scholarly journals Gait coordination in overground walking with a virtual reality avatar

2020 ◽  
Vol 7 (7) ◽  
pp. 200622
Author(s):  
Artur A. Soczawa-Stronczyk ◽  
Mateusz Bocian

Little information is currently available on interpersonal gait synchronization in overground walking. This is caused by difficulties in continuous gait monitoring over many steps while ensuring repeatability of experimental conditions. These challenges could be overcome by using immersive virtual reality (VR), assuming it offers ecological validity. To this end, this study provides some of the first evidence of gait coordination patterns for overground walking dyads in VR. Six subjects covered the total distance of 27 km while walking with a pacer. The pacer was either a real human subject or their anatomically and biomechanically representative VR avatar driven by an artificial intelligence algorithm. Side-by-side and front-to-back arrangements were tested without and with the instruction to synchronize steps. Little evidence of spontaneous gait coordination was found in both visual conditions, but persistent gait coordination patterns were found in the case of intentional synchronization. Front-to-back rather than side-by-side arrangement consistently yielded in the latter case higher mean synchronization strength index. Although the mean magnitude of synchronization strength index was overall comparable in both visual conditions when walking under the instruction to synchronize steps, quantitative and qualitative differences were found which might be associated with common limitations of VR solutions.

Author(s):  
Francisco Rebelo ◽  
Paulo Noriega ◽  
Emília Duarte ◽  
Marcelo Soares

Objective: The aim of this article is to discuss how user experience (UX) evaluation can benefit from the use of virtual reality (VR). Background: UX is usually evaluated in laboratory settings. However, considering that UX occurs as a consequence of the interaction between the product, the user, and the context of use, the assessment of UX can benefit from a more ecological test setting. VR provides the means to develop realistic-looking virtual environments with the advantage of allowing greater control of the experimental conditions while granting good ecological validity. Method: The methods used to evaluate UX, as well as their main limitations, are identified. The current VR equipment and its potential applications (as well as its limitations and drawbacks) to overcome some of the limitations in the assessment of UX are highlighted. Results: The relevance of VR for UX studies is discussed, and a VR-based framework for evaluating UX is presented. Conclusion: UX research may benefit from a VR-based methodology in the scopes of user research (e.g., assessment of users’ expectations derived from their lifestyles) and human–product interaction (e.g., assessment of users’ emotions since the first moment of contact with the product and then during the interaction). Application: This article provides knowledge to researchers and professionals engaged in the design of technological interfaces about the usefulness of VR in the evaluation of UX.


2013 ◽  
Author(s):  
Ellie Perniskie ◽  
Nic Ward ◽  
John Dalrymple-Alford ◽  
Joyce Alberts ◽  
Ashok Jansari ◽  
...  

2017 ◽  
Vol 21 (5) ◽  
pp. 1035-1061 ◽  
Author(s):  
DAVID PEETERS ◽  
TON DIJKSTRA

Bilinguals often switch languages as a function of the language background of their addressee. The control mechanisms supporting bilinguals' ability to select the contextually appropriate language are heavily debated. Here we present four experiments in which unbalanced bilinguals named pictures in their first language Dutch and their second language English in mixed and blocked contexts. Immersive virtual reality technology was used to increase the ecological validity of the cued language-switching paradigm. Behaviorally, we consistently observed symmetrical switch costs, reversed language dominance, and asymmetrical mixing costs. These findings indicate that unbalanced bilinguals apply sustained inhibition to their dominant L1 in mixed language settings. Consequent enhanced processing costs for the L1 in a mixed versus a blocked context were reflected by a sustained positive component in event-related potentials. Methodologically, the use of virtual reality opens up a wide range of possibilities to study language and communication in bilingual and other communicative settings.


Author(s):  
Barbara L. Glover ◽  
Michael S. Wogalter

Warning signs are intended to alert persons to potential dangers in the environment. Despite its importance, empirical studies measuring behavioral compliance with warnings are limited due to methodological difficulties and ethical considerations in conducting the research. The present study used a computer simulated world as a new method for studying behavioral compliance. Such simulations can be constructed to appear realistic, thus maintaining ecological validity, while allowing control over experimental conditions. Three factors (time stress, salience, and sign type) were manipulated to determine their effects on a simulated egress task from an underground mine. Gender was also introduced as an additional independent variable. Results indicated signs with salient features increased compliance compared to signs without those features. Time stress and sign type failed to show significant effects. In general, women complied more frequently than men. Use of computer simulated worlds in warning compliance research is discussed.


Foods ◽  
2020 ◽  
Vol 9 (2) ◽  
pp. 191 ◽  
Author(s):  
Damir D. Torrico ◽  
Yitao Han ◽  
Chetan Sharma ◽  
Sigfredo Fuentes ◽  
Claudia Gonzalez Viejo ◽  
...  

Wine tasting is a multidimensional experience that includes contextual information from tasting environments. Formal sensory tastings are limited by the use of booths that lack ecological validity and engagement. Virtual reality (VR) can overcome this limitation by simulating different environmental contexts. Perception, sensory acceptability, and emotional responses of a Cabernet Sauvignon wine under traditional sensory booths, contextual environments, and VR simulations were evaluated and compared. Participants (N = 53) performed evaluations under five conditions: (1) traditional booths, (2) bright-restaurant (real environment with bright lights), (3) dark-restaurant (real environment with dimly lit candles), (4) bright-VR (VR restaurant with bright lights), and (5) dark-VR (VR restaurant with dimly lit candles). Participants rated the acceptability of aroma, sweetness, acidity, astringency, mouthfeel, aftertaste, and overall liking (9-point hedonic scale), and intensities of sweetness, acidity, and astringency (15-point unstructured line-scale). Results showed that context (booths, real, or VR) affected the perception of the wine’s floral aroma (dark-VR = 8.6 vs. booths = 7.5). Liking of the sensory attributes did not change under different environmental conditions. Emotional responses under bright-VR were associated with “free”, “glad”, and “enthusiastic”; however, under traditional booths, they were related to “polite” and “secure”. “Nostalgic” and “daring” were associated with dark-VR. VR can be used to understand contextual effects on consumer perceptions.


Author(s):  
Ganesh Pai Mangalore ◽  
Yalda Ebadi ◽  
Siby Samuel ◽  
Michael A. Knodler ◽  
Donald L. Fisher

The objective of the current study is to evaluate the use of virtual reality (VR) headsets to measure driving performance. This is desirable because they are several orders of magnitude less expensive than simulators and, if validated, could greatly extend the powers of simulation. Out of several possible measures of performance that could be considered for evaluating VR headsets, the current study specifically examines drivers’ latent hazard anticipation behavior both because it has been linked to crashes and because it has been shown to be significantly poorer in young drivers compared with their experienced counterparts in traditional driving simulators and in open road studies. In a between-subject design, 48 participants were equally and randomly assigned to one of four experimental conditions—two young driver cohorts (18–21 years) and two middle-aged driver cohorts (30–55 years) navigating either a fixed-based driving simulator or a VR headset-based simulator. All participants navigated six unique scenarios while their eyes were continually tracked. The proportion of latent hazards anticipated by participants which constituted the primary dependent measure, was found to be greater for middle-aged drivers than young drivers across both platforms. The difference in the magnitude of performance between the young and middle-aged drivers was similar across the two platforms. The study provides some justification for the use of VR headsets as a way of understanding drivers’ hazard anticipation behavior.


2019 ◽  
Vol 4 (4) ◽  
pp. 4139-4146 ◽  
Author(s):  
Danielle M. Stramel ◽  
Robert M. Carrera ◽  
Sam A. Rahok ◽  
Joel Stein ◽  
Sunil K. Agrawal

2020 ◽  
Vol 22 (2) ◽  
pp. 169-177 ◽  

Virtual reality (VR) is a potentially powerful technology for enhancing assessment in mental health. At any time or place, individuals can be transported into immersive and interactive virtual worlds that are fully controlled by the researcher or clinician. This capability is central to recent interest in how VR might be harnessed in both treatment and assessment of mental health conditions. The current review provides a summary of the advantages of using VR for assessment in mental health, focusing on increasing ecological validity of highly controlled environments, enhancing personalization and engagement, and capturing real-time, automated data in real-world contexts. Considerations for the implementation of VR in research and clinical settings are discussed, including current issues with cost and access, developing evidence base, technical challenges, and ethical implications. The opportunities and challenges of VR are important to understand as researchers and clinicians look to harness this technology to improve mental health outcomes.


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