Virtual reality as an empirical research tool — Exploring user experience in a real building and a corresponding virtual model

2015 ◽  
Vol 54 ◽  
pp. 363-375 ◽  
Author(s):  
S.F. Kuliga ◽  
T. Thrash ◽  
R.C. Dalton ◽  
C. Hölscher
2021 ◽  
Vol 9 (1) ◽  
pp. 5-16 ◽  
Author(s):  
Lars-Ole Wehden ◽  
Felix Reer ◽  
Robin Janzik ◽  
Wai Yen Tang ◽  
Thorsten Quandt

Researchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research has shown that VR technology can improve the gaming experience in a number of ways compared to traditional desktop gaming, for instance by amplifying immersion and flow. However, on the downside, a mismatch between physical locomotion and the movements of the avatar in the virtual world can also lead to unpleasant feelings when using VR technology—often referred to as cybersickness. One solution to this problem may be the implementation of novel passive repositioning systems (also called omnidirectional treadmills) that are designed to allow a continuous, more natural form of locomotion in VR. In the current study, we investigate how VR technology and the use of an omnidirectional treadmill influence the gaming experience. Traditional desktop gaming, VR gaming, and omnidirectional treadmill gaming are compared in a one-factorial experimental design (<em>N</em> = 203). As expected, we found that VR gaming on the one hand leads to higher levels of flow, presence, and enjoyment, but at the same time also is accompanied by higher levels of cybersickness than traditional desktop gaming. The use of the omnidirectional treadmill did not significantly improve the gaming experience and also did not reduce cybersickness. However, this more physically demanding form of locomotion may make omnidirectional treadmills interesting for exergame designers.


2006 ◽  
Author(s):  
Claudia Armbruster ◽  
Marc Wolter ◽  
Jakob T. Valvoda ◽  
Torsten Kuhlen ◽  
Will Spijkers ◽  
...  

2018 ◽  
Vol 11 (4) ◽  
pp. 1-27 ◽  
Author(s):  
Lal "Lila" Bozgeyikli ◽  
Evren Bozgeyikli ◽  
Srinivas Katkoori ◽  
Andrew Raij ◽  
Redwan Alqasemi

i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


Proceedings ◽  
2020 ◽  
Vol 63 (1) ◽  
pp. 44
Author(s):  
Lavinia Andrei ◽  
Doru-Laurean Baldean ◽  
Adela-Ioana Borzan

A control program was designed with Unity 5 virtual reality application in the automotive and robotics field. Thus, a virtual model of a robotic car was tested in a virtual reality program. After optimization, the smart controller was implemented on a specific model of the automated Chevrolet Camaro. The main objective of the present paper is to design a control program model to be tested in virtual reality and in a real-size car. Results concerning the virtual modeling of an automated car and its artificial intelligence controls have been presented and discussed, outlining the forces, torques, and context awareness capabilities of the car.


2021 ◽  
Vol 126 ◽  
pp. 103090
Author(s):  
Xin Zou ◽  
Steve O'Hern ◽  
Barrett Ens ◽  
Selby Coxon ◽  
Pascal Mater ◽  
...  

2019 ◽  
Vol 25 (5) ◽  
pp. 2134-2144 ◽  
Author(s):  
Marc Erich Latoschik ◽  
Florian Kern ◽  
Jan-Philipp Stauffert ◽  
Andrea Bartl ◽  
Mario Botsch ◽  
...  

2021 ◽  
Vol 11 (5) ◽  
pp. 222
Author(s):  
Rafael Darque Pinto ◽  
Bruno Peixoto ◽  
Miguel Melo ◽  
Luciana Cabral ◽  
Maximino Bessa

Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new technologies. This systematic review of empirical research aims at understanding whether the use of gaming strategies in virtual reality is beneficial for the learning of a second/foreign language or not. Results show that more than half of the articles proved that virtual reality technologies with gaming strategies can be used to learn a foreign language. It was also found that “learning” was the most evaluated dependent variable among the chosen records, augmented reality was the leading technology used, primary education and lower secondary was the most researched school stages, and the most used language to evaluate the use of gamified technology was by far the English language. Given the lack of directed investigation, it is recommended to use these technologies to support second language learning and not entirely replace traditional approaches. A research agenda is also proposed by the authors.


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