Wilbert Tabone, R. Happee, Yue Yang, Ehsan Sadraei, Jorge García de Pedro, Yee Mun Lee, Natasha Merat, Joost de Winter
{"title":"Immersive insights: evaluating augmented reality interfaces for pedestrians in a CAVE-based experiment","authors":"Wilbert Tabone, R. Happee, Yue Yang, Ehsan Sadraei, Jorge García de Pedro, Yee Mun Lee, Natasha Merat, Joost de Winter","doi":"10.3389/frvir.2024.1353941","DOIUrl":"https://doi.org/10.3389/frvir.2024.1353941","url":null,"abstract":"Introduction: Augmented reality (AR) has been increasingly studied in transportation, particularly for drivers and pedestrians interacting with automated vehicles (AVs). Previous research evaluated AR interfaces using online video-based questionnaires but lacked human-subject research in immersive environments. This study examined if prior online evaluations of nine AR interfaces could be replicated in an immersive virtual environment and if AR interface effectiveness depends on pedestrian attention allocation.Methods: Thirty participants completed 120 trials in a CAVE-based simulator with yielding and non-yielding AVs, rating the interface’s intuitiveness and crossing the road when they felt safe. To emulate visual distraction, participants had to look into an attention-attractor circle that disappeared 1 s after the interface appeared.Results: The results showed that intuitiveness ratings from the current CAVE-based study and the previous online study correlated strongly (r ≈ 0.90). Head-locked interfaces and familiar designs (augmented traffic lights, zebra crossing) yielded higher intuitiveness ratings and quicker crossing initiations than vehicle-locked interfaces. Vehicle-locked interfaces were less effective when the attention-attractor was on the environment’s opposite side, while head-locked interfaces were relatively unaffected by attention-attractor position.Discussion: In conclusion, this ‘AR in VR’ study shows strong congruence between intuitiveness ratings in a CAVE-based study and online research, and demonstrates the importance of interface placement in relation to user gaze direction.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"54 23","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141799583","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}
Maximilian Landeck, Fabian Unruh, Jean-Luc Lugrin, M. Latoschik
{"title":"Object Motion Manipulation and time perception in virtual reality","authors":"Maximilian Landeck, Fabian Unruh, Jean-Luc Lugrin, M. Latoschik","doi":"10.3389/frvir.2024.1390703","DOIUrl":"https://doi.org/10.3389/frvir.2024.1390703","url":null,"abstract":"This paper presents a novel approach to altering how time is perceived in Virtual Reality (VR). It involves manipulating the speed and pattern of motion in objects associated with timekeeping, both directly (such as clocks) and indirectly (like pendulums). Objects influencing our perception of time are called ‘zeitgebers‘; for instance, observing a clock or pendulum tends to affect how we perceive the passage of time. The speed of motion of their internal parts (clock hands or pendulum rings) is explicitly or implicitly related to the perception of time. However, the perceptual effects of accelerating or decelerating the speed of a virtual clock or pendulum in VR is still an open question. We hypothesize that the acceleration of their internal motion will accelerate the passage of time and that the irregularity of the orbit pendulum’s motion will amplify this effect. We anticipate that the irregular movements of the pendulum will lower boredom and heighten attention, thereby making time seem to pass more quickly. Therefore, we conducted an experiment with 32 participants, exposing them to two types of virtual zeitgebers exhibiting both regular and irregular motions. These were a virtual clock and an orbit pendulum, each operating at slow, normal, and fast speeds. Our results revealed that time passed by faster when participants observed virtual zeitgebers in the fast speed condition than in the slow speed condition. The orbit pendulum significantly accelerated the perceived passage of time compared to the clock. We believe that the irregular motion requires a higher degree of attention, which is confirmed by the significantly longer gaze fixations of the participants. These findings are crucial for time perception manipulation in VR, offering potential for innovative treatments for conditions like depression and improving wellbeing. Yet, further clinical research is needed to confirm these applications.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"85 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141817492","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 museum of digital things: extended reality and museum practices","authors":"Zhennuo Song, Leighton Evans","doi":"10.3389/frvir.2024.1396280","DOIUrl":"https://doi.org/10.3389/frvir.2024.1396280","url":null,"abstract":"This study presents a philosophical reconceptualisation of museums using phenomenological frameworks. It explores the role extended reality (XR) “things” play in the museum experience and studies how their function differs from traditional objects. Existing studies highlight the technological tools, solutions and various visitor experience modalities in the museum sector. However, only a few papers focus on the theoretical aspects of using XR in museums. This empirical study adopts a qualitative research methodology, and 22 semi-structured interviews with specialists in XR design and development, museum culture, curation and museum exhibitions are conducted. The findings suggest that XR enhances museum curation and exhibition practices by providing new dimensions for interacting with museum objects. This aligns with Heidegger’s “the thing” and “fourfold” concepts—the integration of mortals (i.e., museum visitors), earth (i.e., the activities participated in by the visitors), sky (i.e., the potentialities and ideas stimulated by the artefacts) and divinities (i.e., the visitors’ emotions while interacting with the exhibits). Therefore, these new interactions, enabled by XR, can accentuate the narratives attached to and the meaning of the artefacts within the digital museum space, facilitating new understandings and relationships with history due to the digitisation of objects. Furthermore, this can potentially impact XR’s use in developing multi-channel curation and multi-sensory visitor experiences in museums and cultural heritage institutions.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":" 18","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141826907","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}
Alma F. Hertwig, André Brandewiede, Markus A. Feufel
{"title":"Using virtual reality to support the design of work systems in 3P workshops: a use case from the automotive industry","authors":"Alma F. Hertwig, André Brandewiede, Markus A. Feufel","doi":"10.3389/frvir.2024.1268780","DOIUrl":"https://doi.org/10.3389/frvir.2024.1268780","url":null,"abstract":"In a context of increased competition due to growing customer centricity and product diversity, the automotive industry is challenged to improve the efficiency of its production processes. The design of the work system plays a decisive role in this. Virtual technologies are seen as having great potential to support this process. In this field study, the use of a user-centered Virtual Reality (VR) application for planning workshops was investigated. Over several weeks, the technology was used in the productive 3P workshop. The focus was on the acceptance of the professional groups, which is crucial for the successful integration of VR technology. To evaluate this, a questionnaire study based on the Unified Theory of Acceptance and Use of Technology (UTAUT), task-technology fit, and User Experience Questionnaire (UEQ) was conducted with 83 participants. Results show that VR technology can be used to conduct 3P workshops and enable acceleration. Determinants of user acceptance are task-technology fit, user experience of the software and how well occupational groups are supported by the technology. Age and prior VR experience did not have a significant impact on user acceptance. The results are discussed with respect to their theoretical and practical implications and limitations are identified.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"70 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141658457","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":"Ethical approach to the use of immersive technologies. Advance about digitalisation of multilingual programs in the EHEA","authors":"Beatriz Peña-Acuña, Fernando D. Rubio-Alcalá","doi":"10.3389/frvir.2024.1357595","DOIUrl":"https://doi.org/10.3389/frvir.2024.1357595","url":null,"abstract":"This study explores the ethical implications of integrating advanced immersive technologies into education using a snowball documentary methodology, considering multidisciplinary perspectives. Advocating for a holistic approach, it suggests combining legal frameworks, ethical codes, and educational programs centered on core values. The evolving ethical landscape of immersive technologies reveals varied viewpoints among researchers, with some emphasizing concerns and others highlighting advantages. Additionally, some leverage immersive technologies for ethical education in response to emerging challenges. Post-implementation, ethical challenges and norms contribute to the ongoing expansion of the topic. A closer examination identifies nuanced differences and commonalities between immersive technologies and the Metaverse, emphasizing multifaceted considerations. Legal aspects are thoroughly covered in AR, VR, and MxR technologies, while the Metaverse focuses on identity protection. In education, immersive technologies exhibit more developed ethical concerns, underscoring the richness compared to the Metaverse.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"133 27","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141656543","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}
Beñat Amestoy Alonso, T. Donegan, Isaac Calvis, Justyna Świdrak, Edgar Rodriguez, Caribay Vargas-Reverón, Andrés Combalia, Ramon Oliva Martinez, Maria V. Sanchez-Vives
{"title":"Focus groups in the metaverse: shared virtual spaces for patients, clinicians, and researchers","authors":"Beñat Amestoy Alonso, T. Donegan, Isaac Calvis, Justyna Świdrak, Edgar Rodriguez, Caribay Vargas-Reverón, Andrés Combalia, Ramon Oliva Martinez, Maria V. Sanchez-Vives","doi":"10.3389/frvir.2024.1432282","DOIUrl":"https://doi.org/10.3389/frvir.2024.1432282","url":null,"abstract":"Patient focus groups can be invaluable for facilitating user-centered design of medical devices and new technologies, effectively capturing the richness and depth of patient experiences to help thoroughly assess feasibility, tolerance, and usability. While the metaverse holds promise for healthcare applications, its use in patient focus groups remains unexplored. In this Perspective we discuss the potential of the metaverse for conducting focus groups with patients. The theme of the focus group was the design and development of a therapeutic virtual reality application for patients with chronic low back pain. We carried out a pilot study comparing a focus group in a shared virtual space versus a physical location. This experience was positively received by patients, researchers, and clinicians, suggesting the metaverse is a viable medium for conducting these meetings and has potential advantages for remotely located participants, opening the doors for future expansion beyond focus groups to encompass all kinds of patient support and information groups. This approach fosters patient-centered healthcare by helping to facilitate patient voices directly into the design process, which may help lead to improved healthcare delivery, patient satisfaction, and treatment outcomes.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"4 24","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141661808","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}
Triton Ong, Janelle F. Barrera, Charvi Sunkara, Hiral C. Soni, Julia Ivanova, Mollie R. Cummins, Kaitlyn R. Schuler, Hattie Wilczewski, Brandon M. Welch, Brian E. Bunnell
{"title":"Mental health providers are inexperienced but interested in telehealth-based virtual reality therapy: survey study","authors":"Triton Ong, Janelle F. Barrera, Charvi Sunkara, Hiral C. Soni, Julia Ivanova, Mollie R. Cummins, Kaitlyn R. Schuler, Hattie Wilczewski, Brandon M. Welch, Brian E. Bunnell","doi":"10.3389/frvir.2024.1332874","DOIUrl":"https://doi.org/10.3389/frvir.2024.1332874","url":null,"abstract":"Virtual reality (VR) is an emerging technology that can enhance experiences and outcomes in mental healthcare. However, mental health therapists have been slow to adopt VR into practice. Implementation of telehealth-based VR therapy (tele-VR) could catalyze adoption and innovation in mental healthcare. To explore therapists’ perspectives on tele-VR, we conducted a cross-sectional survey of practicing mental health providers in the United States in June-July 2023. We analyzed 176 completed surveys from therapists, of whom 51.14% had no prior experience with VR, only 6.25% had used VR clinically, and 56.82% had neutral impressions of VR for therapy. Despite therapists’ general inexperience with VR, therapists indicated a wide variety of tele-VR simulations (e.g., social situations, flying, heights) and features (e.g., personalized spaces, homework, interactivity) would be moderately to extremely useful for their practices. Therapists also requested additional VR simulations and features for their telehealth clients such as behavioral skills training, exposure therapy, gender identity therapy, and psychological assessments in VR. Therapists rated Health Insurance Portability and Accountability Act compliance, the ability to try VR before buying, affordability for therapists, accessibility for clients, and insurance coverage as the five most influential implementation factors for tele-VR. Overall, therapists were generally inexperienced and neutral about VR for telehealth therapy, but were interested in tele-VR for specific applications. These findings provide actionable directions for future research and collaborative development of therapeutic VR content and features.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":" 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141677617","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}
Casey J. Clay, John R. Budde, Andrea Q. Hoang, Armen Gushchyan
{"title":"An evaluation of the effectiveness of immersive virtual reality training in non-specialized medical procedures for caregivers and students: a brief literature review","authors":"Casey J. Clay, John R. Budde, Andrea Q. Hoang, Armen Gushchyan","doi":"10.3389/frvir.2024.1402093","DOIUrl":"https://doi.org/10.3389/frvir.2024.1402093","url":null,"abstract":"As technological advancements continue to redefine the landscape of adult education and training, virtual reality (VR) has emerged as a potent tool for enhancing skill acquisition. This literature review synthesizes existing research on the utilization of immersive and discrete VR in training adults in the medical domain. The primary focus was on understanding the effectiveness, challenges, and potential applications of VR-based training programs. Specifically, we reviewed studies related to practical skills critical to safety that target a non-surgical, discrete medical procedure (e.g., diabetes care procedures, how to correctly set a G-tube, CPR, correct personal protective equipment [PPE] usage) using an immersive VR technology as a training modality. Further, the studies reviewed had to include a comparison of immersive VR training to that of a business-as-usual (BAU) method. We conducted a review of the six studies that met the criteria and coded variables related to what technology was used, targeted skills being trained, social validity, effectiveness of the intervention, and whether generalization occurred. Key themes explored in the literature include the role of immersive experiences in enhancing learning outcomes when comparing VR training to BAU and the adaptability of VR platforms to different skill sets. Special attention was given to identifying factors that contribute to the success or limitation of VR-based training initiatives, including individual differences, technology acceptance, and effectiveness.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":" 11","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141678487","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":"Beyond sight: Comparing traditional virtual reality and immersive multi-sensory environments in stress reduction of university students","authors":"Hanieh Baktash, Daejin Kim, Amin Shirazi","doi":"10.3389/frvir.2024.1412297","DOIUrl":"https://doi.org/10.3389/frvir.2024.1412297","url":null,"abstract":"This study aims to assess the efficacy of traditional virtual reality (VR) and Immersive Multi-sensory Environments (IME) in mitigating anxiety levels among university students. The study can address the following research questions: 1) What disparities exist in anxiety levels before and after exposure to traditional VR and IME? 2) How do anxiety levels compare between participants exposed to IME and those in a VR environment?The research adopted a twophase approach involving participants exhibiting moderate to high-stress levels. In the second phase, participants were randomly assigned to either a VR group (solely visual stimulation) or an IME group (comprising visual, auditory, and olfactory stimuli). The State-Trait Anxiety Inventory (STAI) were utilized to assess stress and anxiety levels before and after each experiment.The findings suggest that participants’ experiences in both VR and IME environments effectively contributed to reducing anxiety levels and fostering a tranquil atmosphere. Both experimental groups reported a significantly heightened sense of relaxation post-experiments. Although the disparity was not statistically significant, the IME group displayed a more pronounced reduction in stress levels compared to the VR group.The research underscores the significance of considering the built environment and sensory design in addressing mental health challenges among college students. Further exploration and integration of such approaches into educational settings could significantly contribute to establishing more supportive and conducive environments for student success.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"22 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141682337","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}