scholarly journals Don’t worry, be active: how to facilitate the detection of errors in immersive virtual environments

PeerJ ◽  
2018 ◽  
Vol 6 ◽  
pp. e5844
Author(s):  
Sara Rigutti ◽  
Marta Stragà ◽  
Marco Jez ◽  
Giulio Baldassi ◽  
Andrea Carnaghi ◽  
...  

The current research aims to study the link between the type of vision experienced in a collaborative immersive virtual environment (active vs. multiple passive), the type of error one looks for during a cooperative multi-user exploration of a design project (affordance vs. perceptual violations), and the type of setting in which multi-user perform (field in Experiment 1 vs. laboratory in Experiment 2). The relevance of this link is backed by the lack of conclusive evidence on an active vs. passive vision advantage in cooperative search tasks within software based on immersive virtual reality (IVR). Using a yoking paradigm based on the mixed usage of simultaneous active and multiple passive viewings, we found that the likelihood of error detection in a complex 3D environment was characterized by an active vs. multi-passive viewing advantage depending on: (1) the degree of knowledge dependence of the type of error the passive/active observers were looking for (low for perceptual violations, vs. high for affordance violations), as the advantage tended to manifest itself irrespectively from the setting for affordance, but not for perceptual violations; and (2) the degree of social desirability possibly induced by the setting in which the task was performed, as the advantage occurred irrespectively from the type of error in the laboratory (Experiment 2) but not in the field (Experiment 1) setting. Results are relevant to future development of cooperative software based on IVR used for supporting the design review. A multi-user design review experience in which designers, engineers and end-users all cooperate actively within the IVR wearing their own head mounted display, seems more suitable for the detection of relevant errors than standard systems characterized by a mixed usage of active and passive viewing.

2016 ◽  
Vol 2016 ◽  
pp. 1-14 ◽  
Author(s):  
Aila Kronqvist ◽  
Jussi Jokinen ◽  
Rebekah Rousi

Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sickness was developed and tested. The HMD proved to be the most immersive device, although the headband was demonstrated as being a more stable environment causing the least simulator sickness. The results have design implication as they provide insight into specific factors which make experience in a VE seem more authentic to users. The paper emphasizes that, in addition to the quality of the VE, focus needs to be placed on ergonomic factors such as the weight of the devices, as these may compromise the quality of results obtained when examining studying human-technology interaction in a VE.


Author(s):  
Kurt M. Satter ◽  
Alley C. Butler

Competitive usability studies are employed providing empirical results in a design evaluation and review context. Populations of novice and experienced users are tested against benchmarks. Benchmark 1 is used to evaluate error identification and correction. Benchmark 2 is employed to evaluate the user’s ability to understand spatial relationships. Both benchmarks 1 and 2 compare individual performance with performance of teams. Benchmarks 3 measures quantity of errors found in a 4 min time frame. For benchmark 1, there is a statistically significant difference, but for benchmark 2, there is no statistical difference. For benchmark 3, there is a statistically significant increase in errors found. This increase is evaluated for impact as cost avoidance. It is concluded that cost avoidance by using a cave automatic virtual environment (CAVE) immersive virtual environment easily justifies the CAVE system.


2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Katy Tcha-Tokey ◽  
Olivier Christmann ◽  
Emilie Loup-Escande ◽  
Guillaume Loup ◽  
Simon Richir

There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientific literature without the fact that there are specific models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing models (i.e., presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement, and technology adoption). It was validated in a user study involving 152 participants who were asked to use the edutainment application Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow).


2005 ◽  
Vol 14 (4) ◽  
pp. 379-393 ◽  
Author(s):  
Jeremy N. Bailenson ◽  
Kim Swinth ◽  
Crystal Hoyt ◽  
Susan Persky ◽  
Alex Dimov ◽  
...  

The current study examined how assessments of copresence in an immersive virtual environment are influenced by variations in how much an embodied agent resembles a human being in appearance and behavior. We measured the extent to which virtual representations were both perceived and treated as if they were human via self-report, behavioral, and cognitive dependent measures. Distinctive patterns of findings emerged with respect to the behavior and appearance of embodied agents depending on the definition and operationalization of copresence. Independent and interactive effects for appearance and behavior were found suggesting that assessing the impact of behavioral realism on copresence without taking into account the appearance of the embodied agent (and vice versa) can lead to misleading conclusions. Consistent with the results of previous research, copresence was lowest when there was a large mismatch between the appearance and behavioral realism of an embodied agent.


2019 ◽  
Vol 31 (2) ◽  
pp. 208-220 ◽  
Author(s):  
Javier Marín-Morales ◽  
Juan Luis Higuera-Trujillo ◽  
Carla De-Juan-Ripoll ◽  
Carmen Llinares ◽  
Jaime Guixeres ◽  
...  

Abstract The validity of environmental simulations depends on their capacity to replicate responses produced in physical environments. However, very few studies validate navigation differences in immersive virtual environments, even though these can radically condition space perception and therefore alter the various evoked responses. The objective of this paper is to validate environmental simulations using 3D environments and head-mounted display devices, at behavioural level through navigation. A comparison is undertaken between the free exploration of an art exhibition in a physical museum and a simulation of the same experience. As a first perception validation, the virtual museum shows a high degree of presence. Movement patterns in both ‘museums’ show close similarities, and present significant differences at the beginning of the exploration in terms of the percentage of area explored and the time taken to undertake the tours. Therefore, the results show there are significant time-dependent differences in navigation patterns during the first 2 minutes of the tours. Subsequently, there are no significant differences in navigation in physical and virtual museums. These findings support the use of immersive virtual environments as empirical tools in human behavioural research at navigation level. Research highlights The latest generation HMDs show a high degree of presence. There are significant differences in navigation patterns during the first 2 minutes of a tour. Adaptation time need to be considered in future research. Training rooms need to be realistic, to avoid the ‘wow’ effect in the main experiment. Results support the use of Virtual Reality and the latest HMDs as empirical tools in human behavioural research at navigation level.


2008 ◽  
Vol 17 (1) ◽  
pp. 38-49 ◽  
Author(s):  
Jason P. Mihalik ◽  
Luv Kohli ◽  
Mary C. Whitton

Context:Virtual reality environments may allow researchers to investigate functional balance performance without risks associated with testing in the real world.Objective:To investigate the effects of the mass of a head-mounted display (HMD) on balance performance.Design:Counterbalanced pretest-posttest.Setting:Virtual reality laboratory.Participants:20 healthy college students.Intervention(s):Balance Error Scoring System (BESS) with a tracker-only headband and again with tracker plus HMD was performed.Main Outcome Measures:BESS error scores, elliptical sway area, and center of pressure travel distance were recorded.Results:No effect of the HMD mass on balance performance was observed. A significant stance by surface interaction was present but was negated when the HMD conditions were included in the model.Conclusions:The mass of a HMD has not been proven to adversely affect balance performance. These data suggest the HMD mass is not a contraindication to the use of immersive virtual environments in future concussion research involving balance.


2016 ◽  
Vol 16 (1) ◽  
pp. 33-48 ◽  
Author(s):  
Katy Tcha-Tokey ◽  
Olivier Christmann ◽  
Emilie Loup-Escande ◽  
Simon Richir

There are increasing new advances in virtual reality technologies as well as a rise in immersive virtual environments research and user experience research. Within this framework, we decided to address the overall user experience in immersive virtual environments. Indeed, in our point of view, this topic is not fully dealt with in the scientific literature, neither in terms of user experience components nor in terms of user experience measurement methods. It is in this context that we conducted a study aiming at proposing and validating a unified questionnaire on user experience in immersive virtual environment(IVEQ). Our questionnaire contains 10 subscales measuring presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement and technology adoption. The construction of our questionnaire was based on existing ones. It was tested on 116 participants after they use the edutainment virtual environment "Think and Shoot". Results show that 9 out of 10 subscales and 68 out of 87 items are reliable as demonstrated by an internal consistency analysis with Cronbach's alpha and an item analysis. Findings also indicate that the scale scores from 6 subscales are considered normal distributed (e.g. presence) whereas the scale scores from 3 subscales are considered negatively skewed (e.g. skill). This study provides important new insight into UX in IVEs assessment.


2019 ◽  
Vol 57 (7) ◽  
pp. 1786-1811 ◽  
Author(s):  
Kelly Mills ◽  
Diane Jass Ketelhut ◽  
Xiaoyang Gong

Immersive virtual environments (IVEs) model scientific inquiry practices and can provide rich learning experiences for students. However, the teacher is an essential component of how the students engage with the technology, as they embed the IVE into everyday teaching and learning. Ideally, classroom pedagogies would reflect the scientific practices modeled in the IVE to the best extent possible. In this case study, we explore how one teacher enacted authentic scientific practices after 3 years of IVE implementations plus participation in the corresponding professional development (PD) experience. Although the teacher believed that the inquiry practices modeled in the IVE and the PD were an important part of his teaching, these beliefs were not transferred into practice. Our findings suggest that PD should include opportunities for teachers to reflect on their own practice integrating technology and consider external factors contributing to pedagogical change beyond PD.


Leonardo ◽  
2013 ◽  
Vol 46 (5) ◽  
pp. 471-476 ◽  
Author(s):  
Joan Llobera ◽  
Kristopher J. Blom ◽  
Mel Slater

Portraying an unfolding story within an immersive virtual environment (IVE) is difficult: In an IVE, participants can pay attention to and interact with whatever they choose within the scene. Moreover, the decisions taken by virtual characters must appear consistent with their personalities and motivations but also take into account the human participants' actions, whenever relevant. Finally, the results of the interactions should satisfy a pre-established plot. In this article, the authors introduce a new two-part approach that addresses the dilemma regarding freedom of action and narrative.


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