virtual reality (VR) is an emerging technology used by various industries to enhance customer experience and elevate product/service quality. This case study examines the benefits and obstacles of VR adoption in the m...
详细信息
This study applies affect theory to examine how first-time VR users experience character identification, embodiment, and immersion. Through a two-step exposure/interview methodology, we investigate the formation of pa...
详细信息
This study applies affect theory to examine how first-time VR users experience character identification, embodiment, and immersion. Through a two-step exposure/interview methodology, we investigate the formation of para-social relationships in virtual environments, focusing on "en-roling" (avatar adaptation) and "de-roling" (avatar relinquishing) processes. These dual processes influence users' perceptions and affective states, particularly during the disorienting sensory reintegration back to reality. Building on existing literature around presence and immersion, our research offers a new framework for understanding identity navigation in simulated environments. We analyze how en/de-roling processes transform users' perceptions of their VR experiences and identify the conditions enabling these transitions as participants shift between their actual personalities and virtual personas. This alternative perspective enhances our understanding of psychological dynamics in VR engagement, with implications for how users emotionally process the boundary between virtual and physical worlds.
virtual reality (VR) is used in military training with simulators for marksmanship training. Despite evidence of the effectiveness of VR simulation-based training, less is known about the association between VR marksm...
详细信息
virtual reality (VR) is used in military training with simulators for marksmanship training. Despite evidence of the effectiveness of VR simulation-based training, less is known about the association between VR marksmanship training and record-fire accuracy. In addition, the VR simulations utilized in prior research were largely rooted in laser infrared technology, which does not consider the ballistic trajectory of bullets. Thus, this study was designed to examine the effect of VR-based shooting training systems, Multi-purpose Assault and sniper Rifles-shooting Simulator (MARS) training that applies a six-degree-of-freedom trajectory of a rigid body, on live-fire accuracy. The participants were divided into three groups (non-MARS training, two-MARS training, and four or more-MARS training), and their live-fire scores were compared, considering the effects of psychological variables. Additionally, the proportions of elite shooters were computed among the groups. Analysis of variance showed that individuals who were exposed to MARS training four times or more showed better K2C1 rifle live-fire accuracy than those in two-MARS training and non-MARS training. In addition, the rate of elite shooters was the highest in the four or more-MARS groups. These results demonstrate that the VR simulation training using MARS, which applies an algorithm for a six-degree-of-freedom trajectory of a rigid body, can improve the K2C1 rifle live-fire accuracy. Future studies are needed to provide stronger evidence for the optimal number of MARS training programs to improve live-fire shooting performance.
Artificial intelligence (AI) technology significantly impacted educational institutions, and AI application in education brought new perspectives to develop improved technology-enhanced learning systems. Recently, nov...
详细信息
Artificial intelligence (AI) technology significantly impacted educational institutions, and AI application in education brought new perspectives to develop improved technology-enhanced learning systems. Recently, novel approaches in technology-enabled learning utilizing virtual reality (VR) instead of traditional multimedia materials, digital learning games, and educational software. The use of VR technologies in language education improves creativity, interactivity, collaboration, problem-solving, and active knowledge building. In addition, the benefits of using VR in language education extend to lower elementary grades. Young learners can greatly benefit from the immersive and engaging nature of VR technology when learning English. By incorporating VR into English education, students in these grades can experience a more interactive and stimulating learning environment. This study examined which constructs affect students' continuous use of VR by applying the Technology Acceptance Theory (TAM) theory and explored whether and how VR can improve students' abilities to learn English compared to voice-video-based oral communications. The results have academic and practical implications, as they provide guidance for a rigorous aspect of technology-enhanced learning and demonstrate strong evidence that VR is more effective than traditional education methods. This supports educators and researchers in developing VR materials and activities. This study emphasized the advantages and potentials of VR in language education.
Recent technological advances have introduced novel therapeutic interventions for Alzheimer's disease (AD). This study introduces a novel virtual reality (VR) intervention consisting of aesthetically pleasing and ...
详细信息
Recent technological advances have introduced novel therapeutic interventions for Alzheimer's disease (AD). This study introduces a novel virtual reality (VR) intervention consisting of aesthetically pleasing and relaxing immersive videos paired with evocative music for patients with or without cognitive decline. The goal of this intervention is to improve the mood, evoke autobiographical memories in, and enhance the overall well-being of elderly individuals, across stages of cognitive decline (from absent to severe). Twenty-one elderly participants (5 cognitively healthy, 13 with a mild cognitive decline, 2 with a moderate decline, and 1 with a severe decline) were exposed to immersive 360-degree videos depicting both familiar and unfamiliar, pleasant and calming environments, accompanied by emotionally evocative, pleasant, and soothing music. The results demonstrated high levels of immersion and predominantly positive emotional responses, with several participants reporting autobiographical memory recall triggered by the VR stimulation. Statistical analysis revealed a significant improvement in mood over time, regardless of cognitive status, supporting the effectiveness of the intervention. While there were some side effects of fatigue or transient anxiety, the experience was generally perceived as engaging and meaningful. This feasibility study adds to the acceptability and potential clinical utility of VR interventions and provides a justification for future larger trials aimed at the integration of immersive technologies into cognitive rehabilitation interventions for individuals at different stages of cognitive decline.
This paper explores a method for enhancing intrapersonal emotion regulation skills through self-talk in virtual reality. Difficulty regulating emotions is a pervasive aspect of psychopathology and can be improved thro...
详细信息
This paper explores a method for enhancing intrapersonal emotion regulation skills through self-talk in virtual reality. Difficulty regulating emotions is a pervasive aspect of psychopathology and can be improved through clinical therapeutic work. Here, we employed virtual reality and the technique of body ownership illusions to create a conversation between two virtual representations of the self, using an application known as ConVRSelf (Conversations with yourself in virtual reality). Forty-seven healthy participants (85% female, average age 22.9 +/- 3.98) watched a short psycho-education video about intrapersonal emotion regulation skills, including awareness, acceptance, distraction, and self-soothing behaviors, based on the first steps of the Safety Plan Intervention (Stanley et al. in J Am Acad Child Adolesc Psychiatry 48:1005-1013, 2009). They were then randomly assigned to practice these strategies while discussing a current difficulty in their life utilizing a virtual reality scenario that enables self-talk while alternating between two avatars (experimental group) or the empty chair technique (control group). Results suggested that both groups showed a long-lasting improvement in intrapersonal emotion regulation skills and a reduction of self-reported symptoms of depression, anxiety, and stress, with a possible advantage for the ConVRSelf method. This suggests a new potential use of virtual reality for improving emotion regulation skills, which could be relevant for a spectrum of psychiatric disorders.
We present a novel shape-shifting haptic device, Shiftly, which renders plausible haptic feedback when touching virtual objects in virtual reality (VR). By changing its shape, different geometries of virtual objects c...
详细信息
We present a novel shape-shifting haptic device, Shiftly, which renders plausible haptic feedback when touching virtual objects in virtual reality (VR). By changing its shape, different geometries of virtual objects can be approximated to provide haptic feedback for the user's hand. The device employs only three actuators and three curved origamis that can be programmatically folded and unfolded to create a variety of touch surfaces ranging from flat to curved. In this paper, we present the design of Shiftly, including its kinematic model and integration into VR setups for haptics. We also assessed Shiftly using two user studies. The first study evaluated how well Shiftly can approximate different shapes without visual representation. The second study investigated the realism of the haptic feedback with Shiftly for a user when touching a rendered virtual object. The results showed that our device can provide realistic haptic feedback for flat surfaces, convex shapes of different curvatures, and edge-shaped geometries. Shiftly can less realistically render concave surfaces and objects with small details.
With the rapid development of advanced machine learning methods for spatial reconstruction, it becomes important to understand the psychological and emotional impacts of such technologies on autobiographical memories....
详细信息
With the rapid development of advanced machine learning methods for spatial reconstruction, it becomes important to understand the psychological and emotional impacts of such technologies on autobiographical memories. In a within-subjects study, we found that allowing users to walk through old spaces reconstructed from their videos significantly enhances their sense of traveling into past memories, increases the vividness of those memories, and boosts their emotional intensity compared to simply viewing videos of the same past events. These findings highlight that, regardless of the technological advancements, the immersive experience of VR can profoundly affect memory phenomenology and emotional engagement. As systems enabling immersive memory reconstruction become more ubiquitous, it is crucial to critically examine their effects on human cognition and perception of reality.
Immersive virtual reality (IVR) offers novel and promising ways of continuously adapting training content and difficulty to the individual trainee, thus paving the way for an improved fit between training content and ...
详细信息
Immersive virtual reality (IVR) offers novel and promising ways of continuously adapting training content and difficulty to the individual trainee, thus paving the way for an improved fit between training content and trainee needs. The objective of the present study was to investigate the efficiency of utilising self-efficacy and performance measures to continuously adapt training content to the individual trainee. Using a preregistered, between-subjects experiment, 130 participants were randomly assigned to receive virtual training content that was either based on behavioural measures at the beginning of the study (fixed training) or that continuously adapted to the behaviour of the trainee (adaptive training). The results revealed no significant difference between the groups for either performance or self-efficacy, suggesting that the additional development required for fully adaptive training may be unwarranted in some cases. Further research should investigate when the additional complexity of adaptive training is outweighed by enhanced efficiency. That said, results revealed an overall beneficial effect of IVR-based training. However, while IVR had an overall positive effect on performance, transfer was only observed to a limited extent. Specifically, participants improved in both accuracy (d = -0.41) and speed (d = -0.43) on a virtual performance test, while performance on a real equivalent (i.e., transfer of skill) showed improved accuracy (d = -0.25) but reduced speed (d = 0.17). In other words, the study demonstrates that performance measures in IVR should not necessarily be expected to transfer to similar tasks outside IVR without a potential loss in performance, emphasising the need for future studies to include measures of skill transfer when investigating IVR-based training.
virtual reality (VR) offers a unique platform to explore auditory-visual cross-modal associations, such as mappings between musical pitch and visual colour, through immersive and interactive environments. This study i...
详细信息
virtual reality (VR) offers a unique platform to explore auditory-visual cross-modal associations, such as mappings between musical pitch and visual colour, through immersive and interactive environments. This study investigates how virtual Environment (VE) design and immersive VR features, such as environment setting, auditory and visual elements, locomotion and interactions, can support users in engaging in pitch-colour cross-modal tasks. Thirty-eight participants completed the tasks in two distinct VR environments: "forest" and "space". An A/B experimental design was used, collecting qualitative feedback, usability ratings, and measures of presence, cognitive load, and simulator sickness. Additionally, completion times and pitch-colour/size selections were recorded for each environment. Results revealed that the "forest" environment induced higher simulator sickness compared to the baseline scores (significantly) and the "space" environment. The template analysis highlighted the elements participants found most engaging and immersive, with the "space" environment being more effective at helping participants focus on the task. Preferences varied, but many participants valued 3D audio presentation and visual feedback in the "forest" and appreciated the ability to control locomotion style over a fixed locomotion style. This study informs the design of virtual learning platforms that enhance pitch-colour cross-modal associations, leveraging synaesthetic principles for more engaging and effective VR learning experiences. Beyond these specific applications, the results highlight the potential of XR technology to address broader challenges in tailoring immersive experiences to diverse real-world needs and user preferences.
暂无评论