Virtual reality assessments (VRAs): Exploring the reliability and validity of evaluations in VR

Author(s):  
Diana R. Sanchez ◽  
Erik Weiner ◽  
Anand Van Zelderen
2020 ◽  
Author(s):  
Madis Vasser ◽  
Jaan Aru

Virtual reality (VR) holds immense promise as a research tool to deliver results that are generalizable to the real world. However, the methodology used in different VR studies varies substantially. While many of these approaches claim to use “immersive VR”, the different hardware and software choices lead to issues regarding reliability and validity of psychological VR research. Questions arise about quantifying presence, the optimal level of graphical realism, the problem of being in dual-realities and reproducibility of VR research. We discuss how VR research paradigms could be evaluated and offer a list of practical recommendations to have common guidelines for psychological VR research.


2021 ◽  
Vol 102 (10) ◽  
pp. e5-e6
Author(s):  
Jiabin Shen ◽  
Christine Koterba ◽  
Julie Samora ◽  
Jeffrey Leonard ◽  
Rui Li ◽  
...  

2020 ◽  
Vol 2020 ◽  
pp. 1-13
Author(s):  
Xuesong Zhai ◽  
Fahad Asmi ◽  
Rongting Zhou ◽  
Intikhab Ahmad ◽  
Muhammad Azfar Anwar ◽  
...  

Virtual reality (VR) games construct an immersive context for the youth’s entertainment and learning. VR game addiction (VAD) occurs simultaneously and brings about psychological issues. The current research employed a maximum likelihood estimation method to construct a structural equation model, by which learners’ VR consumption behaviors were examined. The bootstrapping approach was adopted to explore further the mediation of VR realism (VRR) and the moderation of VR affordance on learners’ VAD, which potentially leads to distressing behavioral and psychological circumstances. Data were collected from 575 students recruited in the survey, which was followed by a test of reliability and validity through confirmative factor analysis. Results concluded that VRR and consumers’ cognitive satisfaction played a significant role as mediators while conceptualizing addictive behavior based on VR-perceived experience of consumers, self-efficacy, and interactivity. Moreover, this study conceptualized addictive behavior toward VR games through a structural equation model in a media-rich environment and suggested practical implications to reduce addictive behavior.


2016 ◽  
Vol 156 (1) ◽  
pp. 61-69 ◽  
Author(s):  
Rishabh Sethia ◽  
Thomas F. Kerwin ◽  
Gregory J. Wiet

Objective The aim of this report is to provide a review of the current literature for assessment of performance for mastoidectomy, to identify the current assessment tools available in the literature, and to summarize the evidence for their validity. Data Sources The MEDLINE database was accessed via PubMed. Review Methods Inclusion criteria consisted of English-language published articles that reported use of a mastoidectomy performance assessment tool. Studies ranged from 2007 to November 2015 and were divided into 2 groups: intraoperative assessments and those performed with simulation (cadaveric laboratory or virtual reality). Studies that contained specific reliability analyses were also highlighted. For each publication, validity evidence data were analyzed and interpreted according to conceptual definitions provided in a recent systematic review on the modern framework of validity evidence. Conclusions Twenty-three studies were identified that met our inclusion criteria for review, including 4 intraoperative objective assessment studies, 5 cadaveric studies, 10 virtual reality simulation studies, and 4 that used both cadaveric assessment and virtual reality. Implications for Practice A review of the literature revealed a wide variety of mastoidectomy assessment tools and varying levels of reliability and validity evidence. The assessment tool developed at Johns Hopkins possesses the most validity evidence of those reviewed. However, a number of agreed-on specific metrics could be integrated into a standardized assessment instrument to be used nationally. A universally agreed-on assessment tool will provide a means for developing standardized benchmarks for performing mastoid surgery.


2012 ◽  
Vol 21 (3) ◽  
pp. 268-280 ◽  
Author(s):  
Eric Malbos ◽  
Ronald M. Rapee ◽  
Manolya Kavakli

Presence, the impression of being existent in artificially created places, is an important factor for achieving maximum experience in virtual environments (VEs) and hence in their use for experiments or therapy. To date, most clinical studies have used self-report questionnaires or physiological measures to appraise the degree of presence. Some studies that have tested behavioral scales have used a single VE, required additional equipment, or did not test psychometric properties during immersion in the VR. The current study described and tested an operationalized, easy-to-use scale of presence, the Behavior Presence Test in Threatening VEs (BPTT), through the observation of overt behavior exhibited by a sample of 40 participants during immersion in five different threatening virtual situations. The BPTT was compared with standard subjective and physiological measures of presence and anxiety. The VEs resulted in clear increases in anxiety and arousal. Most importantly, findings demonstrated the consistency, reliability and validity of the BPTT. Video game experience did not seem to have any impact on presence or on participants' behavior. The test is a step forward in creating an objective assessment of presence during the virtual reality experience and without the need for additional equipment. Future work should focus on developing broader tests suitable for use in any threatening or nonthreatening VEs.


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