Science topic

Virtual Reality - Science topic

This group is common place for researcher involved with Augmented Reality, Virtual Reality and 3D User Interfaces.
Questions related to Virtual Reality
  • asked a question related to Virtual Reality
Question
2 answers
AI plays a crucial role in researching neurobiological factors associated with depression by analyzing vast amounts of data, identifying patterns, and assisting in the interpretation of complex biological information. Machine learning algorithms can analyze neuroimaging data, genetic information, and other biomarkers to identify potential indicators of depression. Additionally, AI models contribute to the development of personalized treatment approaches by considering individual variations in neurobiology, ultimately advancing our understanding and treatment of depression.
Relevant answer
Answer
Artificial intelligence (AI) has become an integral part of various fields, including neuroscience and mental health research. In recent years, AI has significantly contributed to the ongoing research and understanding of the neurobiological factors associated with depression. By analyzing vast amounts of data, AI algorithms can identify patterns and correlations that humans may overlook. I will discuss how AI is revolutionizing depression research by enhancing diagnosis accuracy, predicting treatment outcomes, and uncovering novel insights.
Firstly, AI algorithms have shown remarkable accuracy in diagnosing depression based on neurobiological markers. Traditional diagnostic methods heavily rely on subjective assessments by clinicians, which can be prone to biases and errors. However, AI systems can analyze brain imaging scans and genetic data to identify specific biomarkers associated with depression. By comparing these patterns with a large database of known cases, AI algorithms can provide more objective diagnoses with higher precision.
Moreover, AI has the potential to predict treatment outcomes for individuals suffering from depression. By analyzing a patient's neurobiological data alongside their response to different treatments, AI algorithms can identify which interventions are most likely to be effective for specific individuals. This personalized approach not only saves time but also increases the chances of successful treatment outcomes.
Furthermore, AI is capable of uncovering novel insights into the complex neurobiology underlying depression. With its ability to process massive amounts of data from various sources simultaneously, AI algorithms can detect subtle patterns that may go unnoticed by human researchers. These discoveries could lead to breakthroughs in understanding the underlying mechanisms of depression and developing more targeted treatments.
In conclusion, artificial intelligence plays a crucial role in advancing our understanding of the neurobiological factors associated with depression. Through its ability to analyze vast amounts of data quickly and accurately, it enhances diagnosis accuracy while predicting treatment outcomes for individuals suffering from this debilitating condition. Additionally, it uncovers new insights into the complex nature of depression that could lead to improved treatments in the future. As technology continues to advance, AI will undoubtedly continue to contribute significantly to depression research and ultimately improve the lives of those affected by this mental health disorder.
  • asked a question related to Virtual Reality
Question
3 answers
best practices of virtual reality in universities for IT students
Relevant answer
Answer
When implementing VR in universities, it's important to consider factors like the cost of equipment, content creation, and accessibility. Additionally, universities need to ensure that the technology is integrated effectively into the curriculum and that it aligns with the learning objectives. Training for both faculty and students on how to use VR effectively is also crucial.
  • asked a question related to Virtual Reality
Question
2 answers
Is there any link between emotional states of an user while watching a particular VR scenario and SoP felt in VR? Change in emotions for VR stimuli can depend upon various factors like immersion, fidelity, realism, etc. But I want to know how SoP influence the changes in emotional states and the exiting implications that this relationship can bring to the future VR experience design and development.
Relevant answer
Answer
You can also refer to the paper "Measuring Presence in Virtual Environments: A Survey" - October 2021 - ACM Computing Surveys 54(8):1-37
  • asked a question related to Virtual Reality
Question
4 answers
Destination loyalty and revisit intention are concepts that are frequently studied in tourism. However, does a tourist who visits a destination for the second time tend to use virtual reality? Is virtual reality more likely to be used by tourists who visit a hotel or destination for the first time?
  • asked a question related to Virtual Reality
Question
30 answers
There are many technical challenges in VR/AR. Among these, which is the most important technical challenge without which VR/AR will miss the mass market? Let us discuss.
Relevant answer
Answer
In space, medical officers don’t have access to a lot of specialist facilities and equipment. Virtual reality can create ‘digital twins’ of essential infrastructure, for example a radiology reading room, explains physician and space-medicine entrepreneur Shawna Pandya. This technology could also help to deliver better health care in remote settings on Earth. To make a real difference in human exploration, “we definitely need more data”, Pandya says. “Only around 600 people have ever been to space. About 12% of those people were female, with just 1% of them Black women.”
  • asked a question related to Virtual Reality
Question
6 answers
What role does virtual reality play in improving safety in the workplace?
Relevant answer
Answer
Virtual reality can be used to create a safe training environment for safety training. That being said we need to also make sure the training area is safe, free from slip, trips and falls. Etc..... I am interested in collaborating with anyone interested in a deeper dig into the topic
  • asked a question related to Virtual Reality
Question
2 answers
Hi everyone! I recently conducted a research study investigating the impact of virtual reality (VR) on learning and memory of difficult knowledge. The results I obtained from administering the PANAS questionnaire revealed some interesting findings. Specifically, participants reported experiencing more positive emotions when exposed to VR compared to a regular film. However, there were no notable differences between the groups in terms of negative emotions measured by the PANAS. It's worth noting that the negative emotions reported were generally lower than the positive emotions. This raises the question: could there be a Neuroscientific explanation behind these findings?
Relevant answer
Answer
Ela Luria Your research findings regarding the impact of virtual reality (VR) on positive and negative emotions are intriguing. While I can provide some insights, it's important to note that a comprehensive explanation would require further investigation and analysis.
The observed difference in positive emotions between the VR and regular film groups could potentially be attributed to several neuroscientific factors. Here are a few possibilities:
1. Immersion and Presence: Virtual reality has the ability to create a highly immersive and interactive environment that can evoke a sense of presence, where individuals feel as if they are truly present in the virtual world. This heightened sense of immersion and presence can lead to a stronger emotional response, including positive emotions. The rich sensory stimuli and engagement with the virtual environment may enhance feelings of excitement, curiosity, or enjoyment.
2. Activation of Reward Pathways: Positive emotions are closely linked to the activation of brain regions associated with reward and pleasure. VR experiences that provide novel, engaging, and rewarding stimuli can activate these reward pathways in the brain, such as the mesolimbic dopamine system. This activation can lead to an increase in positive emotions and a sense of enjoyment or satisfaction.
3. Cognitive Engagement: VR experiences often require active participation and cognitive engagement from users. This cognitive involvement can lead to a more focused attention and enhanced encoding of information, which in turn can positively impact the overall experience. The cognitive engagement associated with VR may contribute to increased positive emotions, as users feel more involved and connected to the content.
On the other hand, the absence of notable differences in negative emotions between the groups could be due to several factors as well:
1. Methodological Considerations: It's important to ensure that the PANAS questionnaire used to assess emotions is sensitive enough to detect differences in negative emotions. Consider reviewing the questionnaire items and response scales to verify if they adequately capture a range of negative emotional experiences. It's also possible that the nature of the stimuli used in both conditions (VR and regular film) may not have strongly elicited negative emotions, resulting in less variation.
2. Emotional Regulation: It's possible that individuals engaging in VR experiences may have effectively regulated their negative emotions. VR has been shown to provide opportunities for emotional regulation through techniques such as distraction, cognitive reappraisal, or emotional exposure. Participants may have utilized these strategies during the VR experience, leading to similar levels of reported negative emotions across groups.
3. Individual Differences: Emotional responses can vary greatly between individuals due to personal characteristics, prior experiences, and cognitive processes. It's possible that the participants in your study had inherent individual differences in their emotional reactivity, leading to consistent levels of negative emotions across conditions.
To gain a deeper understanding of the neuroscientific mechanisms underlying these findings, further research could incorporate techniques such as neuroimaging (e.g., fMRI) to examine brain activation patterns during VR experiences. This would provide more direct insights into the neural correlates of positive and negative emotions in the context of VR.
It's worth mentioning that the interpretation of your findings should be done in consideration of the specific context and limitations of your study. The complex nature of emotions and their neural underpinnings necessitates a multidimensional approach for a comprehensive understanding.
  • asked a question related to Virtual Reality
Question
1 answer
Three-year Ph.D. positions in Neuroscience available @ University of Verona (Italy) for 2 projects
Supervisor: Mirta Fiorio
1. Ph.D. position for the project “The cognitive-motor interplay in a virtual reality environment
The project will investigate the neuro-cognitive mechanisms of the bidirectional link between movement and cognition (mainly attention and expectation) in a virtual reality environment. Neurophysiological techniques (TMS and EEG) will be used to tackle the underlying neural networks. The project will provide basic knowledge necessary to develop ad-hoc cognitive training for improving motor functions in the elderly population.
2. Ph.D. position for the project “Markers of physical and cognitive fatigue in healthy and pathological conditions
The project will search for potential markers of physical and cognitive fatigue in healthy and clinical populations. Sensory attenuation will be considered as a first potential marker, and a combined TMS-EEG approach will be used to tackle the neural network involved. On a theoretical level, the project will allow developing a predictive coding framework for fatigue. The project will also provide basic knowledge necessary for the development of strategies useful to prevent and reduce fatigue in clinical conditions (like Parkinson’s disease and functional neurological disorder), in which this symptom may interfere with the quality of life.
For both projects, ideal candidates would have a background or strong interest in cognitive neuroscience, cognitive sciences, movement sciences, or computational neuroscience; prior experience in data collection; knowledge of neurophysiological techniques and computer programming, preferably in Matlab; fluency in English.
Deadline for applications: 6th July 2023
For more information, please contact Mirta Fiorio mirta.fiorio@univr.it
Relevant answer
Answer
Hello dear professor.
I am currently a PhD student in physiology in Iran and I am accepting my thesis papers. I am interested in studying in the post-doctoral course. If you are familiar with the conditions of my country, we are facing severe sanctions and hard research work. I also barely finished the thesis. I need to get financial aid to be able to enter this course. And how good that your Ph.D. course is 3 years, Iran we finish this course in 4 years, but under the strict conditions of 5 years of experience. Your number one project is exciting.
Thank you very much
  • asked a question related to Virtual Reality
Question
3 answers
I am making a VR-application for my master thesis where people enter a virtual "rage room". I want to check if enhancing VR with the use of haptic feedback, gloves in this case, helps to reduce stress. I am looking for one or more questionnaires to measure stress before and after the test to evaluate the use of the application. What are the best questionnaires to use? The test subjects will be between 16 and 60 years old.
Relevant answer
Answer
Thank you to all who provided answers. It seems that the PSS questionnaire could be a useful tool to administer before the test. However, I have some concerns about its ability to measure a difference in stress levels after the test. The questionnaire focuses on the subject's stress levels over the last month. How can it effectively capture changes in stress levels that may occur after the test?
  • asked a question related to Virtual Reality
Question
4 answers
Augmented Reality, Virtual Reality has been around for a while. Some are keen on using it and believe that it is the future. Some people try to avoid them because they don't belive that they are useful. What do you think?
Relevant answer
Answer
Dear Prof Nazime Tuncay, the Metaverse is and will be more than the sum of its underlying technologies, augmented & virtual reality [1]. I argue that Metaverse 1.0 was implemented in 2008 when an interoperable gateway was implemented two two "closed" social virtual world platforms [2,3]. The power of immersive learning makes Metaverse unique for all fields in the context of digital online education [4].
[1] Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486–497. https://doi.org/10.3390/encyclopedia2010031
Article Metaverse
[2] Mystakidis, S., Berki, E., & Valtanen, J.-P. (2021). Deep and Meaningful E-Learning with Social Virtual Reality Environments in Higher Education: A Systematic Literature Review. Applied Sciences, 11(5), 2412. https://doi.org/10.3390/app11052412
[3] Mystakidis, S. (2023, March 24). Metaverse: Pandora’s Pithos or Panacea for Education? 16th Virtual Worlds Best Practices in Education Conference (VWBPE 2023).
[4] Mystakidis, S., & Lympouridis, V. (2023). Immersive Learning. Encyclopedia, 3(2), 396–405. https://doi.org/10.3390/encyclopedia3020026
  • asked a question related to Virtual Reality
Question
6 answers
On the one hand, man is a physical object and a person. Therefore, we interact with the reality, on one hand, directly as a physical object, but on the other hand as a person, i.e. indirectly through our psyche. On the basis of information from the senses, the consciousness of a person creates a subjective model of reality. A man mistakes his subjective model of reality for reality itself, i.e. unnecessarily assigns an ontological status, by the hypostatizations. In fact, as the reality a man perceives not reality itself, but only its subjective model of that reality. As a result, as a physical object, a person lives in the physical world, and as a person he lives in his subjective model of physical and social reality created on the basis of information coming to his senses directly and from the media. This work considers the process of formation of subjective 3D models reality based of large numbers of 2D images, a distinction is made in the content of terms: "Seeing" and "Sensing"; it also analyzes the transformation of objective facts into subjective perceptions of consciousness and back. As a result of hypostatizations of subjective models of reality, we may observe the same effects as in virtual reality (a reality effect; the effect of the presence; the effect of depersonalization; the effect of virtualization goals, values, and motivations). So, there is every reason to consider different subjective models of reality generated by different forms of consciousness, the virtual models. We study various consequences of these statements
Relevant answer
Answer
Yes, within the set of all things that are related.
  • asked a question related to Virtual Reality
Question
9 answers
SSQ (Simulator Sickness Questionnaire) is known to have a complex factor structure, with items loading on multiple dimensions.
In the original study (Kennedy et al., 1993), it is stated that "The N, O, and D scores are then calculated from the weighted totals using the conversion formulas given at the bottom of the table."
Those formulas are:
Nausea = [ Sum obtained by adding symptom scores ] x 9.54
Oculomotor = [ Sum obtained by adding symptom scores ] x 7.58
Disorientation = [ Sum obtained by adding symptom scores ] x 13.92
Total Severity = (Nausea + Oculomotor + Disorientation) x 3.74
It is not clear in the article that how those multipliers, 9.54, 7.58, 13.92 and 3.74 were derived.
Question A: How did they derive those multipliers?
I am working on a Turkish translation of SSQ, and my results are promising. However, it looks like I need to remove some items, and make some changes in scoring.
Attached file contains a comparison of factor weights of my results and Kennedy et al's. original work, besides Bark et al.'s (2013) results on some driving simulator experiments. My results are more similar to Kennedy et al. study, compared to Balk et al study.
The data is collected through 84 participants who had 2 different VR game sessions. SSQ-TR factor analysis is done using Principal Components with Varimax rotation and 3 factors emerged based on eigenvalue>1 assumption.
Question B: I seek for suggestions for factoring the SSQ-TR.
I have some ideas on removing some items and re-adjusting item/load structure, indicated on the shared spreadsheet.
References
Kennedy, R. S., Lane, N. E., Berbaum, K. S., & Lilienthal, M. G. (1993). Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness. The International Journal of Aviation Psychology, 3(3), 203–220. doi:10.1207/s15327108ijap0303_3
Balk, S. A., Bertola, M. A., & Inman, V. W. (2013). Simulator sickness questionnaire: Twenty years later.
Relevant answer
Answer
So, for the chart that I posted above, the following would be the scores?
N (general discomfort + increased salivation + sweating + nausea + difficulty concentrating + stomach awareness + burping) = 1+1+3+2+2+0+1 = 10 x 9.54 = 95.4
O (General discomfort + Fatigue + Headache + Eye strain + Difficulty focusing + Difficulty concentrating + Blurred vision) = 1+2+1+1+0+2+1 = 8 x 7.58 = 60.64
D (Difficulty focusing + Nausea + Fullness of head + Blurred vision + Dizzy (eyes open) + Dizzy (eyes closed) + Vertigo) = 0+2+3+1+2+1+1 = 10 x 13.92 = 139.2
Total severity = (95.4+60.64+139.2) x 3.74 = 1104.2
Which doesn't seem correct?
  • asked a question related to Virtual Reality
Question
4 answers
Extended Reality (XR) includes AR, VR etc.
Relevant answer
Answer
Ziheng Zhang In the engineering profession, there are several possible uses for extended reality (XR). Among the options are:
- Engineers can utilize virtual reality (VR) to construct and test virtual prototypes of items before building them in the physical world. This can save engineers time and money by allowing them to detect and correct design flaws before manufacturing physical prototypes.
- Training and education: Engineers and other technical workers can benefit from immersive training simulations created with virtual reality (VR) and augmented reality (AR). This may make learning complicated topics and procedures more entertaining and successful.
- Remote collaboration: XR may be used to connect engineers in various places so that they can collaborate in a shared virtual environment. This can help with project communication and cooperation regardless of location.
- Maintenance and repair: Using AR, engineers may get real-time information and directions while doing maintenance or repairs on complicated equipment.
- Site inspections: With XR, engineers may conduct virtual site inspections and discover possible concerns before they exist.
Overall, the application of XR in engineering can assist to simplify processes, enhance efficiency, and promote field accuracy and safety.
  • asked a question related to Virtual Reality
Question
3 answers
After acquiring all the above mentioned physiological (ANS) bio-signals in a VR environment, what are the steps to be done for correlating these bio signals with emotional level of the participant?
Also wanted to know how Sense of Presence can be determined through these bio-signals recorded in a VR scenario.
Any thoughts/ suggestions related to this will be helpful.
Thanks in Advance!!
#emotion_analysis #vr #presence #eda #PPG
Relevant answer
Answer
Hi! Assessing emotional arousal is possible with EDA through peak detection, while heart rate variability could provide some useful information from PPG recordings. If these are compared against a control condition, then you should be able to see which is related to increased emotional arousal. Determining sense of presence can be done by simply asking participants (e.g. as in this article: or ), although it may be possible to corroborate that with biosensor data. The questionairres typically used are from here: or here: although others may exist as well). I've also written a bit about this in a blog post, in case that's of interest: https://imotions.com/blog/insights/research-insights/science-video-games/ I hope that helps!
  • asked a question related to Virtual Reality
Question
5 answers
As a psychotherapist, I am interested in exploring the potential of virtual reality technology as a treatment tool for individuals suffering from Post-Traumatic Stress Disorder (PTSD). PTSD is a condition that can develop after an individual experiences or witnesses a traumatic event, and can manifest as symptoms such as flashbacks, avoidance, and hyperarousal. Traditional treatment methods for PTSD include therapies such as Cognitive Behavioral Therapy (CBT) and Eye Movement Desensitization and Reprocessing (EMDR), which have been found to be effective in reducing symptoms.
In recent years, virtual reality therapy has emerged as a promising alternative treatment for PTSD. Virtual reality therapy involves the use of virtual environments to expose individuals to simulations of traumatic events in a controlled and safe manner, allowing them to process and cope with their traumatic memories and feelings. A growing body of research has demonstrated that virtual reality therapy can be effective in reducing symptoms of PTSD, such as anxiety, avoidance, and flashbacks.
For example, a randomized controlled trial by Rothbaum et al. (2001) found that virtual reality exposure therapy was effective in reducing PTSD symptoms compared to a control group who received a waiting-list treatment. Additionally, several case studies have reported success in treating PTSD symptoms with virtual reality therapy, including with veterans and first responders, who often present with PTSD due to their professional experiences. for example, a case study by Rizzo et al (2008) have reported significant reduction in symptoms of PTSD in a sample of veterans with combat-related PTSD after treatment with virtual reality exposure therapy.
As a clinician, I am excited about the potential of virtual reality therapy to revolutionize the treatment of PTSD, providing a more efficient, accessible and cost-effective treatment option. I am also interested in further exploring the use of virtual reality therapy in my practice and observing the effects in my patients. This is a promising avenue that can be incorporated into the treatment plan of my patients and I look forward to keeping up with the latest advancements in this field.
Relevant answer
Answer
Djuradj Caranovic Yes, virtual reality therapy (VRT) has the potential to transform PTSD treatment. As you indicated, virtual reality therapy involves the use of virtual worlds to expose patients to regulated and safe simulations of traumatic situations. This helps people to process and cope with their traumatic memories and feelings, which can help reduce PTSD symptoms.
Virtual reality treatment for PTSD has shown encouraging results in a number of research, with a number of studies proving its usefulness in lowering symptoms such as anxiety, avoidance, and flashbacks. For example, Rothbaum et al. (2001) discovered that virtual reality exposure therapy was successful in lowering PTSD symptoms when compared to a control group that received a waiting-list treatment in a randomized controlled experiment.
Virtual reality therapy has the potential to be a more efficient, accessible, and cost-effective treatment alternative for PTSD. Because virtual reality environments are readily copied and controlled, they can give patients repeated exposure to traumatic experiences without needing them to relive the trauma in real time. This is especially useful for individuals who are unable to access standard in-vivo exposure therapy or who have trouble recalling specifics of the traumatic experience.
It is important to note, however, that Virtual Reality therapy is still considered an experimental treatment option for PTSD, and more research is needed to fully understand its effectiveness in comparison to other evidence-based treatments, as well as to identify the best protocols and methods of delivery. Furthermore, Virtual Reality therapy should not be utilized as a replacement for existing therapies such as CBT and EMDR, but rather as an adjunct to them.
As a therapist, it is critical to stay current on the newest research and breakthroughs in the field of virtual reality treatment for PTSD, as well as to discuss the usage of virtual reality therapy with your patients and their families, as well as to work with other mental health specialists.
  • asked a question related to Virtual Reality
Question
5 answers
A lot of people, researchers, CEOs, speakers, digital influencers, etc., talk about the Metaverse. But, after all, does anyone know what is really the Metaverse?
Relevant answer
Answer
Thank you for your answer, Stelios A.K. Ioannidis. I did some reflections and I wrote a short paper talking about what is the Metaverse in my point of view.
  • asked a question related to Virtual Reality
Question
7 answers
I have three data sets of distance estimates by humans in three different experimental methods such as (real life, virtual reality and computer based simulation). I want to compare how do humans differ in estimating distances in these three experimental methods. Which statistical analysis would be good to use for it? My dependent variable is the distance estimates and independent variable are the three different experimental conditions.
Thank you.
Relevant answer
Answer
what of a paired t-test for instance
  • asked a question related to Virtual Reality
Question
8 answers
Hello,
I am currently investigating the integration of VR and AR in the process of language learning. I am mainly focusing on the technological possibilities that the use of e.g. VR glasses offers compared to other learning media. I have already analysed a few advantages. I would like to know which arguments have not been appreciated enough so far. Overall, one often hears the same arguments.
Thank you very much!
Relevant answer
Answer
Hi Andreas K. It is very interesting area of research!
I feel that rather than glasses; NLP or cognitive service used for language training would matter more than whether it is AR glass or VR Glass; can you share more insight about service used for language training?
  • asked a question related to Virtual Reality
Question
5 answers
What do you consider are the implications of Big Data on urban planning practice?
Relevant answer
Glory be to Allah... As time progresses, new developments appear that help people to complete their needs with flexibility and ease.
  • asked a question related to Virtual Reality
Question
6 answers
What can be regarded as Big Data in the context of urban planning and design?
Relevant answer
Answer
URBAN BIG DATA Various sources for data, including: - sensor data for all types of urban infrastructures - [real-time] transport tracking data - social network data [information about events or opinions] - public app data - user volunteered data [including geographic data] - phone data - open data provided by government [e.g., air pollution data, crime data, meteorological data, land use data]
Regards,
Shafagat
  • asked a question related to Virtual Reality
Question
6 answers
What are the application opportunities of Big Data in urban planning?
Relevant answer
Answer
Malakia David Naholo, BigData is a technology for maintaining data of higher volumes which are on magnitude bigger than modern software used in DBMS.
  • asked a question related to Virtual Reality
Question
4 answers
Hello,
I have a specific question about VR and AR in professional use.
VR and AR can be used in controlling robots and machines. This is possible if the VR and AR devices and robots are networked together. I wonder how this can be used to help foreign employees understand the language better. After all, virtual control is precisely what reduces the need for language skills. Is there any opinion or scientific source on this?
Thanks a lot!
Relevant answer
Answer
Andreas K. If we combine VR/AR with glasses, we can do whatever we want, and your use case can also be covered. The biggest problem will be connected to the projected information, how it will be processed by our brain, and what side effects are caused.
  • asked a question related to Virtual Reality
Question
6 answers
Dear fellow academicians, firstly I wish the health & safety of you and your relatives during this pandemic; and present my kindest regards from Turkey. I am working on a research project that is orientated towards the pre-service training of science teachers through the utilization of low-end VR (Virtual reality) materials. Although bearing a humble background regarding this topic, I am also aware that there is still much to go before sufficiently rationalizing it and inferring any potential conclusions as a result of such an intervention.
Therefore, I am asking for your thoughts, backing, and counter-arguments against the use of VR in the training of pre-service science teachers. As a tentative outline, I am proposing the basic elements as follows;
The central educational gap that will be addressed: I plan to address the artificiality of the science instruction in the classrooms, which have been torn apart from the actual context that modern science is concerned with. My preliminary target in this manner is the facilitation of the instructional practices of pre-service science teachers.
Underlying theoretical perspective: I plan to adhere to the Contextual learning theory as my central perspective of research. In the research on VR-assisted science education, the most prominent tendency is the lack of theory, particularly in manipulative interventions. Apart from that, the Experiential learning theory appears as the dominant choice in the relevant literature, which primarily is in-line with high-end VR materials. However, I am keen to believe that the nature of contextual learning is compatible more with low-end VR materials, which I plan to utilize for this intervention.
What is the nature of the intervention that you plan to develop?: During the micro-teaching practices of pre-service science teachers, I plan to require them to use their mobile phones as VR headsets with the phone shell that I will provide. The reflections of this intervention will be evaluated with the focus group interviews and the quantitative queries regarding the technology acceptances of the participants as well as the peer reviews between the participants and the initial feedbacks of mine for them
Who is the target group of the intervention?: The target group of the intervention thought to consists of the pre-service science teachers from a state university that enrolled in the "Instructional Technologies" course.
What kind of setting will you use?: I plan to train and encourage the participants to use low-end VR during their micro-teaching practices during the approximately 12-week semester, first three weeks allocated for the necessary training. The required hardware power is abundant as the participants will use their devices, as the VR interface framework named Google Cardboard is compatible with most of the consumer devices. The head-mounted displays that I will provide are low-cost tools that just contain two biconvex optic lenses and an area that the smartphones from different sizes can be embedded. This even can be DIY' ed using regular cardboards, as the name suggests.
What kind of learning outcomes do you plan to target?: Technology acceptance of pre-service teachers, primarily through the mixed-method evaluations, in order to ensure the triangulation(s) of data, method, inferences resulting from these.
What I am requesting from you resembles a pre-peer-review for such a construction. For example, I would be flattered if you would propose alternative learning theories to take as the basis of such an intervention, sharing your ideas, the suitable VR-based materials, resources and tools to use in the process and may even propose an adequate educational design research framework for me to adhere to.
Let such a conversation to flourish, which would not only guide me during this process but also serve as a convalescent topic of discussion for relevant emerging research! As this encouragement implies, I intend to keep this discussion alive until being incapable of doing so :-) Let us brainstorm together and assemble as the "Avengers" of the science education literature!
Relevant answer
احسنت اخي وزميلي ايها الاستاذ الفاضل لما قدمته من موضوع قيم وهو ضروري توفر مواصفات خاصة لدى المعلم ومهارات خاصة لما لدوره من اهمية بالغة مع التطور العلمي الحاصل حاليا ودخول المجال الافتراضي في التعليم وعلى كافة المستويات
  • asked a question related to Virtual Reality
Question
3 answers
I want to measure the effect of a kind of mindfulness training on stress. For this purpose, I want to create stressful conditions for the participants in the pre-test and post-test by using VR and measuring their stress before and after the mindfulness exercises by measuring their body temperature and heart rate. For such research, what kind of video or task should I show the participants on the VR device, and for how long?
Relevant answer
News from Ukraine may be stressful enough.
  • asked a question related to Virtual Reality
Question
4 answers
When study how human adapt new technology we can categories the factors into categories:
can help with adaptation
can prevent the adaptation
from psychology perspective what is the reasons and factors which can prevent human from adapting new technology?
Relevant answer
Answer
Dear Mr. Khalaf!
Please let me argue that the answer to your question is a case - and context-dependent problem to consider:
1) Şahin, F., Şahin, Y.L. Drivers of technology adoption during the COVID-19 pandemic: The motivational role of psychological needs and emotions for pre-service teachers. Soc Psychol Educ 25, 567–592 (2022). https://doi.org/10.1007/s11218-022-09702-w, Free access:
2) Paolo Gerli, Jessica Clement, Giovanni Esposito, Luca Mora, Nathalie Crutzen,
The hidden power of emotions: How psychological factors influence skill development in smart technology adoption, Technological Forecasting and Social Change, Volume 180, 2022, Open access: The hidden power of emotions: How psychological factors infl...
3) Ruby Roberts, Rhona Flin, David Millar, Luca Corradi, Psychological factors influencing technology adoption: A case study from the oil and gas industry, Technovation, Volume 102, 2021, Open access:
4) Ntsiful, A., Kwarteng, M.A., Pilík, M. et al. Transitioning to Online Teaching During the Pandemic Period: The Role of Innovation and Psychological Characteristics. Innov High Educ (2022). https://doi.org/10.1007/s10755-022-09613-w, Free access:
Yours sincerely, Bulcsu Szekely
  • asked a question related to Virtual Reality
Question
5 answers
Hello
I will do research on how nursing students experience the use of a Virtual medicineroom, and i have looked into UTAUT2. I will do a post - test survey using a questionnaire.
The students have not tried VR before, and are in theire second year of education.
I see that there are parts of the UTAUT2 that are not relevant. These are Social influence, facilitating conditions, price value and habit. These would give little meaning to the nursing students that will try the virtual medicineroom for the first time, and i think it would be confusing.
I want to use a validated model/questionnaire like UTAUT2, so i wonder if any of you have any experience in using a adjusted version of the UTAUT2, like i plan to? Is this ok to do?
I want to at least cover percieved usefullness, perceived ease of use, and hedonic factors. I like the TAM - model, but it doesnt have perceived enjoyment, so therefor i think i will use UTAUT2.
Relevant answer
Answer
.....
  • asked a question related to Virtual Reality
Question
23 answers
1) What do you understand/characterize the metaverse?
2) Is it a disruptive innovation?
3) Will the metaverse replace the Internet?
4) How will legal, ethical and moral issues be dealt with in the metaverse?
5) Will the value chain of products and services in the metaverse differ from the real world?
6) What will sensations and perceptions be like in the metaverse?
7) Is it the right time for companies to make their migration to the metaverse?
8) Is current technology suitable for the metaverse to become a reality?
9) What is the impact of the metaverse on society?
10) Will the metaverse be a new Second Life?
Relevant answer
Answer
Like this phrase about metaverse in Google; What's certain is that the metaverse will be a new paradigm where our digital and online lives converge.
  • asked a question related to Virtual Reality
Question
6 answers
I want to know if my supposition is possible and achievable, or if it is impossible.
I was considering that colors are just reflection of the light toward the eye's retina. It is the case because only in presence of light we see color and shapes, while in absence of light there is no color and no visible shape of objects.
Now, in the tech world there is a good interest in developing virtual reality technology. I see Facebook (now Meta) investing in OculusVR, Google tried the Google Glasses and other companies are developing VR technologies.
But all those technologies have head-mounted devices, which I highly doubt customers would wear, especially for a prolonged period, and I see it even less as a solution to improve human's daily activities.
Is there a possibility to develop a projector that projects light directly in the human eye, and that generate an hologram in this way? The hologram, with this method, i guess would probably be seen only by the individual who gets the light pointed toward him. How possible is such technology? What problems am I not considering?
Relevant answer
Answer
  • asked a question related to Virtual Reality
Question
5 answers
Hello, I am working on a Doctoral dissertation about the “Lessons learned from the implementation of extended reality in education and training”. Iam hoping to publish in the next 4 months - if you have any recommended articles/papers that you believe would be relevant, please let me know.
Relevant answer
Answer
Extended Reality (XR) in Virtual Laboratories: A Review of Challenges and Future Training Directions
  • asked a question related to Virtual Reality
Question
3 answers
We are running a VR study on a specific VR application. We want to see the impact of the content of our VR application on participants, so we need a control condition (placebo game) to know also the novelty effect of VR on participants. Hence we need an interactive VR game (not seated), and it is better to be a procedural task/game for that purpose.
I would appreciate it if you could share any article or valid sources which have been used a publicly available VR game as their control condition.
Relevant answer
Answer
Mohammad Ali Mousavi AR and VR have brought about a transformation in the globe, particularly in the gaming industry. These technologies aid in the creation of a realistic image, as well as sound and other sensations, in order to provide an imaginative setting that stimulates a gamer's physical presence in the environment.
  • asked a question related to Virtual Reality
Question
6 answers
What are the differences between Mixed Reality and Extended Reality. I am trying to understand through some examples. Please help me on that.
Relevant answer
Answer
Extended reality or XR is just a term used to group all technologies that go between real and virtual worlds. The letter X is to be replaced with any of the letters: A, M or V which gives AR, MR, VR respectively.
  • asked a question related to Virtual Reality
Question
10 answers
I am undertaking a research on the application/use of virtual reality in the practice of Radiology. What sampling method would you recommend??
Relevant answer
Answer
Emmanuel Kobina Mesi Edzie You question is very niche and specific; i may not necessary have answer on sampling technique. On side note, based on past experience of designing POC for converting digital x-ray provided by radiology team into VR Experience; for pre-surgery; biggest challenge faced is content sanity. Since radiology outputs are 3d images and VR experience is 3d objects. So at some point in future you may have to think through as to how to provide uniform experience to radiologist between digital x-ray and VR.
  • asked a question related to Virtual Reality
Question
3 answers
I am a little struggling with the cost and preparation of a start-up budget.
1. Would you please give me some insight on how to design LCCA for a startup?
2. Where should I start my LCCA?
Relevant answer
Great question Mohammad Nasfikur Rahman Khan A startup will also go through the conventional life cycle of any business - incorporation, growth, stability and decline. However, before the launch, a startup can have a long period of experimentation and product/ service testing which involves considerable cost and effort. Usually, these costs are not tracked and accounted for as there is no registered legal entity ( company) at this point. But your budgeting exercise must start from this phase and these expenses can be included as R&D expenses, provided they are tracked and accounted for. The rest will depend on your GTM strategy and expansion plans. Hope this helps.
  • asked a question related to Virtual Reality
Question
3 answers
What is the user of SysML in the field of Medical Sciences?
What are the differences between SysML and UML?
Relevant answer
Brother @Haseeb, thanks a lot for your response. But my question is, What is the use of SysML in the field of Virtual Reality? And what are the differences between SysML and UML? Thanks
  • asked a question related to Virtual Reality
Question
12 answers
It is the Metaverse's potential to create new directions in healthcare by combining technologies such as artificial intelligence, virtual reality, augmented reality, the Internet of Medical Devices, Web 3.0, intelligent cloud, edge, and quantum computing, as well as robotics. Nevertheless, the more pressing issue is whether it can reduce costs while embedding them all together in a new health metaverse while remaining compliant with regulations.
  • asked a question related to Virtual Reality
Question
4 answers
I am seeking research designed to explore the tendency to perceive varied levels of presence in an immersive virtual reality environment among individuals with and without deficits in mental imagery. Such as for example, among children with developmental coordination disorder.
Relevant answer
Answer
Theoretically it seems coherent. Empirically, some studies seem to find the result, while other associations have been found between presence and mental spatial abilities (rotation), and between presence and field dependence, which are related concepts.
REFERENCES
  • asked a question related to Virtual Reality
Question
7 answers
Recommendations of any kind for XR; VR; AR would help me a lot. Thank you very much for your help!
Relevant answer
Answer
Dear Mr. Bükers!
I would go for "Its Learning":
2) A case-study: Joel Smith 2021. Isle of Man endorses hybrid learning as the way forward following 3 lockdowns, June 16, 2021, available at: https://itslearning.com/uk/news/hybrid-learning-is-the-way-forward/
Yours sincerely, Bulcsu Szekely
  • asked a question related to Virtual Reality
Question
6 answers
Dear colleagues,
I am interested in learning about local VR film production in any country. I would also like a brief description of the subject matter and a link to more information on the film.
Thank you!
Relevant answer
Answer
Hello Dana Florentina Manolache , I recommend the dystopian Greek VR short movie entitled "A Safe Guide to Dying", presented in the 2020 Tribeca Film Festival. More details are available here:
  • asked a question related to Virtual Reality
Question
4 answers
Hi folks,
I've recently purchased an Oculus to use during some of my classes to try and enhance some of my materials - I've been using YouTube clips in the past of what it would be like for an individual living with visual or auditory hallucinations (for example), and thought it could be cool to experience something like this in VR.
Does anyone know of any that are accessible outside of a lab, or someone who would be open to participating in some kind of a project such as this?
All the best,
D
Relevant answer
Answer
Great to hear Prof Dean P McDonnell ! More interesting work has been implemented in Psychology also with simulations in desktop-based VR aka 3D Virtual Worlds e.g.
Ward, T., Falconer, L., Frutos‐Perez, M., Williams, B., Johns, J., & Harold, S. (2015). Using virtual online simulations in Second Life® to engage undergraduate psychology students with employability issues. British Journal of Educational Technology, 47(5), 918–931. https://doi.org/10.1111/bjet.12307
  • asked a question related to Virtual Reality
Question
6 answers
Is Kennedy et al. (1993) Simulator Sickness Questionnaire (SSQ), which considers the standard practice for measuring physical discomfort in a virtual reality environment is a valid and reliable test?
[Since the calculation of reliability test (e.g., Cronbach's Alpha (α) or any other reliability test) is viewed as unnecessary due to the total severity in the sum of the raw scores for each sub-factor weighted toward items included on multiple subfactors. (Bouchard et al. 2007; cited by Stone, 2017), https://doi.org/10.31274/etd-180810-5050]
Does Kennedy et al. (1993) Simulator Sickness Questionnaire (SSQ) have face validity?
Relevant answer
Answer
The SSQ (Simulation Sickness Questionnaire) is widely used in VR research to assess users' level of sickness symptoms. Nevertheless, It has been chastised for its psychometric properties and applicability in VR as a measure of cybersickness.
Kind Regard
Qamar Ul Islam
  • asked a question related to Virtual Reality
Question
14 answers
Dear fellow researchers,
I am looking for some advice on eye-tracking enabled VR headsets. Currently contemplating between HTC Vive Pro Eye and Pico Neo 3 Pro Eye... Both have built in eye tracking by tobii. Does anyone has any experience with any of them? Or can recommend any other brands?
We are planning to use it for research in combination with EEG and EDA sensors to assess human response to built environment. Any advice is much appreciated.
Relevant answer
Answer
The iMotions VR Eye Tracking Module allows for eye tracking data collection, visualization, and analysis in virtual environments using the HTC Vive Pro Eye and Varjo VR-2 eye tracking headsets.
Kind Regards
Qamar Ul Islam
  • asked a question related to Virtual Reality
Question
2 answers
Virtual Reality based applications can very well be equipped with Sensors, Actuators and other electronic and electric entities. Hence, am looking for IoT and VR together applications for better domestic and commercial needs.
Relevant answer
Answer
IoT and VR share the same basic idea as both merge physical and digital realms to create a new experience for consumers. While IoT manipulates real-world objects digitally, VR makes the digital world seem realistic.
Kind Regards
Qamar Ul Islam
  • asked a question related to Virtual Reality
Question
3 answers
Dear community,
we conducted an experiment with training in Virtual Reality, after which participants had to perform the physical task they learned about. We measured the affective indicators of motivation, satisfaction and self-efficacy after the training and after the application as repeated measures are recommended by Sitzmann (2019). However, now it is unclear to us which of the two measures (or their average) to use. Did you ever come across similar timeframes or guidance in the literature and what would you recommend?
Many thanks in advance!
Relevant answer
يفضل خلال التطبيق
  • asked a question related to Virtual Reality
Question
4 answers
I am doing a research on virtual reality simulation for endoscopic brain surgery. I need a medically accurate 3D model of a human head. It has to include all the veins, skull, muscles, nerves and brain anatomy. This simulation will be used to train students on the surgery. Where do I buy downloadable full anatomy 3D models?
Relevant answer
Answer
There are some atlases at the OpenAnatomy site (https://www.openanatomy.org/atlas-pages/). There are free CTs and MRIs at The Cancer Imaging Archive (https://www.cancerimagingarchive.net/) and Embodi3D (https://www.embodi3d.com/). You might also check Sketchfab (https://sketchfab.com/feed).
  • asked a question related to Virtual Reality
Question
10 answers
I don't seem to find anything published (or unpublished) to answer my research question. Broadly, when I search for "PTSD + Virtual Reality + First Responders" (and all the variants these words may present) I get 0 (zero) papers in return. As I follow the process for a systematic review, can I call this "A systematic review"? Did anyone already have a similar situation?
Thank you!
Relevant answer
Answer
Refining your search study may help you find some papers in the topic of interest. Consulting with a statistician, searching more than one database, searching for papers in any language, including different key terms for search will help you find related studies.
  • asked a question related to Virtual Reality
Question
2 answers
Our recent research shows that AR systems have inherent conflict while interacting with virtual objects. We termed this new conflict as Virtual Kinesthetic Conflict (VKC). This conflict is very similar to the inherent Visual Accommodation Conflict (VAC) in VR. Just like VAC, VKC also cannot be avoided, we can only reduce the effects of VKC. In our recent publication, we have listed a few guidelines to reduce the effects of VKC. Can you think of other solutions?
Relevant answer
Answer
Introducing sensory overlays (sometimes called Virtual Fixtures) can reduce the impact of kinesthetic conflict in augmented reality and telepresence environments. The best overlays are haptic (even if they don't prevent physical dislocation), but you can make real improvements (as measured by Fitts Law) with just audio overlays. Here is a link earliest work we did at the US Air Force looking at Fitts implications of haptic and audio fixtures to AR:
It also helps when there is time-delay in telepresence environments, which is an even worse kinesthetic conflict than "missing surfaces" in AR:
  • asked a question related to Virtual Reality
Question
2 answers
Hi,
I would like to publish a paper about "The Effect of Training in Virtual Reality on the Precision of Hand Movements"
Any tips for a journal indexed in WoS? (or Q-journal)
  • asked a question related to Virtual Reality
Question
7 answers
Hi
1. We want to buy a new system. I am familier with Vicon and Qualisys mocap systems. Coda motion and motion analysis systems are also under consideration. Does anyone has experience with Motion Analysis Inc and Coda Motion mocap systems? Which one you is better for a general purpose life science motion analysis Lab?
2. In Vicon systems we are limited to the vicon plugin gait model mostly. As I know bodybuilder is not an easy to use software but I do not know about the new software developed by Vicon, procalc. Do anyone worked with procalc? What about the skeleton builder of Motion Analysis ?
3. We have a limited space (9 by 6 meter room) and I also want to know if having 3 coda trackers could do the job as 8 cameras of other systems ( because of budget limitations we can atmost buy 8 cameras for passive systems or 3 active trackers each having 3 embeded cameras ). We can not put the trackers in 120 degree distance around the center of capture volume and I am not sure if 3 trackers would be enough.
4. Also I want to know which system is the best for real time data streaming to matlab or labview. We want to use the system for giving real time kinematic feedback to the subject and use the system for biofeedback test and  training also for augmented and virtual reality base rehabilitation purpuses.
Sorry for asking 4 questions in one comment. And thank you for sharing your ideas
Bests
Relevant answer
Answer
I just came across this old question; I am sure you have your answer by now but since others might Google "Vicon vs Qualisys" and land on this page, I share my opinion. I have worked with both Vicon and Qualisys and in my experience Qualisys was easier to work with. The Vicon system I used had active LED markers which at first sound great because each marker blinks at unique frequency hence not confused with the other markers. After I used it I realized that wiring was more challenging that I had thought (e.g. wire entanglements impede user's motion etc) more importantly if the power to the marker is interrupted you'd loose the LED marker in your data. The latter problem did not seem so prominent during data collection however when I was analyzing the data, I discovered that the data were missing on many long (3 sec or longer) time intervals which would make it impossible to interpolate. I did not experience either of the abovementioned issues working with a Qualisys system with passive markers.
  • asked a question related to Virtual Reality
Question
4 answers
The paper describes the possibilities of training drivers and students to effective driving modes of the train. Could you suggest the similar Software and Hardware Simulators for combine harvester Drivers Training?
Relevant answer
Answer
Agree with Qamar Ul Islam.
  • asked a question related to Virtual Reality
Question
8 answers
We used in our center Virtual Worlds like Secondlife for presentation, networking, sharing and global virtual exchange. Now I would like to know how we could use Virtual Reality to help gifted children? If you have experience in one of these topics, please let me know.
Relevant answer
Answer
I’ll share the top 10 free virtual field trips for gifted children:
  • asked a question related to Virtual Reality
Question
4 answers
Dear community,
We will conduct experiments in Virtual Reality and want to measure immersion. I have not come across questionnaires that have a small number (e.g. <7) items to measure immersion. Do you know any (that could also be applied to VR)?
Thanks for your help!
Here are some longer questionnaires I came across:
Measuring Presence in Virtual..: https://apps.dtic.mil/sti/pdfs/ADA286183.pdf
Relevant answer
Answer
Miller & Bugnariu (2016) have provided a useful overview of different levels of immersion that should be testet. In case you need to make your own questionnaire.
  • asked a question related to Virtual Reality
Question
4 answers
Dear community,
I have reviewed several articles on different questionnaires of presence and immersion but most such as the most cited one from Witmer have many items. Since we also want to test other constructs, we would prefer a shorter version. It should ideally also be applicable to Virtual Reality environments.
Thank you very much in advance for your help!
Relevant answer
  • asked a question related to Virtual Reality
Question
3 answers
Dear all,
I am currently developing a framework about learning with immersive Virtual Reality. So far, I have categorized "Number of mistakes" and "Time to completion" as performance /objective factors and satisfaction, self-efficacy and motivation as affective factors. However, I also want to include embodiment, usability and cognitive load. I currently cannot come up with a suitable summary keyword. They all refer to the experience while learning, but I would prefer a different category than "learning experience". Do you have any ideas how I could categorize the three concepts?
Thank you very much in advance for your help!
Relevant answer
Answer
Interesting topic.
  • asked a question related to Virtual Reality
Question
2 answers
Hello! I've published on five randomized controlled trials revealing that a virtual reality job interview training tool increases the odds of employment in those using the virtual tool compared to a community control group (~OR=2.0 with two-tailed tests). The trials were in various groups with serious mental illness. I'm now conducting what was supposed to be a fully-powered RCT where the COVID-19 prematurely ended our recruitment where we enrolled 68% of our anticipated sample.
Given we have 5 RCTs finding the same outcome, I proposed an a priori directional hypothesis that the virtual interview tool would again increase employment in the latest study. That said, is there a way to compute a directional/one-sided confidence interval for the Odds Ratio?
Relevant answer
Answer
Hello Matthew,
A one-sided CI for an odds ratio would simply be the appropriate tail estimate from a 100(1 - 2*risk level) CI. For example, a 95% upper limit only CI for a data set would be found be asking for a 90% CI and using only the upper limit.
As Professor Booth notes, the Rosner text is very helpful for this and a host of other questions.
Good luck with your work.
  • asked a question related to Virtual Reality
Question
6 answers
Dear all,
we will conduct an experiment in which
1) Participants are first trained in the assembly of an appliance with Immersive or Desktop Virtual Reality and afterwards have to assemble the physical appliance.
2) Their retention knowledge is assessed after 2 and 4 weeks by having them assemble the physical appliance again.
Next to the number of errors and the time to completion we want to measure affective learning outcomes such as motivation, self-efficacy and satisfaction. I want to come up with a hypothesis and have not formed a strong opinion yet whether motivation, self-efficacy and satisfaction are likely to stay at the same level as they were after the first training & assessment or which direction they are likely to move. This would inform the hypothesis regarding the change in the affective outcomes in the retention tests.
If you have seen any literature on sustained motivation, self-efficacy or satisfaction or the general movement of them over time after one initial training, this would be highly appreciated.
Thank you very much in advance for your help!
Relevant answer
Answer
There should be no substantial changes, depending on the higher level of exercise and mediating the number of attempts, their frequency and similarity.
  • asked a question related to Virtual Reality
Question
24 answers
Lots of research about teaching pre-service teachers how to use technology in their teaching practice, but I'm looking at using 'immersive technology' - Virtual reality as a tool in 'preservice teacher education', particularly in relation to relational pedagogy and understanding/responding to 'difference/diversity' and/or inclusive pedagogies.
  • asked a question related to Virtual Reality
Question
9 answers
Do you find value in collecting participant survey data? If yes, what type of measures do you collect?
Within the Virtual Reality space, I collect participant surveys data that focus on workload measure (NASA-TLX), engagement measure, flow, simulator sickness questionnaire (just to name a few).
Please share your thoughts...
Relevant answer
Answer
Very interesting topic.
  • asked a question related to Virtual Reality
Question
3 answers
Does software design have an impact on the levels of simulation / cyber sickness in a virtual reality development environment? What are the ways to identify ? Also, Does considering human factors during the design phases minimize the levels of discomfort caused by exposure to Virtual Reality systems?
Relevant answer
Answer
I would recommend taking a look into latency and cybersickness... It may be a good starting point.
  • asked a question related to Virtual Reality
Question
10 answers
Do you use VR for teaching the students in classroom?
Relevant answer
Answer
What do you need to know about virtual reality?
  • What is virtual reality? Virtual reality (VR) is an artificial environment that the user experiences as if they were really there. A number of technologies are used to achieve this. VR can be used for both entertainment and more serious applications, and there are many opportunities for innovation.
  • In patient-facing rehabilitation, VR is incorporated into games that enable participants to practise movements or develop skills in an environment that is safe but also engaging and challenging.
  • asked a question related to Virtual Reality
Question
8 answers
To study the impact of different levels of immersion, We are looking at select games or VR content. To choose the VR content, are there any metrics quantifying the level of immersion.
Relevant answer
In my research, I am using flow state (Csíkszentmihályi) as a measurement of immersion, capturing multiple data, from observations, video recording, heartrate and also a questionaire. It is based off the flow state scale: https://positivepsychology.com/how-to-measure-flow-scales-questionnaires/
  • asked a question related to Virtual Reality
Question
12 answers
I need to submit an idea that I'm going to be researching, I am a bit stuck and would appreciate suggestions. I'm interested in HCI and in particular VR in gamification.
TIA
Relevant answer
Answer
I agree with Keith A. Butler also
That the behaviour intention is important factor in the virtual reality application
  • asked a question related to Virtual Reality
Question
5 answers
After designing an estimator aiming to predict attention state from EEG, it has been thought to implement it in a neurofeedback in virtual reality.
However, due to the covid related issues, it is very difficult to plan a big study with a large number of participants (as often the case in related research projects). I was wondering if it could be interesting to consider a study (or pre-study) with a small number of participants?
Relevant answer
Answer
Hi Victor!
I think the number of patients depends on what you want to demonstrate. If you are looking for a preliminary study, with few patients you can sense the magnitude of the effect of your intervention. After this preliminary study, you can calculate better the number of patients you need to robustly demonstrate an effect of neurofeedback.
Moreover, you must keep in mind the statistical analysis is different if you have few or more patients.
Best regards,
Jorge de Francisco
  • asked a question related to Virtual Reality
Question
5 answers
Dear community,
I would like to conduct an experiment on the use of VR to reduce (the attention paid to) pain. While there are many studies on this topic, it is very hard to know what software/game is the most appropriate. It is clear that the most involved and immersed in VR, the less the user has a chance to pay attention to the pain. But too immersed experience might not fit some medical settings (if the patient is not supposed to move too much).
To summarize, can anyone recommend some games or software for research purposes?
Many thanks
Relevant answer
Answer
Any time be interested in how your research progresses
  • asked a question related to Virtual Reality
Question
9 answers
We are modeling an HRI scenario in virtual reality using Unity and the Oculus Rift. Our problem is, though, that Unity only allows objects to be either kinematic or physics. This means, either we have a nicely running inverse kinematic model of a 6-DOF industrial robot, but struggle with physical-virtual interaction with objects, or we have a physically correct behavior of the robotic parts, but lose the inverse kinematic model.
Does anyone of you also work with Unity as a platform for HRI VR and came across these issues, too? 
Thank you very much in advance,
Jonas
Relevant answer
Answer
Hi Jonas,
I'm not quite familiar with the Unity-specific limitations, but have you considered controlling the robot from "outside" using a software-in-the-loop approach with a virtual robot controller or robot controller simulation module? Basically forget about modeling the kinematics (and dynamics etc.) in Unity, but mirror the internal robot model state from the VRC. We used that for simulation bin picking processes in Siemens NX MCD, also with physics enabled, and it worked just fine . Also, you get a much more realistic robot behavior, since it is controlled by the actual controller and program. However, you will not get a physical feedback to the real controller (joint torque etc.). If you want to imitate a collision detection through the robot for HRI topics, I would either add simulated force sensors to the robot and tool (if Unity supports that), or just use a collision-based setting of a variable/signal that triggers as a safety stop on the robot. See also here:
Greetings
Max
  • asked a question related to Virtual Reality
Question
8 answers
The Blender 2.80 manual on the glTF 2.0 section strongly advises not to use the Embedded version. I myself found it difficult to use this version of the format because I had problems related to compatibility with emissive textures, with the Alpha channel (Alpha blend and Alpha Clip themselves) and with the size related to the files (too large compared to a hypothetical use on A-Frame for app development in Browser). Without studying alternative libraries to import compressed Embedded GLTF, is it possible to decrease the file size and optimize the format thus obtained, or should it be exported from Blender a binary glTF and subsequently, in programming, loading textures?
Reference to the technical report of the project we are working on, called MINERVA:
Relevant answer
Answer
Hi Vittoria, have you considered to use the drako compression ? it is in the flags of the gltf exporter. I use better the gltf + bin + textures for 3d online visualization (browser) through ATON http://osiris.itabc.cnr.it/scenebaker/index.php/projects/aton/
  • asked a question related to Virtual Reality
Question
4 answers
The answers will help me in my research on virtual reality.
Relevant answer
Answer
Thank you for the nice explanation of the Kappa effect Prof. Scott Mavers, I see, it is a kind of optical illusion about the perception of a light source, even though for humans' eyes the light velocity can be considered infinity.
Kind the same with an electrical signal, as when people communicate, they are the same ElecMagn field.
  • asked a question related to Virtual Reality
Question
5 answers
Hi All
I am conducting an experiment using Vive pro Virtual Reality Glass and EEG simultaneously.
I figured out that there is a 20 Hz activity in the power spectrum density of EEG signals while using virtual reality glass compared to the EEG only condition.
Now, I do not know whether this activity is because of the electromagnetic activity of the VR device have some other reasons.
Is there anyone who had such an experience? would please tell me what are possible noises while using VR or may you introduce me to related sources?
Thank you so much in advance.
Hossein
Relevant answer
Answer
i’m forward to know the answer .
  • asked a question related to Virtual Reality
Question
11 answers
We have many technical issues in Mixed Reality. Which is the most important technical challenge for Mixed Reality?
Relevant answer
Answer
In the battlefield, security issues as follows.
  • asked a question related to Virtual Reality
Question
4 answers
I only find a BMC journal "Trials" to publish " randomized controlled trials in health ". https://trialsjournal.biomedcentral.com/
Are there any platform to publish general protocol for ergonomics analysis? I'm doing ergonomic assessment in Virtual Reality and developing an analysis protocol based on case studies. My supervisor ask me to publish my protocol somewhere.
Relevant answer
Answer
Thanks a lot for your recommendation. My team published a lot of papers in applied ergonomics, but I didn't know that they can also accept some design protocols. I'll take a lot at it better. Thanks!
Best Regards,
Meng
  • asked a question related to Virtual Reality
Question
6 answers
I am currently exploring which software is available to support the analysis and visualisation of eye tracking data gathered in VR studies. The software would have to be compatible with HTC Vive Pro Eye.
Do you have experience in this regard? Your recommendations are very much appreciated!
P.S. Perhaps HTC offers some analytics as well, but I cannot find a detailed description, nor how useful these are for research purposes.
Kind regards,
Lizzy
Relevant answer
Answer
Hello Lizzy Bleumers
Im a Technical specialist at iMotions, and we have a working integration for HTC Vive eye pro. https://imotions.com/biosensor/eye-tracking-vr/
The integration allows for every analytical feature you normally associate with Eye-tracking, such as AOI's, Heatmaps, Beeswam, Gaze replay, Saccade metrics, or Live gaze reporting.
iMotions has an integrated 360 player for HTC Vive eye pro, meaning you just need to load your 360 videos into our software to gain analytical insights.
We also do onboardings and special training if you want to apply your eyetracking to a full 3D environment in VR.
iMotions main purpose is to synchronize sensors, so our main selling point isn't our VR integration. It's the fact that you can use VR eyetracking synched with other biometric sensors, such as EDA, ECG, or EEG.
I attached a few images to show the AOI's and heatmaps.
Also, just for your interest, I attached two videos, one showing Eye-tracking in a VR environment, based on a post-recording, but very similar to how it looks live.
The second is just a fun video of my colleague playing Beat saber while im monitoring his EDA peak levels and his EEG Frontal Asymmetry.
Feel free to drop by our website if you want a free demonstration of the software.
Cheers
/Mike Thomsen
  • asked a question related to Virtual Reality
Question
12 answers
Research title:
The effectiveness of gamified virtual reality for increasing adherence to exercise, affecting perceived exertion and improving mental and physical health: A preliminary study
Any feedback/suggestions would be greatly appreciated. I've also considered splitting this into multiple papers, however I feel that these variables are all interlinked.
Relevant answer
Answer
Not necessarily too complex... just too much jargon.... you can try something more simple like this:
A preliminary investigation into the effects of virtual reality videogame play on exercise adherence, ratings of perceived exertion, and mental and physical health
.... or if you have the results then you can change the title to reflect that. Using the terms "effect" or "effectiveness" is ambiguous... does is improve, enhance, increase... etc.!? If so, then you can adjust the title accordingly. Good luck!
  • asked a question related to Virtual Reality
Question
5 answers
I conducted a big research project looking into a few different aspects of a virtual reality programme. I used 3D motion capture, heart rate monitoring and questionnaires to investigate, mental health benefits, physical health benefits and adherence. This project effectively looked into 2/3 different research questions at once. Would it be right to split these up into different papers under different titles or should I try to come up with a title that includes all aspects of this study and write it up in one paper?
Relevant answer
Answer
Two papers would be fine so long as there is enough material. The split can be physical health vs mental health
  • asked a question related to Virtual Reality