{"title":"The Effects of Whole-Hand Interactions with One Fingertip Vibrotactile Feedback on Cooperative VR Game Experience and Performance","authors":"Hye Sung Moon, Hayoun Moon, Grady Orr, Myounghoon Jeon","doi":"10.1162/pres_a_00403","DOIUrl":"https://doi.org/10.1162/pres_a_00403","url":null,"abstract":"\u0000 New technologies have recently advanced user experiences in virtual reality, whereas full sensation of diverse modalities has been not achieved yet. If any, haptic feedback has been delivered via bulky gloves. We have developed a novel thimble device that can deliver vibrotactile feedback via one fingertip. With this device, in the present study we investigated the effects of interaction methods and vibrotactile feedback on users' social presence, presence, engagement, workload and performance in a cooperative VR game. Twenty-six participants wearing VR headset played a cooperative VR game with the experimenter under four conditions: (1) controllers with no vibrotactile feedback, (2) controllers with vibrotactile feedback, (3) hand tracking with no vibrotactile feedback, and (4) hand tracking with vibrotactile feedback. Results showed that hand tracking improved participants' presence, engagement, and perceived workload compared to the traditional VR controllers. Also, vibrotactile feedback enhanced presence. However, the VR controllers outperformed the hand tracking interactions in completion time. The usability of hand interactions with vibrotactile feedback shows a promising result. We discussed the trade-offs between user experience and performance of the interaction methods and the potential of vibrotactile feedback in the VR environment.","PeriodicalId":364270,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"117 41","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139615112","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}
Katharine M Mitchell, R. Ratan, Megan K. Maas, Karen M. Holt, Janine Slaker, Andrew Gambino
{"title":"Virtual reality versus flatscreen pornography: Correlations and effects on relationship satisfaction, rape-myth acceptance, and problematic use","authors":"Katharine M Mitchell, R. Ratan, Megan K. Maas, Karen M. Holt, Janine Slaker, Andrew Gambino","doi":"10.1162/pres_a_00399","DOIUrl":"https://doi.org/10.1162/pres_a_00399","url":null,"abstract":"\u0000 Research on pornography use has demonstrated an association with lower relationship satisfaction, greater rape-myth acceptance (RMA), and problematic pornography use. Increasingly immersive media technologies, such as virtual reality (VR), are transforming the way people consume and are potentially influenced by pornography. Spatial and social presence help explain differences between VR and flatscreen (FS) in other media contexts and are therefore considered in the present study. This research examines effects and associations of VR pornography compared to FS pornography. A two-phase study was conducted to investigate how relationship satisfaction, RMA, and problematic pornography use relate to the VR format. Study 1 used a survey to assess associations between use of VR pornography and relationship satisfaction, RMA, and problematic pornography use. Study 2 involved a 2 (modality: VR or FS) x 2 (masturbation: restricted or unrestricted) between-subjects online experiment. After the manipulation, participants completed a questionnaire. In both study phases, results suggest that consuming VR pornography is associated with less relationship satisfaction. Both RMA and problematic pornography use were associated with VR pornography use in Study 1, but there were no effects in Study 2. The findings presented here elucidate potential impacts of VR pornography use compared to FS consumption.","PeriodicalId":364270,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"22 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124595310","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}
{"title":"The Shortcomings of Video Conferencing Technology, Methods for Revealing Them, and Emerging XR Solutions","authors":"Dani Paul Hove, B. Watson","doi":"10.1162/pres_a_00398","DOIUrl":"https://doi.org/10.1162/pres_a_00398","url":null,"abstract":"\u0000 Video conferencing has become a central part of our daily lives, thanks to the COVID-19 pandemic. Unfortunately, so have its many limitations, resulting in poor support for communicative and social behavior and ultimately, “zoom fatigue.” New technologies will be required to address these limitations, including many drawn from mixed reality (XR). In this paper, our goals are to equip and encourage future researchers to develop and test such technologies. Toward this end, we first survey research on the shortcomings of video conferencing systems, as defined before and after the pandemic. We then consider the methods that research uses to evaluate support for communicative behavior, and argue that those same methods should be employed in identifying, improving and validating promising video conferencing technologies. Next we survey emerging XR solutions to video conferencing's limitations, most of which do not employ head-mounted displays. We conclude by identifying several opportunities for video conferencing research in a post-pandemic hybrid working environment.","PeriodicalId":364270,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134609907","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}
{"title":"Augmented Reality Based on Apollo Lunar Imagery: Searching for Stars and Adding Virtual Objects","authors":"V. Pustynski","doi":"10.1162/pres_a_00393","DOIUrl":"https://doi.org/10.1162/pres_a_00393","url":null,"abstract":"\u0000 Based on photogrammetric models of the first three Apollo landing sites, we have created a method to project virtual objects onto photos taken on the lunar surface. We have applied this method to search for stars in high-resolution scans of Apollo lunar photos and to restore views of the starry sky in some iconic images. Our method can be used to incorporate computer-generated 3D graphics, such as constellation boundaries, coordinate and contour lines, into lunar images. This research has several applications, including the visualization of digital terrain models, the creation of a virtual planetarium based on lunar photos, and demonstration of object motion in lunar gravity for educational purposes.","PeriodicalId":364270,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"82 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117245419","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}
E. B. Wilson, Santiago Canete, W. G. Wright, Daniel A. Jacobs
{"title":"Influence of Visual Augmented Feedback on Walking Speed Perception in Immersive Virtual Reality","authors":"E. B. Wilson, Santiago Canete, W. G. Wright, Daniel A. Jacobs","doi":"10.1162/pres_a_00394","DOIUrl":"https://doi.org/10.1162/pres_a_00394","url":null,"abstract":"\u0000 In virtual reality (VR), established perception-action relationships break down because of conflicting and ambiguous sensorimotor inputs, inducing walking velocity underestimations. Here, we explore the effects of realigning perceptual sensory experiences with physical movements via augmented feedback on the estimation of virtual speed. We hypothesized that providing feedback about speed would lead to concurrent perceptual improvements and that these alterations would persist once the speedometer was removed. Ten young adults used immersive VR to view a virtual hallway translating at a series of fixed speeds. Participants were tasked with matching their walking speed on a self-paced treadmill to the optic flow in the environment. Information regarding walking speed accuracy was provided during augmented feedback trials via a real-time speedometer. We measured resulting walking velocity errors, as well as kinematic gait parameters. We found that the concordance between the virtual environment and gait speeds was higher when augmented feedback was provided during the trial. Furthermore, we observed retention effects beyond the intervention period via demonstrated smaller errors in speed perception accuracy and stronger concordance between perceived and actual speeds. Together, these results highlight a potential role for augmented feedback in guiding gait strategies that deviate away from pre-defined internal models of locomotion.","PeriodicalId":364270,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121850735","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}
Olga Gali, Sena Beste Ercan, Gray Atherton, Liam B. Cross, Batuhan Sayis, P. Heaton, N. Parés
{"title":"Mediating Interpersonal Synchronization in Children through a Full-Body Mixed Reality System: Analysis of the Pre-Interactive Mandala Experience","authors":"Olga Gali, Sena Beste Ercan, Gray Atherton, Liam B. Cross, Batuhan Sayis, P. Heaton, N. Parés","doi":"10.1162/pres_a_00386","DOIUrl":"https://doi.org/10.1162/pres_a_00386","url":null,"abstract":"\u0000 Interpersonal entrainment (IPE), motor synchronization to a common rhythm, can be used to strengthen the ability to communicate and coordinate actions between citizens. Different studies show how children's and adults’ behaviors changed positively by increasing their cooperation, helpfulness, and affiliation levels after performing activities in synchrony. However, those activities are often affected by the mediation of a researcher. This problem can be addressed by using new technologies such as mixed reality (MR) full-body systems. The aim of this study was to develop a playful MR pre-interactive (noninteractive visual/auditory cues) experience, the Mandala, to promote IPE. Sixty-six children were presented in groups of four, to one of the conditions: async movements and ambient music (control) or sync movements accompanied by rhythmic (experimental 1) or ambient music (experimental 2). We analyzed the children's ability to follow the visual elements well (temporal pattern and precision), the good use of the interactive object, and their level of synchrony. The results show how the children followed the visual pattern well and accurately, used the interactive object as proposed, and achieved high levels of synchrony. We provided initial insights on how full-body MR systems can be used to promote IPE without an external facilitator.","PeriodicalId":364270,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128003519","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}
{"title":"Design and Evaluation of Virtual Reality Environments for Claustrophobia","authors":"A. Francová, M. Jablonská, I. Fajnerová","doi":"10.1162/pres_a_00385","DOIUrl":"https://doi.org/10.1162/pres_a_00385","url":null,"abstract":"\u0000 Claustrophobia is a specific phobia characterized by fear of enclosed spaces (such as elevators, subway tunnels, etc.). While some individuals with claustrophobia might experience only mild anxiety and discomfort in enclosed spaces, others might suffer from panic attacks usually triggered by a fear of losing control or being unable to escape when needed. One of the most recent and successful treatment methods applied in specific phobias are virtual reality (VR)-based exposure therapy techniques. This feasibility study aimed to design and validate a set of immersive virtual environments (VEs) for exposure therapy in claustrophobia, with interactive scenarios enabling systematic, gradual, and controlled induction of claustrophobic fear. In total, eighteen individuals participated in the feasibility study. Participants were recruited from a general population and divided into two groups (phobic vs. control group). Each participant was asked to evaluate a set of various virtual environments. The study results indicate that the designed virtual environments have the potential to induce claustrophobic fear and are thus considered suitable for use in the exposure therapy of claustrophobia. These virtual environments also evoked a sense of presence, particularly the spatial presence component, while the reported cybersickness symptoms were none or minimal.","PeriodicalId":364270,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"289 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123461314","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}
Julia Belger, Stephan Poppe, H. Karnath, A. Villringer, A. Thöne-Otto
{"title":"The Application of Immersive Virtual Reality and Machine Learning for the Assessment of Unilateral Spatial Neglect","authors":"Julia Belger, Stephan Poppe, H. Karnath, A. Villringer, A. Thöne-Otto","doi":"10.1162/pres_a_00380","DOIUrl":"https://doi.org/10.1162/pres_a_00380","url":null,"abstract":"\u0000 Even subtle forms of hemispatial neglect after stroke negatively affect the performance of daily life tasks, increases the risk of injury, and are associated with poor rehabilitation outcomes. Conventional paper-and-pencil tests, however, often underestimate the symptoms. We aimed to identify relevant neglect-specific measures and clinical decision rules based on machine learning techniques on behavioral data generated in a new Virtual Reality (VR) application, the immersive virtual road-crossing task. In total, 59 participants were included in our study: Two right-hemispheric stroke groups with left neglect (n = 20) or no neglect (n = 19), classified based on conventional tests and medical diagnosis, and healthy controls (n = 20). A neuropsychological test battery and the VR task were administered to all participants. We applied decision trees and random forest models to predict the respective groups based on the results of the VR task. Our feature selection procedure yielded six features as suitable predictors - most of which involved lateral time-related measures, particularly reaction times, and head movements. Our model achieved a high training accuracy of 96.6 % and, after crossvalidation, an accuracy of 76.8%. These results confirm previous reports that temporal behavioral patterns are key to detecting subtle neglect in patients with chronic stroke. Our results indicate that VR combined with machine learning has the potential to achieve higher test accuracies while being highly applicable to clinical practice.","PeriodicalId":364270,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"103 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115633225","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}
{"title":"Enhancing Engagement and Learning Outcomes in Architectural Computing Design Education: A Study on the Implementation of Augmented Reality","authors":"G. Ozenen","doi":"10.1162/pres_a_00396","DOIUrl":"https://doi.org/10.1162/pres_a_00396","url":null,"abstract":"Abstract Augmented reality (AR) technology is being increasingly used in the fields of architecture and design to provide new and engaging ways to visualize and communicate design concepts. Since architectural models are the simplest approach to emphasize a design concept, the tools, materials, and technology used to construct physical models in architecture and design education may vary. This paper describes the implementation of AR technology in an architectural computing design course. The purpose of this study is to ascertain an efficient method of model-making for architectural education through the use of AR. The study involved the development of an AR application that allowed students to visualize their design concepts in a virtual environment. The paper presents the design of the application, the methods used to integrate AR technology into the course curriculum, and the results of a survey conducted among students to evaluate their experience with the technology. Architecture students’ experiences using AR technology in place of physically constructed physical models for design projects are discussed in this study as well. The study concluded that the use of AR technology in the course had a positive impact on student engagement, learning outcomes, and overall satisfaction.","PeriodicalId":364270,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126687133","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}
{"title":"Rethinking the Knowledge Transfer Process Through the Use of Metaverse: A Qualitative Study of Organizational Learning Approach for Remote Workplace","authors":"K. Lau","doi":"10.1162/pres_a_00395","DOIUrl":"https://doi.org/10.1162/pres_a_00395","url":null,"abstract":"Abstract This paper aims to explore the possibilities of implementing the tacit knowledge transfer process and practices in the metaverse and remote workplaces. Tacit knowledge transfer is crucial for organizational knowledge management and maintaining an organization's sustainable development. The research team believes that the use of the metaverse in remote workplaces is expected to revolutionize established organizational learning, knowledge management, and tacit knowledge transfer models. This research attempts to understand employees’ experiences from three perspectives: (1) the acceptance by both senior and junior staff of using the metaverse for training; (2) the experiences of tacit knowledge transfer over the metaverse; and (3) the role of immersion and interactivity during the knowledge transfer process. The significance of this research is the theoretical investigation of the tacit knowledge transfer model in the metaverse. This research is explorative in nature; therefore, this research is not going to generalize or prove the effectiveness of using the metaverse in the tacit knowledge transfer process, but rather explore the factors and deepen our understanding of these fundamental attributes. The findings of this research suggest a modification of the classical model SECI Matrix by adding a new component of “integration” in the transfer process.","PeriodicalId":364270,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"59 38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121220198","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}