Florian Ramousse, Pierre Raimbaud, P. Baert, C. Helfenstein-Didier, A. Gay, C. Massoubre, B. Galusca, G. Lavoué
{"title":"Does this virtual food make me hungry? effects of visual quality and food type in virtual reality","authors":"Florian Ramousse, Pierre Raimbaud, P. Baert, C. Helfenstein-Didier, A. Gay, C. Massoubre, B. Galusca, G. Lavoué","doi":"10.3389/frvir.2023.1221651","DOIUrl":"https://doi.org/10.3389/frvir.2023.1221651","url":null,"abstract":"Introduction: Studies into food-related behaviors and emotions are increasingly being explored with Virtual Reality (VR). Applications of VR technologies for food science include eating disorder therapies, eating behavior studies and sensory analyzes. These applications involve 3D food stimuli intended to elicit cravings, stress, and/or emotions. However, the visual quality (i.e., the realism) of used food stimuli is heterogeneous, and this factor’s influence on the results has never been isolated and evaluated. In this context, this work aims to study how the visual quality of food stimuli, exposed in a virtual reality environment, influences the resulting desire to eat.Methods: 28 subjects without eating disorders were included in this protocol, who evaluated the desire to eat induced by 10 3D food stimuli, each duplicated in 7 quality levels (for a total of 70 stimuli).Results: Results show that visual quality influences the desire to eat, and this effect depends on the type of food and users’ eating habits. We found two significant thresholds for visual quality: the first provides the minimal quality necessary to elicit a significant desire to eat, while the second provides the ceiling value above which increasing the quality does not improve further the desire to eat.Discussion: These results allow us to provide useful recommendations for the design of experiments involving food stimuli.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45873839","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}
Lee Lisle, Kylie Davidson, Edward J. K. Gitre, Chris North, D. Bowman
{"title":"Different realities: a comparison of augmented and virtual reality for the sensemaking process","authors":"Lee Lisle, Kylie Davidson, Edward J. K. Gitre, Chris North, D. Bowman","doi":"10.3389/frvir.2023.1177855","DOIUrl":"https://doi.org/10.3389/frvir.2023.1177855","url":null,"abstract":"Analysts perform sensemaking on large complex multimedia datasets in order to extract concepts, themes, and other kinds of insights from them. Immersive analytics, in particular, puts users in virtual environments that allow them to explore data in a unique way where they can interact and move through the data. Previous research using virtual reality immersive analytics tools found users wanting to refer to real-world objects or understand the physical world around them while continuing to perform their analysis. Therefore, we designed and ran a comparative study looking at the tradeoffs between virtual and augmented reality for our immersive analytics approach: Immersive Space to Think. Through two mixed-methods studies we found that virtual reality affords users a space where users can focus more on their task, but augmented reality allows them to use various real-world tools that can increase user satisfaction. In future immersive analytics tools, we recommend a blend of the two—augmented virtuality—with pass-through portals which allow users to see various real-world tools, such as whiteboards or desks and keyboards, while still giving themselves a space to focus.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47946049","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":"Erratum: Real-time affect detection in virtual reality: a technique based on a three-dimensional model of affect and EEG signals","authors":"","doi":"10.3389/frvir.2023.1267071","DOIUrl":"https://doi.org/10.3389/frvir.2023.1267071","url":null,"abstract":"","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49271766","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":"Touching the future of training: investigating tangible interaction in virtual reality","authors":"Maximilian Rettinger, G. Rigoll","doi":"10.3389/frvir.2023.1187883","DOIUrl":"https://doi.org/10.3389/frvir.2023.1187883","url":null,"abstract":"Virtual reality offers exciting new opportunities for training. This inspires more and more training fields to move from the real world to virtual reality, but some modalities are lost in this transition. In the real world, participants can physically interact with the training material; virtual reality offers several interaction possibilities, but do these affect the training’s success, and if yes, how? To find out how interaction methods influence the learning outcome, we evaluate the following four methods based on ordnance disposal training for civilians: 1) Real-World, 2) Controller-VR, 3) Free-Hand-VR, and 4) Tangible-VR in a between-subjects experiment (n = 100). We show that the Free-Hand-VR method lacks haptic realism and has the worst training outcome. Training with haptic feedback, e.g., Controller-VR, Tangible-VR, and Real-World, lead to a better overall learning effect and matches the participant’s self-assessment. Overall, the results indicate that free-hand interaction is improved by the extension of a tracked tangible object, but the controller-based interaction is most suitable for VR training.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45021327","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}
Pitch Sinlapanuntakul, Jenna Korentsides, B. Chaparro
{"title":"Exploring the user experience (UX) of a multi-window augmented reality environment","authors":"Pitch Sinlapanuntakul, Jenna Korentsides, B. Chaparro","doi":"10.3389/frvir.2023.1194019","DOIUrl":"https://doi.org/10.3389/frvir.2023.1194019","url":null,"abstract":"Augmented reality is an emergent form of technology that allows users to interact with and manipulate virtual objects and information integrated into the physical environment. Whether it is replying to browser-based emails or playing a game, completing such tasks in augmented reality requires the use of hand-tracking gestures or interactions. With the anticipated growth of this technology, future users may experience it for extended periods with a variety of applications (e.g., metaverse). This study explores the perceptions and user experience of individuals when interacting with and maneuvering in a multi-window augmented reality environment, using a range of hand-tracking interactions. The results provide both qualitative and quantitative insights into these interactions, highlighting the impact of perceived usability, subjective user experience, perceived difficulty, and perceived workload on task completion.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43945247","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}
Phil Lopes, Jan-Niklas Voigt-Antons, Jaime Garcia, Dávid Melhárt
{"title":"Editorial: User states in extended reality media experiences for entertainment games","authors":"Phil Lopes, Jan-Niklas Voigt-Antons, Jaime Garcia, Dávid Melhárt","doi":"10.3389/frvir.2023.1235004","DOIUrl":"https://doi.org/10.3389/frvir.2023.1235004","url":null,"abstract":"","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46100875","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}
Jiayan Zhao, B. Riecke, Jonathan W. Kelly, Jeanine Stefanucci, A. Klippel
{"title":"Editorial: Human spatial perception, cognition, and behaviour in extended reality","authors":"Jiayan Zhao, B. Riecke, Jonathan W. Kelly, Jeanine Stefanucci, A. Klippel","doi":"10.3389/frvir.2023.1257230","DOIUrl":"https://doi.org/10.3389/frvir.2023.1257230","url":null,"abstract":"","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48151668","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":"Hand interaction designs in mixed and augmented reality head mounted display: a scoping review and classification","authors":"Richard Nguyen, Charles Gouin-Vallerand, M. Amiri","doi":"10.3389/frvir.2023.1171230","DOIUrl":"https://doi.org/10.3389/frvir.2023.1171230","url":null,"abstract":"Mixed reality has made its first step towards democratization in 2017 with the launch of a first generation of commercial devices. As a new medium, one of the challenges is to develop interactions using its endowed spatial awareness and body tracking. More specifically, at the crossroad between artificial intelligence and human-computer interaction, the goal is to go beyond the Window, Icon, Menu, Pointer (WIMP) paradigm humans are mainly using on desktop computer. Hand interactions either as a standalone modality or as a component of a multimodal modality are one of the most popular and supported techniques across mixed reality prototypes and commercial devices. In this context, this paper presents scoping literature review of hand interactions in mixed reality. The goal of this review is to identify the recent findings on hand interactions about their design and the place of artificial intelligence in their development and behavior. This review resulted in the highlight of the main interaction techniques and their technical requirements between 2017 and 2022 as well as the design of the Metaphor-behavior taxonomy to classify those interactions.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44910998","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}
Samantha Lewis-Fung, Danielle Tchao, H. Gray, Emma Nguyen, S. Pardini, L. Harris, Dale Calabia, Lora Appel
{"title":"Designing virtual reality exposure scenarios to treat anxiety in people with epilepsy: Phase 2 of the AnxEpiVR clinical trial","authors":"Samantha Lewis-Fung, Danielle Tchao, H. Gray, Emma Nguyen, S. Pardini, L. Harris, Dale Calabia, Lora Appel","doi":"10.3389/frvir.2023.1209535","DOIUrl":"https://doi.org/10.3389/frvir.2023.1209535","url":null,"abstract":"Introduction: Anxiety in people with epilepsy (PwE) is characterized by distinct features related to having the condition and thus requires tailored treatment. Although virtual reality (VR) exposure therapy is widely-used to treat a number of anxiety disorders, its use has not yet been explored in people with epilepsy. The AnxEpiVR study is a three-phase pilot trial that represents the first effort to design and evaluate the feasibility of VR exposure therapy to treat epilepsy-specific interictal anxiety. This paper describes the results of the design phase (Phase 2) where we created a minimum viable product of VR exposure scenarios to be tested with PwE in Phase 3.Methods: Phase 2 employed participatory design methods and hybrid (online and in-person) focus groups involving people with lived experience (n = 5) to design the VR exposure therapy program. 360-degree video was chosen as the medium and scenes were filmed using the Ricoh Theta Z1 360-degree camera.Results: Our minimum viable product includes three exposure scenarios: (A) Social Scene—Dinner Party, (B) Public Setting—Subway, and (C) Public Setting—Shopping Mall. Each scenario contains seven 5-minute scenes of varying intensity, from which a subset may be chosen and ordered to create a customized hierarchy based on appropriateness to the individual’s specific fears. Our collaborators with lived experience who tested the product considered the exposure therapy program to 1) be safe for PwE, 2) have a high level of fidelity and 3) be appropriate for treating a broad range of fears related to epilepsy/seizures.Discussion: We were able to show that 360-degree videos are capable of achieving a realistic, immersive experience for the user without requiring extensive technical training for the designer. Strengths and limitations using 360-degree video for designing exposure scenarios for PwE are described, along with future directions for testing and refining the product.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48336465","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}
Dennis Reimer, Iana Podkosova, D. Scherzer, H. Kaufmann
{"title":"Evaluation and improvement of HMD-based and RGB-based hand tracking solutions in VR","authors":"Dennis Reimer, Iana Podkosova, D. Scherzer, H. Kaufmann","doi":"10.3389/frvir.2023.1169313","DOIUrl":"https://doi.org/10.3389/frvir.2023.1169313","url":null,"abstract":"Hand tracking has become a state-of-the-art technology in the modern generation of consumer VR devices. However, off-the-shelf solutions do not support hand detection for more than two hands at the same time at distances beyond arm’s length. The possibility to track multiple hands at larger distances would be beneficial for colocated multi-user VR scenarios, allowing user-worn devices to track the hands of other users and therefore reducing motion artifacts caused by hand tracking loss. With the global focus of enabling natural hand interactions in colocated multi-user VR, we propose an RGB image input-based hand tracking method, built upon the MediaPipe framework, that can track multiple hands at once at distances of up to 3 m. We compared our method’s accuracy to that of Oculus Quest and Leap Motion, at different distances from the tracking device and in static and dynamic settings. The results of our evaluation show that our method provides only slightly less accurate results than Oculus Quest or Leap motion in the near range (with median errors below 1.75 cm at distances below 75 cm); at larger distances, its accuracy remains stable (with a median error of 4.7 cm at the distance of 2.75 m) while Leap Motion and Oculus Quest either loose tracking or produce very inaccurate results. Taking into account the broad choice of suitable hardware (any RGB camera) and the ease of setup, our method can be directly applied to colocated multi-user VR scenarios.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47246242","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}