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1.
IEEE Trans Vis Comput Graph ; 30(5): 2745-2755, 2024 May.
Article in English | MEDLINE | ID: mdl-38437100

ABSTRACT

Active exploration in virtual reality (VR) involves users navigating immersive virtual environments, going from one place to another. While navigating, users often engage in secondary tasks that require attentional resources, as in the case of distracted driving. Inspired by research generally studying the effects of task demands on cybersickness (CS), we investigated how the attentional demands specifically associated with secondary tasks performed during exploration affect CS. Downstream of this, we studied how increased attentional demands from secondary tasks affect spatial memory and navigational performance. We discuss the results of a multi-factorial between-subjects study, manipulating a secondary task's demand across two levels and studying its effects on CS in two different sickness-inducing levels of an exploration experience. The secondary task's demand was manipulated by parametrically varying $n$ in an aural $n$-back working memory task and the provocativeness of the experience was manipulated by varying how frequently users experienced a yaw-rotational reorientation effect during the exploration. Results revealed that increases in the secondary task's demand increased sickness levels, also resulting in a higher temporal onset rate, especially when the experience was not already highly sickening. Increased attentional demand from the secondary task also vitiated navigational performance and spatial memory. Overall, increased demands from secondary tasks performed during navigation produce deleterious effects on the VR experience.


Subject(s)
Computer Graphics , Virtual Reality , Humans , Task Performance and Analysis , Attention
2.
Article in English | MEDLINE | ID: mdl-38437122

ABSTRACT

Mixed reality (MR) interactions feature users interacting with a combination of virtual and physical components. Inspired by research investigating aspects associated with near-field interactions in augmented and virtual reality (AR & VR), we investigated how avatarization, the physicality of the interacting components, and the interaction technique used to manipulate a virtual object affected performance and perceptions of user experience in a mixed reality fundamentals of laparoscopic peg-transfer task wherein users had to transfer a virtual ring from one peg to another for a number of trials. We employed a 3 (Physicality of pegs) X 3 (Augmented Avatar Representation) X 2 (Interaction Technique) multi-factorial design, manipulating the physicality of the pegs as a between-subjects factor, the type of augmented self-avatar representation, and the type of interaction technique used for object-manipulation as within-subjects factors. Results indicated that users were significantly more accurate when the pegs were virtual rather than physical because of the increased salience of the task-relevant visual information. From an avatar perspective, providing users with a reach envelope-extending representation, though useful, was found to worsen performance, while co-located avatarization significantly improved performance. Choosing an interaction technique to manipulate objects depends on whether accuracy or efficiency is a priority. Finally, the relationship between the avatar representation and interaction technique dictates just how usable mixed reality interactions are deemed to be.

3.
Article in English | MEDLINE | ID: mdl-37917527

ABSTRACT

This study investigated the extent that the non-verbal behaviors of virtual humans (VHs) and their socio-demographic attributes altered users' collision avoidance behaviors in Virtual Reality (VR). Users interacted with VHs representing different levels of ethnicities and gender, exhibiting different conditions of physical movement, and gaze behaviors. The VHs were depicted in three major ethnic conditions namely Asian, Caucasian, and Black. The physical movement states of the VHs were either static in the path of the user or walking toward the user in the opposite direction. The non-verbal gaze behavior of the VHs was either direct gaze or averted gaze. We used an HTC Vive tracking system to track users' performing real walking while we collected objective measures (i,e., continuous gaze, fixation gaze, clearance distance, and travel length), and subjective variables (i.e., game experiences and social presence). The results showed that the ethnicity of the VHs significantly impacted the gaze behavior of the users, and the gender of the VHs affected the user avoidance movement and their reciprocal gaze behavior. Our results revealed that users' physical movement, gaze behaviors, and collision avoidance were moderated by the VHs' perceived ethnicity, gender, and gaze behaviors. Understanding the impact of the socio-demographics attributes of VHs and their gaze behavior on users' collision avoidance is critical for applications in which users are navigating through virtual traffic, crowd, and other inter-personal simulations.

4.
IEEE Trans Vis Comput Graph ; 29(11): 4556-4566, 2023 Nov.
Article in English | MEDLINE | ID: mdl-37788204

ABSTRACT

Redirected walking allows users to naturally locomote within virtual environments that are larger than or different in layout from the physically tracked space. In this paper, we proposed novel optimization-driven alignment-based and Artificial Potential Field (APF) redirected walking controllers, as well as an integrated version of the two. The first two controllers employ objective functions of one variable, which is the included angle between the user's heading vector and the target vector originating from the user's physical position. The optimized angle represents the physical cell that is best aligned with the virtual cell or the target vector on which the designated point has the minimum APF value. The derived optimized angle is used to finely set RDW gains. The two objective functions can be optimized simultaneously, leading to an integrated controller that is potentially able to take advantage of the alignment-based controller and APF-based controller. Through extensive simulation-based studies, we found that the proposed alignment-based and integrated controllers significantly outperform the state-of-the-art controllers and the proposed APF based controller in terms of the number of resets. Furthermore, the proposed alignment controller and integrated controller provide a more uniform likelihood distribution across distance between resets, as compared to the other controllers.

5.
Article in English | MEDLINE | ID: mdl-37418399

ABSTRACT

Cybersickness (CS) is one of the challenges that has hindered the widespread adoption of Virtual Reality (VR). Consequently, researchers continue to explore novel means to mitigate the undesirable effects associated with this affliction, one that may require a combination of remedies as opposed to a solitary stratagem. Inspired by research probing into the use of distractions as a means to control pain, we investigated the efficacy of this countermeasure against CS, studying how the introduction of temporally time-gated distractions affects this malady during a virtual experience featuring active exploration. Downstream of this, we discuss how other aspects of the VR experience are affected by this intervention. We discuss the results of a between-subjects study manipulating the presence, sensory modality, and nature of periodic and short-lived (5-12 seconds) distractor stimuli across 4 experimental conditions: (1) no-distractors (ND); (2) auditory distractors (AD); (3) visual distractors (VD); (4) cognitive distractors (CD). Two of these conditions (VD and AD) formed a yoked control design wherein every matched pair of 'seers' and 'hearers' was periodically exposed to distractors that were identical in terms of content, temporality, duration, and sequence. In the CD condition, each participant had to periodically perform a 2-back working memory task, the duration and temporality of which was matched to distractors presented in each matched pair of the yoked conditions. These three conditions were compared to a baseline control group featuring no distractions. Results indicated that the reported sickness levels were lower in all three distraction groups in comparison to the control group. The intervention was also able to both increase the amount of time users were able to endure the VR simulation, as well as avoid causing detriments to spatial memory and virtual travel efficiency. Overall, it appears that it may be possible to make users less consciously aware and bothered by the symptoms of CS, thereby reducing its perceived severity.

6.
Article in English | MEDLINE | ID: mdl-37027700

ABSTRACT

User representations are critical to the virtual experience, and involve both the input device used to support interactions as well as how the user is virtually represented in the scene. Inspired by previous work that has shown effects of user representations on the perceptions of relatively static affordances, we attempt to investigate how end-effector representations affect the perceptions of affordances that dynamically change over time. Towards this end, we empirically evaluated how different virtual hand representations affect users' perceptions of dynamic affordances in an object retrieval task wherein users were tasked with retrieving a target from a box for a number of trials while avoiding collisions with its moving doors. We employed a 3 (virtual end-effector representation) X 13 (frequency of moving doors) X 2 (target object size) multi-factorial design, manipulating the input modality and its concomitant virtual end-effector representation as a between-subjects factor across three experimental conditions: (1) Controller (using a controller represented as a virtual controller); (2) Controller-hand (using a controller represented as a virtual hand); (3) Glove (using a hand tracked hi-fidelity glove represented as a virtual hand). Results indicated that the controller-hand condition produced lower levels of performance than both the other conditions. Furthermore, users in this condition exhibited a diminished ability to calibrate their performance over trials. Overall, we find that representing the end-effector as a hand tends to increase embodiment but can also come at the cost of performance, or an increased workload due to a discordant mapping between the virtual representation and the input modality used. It follows that VR system designers should carefully consider the priorities and target requirements of the application being developed when choosing the type of end-effector representation for users to embody in immersive virtual experiences.

7.
Article in English | MEDLINE | ID: mdl-37027728

ABSTRACT

Virtual Reality (VR) is well-known for its use in interdisciplinary applications and research. The visual representation of these applications could vary depending in their purpose and hardware limitation, and in those situations could require an accurate perception of size for task performance. However, the relationship between size perception and visual realism in VR has not yet been explored. In this contribution, we conducted an empirical evaluation using a between-subject design over four conditions of visual realism, namely Realistic, Local Lighting, Cartoon, and Sketch on size perception of target objects in the same virtual environment. Additionally, we gathered participants' size estimates in the real world via a within-subject session. We measured size perception using concurrent verbal reports and physical judgments. Our result showed that although participants' size perception was accurate in the realistic condition, surprisingly they could still tune into the invariant but meaningful information in the environment to accurately estimate the size of targets in the non-photorealistic conditions as well. We additionally found that size estimates in verbal and physical responses were generally different in real world and VR viewing and were moderated by trial presentation over time and target object widths.

8.
Article in English | MEDLINE | ID: mdl-37027732

ABSTRACT

Inspired by previous works showing promise for AR self-avatarization - providing users with an augmented self avatar, we investigated whether avatarizing users' end-effectors (hands) improved their interaction performance on a near-field, obstacle avoidance, object retrieval task wherein users were tasked with retrieving a target object from a field of non-target obstacles for a number of trials. We employed a 3 (Augmented hand representation) X 2 (density of obstacles) X 2 (size of obstacles) X 2 (virtual light intensity) multi-factorial design, manipulating the presence/absence and anthropomorphic fidelity of augmented self-avatars overlaid on the user's real hands, as a between subjects factor across three experimental conditions: (1) No-Augmented Avatar (using only real hands); (2) Iconic-Augmented Avatar; (3) Realistic Augmented Avatar. Results indicated that self-avatarization improved interaction performance and was perceived as more usable regardless of the anthropomorphic fidelity of avatar. We also found that the virtual light intensity used in illuminating holograms affects how visible one's real hands are. Overall, our findings seem to indicate that interaction performance may improve when users are provided with a visual representation of the AR system's interacting layer in the form of an augmented self-avatar.

9.
Article in English | MEDLINE | ID: mdl-37027739

ABSTRACT

With the popularity of Virtual Reality (VR) on the rise, creators from a variety of fields are building increasingly complex experiences that allow users to express themselves more naturally. Self-avatars and object interaction in virtual worlds are at the heart of these experiences. However, these give rise to several perception based challenges that have been the focus of research in recent years. One area that garners most interest is understanding the effects of self-avatars and object interaction on action capabilities or affordances in VR. Affordances have been shown to be influenced by the anthropometric and anthropomorphic properties of the self-avatar embodied. However, self-avatars cannot fully represent real world interaction and fail to provide information about the dynamic properties of surfaces in the environment. For example, pressing against a board to feel its rigidity. This lack of accurate dynamic information can be further amplified when interacting with virtual handheld objects as the weight and inertial feedback associated with them is often mismatched. To investigate this phenomenon, we looked at how the absence of dynamic surface properties affect lateral passability judgments when carrying virtual handheld objects in the presence or absence of gender matched body-scaled self-avatars. Results suggest that participants can calibrate to the missing dynamic information in the presence of self-avatars to make lateral passability judgments, but rely on their internal body schema of a compressed physical body depth in the absence of self-avatars.

10.
IEEE Trans Vis Comput Graph ; 29(8): 3698-3713, 2023 Aug.
Article in English | MEDLINE | ID: mdl-35468062

ABSTRACT

We present an empirical evaluation of immersion and self-avatars as compared to desktop viewing in Virtual Reality (VR) for learning computer programming and computational thinking in middle school education using an educational VR simulation. Students were asked to programmatically choreograph dance performances for virtual characters within an educational desktop application we built earlier called Virtual Environment Interactions (VEnvI). As part of a middle school science class, 90 students from the 6th and 7th grades participated in our study. All students first visually programmed dance choreography for a virtual character they created in VEnvI on a laptop. Then, they viewed and interacted with the resulting dance performance in a between-subjects design in one of the three conditions. We compared and contrasted the benefits of embodied immersive virtual reality (EVR) viewing utilizing a head-mounted display with a body-scaled and gender-matched self-avatar, immersive virtual reality only (IVR) viewing, and desktop VR (NVR) viewing with VEnvI on pedagogical outcomes, programming performance, presence, and attitudes towards STEM and computational thinking. Results from a cognition questionnaire showed that, in the learning dimensions of Knowledge and Understanding (Bloom's taxonomy) as well as Multistructural (SOLO taxonomy), participants in EVR and IVR scored significantly higher than NVR. Also, participants in EVR scored significantly higher than IVR. We also discovered similar results in objective programming performance and presence scores in VEnvI. Furthermore, students' attitudes towards computer science, programming confidence, and impressions significantly improved to be the highest in EVR and then IVR as compared to NVR condition. Our work suggests that educators and developers of educational VR simulations, who want to enhance knowledge and understanding as well as simultaneous acquisition of multiple abstract concepts, can do so by employing immersion and self-avatars in VR learning experiences.


Subject(s)
Immersion , Virtual Reality , Humans , Computer Graphics , Learning , Schools
11.
IEEE Trans Vis Comput Graph ; 28(11): 3907-3916, 2022 11.
Article in English | MEDLINE | ID: mdl-36048992

ABSTRACT

Prior research in depth perception and perceptuo-motor calibration have primarily focused on participants completing experiments in single sessions and therefore do not empirically evaluate changes over time. Further, these studies do not typically take into account the amount of experience that the participants have in virtual reality (VR) prior to participation, the role of experience during participation, or calibration that may occur throughout the experiment session. In this contribution, we conducted a novel empirical evaluation of how calibration affects perception-action coordination over time. We recruited novice VR users and they completed eight sessions of a depth perception reaching experiment over the course of 12 weeks. During these experiments, we examined how participants' ability to estimate depth in a virtual environment changed as they gradually gained experience. While previous literature has shown that participants tend to underestimate distances, we found that this underestimation diminished over time as they gained experience in the virtual environment. Our study highlights the need for carrying out VR studies over time and the influence that longitudinal calibration can have on spatial perception in long-term VR experiences.


Subject(s)
Computer Graphics , Virtual Reality , Humans , Calibration
12.
IEEE Trans Vis Comput Graph ; 28(11): 3767-3777, 2022 11.
Article in English | MEDLINE | ID: mdl-36049003

ABSTRACT

In this contribution, we empirically investigated the effect of small talk on the users' non-verbal behaviors and emotions when users interacted with a crowd of virtual humans (VHs) with positive behavioral dispositions. Users were tasked with collecting items in a virtual marketplace via natural speech-based dialogue with a crowd of virtual pedestrians and vendors. The users were able to engage in natural speech-based conversation in a predefined corpus of small talk content that covered various commonplace small talk topics such as conversations about the weather, general concerns, and entertainment based on similar real-life situations. For instance, the VHs with the small talk ability would ask the users some simple questions to make small talk or remind the users of their belongings. We conducted a between-subjects empirical evaluation to investigate whether the user behaviors and emotions were different between a small talk condition and a non-small talk condition, and examined gender effects of the participants. We collected objective and subjective measures of the users to analyze users' emotions and social interaction behaviors, when in conversation with VHs that either possessed small-talk capability or not, besides task or goal oriented dialogue capabilities. Our result revealed that the VHs with small talk capability could alter the emotions and non-verbal behaviors of the users. Furthermore, the non-verbal behaviors between female and male participants differed greatly in the presence or absence of small talk.


Subject(s)
Computer Graphics , Emotions , Humans , Male , Female , Emotions/physiology , Communication , Motivation
13.
IEEE Trans Vis Comput Graph ; 28(12): 4198-4210, 2022 12.
Article in English | MEDLINE | ID: mdl-34033542

ABSTRACT

The availability of new and improved display, tracking and input devices for Virtual Reality experiences has facilitated the use of partial and full body self-avatars in interaction with virtual objects in the environment. However, scaling the avatar to match the user's body dimensions remains to be a cumbersome process. Moreover, the effect of body-scaled self-avatars on size perception of virtual handheld objects and related action capabilities has been relatively unexplored. To this end, we present an empirical evaluation investigating the effect of the presence or absence of body-scaled self-avatars and visuo-motor calibration on frontal passability affordance judgments when interacting with virtual handheld objects. The self-avatar's dimensions were scaled to match the participant's eyeheight, arms length, shoulder width and body depth along the mid section. The results indicate that the presence of body-scaled self-avatars produce more realistic judgments of passability and aid the calibration process when interacting with virtual objects. Also, participants rely on the visual size of virtual objects to make judgments even though the kinesthetic and proprioceptive feedback of the object is missing or mismatched.


Subject(s)
Computer Graphics , Virtual Reality , Humans , Calibration , User-Computer Interface , Size Perception
14.
Sci Rep ; 10(1): 20353, 2020 11 23.
Article in English | MEDLINE | ID: mdl-33230290

ABSTRACT

Lack of standardization and unblinding threaten the research of mechanisms involved in expectancy effects on pain. We evaluated a computer-controlled virtual experimenter (VEx) to avoid these issues. Fifty-four subjects underwent a baseline-retest heat pain protocol. Between sessions, they received an expectancy manipulation (placebo or no-treatment) delivered by VEx or text-only control condition. The VEx provided standardized "social" interaction with the subjects. Pain ratings and psychological state/trait measures were recorded. We found an interaction of expectancy and delivery on pain improvement following the intervention. In the text conditions, placebo was followed by lower pain, whereas in the VEx conditions, placebo and no-treatment were followed by a comparable pain decrease. Secondary analyses indicated that this interaction was mirrored by decreases of negative mood and anxiety. Furthermore, changes in continuous pain were moderated by expectation of pain relief. However, retrospective pain ratings show an effect of expectancy but not of delivery. We conclude that we successfully applied an automated protocol for inducing expectancy effects on pain. The effect of the VEx regardless of treatment may be due to interactions of attention allocation and locus of control. This points to the diversity of expectancy mechanisms, and has implications for research and computer-based treatment applications.


Subject(s)
Anticipation, Psychological , Attention/physiology , Pain Perception/physiology , Pain/physiopathology , Adolescent , Adult , Female , Hot Temperature , Humans , Male , Pain/diagnosis , Placebo Effect , Retrospective Studies , User-Computer Interface
15.
JMIR Res Protoc ; 8(5): e13502, 2019 May 23.
Article in English | MEDLINE | ID: mdl-31124472

ABSTRACT

BACKGROUND: Heart failure (HF) causes significant economic and humanistic burden for patients and their families, especially those with a low income, partly due to high hospital readmission rates. Optimal self-care is considered an important nonpharmacological aspect of HF management that can improve health outcomes. Emerging evidence suggests that self-management assisted by smartphone apps may reduce rehospitalization rates and improve the quality of life of patients. We developed a virtual human-assisted, patient-centered mobile health app (iHeartU) for patients with HF to enhance their engagement in self-management and improve their communication with health care providers and family caregivers. iHeartU may help patients with HF in self-management to reduce the technical knowledge and usability barrier while maintaining a low cost and natural, effective social interaction with the user. OBJECTIVE: With a standardized systematic usability assessment, this study had two objectives: (1) to determine the obstacles to effective and efficient use of iHeartU in patients with HF and (2) to evaluate of HF patients' adoption, satisfaction, and engagement with regard to the of iHeartU app. METHODS: The basic methodology to develop iHeartU systems consists of a user-centric design, development, and mixed methods formative evaluation. The iterative design and evaluation are based on the guidelines of the American College of Cardiology Foundation and American Heart Association for the management of heart failure and the validated "Information, Motivation, and Behavioral skills" behavior change model. Our hypothesis is that this method of a user-centric design will generate a more usable, useful, and easy-to-use mobile health system for patients, caregivers, and practitioners. RESULTS: The prototype of iHeartU has been developed. It is currently undergoing usability testing. As of September 2018, the first round of usability testing data have been collected. The final data collection and analysis are expected to be completed by the end of 2019. CONCLUSIONS: The main contribution of this project is the development of a patient-centered self-management system, which may support HF patients' self-care at home and aid in the communication between patients and their health care providers in a more effective and efficient way. Widely available mobile phones serve as care coordination and "no-cost" continuum of care. For low-income patients with HF, a mobile self-management tool will expand their accessibility to care and reduce the cost incurred due to emergency visits or readmissions. The user-centered design will improve the level of engagement of patients and ultimately lead to better health outcomes. Developing and testing a novel mobile system for patients with HF that incorporates chronic disease management is critical for advancing research and clinical practice of care for them. This research fills in the gap in user-centric design and lays the groundwork for a large-scale population study in the next phase. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): DERR1-10.2196/13502.

16.
J Exp Psychol Appl ; 25(1): 1-24, 2019 Mar.
Article in English | MEDLINE | ID: mdl-30346194

ABSTRACT

In virtual reality (VR), avatars are graphical representations of people. Previous research highlights benefits of having a self-avatar when perceiving-acting while embedded in a virtual environment. We studied the effect that an altered avatar had on the perception of one's action capabilities. In Experiment 1, some participants acted with a normal, or faithful, avatar whereas another group of participants used an avatar with an extended arm, all in virtual reality. Experiment 2 utilized the same methodology and procedure as Experiment 1, except that only a calibration phase occurred in VR, whereas other phases were completed in the real world. All participants performed reaches to various distances presented visually. Results showed that calibration to altered dimensions of avatars is possible after receiving feedback while acting with the altered avatar. Calibration occurred more quickly when feedback was used to transition from a normal avatar to an altered avatar than when transitioning from the altered avatar back to the normal avatar without feedback. The implications of these findings for training in virtual reality simulations and for transfer to the real world are discussed, along with the implications for the concept of an embodied action schema. (PsycINFO Database Record (c) 2019 APA, all rights reserved).


Subject(s)
Perception , User-Computer Interface , Virtual Reality , Adolescent , Feedback , Female , Humans , Male , Movement/physiology
17.
IEEE Trans Vis Comput Graph ; 24(4): 1418-1427, 2018 04.
Article in English | MEDLINE | ID: mdl-29543160

ABSTRACT

With costs of head-mounted displays (HMDs) and tracking technology decreasing rapidly, various virtual reality applications are being widely adopted for education and training. Hardware advancements have enabled replication of real-world interactions in virtual environments to a large extent, paving the way for commercial grade applications that provide a safe and risk-free training environment at a fraction of the cost. But this also mandates the need to develop more intrinsic interaction techniques and to empirically evaluate them in a more comprehensive manner. Although there exists a body of previous research that examines the benefits of selected levels of interaction fidelity on performance, few studies have investigated the constituent components of fidelity in a Interaction Fidelity Continuum (IFC) with several system instances and their respective effects on performance and learning in the context of a real-world skills training application. Our work describes a large between-subjects investigation conducted over several years that utilizes bimanual interaction metaphors at six discrete levels of interaction fidelity to teach basic precision metrology concepts in a near-field spatial interaction task in VR. A combined analysis performed on the data compares and contrasts the six different conditions and their overall effects on performance and learning outcomes, eliciting patterns in the results between the discrete application points on the IFC. With respect to some performance variables, results indicate that simpler restrictive interaction metaphors and highest fidelity metaphors perform better than medium fidelity interaction metaphors. In light of these results, a set of general guidelines are created for developers of spatial interaction metaphors in immersive virtual environments for precise fine-motor skills training simulations.


Subject(s)
High Fidelity Simulation Training/standards , Virtual Reality , Adolescent , Adult , Cognition , Female , Humans , Male , Surveys and Questionnaires , Task Performance and Analysis , User-Computer Interface , Young Adult
18.
Acta Psychol (Amst) ; 181: 27-39, 2017 Nov.
Article in English | MEDLINE | ID: mdl-29040934

ABSTRACT

In studying human perception and performance researchers must understand how the body schema is modified to accurately represent one's capabilities when tools are used, as humans use tools that alter their capabilities frequently. The present work tested the idea that calibration is responsible for modifying an embodied action schema during tool use. We investigated calibration in the context of manual activity in near space through a behavioral measure. Participants made blind reaches to various visual distances in pre- and post-test phases using a short tool that did not extend their reach. During an intervening calibration phase they received visual feedback about the accuracy of their reaches, with half of the participants reaching with a tool that extended their reach by 30cm. Results indicated both groups showed calibration appropriate to the type of tool that they used during the calibration phase, and this calibration carried over to reaches made in the post-test. These results inform discussions on the proposed embodied action schema and have applications to virtual reality, specifically the development of self-avatars.


Subject(s)
Body Image , Calibration , Task Performance and Analysis , Tool Use Behavior , Visual Perception , Female , Humans , Male , Psychomotor Performance , Young Adult
19.
BMC Med Res Methodol ; 16: 84, 2016 07 18.
Article in English | MEDLINE | ID: mdl-27430476

ABSTRACT

BACKGROUND: Placebo effects are mediated by expectancy, which is highly influenced by psychosocial factors of a treatment context. These factors are difficult to standardize. Furthermore, dedicated placebo research often necessitates single-blind deceptive designs where biases are easily introduced. We propose a study protocol employing a virtual experimenter - a computer program designed to deliver treatment and instructions - for the purpose of standardization and reduction of biases when investigating placebo effects. METHODS: To evaluate the virtual experimenter's efficacy in inducing placebo effects via expectancy manipulation, we suggest a partially blinded, deceptive design with a baseline/retest pain protocol (hand immersions in hot water bath). Between immersions, participants will receive an (actually inert) medication. Instructions pertaining to the medication will be delivered by one of three metaphors: The virtual experimenter, a human experimenter, and an audio/text presentation (predictor "Metaphor"). The second predictor includes falsely informing participants that the medication is an effective pain killer, or correctly informing them that it is, in fact, inert (predictor "Instruction"). Analysis will be performed with hierarchical linear modelling, with a sample size of N = 50. Results from two pilot studies are presented that indicate the viability of the pain protocol (N = 33), and of the virtual experimenter software and placebo manipulation (N = 48). DISCUSSION: It will be challenging to establish full comparability between all metaphors used for instruction delivery, and to account for participant differences in acceptance of their virtual interaction partner. Once established, the presence of placebo effects would suggest that the virtual experimenter exhibits sufficient cues to be perceived as a social agent. He could consequently provide a convenient platform to investigate effects of experimenter behavior, or other experimenter characteristics, e.g., sex, age, race/ethnicity or professional status. More general applications are possible, for example in psychological research such as bias research, or virtual reality research. Potential applications also exist for standardizing clinical research by documenting and communicating instructions used in clinical trials.


Subject(s)
Randomized Controlled Trials as Topic/standards , Analgesics/pharmacology , Humans , Pain , Placebo Effect , Randomized Controlled Trials as Topic/methods , Reference Standards , Single-Blind Method , User-Computer Interface
20.
IEEE Trans Vis Comput Graph ; 22(4): 1326-35, 2016 Apr.
Article in English | MEDLINE | ID: mdl-26780808

ABSTRACT

Realistic versus stylized depictions of virtual humans in simulated inter-personal situations and their ability to elicit emotional responses in users has been an open question for artists and researchers alike. We empirically evaluated the effects of near visually realistic vs. non-realistic stylized appearance of virtual humans on the emotional response of participants in a medical virtual reality system that was designed to educate users in recognizing the signs and symptoms of patient deterioration. In a between-subjects experiment protocol, participants interacted with one of three different appearances of a virtual patient, namely visually realistic, cartoon-shaded and charcoal-sketch like conditions in a mixed reality simulation. Emotional impact were measured via a combination of quantitative objective measures were gathered using skin Electrodermal Activity (EDA) sensors, and quantitative subjective measures such as the Differential Emotion Survey (DES IV), Positive and Negative Affect Schedule (PANAS), and Social Presence questionnaire. The emotional states of the participants were analyzed across four distinct time steps during which the medical condition of the virtual patient deteriorated (an emotionally stressful interaction), and were contrasted to a baseline affective state. Objective EDA results showed that in all three conditions, male participants exhibited greater levels of arousal as compared to female participants. We found that negative affect levels were significantly lower in the visually realistic condition, as compared to the stylized appearance conditions. Furthermore, in emotional dimensions of interest-excitement, surprise, anger, fear and guilt participants in all conditions responded similarly. However, in social emotional constructs of shyness, presence, perceived personality, and enjoyment-joy, we found that participants responded differently in the visually realistic condition as compared to the cartoon and sketch conditions. Our study suggests that virtual human appearance can affect not only critical emotional reactions in affective inter-personal training scenarios. but also users' perceptions of personality and social characteristic of the virtual interlocutors.


Subject(s)
Computer Graphics , Emotions/physiology , Imaging, Three-Dimensional , Interpersonal Relations , User-Computer Interface , Ergonomics , Facial Expression , Female , Humans , Male
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