Lisa Thomaschewski, Nico Feld, Benjamin Weyers, Annette Kluge
{"title":"I sense that there is someone else: an exploratory study on the influence of the media richness of Augmented Reality-based assistance systems on team experience and performance","authors":"Lisa Thomaschewski, Nico Feld, Benjamin Weyers, Annette Kluge","doi":"10.3389/frvir.2023.1163337","DOIUrl":"https://doi.org/10.3389/frvir.2023.1163337","url":null,"abstract":"Based on the results of two laboratory studies, we show how the implementation of minimalistic social and task-relevant cues in Augmented Reality-based assistance systems for spatially dispersed teams impact team experience while not affecting team performance. In study 1 ( N = 224) we investigated the Ambient Awareness Tool, which supports spatially dispersed teams in their temporal coordination when multiple team tasks or team and individual tasks must be executed in parallel. We found that adding a progress bar to the interface led to a significant increase in the perception of work group cohesiveness (diff = 0.34, p = .03, CI: [−0.65; −0.03], d = 0.39), but did not affect team performance ( p = .92, η 2 = 0.03). In study 2 ( N = 23) we piloted an AR-based avatar representation of a spatially dispersed team member and evaluated whether the interactivity of the avatar impacts the perception of co- and social presence as well as team performance. An interactive avatar increased the perception of co- and social presence (co-presence: diff = 2.7, p < .001, η 2 = 0.20; social presence: diff = 1.2, p = .001, η 2 = 0.06). Team performance did not differ significantly ( p = .177, η 2 = 0.01). These results indicate that even minor social and task-relevant cues in the interface can significantly impact team experience and provide valuable insights for designing human-centered health-promoting AR-based assistance systems for spatially dispersed teams in the vocational context with minimal means.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135438500","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":"A perspective on potential psychological risks and solutions of using virtual reality in palliative care","authors":"Olive K. L. Woo, Antoinette M. Lee","doi":"10.3389/frvir.2023.1256641","DOIUrl":"https://doi.org/10.3389/frvir.2023.1256641","url":null,"abstract":"Initial evidence suggests that virtual reality (VR) can effectively reduce palliative symptoms. While such findings shed a positive light on the ability of VR exposure to improve patients’ physical and emotional symptoms, VR could have downsides with adverse effects. As most of the reported adverse effects are related to physical risks or technical challenges, there is a scarcity of reports on possible psychological risks posed by VR exposure in palliative care settings, an area with considerable concerns. This is an area that is likely to have a significant impact on the future of clinical practice and research on the use of VR in palliative care. Based on the clinical experience of a registered clinical psychologist who has delivered VR in a palliative care unit for 3 years, we put forward a perspective on the potential psychological complications of using VR in palliative care. Our clinical experiences show that exposure to a desirable virtual environment that is beneficial to patients might not always align with realistic expectations, and that should the use of VR be considered, special precautions are needed to minimize possible psychological harms. This perspective article further proposes three approaches aiming to minimize possible psychological hazards: incorporation of psychological assessment prior to VR administration, psychological interventions right after VR, and professional training of the VR facilitators. We hope that our personally witnessed concerns and perspectives can alert future VR facilitators to the potential psychological hazards of using VR for patients receiving palliative care and inspire future research to minimize psychological harms.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135734870","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}
Manuel Bachmann, Abimanju Subramaniam, Jonas Born, David Weibel
{"title":"Virtual reality public speaking training: effectiveness and user technology acceptance","authors":"Manuel Bachmann, Abimanju Subramaniam, Jonas Born, David Weibel","doi":"10.3389/frvir.2023.1242544","DOIUrl":"https://doi.org/10.3389/frvir.2023.1242544","url":null,"abstract":"Public speaking is a fundamental task in many professional or personal situations. At the same time, there is widespread fear of it, and it takes practice to present well. Previous studies suggest that Virtual Reality Public Speaking Training (VRPST) offers a promising opportunity for this. However, studies evaluating objective and subjective indicators are lacking so far, and valid control conditions are missing in previous studies. We aimed to overcome these drawbacks. In our experiment, participants (N = 42) had the task of presenting a card game to a four-person audience using five provided PowerPoint slides within a time limit of 5 minutes. They prepared either using VRPST or using common self-directed preparation (control condition), being randomly assigned to a condition. Both groups were instructed to prepare for the task at home and given 30 min to learn the rules of the game and present them using the slides. The control group was given an additional 30 min to prepare individually for the presentation task at home. The experimental group received an additional 30-min VRPST session. This training session was done without specific feedback and the presentation was repeated three times. The quality of the rule explanation, the audience-assessed presentation quality, and the subjects’ self-assessed presentation quality were measured. Our results indicate that the VRPST is effective. Subjects who completed the VRPST did a better job of explaining the rules and were better rated by the audience. In addition, the experimental subjects also tended to rate their presentation better in the VRPST condition. Further analyses of those participants who completed the VRPST show high technology acceptance. Our results show the VR training had a significant performance-enhancing effect and that participants would use the VRPST if it were available to them. It seems that practicing a presentation in VR is useful and even better than a conventional preparation.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135734708","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}
Jingjing Li, Walton Wider, Yoichi Ochiai, Muhammad Ashraf Fauzi
{"title":"A bibliometric analysis of immersive technology in museum exhibitions: exploring user experience","authors":"Jingjing Li, Walton Wider, Yoichi Ochiai, Muhammad Ashraf Fauzi","doi":"10.3389/frvir.2023.1240562","DOIUrl":"https://doi.org/10.3389/frvir.2023.1240562","url":null,"abstract":"Introduction: This study aims to comprehensively understand the existing literature on immersive technology in museum exhibitions, focusing on virtual reality (VR), augmented reality (AR), and the visitor experience. The research utilizes a bibliometric approach by examining a dataset of 722 articles with two main research objectives. Firstly, it seeks to analyze current trends in immersive technology literature, specifically emphasizing VR and the user experience in museum exhibitions through co-citation analysis. Secondly, it aims to identify emerging research trends using co-word analysis. Methods: The study employs a bibliometric approach, specifically co-citation and co-word analysis, to investigate trends and forecast emerging areas in the field, particularly the role of VR in the museum context. Results: The analysis reveals the presence of five interconnected thematic clusters in the literature. These clusters include (1) VR and AR-enhanced heritage tourism, (2) VR and AR-enabled virtual museums, (3) interactive digital art education in immersive environments, (4) immersive storytelling in virtual heritage spaces, and (5) mobile AR heritage revival. Discussion: The article highlights influential works within these areas, showcasing the historical evolution of the field and the current emphasis on utilizing VR to create immersive, educational, and engaging experiences for museum visitors. The findings indicate that research on VR applications for museum exhibitions has predominantly focused on profound game-driven experiences and interactive 3D heritage, resulting in improved visitor engagement and access to cultural content. The adoption of VR technology holds the potential to revolutionize user experiences within the cultural heritage sector and reshape the overall landscape of museums and exhibitions. By presenting these research trends, this study contributes to a deeper understanding of the vital role of VR in enhancing visitor experiences in museum settings. Furthermore, it paves the way for further exploration and innovation in immersive technology.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135825436","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":"An effective method for measuring text legibility in XR devices reveals clear differences between three devices","authors":"Markku Kilpeläinen, Jukka Häkkinen","doi":"10.3389/frvir.2023.1243387","DOIUrl":"https://doi.org/10.3389/frvir.2023.1243387","url":null,"abstract":"Reading is a crucial aspect of the extended reality (XR) experience across various professional and recreational contexts. Legibility, which is defined as the ease with which a character can be recognized, is an essential determinant of readability. As legibility on a specific device cannot be deduced from technical specifications alone, an efficient perceptual method for measuring legibility is needed to measure the legibility of text presented in XR. In this study, we present a method for comparing the legibility limits of XR devices, where single letter legibility is measured with fast and precise psychophysical methods. We applied the method to compare the legibility in three commercial XR headsets (Varjo VR-2, HTC Vive Pro Eye, Oculus Quest 2) in experiments with human observers. Our results show that the single letter legibility methods presented here provide an effect size approximately ten times higher compared to the widely used method of reading speed. This allows for the use of fewer observers and the detection of smaller differences, making it a more efficient and effective approach for comparing the legibility limits of XR devices.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49280984","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":"Virtual reality exposure therapy for reducing social anxiety associated with stuttering: the role of outcome expectancy, therapeutic alliance, presence and social presence","authors":"Ian Chard, Nejra van Zalk, Lorenzo Picinali","doi":"10.3389/frvir.2023.1159549","DOIUrl":"https://doi.org/10.3389/frvir.2023.1159549","url":null,"abstract":"Introduction: Although several trials have demonstrated the effectiveness of Virtual Reality Exposure Therapy (VRET) for reducing social anxiety, there is little understanding about the factors that lead to symptom reduction across different treatment designs. Such factors may include outcome expectancy, therapeutic alliance, presence (perception of being in the virtual environment) and social presence (perception of interacting with others). We report on findings from a pilot trial of VRET targeting social anxiety in people who stutter, and examine the association of these four factors with treatment outcome.Methods: People who stutter reporting heightened social anxiety (n = 22) took part in the trial after being recruited via online adverts. Remotely delivered VRET was administered to participants in three sessions across three weeks. Each session targeted both performative and interactive anxiety. A virtual therapist helped participants to engage with treatment strategies, whilst also guiding them through exercises.Results: Findings showed that presence and social presence were both negatively related to changes in fear of negative evaluation between pre- and post-treatment. However, presence, outcome expectancy and therapeutic alliance were positively related to changes in social anxiety symptoms. Furthermore, outcome expectancy and therapeutic alliance were quadratically related to fear of negative evaluation change. Nevertheless, the effect of presence on social anxiety, and the effects of presence and therapeutic alliance on fear of negative evaluation must be interpreted with caution as these were not large enough to reach sufficient statistical power. Therapeutic alliance did not mediate the relationship between outcome expectancy and treatment outcome.Discussion: These findings suggest that the current VRET protocol affected social anxiety and fear of negative evaluation differently. We discuss how presence may underlie these mixed associations. We also suggest that the unexpected positive effects on social anxiety symptoms may have resulted from insufficient treatment strategies which inadvertently encouraged maladaptive learning.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49182110","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}
Louisa Dahmani, Miryam Idriss, K. Konishi, Greg L. West, V. Bohbot
{"title":"Considering environmental factors, navigation strategies, and age","authors":"Louisa Dahmani, Miryam Idriss, K. Konishi, Greg L. West, V. Bohbot","doi":"10.3389/frvir.2023.1166364","DOIUrl":"https://doi.org/10.3389/frvir.2023.1166364","url":null,"abstract":"Sex differences in navigation have been a topic of investigation for decades and has been subjected to various contradictory findings and debates. The aim of this work was to compare the spatial memory of men and women tested in various different types of spatial tasks, while controlling for navigation strategies and aging. It is generally thought that men outperform women in navigation and that women have higher scores on object location tasks. However, many studies fail to control for different factors that may bias one sex or the other. We aggregated the data of 465 participants (349 young adults, 127 older adults) who took part in various studies conducted in our laboratory, which include both published and original unpublished data, in order to investigate sex differences. In these studies, we used a number of different paradigms: virtual radial arm mazes, a virtual wayfinding task, an object location task, a virtual Morris Water Maze, and the invisible sensor task which is a real-life model of the Morris Water Maze. While our results may seem discordant at first glance, they demonstrate that several factors can impact the performance of men and women on spatial tasks, including spontaneous navigation strategies, environmental characteristics, and age. We replicated findings showing that women favor proximal landmarks compared to men who favor distal landmarks, women have better memory than men for the position of objects in the absence of reference frames, but they will have poorer scores when navigation requires specific angles, distances and polar coordinates. Moreover, we found that in aging, women who avoid the use of landmarks when navigating a radial maze show stronger reliance on these non-spatial strategies than men. On the other hand, women who rely on landmarks, do so to the same extent as men. Our findings highlight the need to carefully take into consideration these factors in order to produce a more harmonious understanding of sex differences in navigation. Finally, the interaction between spontaneous navigation strategies, sex, and age is discussed in terms of its implications for risk of Alzheimer’s disease.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44763202","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":"User elicited gesture-based locomotion techniques for immersive VEs in a seated position: a comparative evaluation","authors":"P. Ganapathi, K. Sorathia","doi":"10.3389/frvir.2023.1169654","DOIUrl":"https://doi.org/10.3389/frvir.2023.1169654","url":null,"abstract":"Locomotion is a fundamental task for exploring and interacting in virtual environments (VEs), and numerous locomotion techniques have been developed to improve the perceived realism and efficiency of movement in VEs. Gesture-based locomotion techniques have emerged as a more natural and intuitive mode of interaction than controller-based methods of travel in VEs. In this paper, we investigate the intuitiveness, comfort, ease of use, performance, presence, simulation sickness, and user preference of three user-elicited body-based gestures: the Calling gesture, Deictic Pointing gesture, and Mirror Leaning gesture. These gestures are intended to be used in three different seated multitasking scenarios involving virtual travel and various levels of hand engagement in selection. In the first study, participants compared the Calling gesture with the Tapping and Teleportation gestures for Scenario 1, which involved virtual travel only. The Calling gesture was found to be the most intuitive, with increased presence, while the Teleportation gesture was the preferred travel technique. The second study involved participants comparing the Deictic Pointing gesture with the Tapping and Teleportation gestures for Scenario 2, which involved virtual travel and one hand engaged in selection. The Deictic Pointing gesture was found to be more intuitive than the other gestures in terms of performance, comfort, ease of use, and presence. The third study introduced a new group of participants who compared the Mirror Leaning gesture with the Tapping and Teleportation gestures for Scenario 3, which involved virtual travel and both hands engaged in selection. The Mirror Leaning gesture was found to be the most intuitive, with increased presence and performance compared to the other gestures. We compared the gestures of the scenarios in three complementary search tasks: traveling in a straight-line path, moving in a directed path, and moving in an undirected path. We believe that the qualitative and quantitative measures obtained from our studies will help researchers and interaction design experts to design efficient and effective gesture-based locomotion techniques for traveling in a seated position in multitasking VEs.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46062799","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":"Gamified virtual reality exposure therapy for adolescents with public speaking anxiety: a four-armed randomized controlled trial","authors":"Smiti Kahlon, P. Lindner, T. Nordgreen","doi":"10.3389/frvir.2023.1240778","DOIUrl":"https://doi.org/10.3389/frvir.2023.1240778","url":null,"abstract":"Objective: Public Speaking Anxiety is highly prevalent among adolescents. However, few interventions have been developed specifically for this group. This four-armed randomized trial addressed the following research questions regarding interventions for adolescents with public speaking anxiety (PSA): 1) is Virtual Reality exposure therapy (VRET) more efficacious than online psychoeducation or waitlist, and 2) is VRET followed by online exposure therapy more efficacious than VRET alone or online psychoeducation followed by online exposure therapy?Methods: Adolescents, aged 13–16 with PSA were randomized to four groups: 1) VRET + no additional intervention (n = 20); 2) VRET + online exposure program (n = 20); 3) online psychoeducation program + exposure program (n = 40); or 4) waitlist (n = 20). Self-rated PSA symptoms served as primary outcome measure, with secondary outcomes covering other social anxiety symptoms.Results: Linear mixed models revealed that there was a significant difference in the decrease in PSA symptoms among adolescents receiving VRET compared with waiting list (p = 0.015), but no significant difference to the online psychoeducation program (p = 0.056). However, online psychoeducation program yielded smaller within-group effect sizes compared to VRET, d = 0.33 vs. d = 0.83 respectively. VRET + online exposure program had a significant decrease in PSA symptoms (p = 0.013), but no significant difference from VRET + no additional intervention or online psychoeducation + online exposure program. Symptom reduction remained stable at 3-month follow-up.Conclusion: The study shows the potential of delivering both gamified VRET as well as online psychoeducation and exposure programs as self-guided interventions for adolescents with PSA.Clinical trial registration:clinicaltrials.gov, identifier: NCT04396392","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47851610","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}
Rashi Ghosh, P. Feijóo-García, J. Stuart, Chase Wrenn, Benjamin C. Lok
{"title":"Evaluating face gender cues in virtual humans within and beyond the gender binary","authors":"Rashi Ghosh, P. Feijóo-García, J. Stuart, Chase Wrenn, Benjamin C. Lok","doi":"10.3389/frvir.2023.1251420","DOIUrl":"https://doi.org/10.3389/frvir.2023.1251420","url":null,"abstract":"Introduction: Virtual human work regarding gender is widely based on binary gender despite recent understandings of gender extending beyond female and male. Additionally, gender stereotypes and biases may be present in virtual human design.Methods: This study evaluates how face gender cues are implemented in virtual humans by conducting an exploratory study where an undergraduate computing population (n = 67) designed three virtual human faces—female, male, and nonbinary.Results: Results showed that face gender cues were implemented in stereotypical ways to represent binary genders (female and male virtual humans). For nonbinary gender virtual humans, stereotypical face gender cues were expressed inconsistently (sometimes feminine, sometimes masculine), and conflicting gender cues (pairs of cues that signal opposing binary gender) occurred frequently. Finally, results revealed that not all face gender cues are leveraged equally to express gender.Discussion: Implications of these findings and future directions for inclusive and representative gender expression in virtual humans are discussed.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48010089","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}