Best Practices in the Use of Augmented and Virtual Reality Technologies for SLA: Design, Implementation, and Feedback

Author(s):  
Olga Scrivner ◽  
Julie Madewell ◽  
Cameron Buckley ◽  
Nitocris Perez
2017 ◽  
Author(s):  
Jonathan Schlueter ◽  
Holly Baiotto ◽  
Melynda Hoover ◽  
Vijay Kalivarapu ◽  
Gabriel Evans ◽  
...  

2019 ◽  
Vol 76 (6) ◽  
pp. 1681-1690 ◽  
Author(s):  
Alexander Winkler-Schwartz ◽  
Vincent Bissonnette ◽  
Nykan Mirchi ◽  
Nirros Ponnudurai ◽  
Recai Yilmaz ◽  
...  

2021 ◽  
Author(s):  
Marisa Tassone

Virtual reality can be used to tell stories in ways that humans have never before experienced. Why doesn’t the display of virtual reality content reflect it’s immersive nature? Could the development of a spatial design and entrance/exit protocols allow for people to have more enticing experiences with this evolving medium? This MRP explores the reasons that have held back growth for virtual reality narrative experiences and displays. Through research, by observation of public virtual reality spaces and interviews of the operators of virtual reality experience centres, I have explored various sets of best practices. I culled together the best practices from each resource to create a physical virtual reality cinema where I could test and refine my findings.


2021 ◽  
Author(s):  
Marisa Tassone

Virtual reality can be used to tell stories in ways that humans have never before experienced. Why doesn’t the display of virtual reality content reflect it’s immersive nature? Could the development of a spatial design and entrance/exit protocols allow for people to have more enticing experiences with this evolving medium? This MRP explores the reasons that have held back growth for virtual reality narrative experiences and displays. Through research, by observation of public virtual reality spaces and interviews of the operators of virtual reality experience centres, I have explored various sets of best practices. I culled together the best practices from each resource to create a physical virtual reality cinema where I could test and refine my findings.


10.2196/11973 ◽  
2019 ◽  
Vol 6 (1) ◽  
pp. e11973 ◽  
Author(s):  
Brandon Birckhead ◽  
Carine Khalil ◽  
Xiaoyu Liu ◽  
Samuel Conovitz ◽  
Albert Rizzo ◽  
...  

BackgroundTherapeutic virtual reality (VR) has emerged as an efficacious treatment modality for a wide range of health conditions. However, despite encouraging outcomes from early stage research, a consensus for the best way to develop and evaluate VR treatments within a scientific framework is needed.ObjectiveWe aimed to develop a methodological framework with input from an international working group in order to guide the design, implementation, analysis, interpretation, and communication of trials that develop and test VR treatments.MethodsA group of 21 international experts was recruited based on their contributions to the VR literature. The resulting Virtual Reality Clinical Outcomes Research Experts held iterative meetings to seek consensus on best practices for the development and testing of VR treatments.ResultsThe interactions were transcribed, and key themes were identified to develop a scientific framework in order to support best practices in methodology of clinical VR trials. Using the Food and Drug Administration Phase I-III pharmacotherapy model as guidance, a framework emerged to support three phases of VR clinical study designs—VR1, VR2, and VR3. VR1 studies focus on content development by working with patients and providers through the principles of human-centered design. VR2 trials conduct early testing with a focus on feasibility, acceptability, tolerability, and initial clinical efficacy. VR3 trials are randomized, controlled studies that evaluate efficacy against a control condition. Best practice recommendations for each trial were provided.ConclusionsPatients, providers, payers, and regulators should consider this best practice framework when assessing the validity of VR treatments.


Author(s):  
Sophie Amberkar ◽  
Anna Delchamps ◽  
Zoe Glas ◽  
Chelsea Miller ◽  
Ryle Scribner ◽  
...  

Usability testing is typically taught with a desktop or mobile device in mind. As new platforms become more commonplace, it is important to master usability testing as applications scale cross-platform (including television, virtual reality, voice user interfaces, and screen readers). For all devices, there are key considerations across study recruitment, selection of the right prototype fidelity, lab research (including lab environment, observing, and recording the participant), and moderated remote research that should be kept in mind. This paper aggregates best practices for all six devices across these various topics.


2021 ◽  
Author(s):  
Daniel Harley ◽  
Jason Nolan ◽  
Anthony Walsh ◽  
Eric McQuiggan

Virtual reality is a new and rapidly changing medium, with best practices still emerging at various locations across the industry. This white paper summarizes industry research and development focusing on player experience and comfort, particularly interventions that seek to mitigate the effects of Simulator Sickness. In order to better collate, evaluate and understand the variety of approaches and practices across the gaming industry, Phantom Compass partnered with the Ryerson’s Responsive Ecologies Lab to develop and playtest three prototypes that employ the current best practices in an effort examine lessons learned and expand current VR design.


2020 ◽  
Vol 19 (1) ◽  
pp. 96-111
Author(s):  
Michael LaRocco

In this article, the author analyzes the ways in which the practices of virtual reality design are being standardized, focusing specifically on the Oculus Best Practices Guide (OBPG). Instructional writings like the OBPG are fruitful documents from which theories of practice can be extracted and, for companies like Oculus, they serve as alternative mission statements, articulating what Oculus wants and needs the standards and practices of its nascent product-medium to be. The author argues that the OBPG serves to create standards and practices that emphasize and maintain virtual reality (VR) user immersion in order to mitigate the weaknesses in the technology and better conform with VR’s idealized, hypothetical presentation in fiction and marketing rhetoric. The Guide plays a key role in Oculus’s larger attempts to mitigate market risk through the standardization of content across its distribution platforms in order to shape an inchoate technological object into a stable and lucrative entertainment medium. More broadly, the OBPG serves as an example of the specific ways in which market forces act on the development of new media practices, turning ‘standards’ into ‘industry standards’.


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