Healthy young adults implement distinctive avoidance strategies while walking and circumventing virtual human vs. non-human obstacles in a virtual environment

2018 ◽  
Vol 61 ◽  
pp. 294-300 ◽  
Author(s):  
Wagner Souza Silva ◽  
Gayatri Aravind ◽  
Samir Sangani ◽  
Anouk Lamontagne
Author(s):  
Yungang Wei ◽  
Xiaoye Tan ◽  
Xiaoran Qin ◽  
Xiaohang Yu ◽  
Bo Sun ◽  
...  

The use of 3D virtual technology in cultural transmission has been more and more innovative and popular in the recent years. Meanwhile, with the high interactivity, experience of virtual technology deeply rooted in the people's hearts, the use of 3D virtual world in cultural transmission shows an evident advantage. Through scene construction and intelligent interaction in a 3D virtual world environment, we developed the project “Confucius' Journey”. And considering the problems in such applications, such as the lack of interaction and reduced effectiveness in representing the application purpose, we explored interactive objects and virtual human technology. In addition, we can verify the advantage of using the 3D platform via the experimental results.


Author(s):  
Evagoras G. Xydas ◽  
Loucas S. Louca

In this work, a nine-hole peg-board test (NHPT) arrangement is implemented in a Virtual Environment with the use of a Haptic Interface that has the form of a small robotic arm. The Haptic NHPT is used as a mean for investigating the validity of a quantitative metric, which is based on smoothness maximization, as a possible assessment parameter for three dimensional reaching tasks. More specifically this study refers to the assessment of people with multiple sclerosis. The basic metric is developed by combining a neurophysical concept, which suggests that the three dimensional trajectories are piecewise planar, with the minimum jerk model (MJM) which in turn maximizes the smoothness along a predefined path. A total number of sixteen persons participated in the study. From these, nine were healthy young adults and seven were people with MS of various ages and at different stages of disease progress. All participants performed the exercise three times, of which only the second and third were used in the analyses. The results showed that the employed procedure was successful for developing a motion analysis metric for the smoothness in three dimensional trajectories. Also, a clear and traceable difference in performance appeared between the two groups, by using the developed assessment metric.


2020 ◽  
Vol 35 (6) ◽  
pp. 976-976
Author(s):  
Coldiron A ◽  
Smith L ◽  
Helphrey J ◽  
Sawyer J ◽  
Flores E ◽  
...  

Abstract Objective A virtual reality-based prospective memory task was designed to examine whether a virtual environment would allow for a deeper level of processing and aid prospective memory performance. The purpose of this study was to compare young adults’ performance on analog and virtual reality-based prospective memory tasks. Method Young adult college students (N = 40; ages 18–26) completed both analog and virtual reality prospective memory tasks in the Virtual Kitchen Protocol. Results A within-subjects analysis of variance found that participants performed better on the analog prospective memory task than in virtual reality, F(1,39) = 12.46, p = .001. Conclusions Results suggest that the virtual environment served as a source of distraction rather than a memory aid for young adults’ prospective memory ability. However, this added level of distraction may mimic everyday prospective memory settings better than traditional analog tasks, suggesting that virtual prospective memory tasks may be able to better assess everyday prospective memory abilities.


2020 ◽  
Vol 35 (6) ◽  
pp. 979-979
Author(s):  
Shorter S ◽  
Coldiron A ◽  
Reed C ◽  
Glover T ◽  
Gutierrez R ◽  
...  

Abstract Objective The Virtual Environment Grocery Store (VEGS) was created to measure memory and everyday functional abilities (Parsons & McMahan, 2017). The objective of this study was to compare young adults’ recall of the VEGS shopping list with the CVLT-II in order to investigate what impact the virtual environment has on recall. Methods Young adults (ages 18–26, M = 18.90, SD = 1.60; N = 39) completed the VEGS and the CVLT-II. Results Young adults had higher recall on the CVLT-II than VEGS for immediate recall and delayed free recall, but there were no differences on delayed cued recall and delayed recognition. Conclusion Immediate and delayed free recall on the VEGS may be more difficult on the VEGS than the CVLT-II, perhaps reflecting the word length effect. The virtual environment may have allowed for deeper levels of processing, explaining the lack of differences on delayed cued recall and delayed recognition.


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