Identifying the Optimal 3D Display Technology for Hands-On Virtual Experiential Learning: A Comparison Study DOI Creative Commons

Chao Zhou,

Hong Li,

Yulong Bian

и другие.

IEEE Access, Год журнала: 2020, Номер 8, С. 73791 - 73803

Опубликована: Янв. 1, 2020

The purpose of this study was to test different 3D display technologies in a hands-on virtual experiential learning environment (VELE) and determine the optimal technology. A conceptual framework firstly proposed explain mechanism how VR features affect learning. Then, single-factor within-subject experimental design adopted for testing. factor three types technology: fully immersive reality (VR) mode [VR head-mounted (HMD)], partially (3D projection), augmented (AR) (AR HMD). dependent variables were visual comfort, interaction experience, outcome. math established, aforementioned tested two scenarios. Results showed that significantly affected users' outcome (ps <; 0.05). User ratings on these aspects HMD higher than those projection AR HMD. Thus, contributes best viewing experience terms scenarios tested. Whether results still hold reliably more complex activities long-term needs be further studied.

Язык: Английский

The state of immersive technology research: A literature analysis DOI
Ayoung Suh, Jane Prophet

Computers in Human Behavior, Год журнала: 2018, Номер 86, С. 77 - 90

Опубликована: Апрель 9, 2018

Язык: Английский

Процитировано

605

Affective computing in virtual reality: emotion recognition from brain and heartbeat dynamics using wearable sensors DOI Creative Commons
Javier Marín‐Morales, Juan Luis Higuera-Trujillo, Alberto Greco

и другие.

Scientific Reports, Год журнала: 2018, Номер 8(1)

Опубликована: Сен. 6, 2018

Affective Computing has emerged as an important field of study that aims to develop systems can automatically recognize emotions. Up the present, elicitation been carried out with non-immersive stimuli. This study, on other hand, emotion recognition system for affective states evoked through Immersive Virtual Environments. Four alternative virtual rooms were designed elicit four possible arousal-valence combinations, described in each quadrant Circumplex Model Affects. An experiment involving recording electroencephalography (EEG) and electrocardiography (ECG) sixty participants was out. A set features extracted from these signals using various state-of-the-art metrics quantify brain cardiovascular linear nonlinear dynamics, which input into a Support Vector Machine classifier predict subject's arousal valence perception. The model's accuracy 75.00% along dimension 71.21% dimension. Our findings validate use Environments different emotional neural cardiac dynamics; this development could have novel applications fields diverse Architecture, Health, Education Videogames.

Язык: Английский

Процитировано

348

Emotion Recognition in Immersive Virtual Reality: From Statistics to Affective Computing DOI Creative Commons
Javier Marín‐Morales, Carmen Llinares, Jaime Guixeres

и другие.

Sensors, Год журнала: 2020, Номер 20(18), С. 5163 - 5163

Опубликована: Сен. 10, 2020

Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit states. However, immersive virtual reality, which allows researchers simulate environments controlled laboratory conditions with high levels sense presence interactivity, becoming more popular emotion Moreover, its synergy implicit measurements machine-learning techniques potential impact transversely many areas, opening new opportunities scientific community. This paper presents systematic review undertaken physiological behavioural measures using head-mounted displays as elicitation devices. The results highlight evolution field, give clear perspective aggregated analysis, reveal current open issues provide guidelines future

Язык: Английский

Процитировано

181

A Systematic Review of a Virtual Reality System from the Perspective of User Experience DOI
Yong Min Kim, Ilsun Rhiu, Myung Hwan Yun

и другие.

International Journal of Human-Computer Interaction, Год журнала: 2019, Номер 36(10), С. 893 - 910

Опубликована: Дек. 13, 2019

Virtual reality (VR) is receiving attention enough to be considered as its revival age in both industrial and academic field. Since VR systems have various types of interaction with users new are constantly being developed, studies investigating user experience (UX) continuously needed. However, there still a lack research on the taxonomy that can recognize main characteristics system at glance by reflecting influencing factors UX. Therefore, we collected reviewed related UX evaluation order identify current status suggest future direction. To achieve this, systematic review was conducted for VR, taxonomies including were proposed. A total 393 unique articles collected, 65 selected via Systematic Reviews Meta-Analyses methodology. The analyzed according predefined taxonomies. As result, identified base proposed Besides, issues devices technology, method directions suggested.

Язык: Английский

Процитировано

157

Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge DOI Creative Commons

Lazaros Michailidis,

Emili Balaguer‐Ballester, Xun He

и другие.

Frontiers in Psychology, Год журнала: 2018, Номер 9

Опубликована: Сен. 5, 2018

One of the most pleasurable aspects video games is their ability to induce immersive experiences. However, there appears be a tentative conceptualization what an experience is. In this short review, we specifically focus on terms flow and immersion, as they are widely used applied definitions in game literature, whilst differences remain disputable. We critically review concepts separately proceed with comparison proposed differences. conclude that immersion do not substantially differ current studies more evidence needed justify separation.

Язык: Английский

Процитировано

160

The Cognitive-Emotional Design and Study of Architectural Space: A Scoping Review of Neuroarchitecture and Its Precursor Approaches DOI Creative Commons
Juan Luis Higuera-Trujillo, Carmen Llinares, Eduardo R. Macagno

и другие.

Sensors, Год журнала: 2021, Номер 21(6), С. 2193 - 2193

Опубликована: Март 21, 2021

Humans respond cognitively and emotionally to the built environment. The modern possibility of recording neural activity subjects during exposure environmental situations, using neuroscientific techniques virtual reality, provides a promising framework for future design studies discipline derived is termed "neuroarchitecture". Given neuroarchitecture's transdisciplinary nature, it progresses needs be reviewed in contextualised way, together with its precursor approaches. present article presents scoping review, which maps out broad areas on new based. limitations, controversies, benefits, impact professional sectors involved, potential neuroarchitecture precursors' approaches are critically addressed.

Язык: Английский

Процитировано

87

Real vs. immersive-virtual emotional experience: Analysis of psycho-physiological patterns in a free exploration of an art museum DOI Creative Commons
Javier Marín‐Morales, Juan Luis Higuera-Trujillo, Alberto Greco

и другие.

PLoS ONE, Год журнала: 2019, Номер 14(10), С. e0223881 - e0223881

Опубликована: Окт. 15, 2019

Virtual reality is a powerful tool in human behaviour research. However, few studies compare its capacity to evoke the same emotional responses as real scenarios. This study investigates psycho-physiological patterns evoked during free exploration of an art museum and virtualized through 3D immersive virtual environment (IVE). An exploratory involving 60 participants was performed, recording electroencephalographic electrocardiographic signals using wearable devices. The vs. psychological comparison performed self-assessment response tests, whereas physiological Support Vector Machine algorithms, endowed with effective feature selection procedure for set state-of-the-art metrics quantifying cardiovascular brain linear nonlinear dynamics. We included initial calibration phase, standardized 2D 360° stimuli, increase accuracy model. self-assessments physical support use IVEs emotion 2-class (high/low) system 71.52% 77.08% along arousal valence dimension, respectively, museum, 75.00% 71.08% museum. previously presented stimuli contributed increasing Also, classifier 95.27%, only EEG mean phase coherency features, which demonstrates high involvement synchronization processes. These findings provide important contribution at methodological level scientific knowledge, will effectively guide future elicitation recognition systems reality.

Язык: Английский

Процитировано

82

A Systematic Review of Physiological Measurements, Factors, Methods, and Applications in Virtual Reality DOI Creative Commons

Andreas Halbig,

Marc Erich Latoschik

Frontiers in Virtual Reality, Год журнала: 2021, Номер 2

Опубликована: Июль 14, 2021

Measurements of physiological parameters provide an objective, often non-intrusive, and (at least semi-)automatic evaluation utilization user behavior. In addition, specific hardware devices Virtual Reality (VR) ship with built-in sensors, i.e. eye-tracking movements sensors. Hence, the combination measurements VR applications seems promising. Several approaches have investigated applicability benefits this for various fields applications. However, range possible application fields, coupled potentially useful beneficial parameters, types sensor, target variables factors, analysis techniques is manifold. This article provides a systematic overview extensive state-of-the-art review usage in VR. We identified 1,119 works that make use Within these, we 32 focus on classification characteristics experience, common The first part categorizes by field application, therapy, training, entertainment, communication interaction, as well factors measured parameters. An additional category summarizes general applicable to all since they typical qualities. second review, analyze regarding respective methods used automatic and, potentially, classification. For example, highlight which measurement setups been proven be sensitive enough distinguish different levels arousal, valence, anxiety, stress, or cognitive workload virtual realm. work may prove researchers wanting data who want good prior taken, their potential drawbacks.

Язык: Английский

Процитировано

72

Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review DOI Creative Commons
Shiva Khoshnoud, Federico Alvarez Igarzábal, Marc Wittmann

и другие.

PeerJ, Год журнала: 2020, Номер 8, С. e10520 - e10520

Опубликована: Дек. 18, 2020

The flow state is defined by intense involvement in an activity with high degrees of concentration and focused attention accompanied a sense pleasure. Video games are effective tools for inducing flow, keeping players this considered to be one the central goals game design. Many studies have on underlying physiological neural mechanisms flow. Results inconsistent when describing unified mechanism mental state. This paper provides comprehensive review correlates explains relationship between reported markers experience. Despite heterogeneous results, it seems possible establish associations cognitive experiential aspects particularly regarding arousal, control, reward processing, automaticity, self-referential processing.

Язык: Английский

Процитировано

71

Acceptance and use of virtual reality games: an extension of HMSAM DOI Creative Commons
Tuomas Kari, Mehmet Kosa

Virtual Reality, Год журнала: 2023, Номер 27(3), С. 1585 - 1605

Опубликована: Янв. 31, 2023

Virtual reality (VR) is considered as one of the technological megatrends 2020s, and today, VR systems are used in various settings, digital gaming being among most popular ones. However, there has been a dearth understanding regarding central factors behind acceptance use. The present study therefore aimed to explain that drive use games. We extended hedonic-motivation system model with utilitarian inconvenience capture pertinent features more holistically. proposed theoretical analyzed it through covariance-based structural equation modeling using an online survey sample 473 gamers. Our findings help role different antecedents demonstrate driven by hedonic aspects than health well-being games, enjoyment strongest driver intention immersion. Moreover, also suggested intentions immersion levels not significantly diminished physical discomfort sickness. findings, which potentially extend other well, pose important implications for providers As main contribution, based on our empirical we provide greater

Язык: Английский

Процитировано

32