Abstract

Virtual reality is beneficial from a research and education perspective as it allows the assessment of participants in situations that would otherwise be ethically and practically difficult or impossible to study in the real world. This is especially the case where the assessment of human behaviour in the presence of stimuli (e.g. an aggressive dog) is being measured which could potentially constitute a risk in a real-world environment (e.g. a dog bite). Given that the dog is the most popular companion animal species, to date there is limited research that identifies and reviews the use of virtual and augmented reality directly relating to human-dog interactions. Furthermore, there also appears to be no review of the equipment and dog model specifications, such as dog breed and behaviours, which are currently used in these studies. As a result, this systematic scoping review searched ten databases to assess the current use and specifications of dog models which directly focused on human-dog interactions. Ten articles were identified. Six related to assessment or treatment of dog fear/phobia (cynophobia), three included multiple animal phobias, including dogs, and one article investigated the human and virtual dog interactions whilst walking. Six articles used a single breed (German Shepherd, Beagle, Doberman, and Rottweiler). Both the breed and behaviours displayed lacked justification and were often not evidence based. Specific measurements of model quality (e.g., polygons/vertices) were reported in only two articles which may affect repeatability and make comparisons between studies difficult. The virtual reality equipment (e.g. CAVE, head mounted display) and navigation methods (e.g. joystick, mouse, room scale walking) used varied between studies. In conclusion, there is a need for the accurate development and representation, including appearance and behaviours, of dog models in virtual and augmented reality. This is of high importance especially as most of the research covered in this review was conducted with the aim to treat the fear or phobia of dogs.

Highlights

  • Pet ownership in the United Kingdom is popular: as of 2020, 59% (17 million) of households owned a pet animal, the most popular species being dogs (33% of households; 12.5 million dogs) (PFMA, 2021)

  • Realistic pets are based on the appearance and/or behaviour of a real animal, e.g., Nintendo dogs; AIBO, and Lakaigo

  • Lin et al (2017) conducted a survey of 774 individuals who played games that included a virtual companion (e.g., Nintendo dogs) and found the main reason for playing was because the individual could not own a real pet and virtual companions were deemed a form of emotional support

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Summary

INTRODUCTION

Pet ownership in the United Kingdom is popular: as of 2020, 59% (17 million) of households owned a pet animal, the most popular species being dogs (33% of households; 12.5 million dogs) (PFMA, 2021). It is a more affordable alternative to the use of live animals whilst allowing for repeated treatments (Farrell et al, 2021) Examples, where this is the case, include, animal-assisted therapy (Ratschen and Sheldon, 2019) (e.g., the Dolphin swim club https://thedolphinswimclub.com/), dog phobia treatments (Farrell et al, 2021) and animal dissections (Lalley et al, 2010). Despite the latter benefits, to the authors’ knowledge, there has been no scoping review on the current use, efficacy, advantages and disadvantages of the use of dog models in VR and AR. 4) Describe the main findings of the research and measures used, both objective and subjective, to assess the human-dog interaction and other measures used in VR

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