Correcting distance estimates by interacting with immersive virtual environments: Effects of task and available sensory information.

2008 ◽  
Vol 14 (1) ◽  
pp. 61-72 ◽  
Author(s):  
David Waller ◽  
Adam R. Richardson
Author(s):  
Sun Joo (Grace) Ahn ◽  
Jesse Fox

Immersive virtual environments (IVEs) are systems comprised of digital devices that simulate multiple layers of sensory information so that users experience sight, sound, and even touch like they do in the physical world. Users are typically represented in these environments in the form of virtual humans and may interact with other virtual representations such as health-care providers, coaches, future selves, or treatment stimuli (e.g., phobia triggers, such as crowds of people or spiders). These virtual representations can be controlled by humans (avatars) or computers algorithms (agents). Embodying avatars and interacting with agents, patients can experience sensory-rich simulations in the virtual world that may be difficult or even impossible to experience in the physical world but are sufficiently real to influence health attitudes and behaviors. Avatars and agents are infinitely customizable to tailor virtual experiences at the individual level, and IVEs are able to transcend the spatial and temporal boundaries of the physical world. Although still preliminary, a growing number of studies demonstrate IVEs’ potential as a health promotion and therapy tool, complementing and enhancing current treatment regimens. Attempts to incorporate IVEs into treatments and intervention programs have been made in a number of areas, including physical activity, nutrition, rehabilitation, exposure therapy, and autism spectrum disorders. Although further development and research is necessary, the increasing availability of consumer-grade IVE systems may allow clinicians and patients to consider IVE treatment as a routine part of their regimen in the near future.


2021 ◽  
Vol 2 ◽  
Author(s):  
Jun Rong Jeffrey Neo ◽  
Andrea Stevenson Won ◽  
Mardelle McCuskey Shepley

What are strategies for the design of immersive virtual environments (IVEs) to understand environments’ influence on behaviors? To answer this question, we conducted a systematic review to assess peer-reviewed publications and conference proceedings on experimental and proof-of-concept studies that described the design, manipulation, and setup of the IVEs to examine behaviors influenced by the environment. Eighteen articles met the inclusion criteria. Our review identified key categories and proposed strategies in the following areas for consideration when deciding on the level of detail that should be included when prototyping IVEs for human behavior research: 1) the appropriate level of detail (primarily visual) in the environment: important commonly found environmental accessories, realistic textures, computational costs associated with increased details, and minimizing unnecessary details, 2) context: contextual element, cues, and animation social interactions, 3) social cues: including computer-controlled agent-avatars when necessary and animating social interactions, 4) self-avatars, navigation concerns, and changes in participants’ head directions, and 5) nonvisual sensory information: haptic feedback, audio, and olfactory cues.


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