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Virtual placemaking: self-built environments and revisiting shared memories in virtual reality increase group cohesion

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Abstract Using virtual reality (VR) to revisit the past is a pervasive theme in philosophy, fiction, and futurism. We conducted a longitudinal exploratory study (N = 136) investigating how collectively revisiting shared real-world social interactions differs from envisioning plausible interactions in VR, and how experiencing self-built virtual environments or those built by others influences psychological and behavioral outcomes. Participants who revisited, compared to those who envisioned, reported greater increases in group cohesion, as well as higher collective psychological ownership and liking of virtual environments. They also used more first-person plural pronouns and language related to affiliation and social behavior. Participants in self-built virtual environments, compared to those in other-built environments, stood closer to others and reported greater increases in group cohesion and higher collective psychological ownership of the virtual environment. We discuss theoretical advances and practical implications for using VR to revisit memories.

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Human-Computer Interaction in Virtual Reality Environments: Design Principles and User Experience
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  • International Journal on Mechanical Engineering and Robotics
  • Richard Callaway + 1 more

Human-Computer Interaction (HCI) in Virtual Reality (VR) environments is a rapidly evolving field that seeks to enhance user experience through immersive and intuitive design principles. As VR technology advances, the interaction between humans and virtual systems becomes increasingly complex, requiring innovative approaches to ensure usability, accessibility, and engagement. This paper explores the fundamental principles of HCI in VR, focusing on interaction techniques, input modalities, feedback mechanisms, and the psychological impact of virtual experiences. Various interaction techniques, such as hand tracking, motion controllers, eye-tracking, and voice commands, are examined, highlighting their advantages and limitations in different applications. Additionally, feedback mechanisms, including haptic feedback, spatial audio, and visual cues, play a crucial role in enhancing realism and user immersion. The study also addresses cognitive and ergonomic challenges, such as motion sickness, cognitive load, and the importance of adaptive interfaces that accommodate diverse user needs. Furthermore, the concept of presence—the feeling of “being there” in a virtual space—is explored, emphasizing how design choices influence immersion and engagement. Accessibility considerations, including designing for users with disabilities and optimizing VR experiences for different demographics, are also discussed. By analyzing current trends, user experience research, and best practices, this study provides insights for designers, developers, and researchers aiming to create effective, user-friendly, and inclusive VR applications. Ultimately, the goal is to improve the seamless integration of humans and virtual environments, enhancing usability and effectiveness across various domains such as gaming, education, healthcare, and remote collaboration.

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User Experience and Engagement in the Reality–Virtuality Continuum: A Special Issue Guest Editorial
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User Experience and Engagement in the Reality–Virtuality Continuum: A Special Issue Guest Editorial

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  • Cite Count Icon 73
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Peripersonal Space: An Index of Multisensory Body–Environment Interactions in Real, Virtual, and Mixed Realities
  • Jan 22, 2018
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  • Andrea Serino + 8 more

Human-environment interactions normally occur in the physical milieu, and thus by medium of the body and within the space immediately adjacent to and surrounding the body; the peri-personal space (PPS). However, human interactions increasingly occur with or within virtual environments, and hence novel approaches and metrics must be developed to index human-environment interactions in virtual reality (VR). Here we present a multisensory task that measures the spatial extent of human PPS in real, virtual, and augmented realities. We validated it in a mixed reality ecosystem in which real environment and virtual objects are blended together in order to administer and control visual, auditory, and tactile stimuli in ecologically valid conditions. Within this mixed-reality environment, participants are asked to respond as fast as possible to tactile stimuli on their body, while task-irrelevant visual or audio-visual stimuli approach their body. Results demonstrate that, in analogy with observations derived from monkey electrophysiology and in real environmental surroundings, tactile detection is enhanced when visual or auditory stimuli are close to the body, and not when far from it. We then calculate the location where this multisensory facilitation occurs as a proxy of the boundary of PPS. We observe that mapping of PPS via audio-visual, as opposed to visual alone, looming stimuli results in sigmoidal fits – allowing for the bifurcation between near and far space – with greater goodness of fit. In sum, our approach is able to capture the boundaries of PPS on a spatial continuum, at the individual-subject level, and within a fully controlled and previously laboratory-validated setup, while maintaining the richness and ecological validity of real-life events. The task can therefore be applied to study the properties of peri-personal space in humans and to index the features governing human-environment interactions in virtual or mixed reality. We propose PPS as an ecologically valid and neurophysiologically established metric in the study of the impact of VR and related technologies on society and individuals.

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  • Cite Count Icon 3
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  • Aug 10, 2024
  • Sensors (Basel, Switzerland)
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  • Cite Count Icon 42
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  • Jul 8, 2022
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  • Momona Yamagami + 7 more

Virtual Reality (VR) applications often require users to perform actions with two hands when performing tasks and interacting with objects in virtual environments. Although bimanual interactions in VR can resemble real-world interactions—thus increasing realism and improving immersion—they can also pose significant accessibility challenges to people with limited mobility, such as for people who have full use of only one hand. An opportunity exists to create accessible techniques that take advantage of users’ abilities, but designers currently lack structured tools to consider alternative approaches. To begin filling this gap, we propose Two-In-One, a design space that facilitates the creation of accessible methods for bimanual interactions in VR from unimanual input. Our design space comprises two dimensions, bimanual interactions and computer assistance, and we provide a detailed examination of issues to consider when creating new unimanual input techniques that map to bimanual interactions in VR. We used our design space to create three interaction techniques that we subsequently implemented for a subset of bimanual interactions and received user feedback through a video elicitation study with 17 people with limited mobility. Our findings explore complex tradeoffs associated with autonomy and agency and highlight the need for additional settings and methods to make VR accessible to people with limited mobility.

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  • Andrea Stevenson Won + 2 more

This experiment examined the effects of social presence and perceived location of a virtual environment on participants' pain thresholds in a preregistered, within-subjects experiment. First, we examined the effects of social interaction versus being alone in a virtual environment. Second, we compared a virtual environment representing a remote location to a replication of the laboratory environment. Social interaction predicted increased pain tolerance, but there was no effect of the "location" of the virtual environment. To our knowledge, this research project is the first to use real-time social interaction in virtual reality as a distractor for experimental thermal pain, and the first to examine the potential interaction between social interaction and transportation to different virtual locations. While this task is not directly analogous to the experience of pain in a medical setting, this preliminary study indicates future avenues for patient treatment. Clinical Trial Registration number: 1701006910.

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Virtual Reality Pursuit: Using Individual Predispositions towards VR to Understand Perceptions of a Virtualized Workplace Team Experience
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This study investigates how individual predispositions toward Virtual Reality (VR) affect user experiences in collaborative VR environments, particularly in workplace settings. By adapting the Video Game Pursuit Scale to measure VR predisposition, we aim to establish the reliability and validity of this adapted measure in assessing how personal characteristics influence engagement and interaction in VR. Two studies, the first correlational and the second quasi-experimental, were conducted to examine the impact of environmental features, specifically the differences between static and mobile VR platforms, on participants’ perceptions of time, presence, and task motivation. The findings indicate that individual differences in VR predisposition significantly influence user experiences in virtual environments with important implications for enhancing VR applications in training and team collaboration. This research contributes to the understanding of human–computer interaction in VR and offers valuable insights for organizations aiming to implement VR technologies effectively. The results highlight the importance of considering psychological factors in the design and deployment of VR systems, paving the way for future research in this rapidly evolving field.

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Virtual reality stroke rehabilitation - hype or hope?
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Virtual reality stroke rehabilitation - hype or hope?

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A visually realistic grasping system for object manipulation and interaction in virtual reality environments
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A visually realistic grasping system for object manipulation and interaction in virtual reality environments

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  • Book Chapter
  • Cite Count Icon 8
  • 10.1007/978-3-031-11432-8_23
Intergenerational Interaction with Avatars in VR: An Exploratory Study Towards an XR Research Framework
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The dynamic development of solutions in the field of virtual and augmented reality poses challenges to designers. These challenges relate to both technical conditions, including hardware capabilities and software solutions, as well as psychophysical constructs conditioning the end users’ reception of the generated multimedia message. One of the key elements of the virtual and augmented reality experience is the interaction with the system through a virtual agent represented by an avatar, i.e. a reflection of the image of a participant in the virtual world, carrying on a conversation with the user. This paper presents a proposed software and hardware solution for conducting multifaceted research and comparative analysis of diverse interfaces and human-computer interaction in virtual and augmented reality. In the course of this research, statistically significant results were obtained indicating differences in perception between three types of virtual agents. Each of them represented by different avatars in a specially created research environment that allowed to conduct usability tests under reproducible conditions to study user interaction in virtual reality.

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  • Lucy Bryant + 5 more

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Virtual reality (VR) offers unique opportunities for examining intergroup interactions. Even though VR-based intergroup contact has been seen as promising in reducing prejudice, researchers have faced significant challenges to deliver effective virtual contact interventions and called for better understanding of VR-specific identity-related processes that are present during and facilitate the social interactions in VR. This is a follow-up study on the virtual intergroup contact intervention conducted among 132 White Italian adult participants. The intervention failed to obtain virtual intergroup contact effects on explicit prejudice and showed only a marginal improvement in implicit intergroup bias towards people of African descent following cooperative intergroup contact with a Black avatar. Critical factors contributing to decreasing prejudice in VR were co-presence, body ownership and common cyber identity. In this follow-up study, we examine an additional mechanism that may influence intergroup outcomes in VR contact: the experience of Collective Psychological Ownership of a Virtual Space (CPO-VS). Particularly, we examine the effect of CPO-VS on explicit and implicit attitudes toward people of African ethnic descent following cooperative intergroup contact with an avatar representing a Black person. Results showed that higher perceived CPO-VS was associated with more favorable explicit attitudes toward outgroup members following VR experience across conditions, but it did not moderate the effect of contact on outgroup attitudes. These findings suggest that fostering collective psychological ownership in shared virtual spaces may improve intergroup relations.

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Extended-Reality Technologies: An Overview of Emerging Applications in Medical Education and Clinical Care.
  • Jul 1, 2021
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  • Wilfredo López-Ojeda + 1 more

Extended-Reality Technologies: An Overview of Emerging Applications in Medical Education and Clinical Care.

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