Riva
{"title":"Unlocking the potential of virtual reality to expand treatment frontiers for bulimia nervosa: a pilot study to explore the impact of virtual reality-enhanced cognitive-behavioral therapy","authors":"Maria Sansoni, Giorgia Varallo, Clelia Malighetti, Cosimo Tuena, Daniele Di Lernia, Gian Luca Cesa, Gian Mauro Manzoni, Gianluca Castelnuovo, Giuseppe Riva","doi":"10.1007/s10055-024-00971-8","DOIUrl":"https://doi.org/10.1007/s10055-024-00971-8","url":null,"abstract":"<p>The primary objective of this study is to assess the efficacy of a Virtual Reality (VR) intervention when compared to an integrated multimodal medically managed Inpatient Program (IP) in a cohort of 24 female patients diagnosed with Bulimia Nervosa (BN). Psychological measures (i.e., EDI-2) were assessed at three points: pre-treatment, post-treatment, and at 1-month follow-up. Behavioral measures (i.e., BMI) were evaluated at 6 different time points, instead (i.e., pre-treatment, post-treatment, 3, 6, 9, and 12 months from the discharge date). The VR treatment was more effective in improving the EDI subscales EDI-DT (i.e., drive for thinness) and EDI-BU (i.e., binging-purging behaviors). In particular, patients in the VR condition showed a reduced EDI-BU score at 1-month follow-up and post-test in comparison to the pre-test, as well as a lower EDI-DT score at 1-month follow-up compared to the pre-test. Conversely, no significant changes were noted in the IP group for either subscale. Regarding the behavioral measures, the group undergoing the VR condition reported the maintenance of the BMI in the long term compared to the IP. Specifically, in the VR group BMI decreased from the pre- to post-test, and from the pre-test to the 12-month follow-up. In the IP group, BMI improved from the pre- to the post-test, and from the pre-test to the 12-month follow-up. However, a relapse pattern was observed in the IP condition during the follow-up period, with a significant BMI increase from the post-test to the 9-month follow-up, from the 3 to the 9-month follow-up, from the 6 to the 9-month follow-up, and a decrease of BMI between the 9 and the 12-month follow-up. In conclusion, these results suggest that integrating VR treatment into the care of individuals with BN could enhance both immediate and sustained treatment outcomes. This may offer valuable insights for future studies to expand and delve deeper into the field of EDs.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140172628","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 platform for teacher training on classroom climate management: evaluating user acceptance 用于教师课堂气氛管理培训的虚拟现实平台:评估用户接受度
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-16 DOI: 10.1007/s10055-024-00973-6
{"title":"Virtual reality platform for teacher training on classroom climate management: evaluating user acceptance","authors":"","doi":"10.1007/s10055-024-00973-6","DOIUrl":"https://doi.org/10.1007/s10055-024-00973-6","url":null,"abstract":"<h3>Abstract</h3> <p>Enhancing the educational experience through Immersive Virtual Reality (IVR) is a promising avenue, elevating the authenticity and responsiveness of simulations. Particularly in educational settings, IVR holds the potential to augment accessibility and engagement in learning. However, one pivotal aspect lies in assessing the learners' acceptance of such environments to ensure optimal and effective utilization of these technologies. This paper delves into the Didascalia Virtual-ClassRoom usability testing —an immersive IVR environment tailored for pre-service secondary school teachers. The platform transports users into a simulated classroom, where they are invited to play the role of a teacher. During the simulation, three scenarios are recreated, reproducing disruptive behaviours commonly faced in real classrooms. 84 participants (28 teachers and 56 pre-service teachers) engaged in decision-making to manage the classroom climate influenced by the simulated situations. To collect data, we used a questionnaire based on the Technology Acceptance Model (TAM) to assess and gauge users' inclinations and attitudes towards embracing the technology in question. To gain deeper insights into the user experience, participants were further invited to participate in semi-structured interviews, offering reflections and suggestions for potential enhancements. The evaluation process encompassed the perceived usefulness of the Didascalia Virtual-ClassRoom, shedding light on factors that could either facilitate or impede the adoption of this platform to enhance classroom management competence. The participants' perspectives serve as a valuable foundation for refining the tool's functionality, and their feedback fuels recommendations for its seamless integration into initial teacher training programs.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140147235","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
Personal space invasion to prevent cyberbullying: design, development, and evaluation of an immersive prevention measure for children and adolescents 入侵个人空间预防网络欺凌:设计、开发和评估针对儿童和青少年的沉浸式预防措施
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-15 DOI: 10.1007/s10055-024-00964-7
{"title":"Personal space invasion to prevent cyberbullying: design, development, and evaluation of an immersive prevention measure for children and adolescents","authors":"","doi":"10.1007/s10055-024-00964-7","DOIUrl":"https://doi.org/10.1007/s10055-024-00964-7","url":null,"abstract":"<h3>Abstract</h3> <p>The previous work on cyberbullying has shown that the number of victims is increasing, and the need for prevention is exceptionally high among younger school students (5th–9th grade). Due to the omnipresence of cyberattacks, victims can hardly distance themselves psychologically, thus experience an intrusion in almost all areas of life. The perpetrators, on the other hand, feel the consequences of their actions even less in cyberspace. However, there is a gap between the need and the existence of innovative prevention programs tied to the digital reality of the target group and the treatment of essential aspects of psychological distance. This article explores the design space, feasibility, and effectiveness of a unique VR-based cyberbullying prevention component in a human-centered iterative approach. The central idea is reflected in creating a virtual personal space invasion with virtual objects associated with cyberbullying making the everyday intrusion of victims tangible. A pre-study revealed that harmful speech texts in bright non-removable message boxes best transferred the psychological determinants associated with a personal space invasion to virtual objects contextualized in cyberbullying scenarios. Therefore, these objects were incorporated into a virtual prevention program that was then tested in a laboratory study with 41 participants. The results showed that the intervention could trigger cognitive dissonance and empathy. In the second step, the intervention was evaluated and improved in a focus group with the actual target group of children and adolescents. The improved application was then evaluated in a school workshop for 5 days with 100 children and adolescents. The children understood the metaphor of virtual space invasion by the harmful text boxes and reported the expected psychological effects. They also showed great interest in VR. In summary, this paper contributes to the innovative and effective prevention of cyberbullying by using the potential of VR. It provides empirical evidence from a laboratory experiment and a field study with a large sample from the target group of children and adolescents and discusses implications for future developments.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140147328","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
Non-deterministic method for semi-automatic calibration of smartphone-based OST HMDs 基于智能手机的 OST HMD 半自动校准的非确定性方法
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-15 DOI: 10.1007/s10055-024-00978-1
João Pedro Mucheroni Covolan, Claiton Oliveira, Silvio Ricardo Rodrigues Sanches, Antonio Carlos Sementille
{"title":"Non-deterministic method for semi-automatic calibration of smartphone-based OST HMDs","authors":"João Pedro Mucheroni Covolan, Claiton Oliveira, Silvio Ricardo Rodrigues Sanches, Antonio Carlos Sementille","doi":"10.1007/s10055-024-00978-1","DOIUrl":"https://doi.org/10.1007/s10055-024-00978-1","url":null,"abstract":"<p>An Augmented Reality (AR) system must show real and virtual elements as if they coexisted in the same environment. The tridimensional aligment (registration) is particularly challenging on specific hardware configurations such as Head Mounted Displays (HMDs) that use Optical See-Through (OST) technology. In general, the calibration of HMDs uses deterministic optimization methods. However, non-deterministic methods have been proposed in the literature with promising results in distinct research areas. In this work, we developed a non-deterministic optimization method for the semi-automatic calibration of smartphone-based OST HMDs. We tested simulated annealing, evolutionary strategy, and particle swarm algorithms. We also developed a system for calibration and evaluated it through an application that aligned a virtual object in an AR environment. We evaluated our method using the Mean Squared Error (MSE) at each calibration step, considering the difference between the ideal/observed positions of a set of reference points and those estimated from the values determined for the calibration parameters. Our results show an accurate OST HMD calibration for the peripersonal space, with similar MSEs for the three tested algorithms.\u0000</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140147331","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
Investigating the influence of neck muscle vibration on illusory self-motion in virtual reality 研究颈部肌肉振动对虚拟现实中虚幻自我运动的影响
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-15 DOI: 10.1007/s10055-024-00951-y
Lars Kooijman, Houshyar Asadi, Camilo Gonzalez Arango, Shady Mohamed, Saeid Nahavandi
{"title":"Investigating the influence of neck muscle vibration on illusory self-motion in virtual reality","authors":"Lars Kooijman, Houshyar Asadi, Camilo Gonzalez Arango, Shady Mohamed, Saeid Nahavandi","doi":"10.1007/s10055-024-00951-y","DOIUrl":"https://doi.org/10.1007/s10055-024-00951-y","url":null,"abstract":"<p>The illusory experience of self-motion known as vection, is a multisensory phenomenon relevant to self-motion processes. While some studies have shown that neck muscle vibrations can improve self-motion parameter estimation, the influence on vection remains unknown. Further, few studies measured cybersickness (CS), presence, and vection concurrently and have shown conflicting results. It was hypothesized that 1) neck vibrations would enhance vection and presence, and 2) CS to negatively relate to presence and vection, whereas presence and vection to positively relate to one another. Thirty-two participants were visually and audibly immersed in a virtual reality flight simulator and occasional neck muscle vibrations were presented. Vection onset and duration were reported through button presses. Turning angle estimations and ratings of vection quality, presence, and CS were obtained after completion of the flights. Results showed no influence of vibrations on turning angle estimation errors, but a medium positive effect of vibrations on vection quality was found. Presence and vection quality were positively related, and no strong association between CS and presence or vection was found. It is concluded that neck vibrations may enhance vection and presence, however, from the current study it is unclear whether this is due to proprioceptive or tactile stimulation.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140147608","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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