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- González Moraga, Fernando Renee, et al.
(författare)
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New Developments in Virtual Reality-Assisted Treatment of Aggression in Forensic Settings: The Case of VRAPT
- 2022
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Ingår i: Frontiers in Virtual Reality. - : Frontiers Media SA. - 2673-4192. ; 2
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Tidskriftsartikel (refereegranskat)abstract
- Aggression is a known problem in individuals being cared for in forensic settings, yet the evidence base for its treatment is scarce. Virtual Reality (VR) has been proposed as a promising addition to interventions in forensic settings, as it may increase the motivation among participants, bridge the gap between real life, therapeutic and laboratory experiences, and increase the ecological validity of psychological research. Recently, a new treatment for aggression using VR as the treatment environment, Virtual Reality Aggression Prevention Training (VRAPT), was developed to provide realistic and safe environments for participants to practice aggression management. In its current revised version, VRAPT is conceptualized as a form of cognitive behavioral therapy with its theoretical background in the General Aggression Model. Its purpose is to increase awareness of, and improve control over, one’s own aggression and that of others through social interactions in individually tailored virtual environments. This manuscript describes how the lessons learned from the first randomized controlled trial of VRAPT have been applied to further develop the method and discusses challenges and future directions for VR-assisted treatment of aggression in forensic settings. VRAPT is a new psychological treatment for aggression and the coming years will provide expanded scientific evidence for further developments and adaptations. Copyright © 2022 González Moraga, Klein Tuente, Perrin, Enebrink, Sygel, Veling and Wallinius.
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- Jang, So-Youn, et al.
(författare)
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RealityMedia : immersive technology and narrative space
- 2023
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Ingår i: Frontiers in virtual reality. - : Frontiers Media S.A.. - 2673-4192. ; 4
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Tidskriftsartikel (refereegranskat)abstract
- In this paper, we treat VR as a new writing space in the long tradition of inscription. Constructing Virtual Reality (VR) narratives can then be understood as a process of inscribing text in space, and consuming them as a process of "reading" the space. Our research objective is to explore the meaning-making process afforded by spatial narratives-to test whether VR facilitates traditional ways of weaving complex, multiple narrative strands and provides new opportunities for leveraging space. We argue that, as opposed to the linear space of a printed book, a VR narrative space is similar to the physical space of a museum and can be analyzed on three distinct levels: (1) the architecture of the space itself, (2) the collection, and (3) the individual artifacts. To provide a deeper context for designing VR narratives, we designed and implemented a testbed called RealityMedia to explore digital remediations of traditional narrative devices and the spatial, immersive, and interactive affordances of VR. We conducted task-based user study using a VR headset and follow-up qualitative interviews with 20 participants. Our results highlight how the three semantic levels (space, collection, and artifacts) can work together to constitute meaningful narrative experiences in VR.
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- Lamb, Maurice, et al.
(författare)
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Eye-Tracking Beyond Peripersonal Space in Virtual Reality : Validation and Best Practices
- 2022
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Ingår i: Frontiers in Virtual Reality. - : Frontiers Media S.A.. - 2673-4192. ; 3
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Tidskriftsartikel (refereegranskat)abstract
- Recent developments in commercial virtual reality (VR) hardware with embedded eye-tracking create tremendous opportunities for human subjects researchers. Accessible eye-tracking in VR opens new opportunities for highly controlled experimental setups in which participants can engage novel 3D digital environments. However, because VR embedded eye-tracking differs from the majority of historical eye-tracking research, in both providing for relatively unconstrained movement and stimulus presentation distances, there is a need for greater discussion around methods for implementation and validation of VR based eye-tracking tools. The aim of this paper is to provide a practical introduction to the challenges of, and methods for, 3D gaze-tracking in VR with a focus on best practices for results validation and reporting. Specifically, first, we identify and define challenges and methods for collecting and analyzing 3D eye-tracking data in VR. Then, we introduce a validation pilot study with a focus on factors related to 3D gaze tracking. The pilot study provides both a reference data point for a common commercial hardware/software platform (HTC Vive Pro Eye) and illustrates the proposed methods. One outcome of this study was the observation that accuracy and precision of collected data may depend on stimulus distance, which has consequences for studies where stimuli is presented on varying distances. We also conclude that vergence is a potentially problematic basis for estimating gaze depth in VR and should be used with caution as the field move towards a more established method for 3D eye-tracking.
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- Reski, Nico, 1987-, et al.
(författare)
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An Empirical Evaluation of Asymmetric Synchronous Collaboration Combining Immersive and Non-Immersive Interfaces Within the Context of Immersive Analytics
- 2022
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Ingår i: Frontiers in Virtual Reality. - Lausanne, Switzerland : Frontiers Media S.A.. - 2673-4192. ; 2
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Tidskriftsartikel (refereegranskat)abstract
- Collaboration is an essential part of data analysis, allowing multiple users to combine their expertise and to debate about the interpretation of data discoveries using their contextual knowledge. The design of collaborative interfaces within the context of Immersive Analytics remains challenging, particularly due to the various user-centered characteristics of immersive technologies. In this article, we present the use case of a system that enables multiple users to synchronously explore the same data in a collaborative scenario that combines immersive and non-immersive interfaces in an asymmetric role setup. Such a setup allows for bridging the gap when applying heterogeneous display and interaction technologies, enabling each analyst to have an independent and different view of the data, while maintaining important collaborative aspects during the joint data exploration. We developed an immersive VR environment (head- mounted display, 3D gestural input) and a non-immersive desktop terminal (monitor, keyboard and mouse) centered around spatio-temporal data exploration. Supported through a real-time communication interface, synchronous collaborative features are integrated in both interfaces, facilitating the users in their ability to establish a shared context and to make spatio-temporal references. We conducted an empirical evaluation with five participant pairs (within-subject design) to investigate aspects of usability, user engagement, and collaboration during a confirmative analysis task. Synthesis of questionnaire results in combination with additional log file analysis, audio activity analysis, and observations, revealed good usability scores, high user engagement, as well as overall close and balanced collaboration of enthusiastic pairs during the task completion independent of their interface type, validating our system approach in general. Further supported through the self-constructed Spatio-Temporal Collaboration Questionnaire, we are able to contribute with discussion and considerations of the presented scenario and the synchronous collaborative features for the design of similar applications.
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- Zhang, Jingyi, et al.
(författare)
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Gender expression and gender identity in virtual reality : avatars, role-adoption, and social interaction in VRChat
- 2024
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Ingår i: Frontiers in Virtual Reality. - : Frontiers Media S.A.. - 2673-4192. ; 5
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Tidskriftsartikel (refereegranskat)abstract
- Introduction: This study examines the complex relationship between gender, virtual reality, and social interaction.Methods: Utilizing unobtrusive observations and interviews within the VRChat platform, this research explored avatar choices, interactions, and full-body tracking (FBT) technology utilization as they related to users’ expressions and perceptions of gender in virtual reality (VR).Results: The findings revealed that cultural background plays a significant role in shaping gender expression and perception. Results demonstrated the fluidity of gender expression in virtual environments, highlighting how users can challenge and subvert traditional gender norms, and the potential of virtual reality as a tool for experiential learning, fostering cross-cultural understanding, and promoting inclusive and diverse gender expressions.Discussion: This study contributes to the emerging body of literature on virtual reality and gender, providing insights that can inform future research and technology development.
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