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1.
The experience of Virtual Reality (VR) can lead to unwanted or wanted psychological stress reactions. Highly immersive VR games for instance utilise extreme, life-threatening, or dangerous situations to achieve those responses from their players. There is also sufficient evidence that in clinical settings and specific situations, such as fear of heights or post-traumatic stress, virtual stimuli can lead to perceived stress for clients. However, there is a gap in research targeting everyday, mild emotional stimuli, which are neither extreme nor specific and which are not presented in an immersive system. To what extent can common stimuli in a non-immersive virtual environment elicit actual stress reactions for its users? We developed a desktop VR system and evaluated it in a study with 54 participants. We could show that virtual stimuli in a common, domestic family environment led to a significant increase in perceived stress as measured by quantitative (self-reports) and qualitative (semi-structured interviews analysed with a General Inductive Approach (GIA)) responses. The results also showed that the introduction of virtual stimuli induced significantly higher levels of perceived workload and sense of presence and led to different physiological reactions. These findings have implications for the design and implementation of non-immersive VR systems.  相似文献   

2.
Unfortunately, active shooter incidents are on the rise in the United States. With the recent technological advancements, virtual reality (VR) experiments could serve as an effective method to prepare civilians and law enforcement personnel for such scenarios. However, for VR experiments to be effective for active shooter training and research, such experiments must be able to evoke emotional and physiological responses as live active shooter drills and events do. The objective of this study is thus to test the effectiveness of an active shooter VR experiment on emotional and physiological responses. Additionally, we consider different locomotion techniques (i.e., walk-in-place and controller) and explore their impact on users’ sense of presence. The results suggest that the VR active shooter experiment in this study can induce emotional arousal and increase heart rate of the participants immersed in the virtual environment. Furthermore, compared to the controller, the walk-in-place technique resulted in a higher emotional arousal in terms of negative emotions and a stronger sense of presence. The study presents a foundation for future active shooter experiments as it supports the ecological validity using VR for active shooter incident related work for the purposes of training or research.  相似文献   

3.
Using virtual reality (VR) to examine risky behavior that is mediated by interpersonal contact, such as agreeing to have sex, drink, or smoke with someone, offers particular promise and challenges. Social contextual stimuli that might trigger impulsive responses can be carefully controlled in virtual environments (VE), and yet manipulations of risk might be implausible to participants if they do not feel sufficiently immersed in the environment. The current study examined whether individuals can display adequate evidence of presence in a VE that involved potential interpersonally-induced risk: meeting a potential dating partner. Results offered some evidence for the potential of VR for the study of such interpersonal risk situations. Participants’ reaction to the scenario and risk-associated responses to the situation suggested that the embodied nature of virtual reality override the reality of the risk’s impossibility, allowing participants to experience adequate situational embedding, or presence.  相似文献   

4.
Advancement of brain-computer interface (BCI) has shown its applications in various scenarios, including flight control. Flight simulator is a crucial part for aircraft design or experiment. Desktop virtual reality (VR)-based flight is a perfect choice for overcoming existing problems in head-mounted VR flight simulations, such as dizziness and isolation, which make interaction and sharing very difficult. In this paper, a BCI based on the steady-state visual evoked potential paradigm and a VR flight simulator were developed and integrated. The performance of the developed system was evaluated quantitatively for comparative studies. Experimental results show that the developed system is very convenient and suitable for VR flight simulations. The average operating accuracies with plane and VR visual stimuli are 81.6% and 86.8%, respectively. The VR visual stimuli can improve the average operating accuracy by 5.2% compared with the plane visual stimuli.  相似文献   

5.
G. Riva 《Virtual Reality》1998,3(4):259-266
While many virtual reality (VR) applications have emerged in the areas of entertainment, education, military training, physical rehabilitation, and medicine, only recently have some research projects begun to test the possibility of using virtual environments (VEs) for research in neuroscience, neurosurgery and for the study and rehabilitation of human cognitive and functional activities. Virtual reality technology could have a strong impact on neuroscience. The key characteristic of VEs is the high level of control of the interaction with the tool without the constraints usually found in computer systems. VEs are highly flexible and programmable. They enable the therapist to present a wide variety of controlled stimuli and to measure and monitor a wide variety of responses made by the user. However, at this stage, a number of obstacles exist which have impeded the development of active research. These obstacles include problems with acquiring funding for an almost untested new treatment modality, the lack of reference standards, the non-interoperability of the VR systems and, last but not least, the relative lack of familiarity with the technology on the part of researchers in these fields.  相似文献   

6.
The ability to recognize facial emotions is target behaviour when treating people with social impairment. When assessing this ability, the most widely used facial stimuli are photographs. Although their use has been shown to be valid, photographs are unable to capture the dynamic aspects of human expressions. This limitation can be overcome by creating virtual agents with feasible expressed emotions. The main objective of the present study was to create a new set of dynamic virtual faces with high realism that could be integrated into a virtual reality (VR) cyberintervention to train people with schizophrenia in the full repertoire of social skills. A set of highly realistic virtual faces was created based on the Facial Action Coding System. Facial movement animation was also included so as to mimic the dynamism of human facial expressions. Consecutive healthy participants (n = 98) completed a facial emotion recognition task using both natural faces (photographs) and virtual agents expressing five basic emotions plus a neutral one. Repeated-measures ANOVA revealed no significant difference in participants’ accuracy of recognition between the two presentation conditions. However, anger was better recognized in the VR images, and disgust was better recognized in photographs. Age, the participant’s gender and reaction times were also explored. Implications of the use of virtual agents with realistic human expressions in cyberinterventions are discussed.  相似文献   

7.
The future standards for immersive VR workshop at the IEEE Virtual Reality 2007 Conference aimed to foster an understanding between the VR and Web3D communities. Although the fields of VR and Web-based 3D graphics tend to view their technologies as different beasts, the technologies share many requirements regarding virtual world content: modeling, lighting, animation, interaction, and direct manipulation. This workshop focused on the common interests around the seamless access and delivery of interactive, network-based VR content and resources.  相似文献   

8.
The feeling of presence in a virtual reality (VR) is a concept without a standardized objective measurement. In the present study, we used event-related brain potentials (ERP) of the electroencephalogram (EEG) elicited by tones, which are not related to VR, as an objective indicator for the presence experience within a virtual environment. Forty participants navigated through a virtual city and rated their sensation of being in the VR (experience of presence), while hearing frequent standard tones and infrequent deviant tones, which were irrelevant for the VR task. Different ERP components elicited by the tones were compared between participants experiencing a high level of presence and participants with a low feeling of presence in the virtual city. Early ERP components, which are more linked to automatic stimulus processing, showed no correlation with presence experience. In contrast, an increased presence experience was associated with decreased late negative slow wave amplitudes, which are associated with central stimulus processing and allocation of attentional resources. This result supports the assumption that increased presence is associated with a strong allocation of attentional resources to the VR, which leads to a decrease of attentional resources available for processing VR-irrelevant stimuli. Hence, ERP components elicited by the tones are reduced. Particularly, frontal negative slow waves turned out to be accurate predictors for presence experience. Summarizing, late ERPs elicited by VR-irrelevant tones differ as a function of presence experience in VR and provide a valuable method for measuring presence in VR.  相似文献   

9.
针对传统儿童科普教育存在的沉浸感薄弱、知识传输方式单一的问题,设计基于多人网络虚拟现实(VR)技术的儿童科普系统.系统的设计采用模块化的构建方式,主要分为网络联机模块和虚拟现实科普教育业务控制模块.在网络联机模块中,建立起服务器,教师机,学生机之间的信息通信,实现多人信息的加载和多人空间位置的实时同步.虚拟现实科普教育...  相似文献   

10.
The Differenced Normalized Burn Ratio (ΔNBR) is widely used to map post‐fire effects in North America from multispectral satellite imagery, but has not been rigorously validated across the great diversity in vegetation types. The importance of these maps to fire rehabilitation crews highlights the need for continued assessment of alternative remote sensing approaches. To meet this need, this study presents a first preliminary comparison of immediate post‐fire char (black ash) fraction, as measured by linear spectral unmixing, and ΔNBR, with two quantitative one‐year post‐fire field measures indicative of canopy and sub‐canopy conditions: % live tree and dry organic litter weight (gm?2). Image analysis was applied to Landsat 7 Enhanced Thematic Mapper (ETM+) imagery acquired both before and immediately following the 2000 Jasper Fire, South Dakota. Post‐fire field analysis was conducted one‐year post‐fire. Although the immediate post‐fire char fraction (r 2 = 0.56, SE = 28.03) and ΔNBR (r 2 = 0.55, SE = 29.69) measures produced similarly good predictions of the % live tree, the standard error in the prediction of litter weight with the char fraction method (r 2 = 0.55, SE = 4.78) was considerably lower than with ΔNBR (r 2 = 0.52, SE = 8.01). Although further research is clearly warranted to evaluate more field measures, in more fires, and across more fire regimes, the char fraction may be a viable approach to predict longer‐term indicators of ecosystem recovery and may potentially act as a surrogate retrospective measure of the fire intensity.  相似文献   

11.
Virtual reality (VR) has been used both to simulate situations that are too dangerous to practice in real life and as a tool to help children learn. This study was conducted as part of a larger more comprehensive long-term research project which aims to combine the two techniques and demonstrate a novel application of the result, using immersive VR to help children learn about fire hazards and practice escape techniques. In the current study, a CAVE was used to immerse participants in a fire scene. To improve the children’s motivation for learning over prior VR fire-safety training methods, game-like interface interaction techniques were used and students were encouraged to explore the virtual world. Rather than being passive viewers, as in prior related studies, the children were given full control to navigate through the virtual environment and to interact with virtual objects using a game pad and a 6DOF wand. Students identified home fire hazards with a partner and then practiced escaping from a simulated fire in the virtual environment. To test for improved motivation, a user study was completed. Results indicate that students were more engaged by the new game-like learning environment and that they reported that they found the experience fun and intriguing. Their enhanced enthusiasm for what is relatively standard fire-safety information demonstrates the promise of using game-based virtual environments for vital but otherwise tedious fire-safety skills training for children.  相似文献   

12.
Advances in display devices are facilitating the integration of stereoscopic visualisation in our daily lives. However, autostereoscopic visualisation has not been extensively exploited. In this paper, we present a system that combines augmented reality (AR) and autostereoscopic visualisation. We also present the first study that compares different aspects using an autostereoscopic display with AR and virtual reality (VR), in which 39 children from 8 to 10 years old participated. In our study, no statistically significant differences were found between AR and VR. However, the scores were very high in nearly all of the questions, and the children also scored the AR version higher in all cases. Moreover, the children explicitly preferred the AR version (81%). For the AR version, a strong and significant correlation was found between the use of the autostereoscopic screen in games and seeing the virtual object on the marker. For the VR version, two strong and significant correlations were found. The first correlation was between the ease of play and the use of the rotatory controller. The second correlation was between depth perception and the game global score. Therefore, the combinations of AR and VR with autostereoscopic visualisation are possibilities for developing edutainment systems for children.  相似文献   

13.
Traditionally, emotion recognition is performed in response to stimuli that engage either one (vision: image or hearing: audio) or two (vision and hearing: video) human senses. An immersive environment can be generated by engaging more than two human senses while interacting with multimedia content and is known as MULtiple SEnsorial media (mulsemedia). This study aims to create a new dataset of multimodal physiological signals to recognize emotions in response to such content. To this end, four multimedia clips are selected and synchronized with fan, heater, olfaction dispenser, and haptic vest to augment cold air, hot air, olfaction, and haptic effects respectively. Furthermore, physiological responses including electroencephalography (EEG), galvanic skin response (GSR), and photoplethysmography (PPG) are observed to analyze human emotional responses while experiencing mulsemedia content. A t-test applied using arousal and valence scores show that engaging more than two human senses evokes significantly different emotions. Statistical tests on EEG, GSR, and PPG responses also show a significant difference between multimedia and mulsemedia content. Classification accuracy of 85.18% and 76.54% is achieved for valence and arousal, respectively, using K-nearest neighbor classifier and feature-level fusion strategy.  相似文献   

14.
Immersive virtual reality (VR) has attracted the attention of many researchers and educators who predicted that VR would considerably affect how learning and teaching are conducted. The research presented here aims to investigate how an interactive immersive virtual learning environment affects conceptual learning, specifically learning of fractions in mathematics. A virtual environment (VE) designed to simulate a playground was created and evaluated through empirical studies with 60 primary school students between the ages of 8 and 12. Results suggest that children who fully interacted with the VE were able to problem-solve but that there was no strong evidence of the expected conceptual change. Rather, it was the passive VR environment, where a virtual robot guided activity, that seemed to support student reflection and recall, leading to indications of sustained conceptual change.  相似文献   

15.
Previous investigations conducted on post-secondary adult students with learning disabilities (LD) suggest that deficits in visual-motor skills contribute to difficulties in written expression which impact academic achievement. Intervention strategies for individuals with LD include assistive computer-based technologies (ATs) to compensate for or maximize performance. However, research fails to assess the impact of ATs on performance, learning, and motivation of students with LD. Also, one of the limitations of ATs is that they cannot be used for assessment and training and there are very few methods to assess or train visual-motor skills in this population. The present study explores the usefulness of a hapto-visual virtual reality motor skills assessment (MSA) device for visual-motor functioning in adults with and without LD. This is a preliminary step of developing an intervention to improve impaired visual-motor skills in adults with LD. A sample of 22 male and female university students with and without LD had their visual-motor skills pretested using a standard paper-and-pencil Bender-Gestalt (BG) test and were compared according to their performance on the MSA tool. We hypothesized that our LD participants’ performance would be significantly lower than our control participants on the VR task in terms of number of errors and speed. Results showed that participants without LD performed better and more rapidly on the VR task than participants with LD. There were no correlations between the BG and MSA performance. We did not find significant differences between the groups on the Bender-Gestalt scores, previous experience with video game, arousal, and mood. Our results suggest that a novel 3D virtual reality tool such as the MSA can potentially discriminate motor function of people with and without LD; however, the difference between both may also be due to a lack of problem-solving ability in LD.  相似文献   

16.
Hand gesture recognition is important for interactions under VR environment. Traditional vision-based approaches encounter occlusion problems, and thus, wearable devices could be an effective supplement. This study presents a hand grasps recognition method in virtual reality settings, by fusing signals acquired using force myography (FMG), a muscular activity-based hand gesture recognition method, and Leap Motion. We conducted an experiment where participants performed grasping of virtual objects with VR goggles on their head, an FMG band on their wrist, and a Leap Motion positioned either on the desk or on the goggles (two experimental settings). The FMG, Leap Motion, and fusion of both signals were used for training and testing a simple, but effective linear discriminant analysis classifier, as well as three other mainstream classification algorithms. The results showed that the fusion of both signals achieved a significant improvement in classification accuracy, compared to using Leap Motion alone in both experimental settings.  相似文献   

17.
虚拟现实技术发展很快,有广泛的工业和商业应用。网络虚拟现实技术已越来越为工业制造业所关注,虚拟制造环境(VME)的一个主要用途是在线可视化和对3D信息的协作控制,这需要实时数据传输的支持。为了满足基于Internet的VE通信需求,特别是为满足虚拟制造和协作设计和控制,该文设计并实现了一个支持网络虚拟设计和制造的网络虚拟现实系统,此系统用MMS协议实现VE通信,并将工业控制服务集成于基于Internet的虚拟环境中。  相似文献   

18.
The increasing use of virtual reality (VR) environments in different domains of research and psychotherapy offers advantages over traditional treatment approaches. However, in order to feel immersed and involved by the VR experience, participants require VR scenarios that promote the subjective feeling of “being there,” i.e., presence. The most utilized mean of operationalization of presence is through self-report scales and questionnaires. This article aims to report the translation and adaptation of the presence questionnaire (PQ) into Brazilian Portuguese, comparing the factorial distribution of the adapted version with the original PQ. Translation and back-translations were conducted by a team of Brazilian psychologists and computer science professionals with experience on the field. Participants (n = 100) answered the Brazilian version of the questionnaire after wearing a head-mounted display (HMD) and driving a virtual automobile in a VR scenario. The principal component analysis of the translated version generated factors consistently with the original study; however, items that had equivocal construct adequacy in the original PQ changed factors. The factor structure of the PQ is discussed. The growing use of VR environments requires instruments assessing the presence of immersed individuals, and the Brazilian Portuguese version of the PQ appears to be a viable option.  相似文献   

19.
Sensory conflict theory explains that motion sickness in virtual reality (VR) systems can be caused due to the mismatch between visual and vestibular senses. This study examines whether coupling physical motions to visual stimuli in VR could reduce this discomfort. A motion-coupled VR system developed on a motion platform, providing vestibular cues to supplement visual roll from a head-mounted display (HMD), was used. Three conditions were tested: visual rotation only (stationary), visual-physical motion synchronised (synchronous), and vestibular motion with a self-referenced visual environment. Results show that when users are placed under a visual-vestibular synchronised condition, their subjective miserable score of cybersickness decreased while their comfort level of the overall experience increased. This indicates that a motion-coupled system, if integrated seamlessly in VR, could mitigate cybersickness symptoms.  相似文献   

20.
While olfactory cues affect the everyday human experience in the physical world, few studies have empirically examined the effect they could have on the human experience in virtual reality (VR). This project’s goal was to determine whether the exposure to olfactory stimuli would affect the senses of Presence (primary measure), Reality and Realism (exploratory measures) in VR. In a virtual kitchen devoid of obvious visual cues linking the visual scene to an odour, three groups of 20 randomly assigned participants (12 females and 8 males per group), unaware of the potential exposure to olfactory stimuli, were exposed to either ambient air, a pleasant odour, or an unpleasant odour. The results reveal that the unpleasant odour had a statistically significant effect on the sense of Presence (as measured by repeated brief measures of Presence and the Independent Television Commission Sense of Presence Inventory), but the pleasant one did not. The lower perceived intensity of the pleasant odour may have contributed to its lower detection rate which, in turn, may have contributed to the pleasant odour’s lack of effect on the sense of Presence. Neither of the olfactory stimuli had an effect on either the sense of Reality or the sense of Realism.  相似文献   

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