scholarly journals The Representation of Food-Related Environments in Virtual Reality

2020 ◽  
Vol 4 (Supplement_2) ◽  
pp. 1309-1309
Author(s):  
James Hollis ◽  
Shelley Woodall

Abstract Objectives Virtual reality (VR) potentially provides an innovative tool for nutrition education/counselling. The objective of this study was to determine the a) sense of ‘presence’ (the feeling of being in a scene) experienced in two food related VR scenes b) capture information regarding the participants experiences in VR. Methods Two 3D, food-related scenes were created for this study: supermarket or fast food restaurant. The scenes were displayed using a VR head mounted display or on a standard PC monitor. The participants were able to move around each scene and could interact with various elements to obtain nutrition information about a food. Thirty-one adults were recruited for this study and reported to the laboratory on 4 occasions separated by at least 48 hours. Participants were randomized to a treatment order. On reporting to the laboratory, the participants had surface electrodes attached to determine heart rate and electrodermal activity. The participant was then required to sit quietly for 10 minutes for baseline measures to be collected. Then, in the VR treatments, a VR headset was placed on the participants head and the relevant scene displayed. For the PC treatments, the same scenes were displayed on a PC monitor. The participants were required to remain in the different scenes for at least 5 minutes. Then, the headset was removed and the participant completed questionnaires regarding their experiences in the VR and PC scenes. Results Participants ranged in age from <25 years to over 65 years. All participants used computers in their daily life but generally had no or little experience in VR. Participants reported a higher sense of presence in the VR treatments compared to the PC treatments (P < 0.05). The VR scenes also created a greater sense of the scene being the ‘dominant reality’ and elicited a greater sense that the participant were actually in the scene (P < 0.05). There was no difference in the participant's ability to complete tasks in the VR and PC scenes. Moreover, feelings of nausea were not different between the VR and PC scenes. The participant's heart rate was significantly higher in the VR treatments (P < 0.05). Conclusions This study provides data that supports the development of VR as a nutrition education/counselling tool. Further research is required to develop VR as an effective education tool. Funding Sources None.

2003 ◽  
Vol 51 (4) ◽  
pp. 302-315 ◽  
Author(s):  
Evelyn K. Orman

This study is an examination of the effect of computer-generated virtual reality graded exposure on the physiological and psychological responses of performing musicians. Eight university saxophone majors, five men and three women, participated in twelve 15- to 20-minute weekly practice sessions during which they were immersed in one of four different virtual environments designed to elicit various anxiety levels. Baseline heart rates and subjective measurements were taken prior to immersion and continued throughout the exposure period. In addition, heart rate and subjective measurements were recorded for three live performances given by each subject before beginning the virtual reality exposure and after completion of the sixth and the twelfth exposure sessions. Findings indicated that the virtual environments did elicit a sense of presence and may have provided the means for desensitization. Heart-rate readings and psychological indications of anxiety did not always correspond.


2020 ◽  
Author(s):  
Qing Liu ◽  
Wenjuan Zhang

Abstract Background: The aim of the present study is to investigate the sex differences in stress reactivity to the Trier Social Stress Test (TSST) in a virtual reality(TSST-VR). Methods: Healthy young male (n = 30) and female (n = 30) undergraduates were randomly assigned to a psychosocial stress protocol (TSST) condition or to a non-stressful control condition (Placebo-TSST) under VR. Electrodermal activity (EDA), heart rate (HR) and heart rate variability (HRV) were measured throughout the study. The subjective scales of stress and emotion were also conducted. Results: The results showed that after VR, the stress group reported higher stress perceptions than the non-stress group. Compared with females, the males stronger EDA and higher HRV before the VR, and lower HR during VR as well as higher HRV after VR. The correlation between subjective and objective reactivity demonstrated that HRV during VR was negatively correlated to depression and negative affect. The HRV after VR was negatively correlated to the positive coping but was positively correlated to the depression. Conclusions: These findings suggest that the TSST-VR could be used as an available tool for testing gender differences to social stress induction in experimental settings. Compared with females, males were more sensitive to stress.


PLoS ONE ◽  
2021 ◽  
Vol 16 (7) ◽  
pp. e0254098
Author(s):  
Javier Marín-Morales ◽  
Juan Luis Higuera-Trujillo ◽  
Jaime Guixeres ◽  
Carmen Llinares ◽  
Mariano Alcañiz ◽  
...  

Many affective computing studies have developed automatic emotion recognition models, mostly using emotional images, audio and videos. In recent years, virtual reality (VR) has been also used as a method to elicit emotions in laboratory environments. However, there is still a need to analyse the validity of VR in order to extrapolate the results it produces and to assess the similarities and differences in physiological responses provoked by real and virtual environments. We investigated the cardiovascular oscillations of 60 participants during a free exploration of a real museum and its virtualisation viewed through a head-mounted display. The differences between the heart rate variability features in the high and low arousal stimuli conditions were analysed through statistical hypothesis testing; and automatic arousal recognition models were developed across the real and the virtual conditions using a support vector machine algorithm with recursive feature selection. The subjects’ self-assessments suggested that both museums elicited low and high arousal levels. In addition, the real museum showed differences in terms of cardiovascular responses, differences in vagal activity, while arousal recognition reached 72.92% accuracy. However, we did not find the same arousal-based autonomic nervous system change pattern during the virtual museum exploration. The results showed that, while the direct virtualisation of a real environment might be self-reported as evoking psychological arousal, it does not necessarily evoke the same cardiovascular changes as a real arousing elicitation. These contribute to the understanding of the use of VR in emotion recognition research; future research is needed to study arousal and emotion elicitation in immersive VR.


2020 ◽  
Vol 7 (5) ◽  
pp. 577-590
Author(s):  
José L Soler-Domínguez ◽  
Carla de Juan ◽  
Manuel Contero ◽  
Mariano Alcañiz

Abstract A defining virtual reality (VR) metric is the sense of presence, a complex, multidimensional psychophysical construct that represents how intense is the sensation of actually being there, inside the virtual environment (VE), forgetting how technology mediates the experience. Our paper explores how locomotion influences presence, studying two different ways of artificial movement along the VE: walking-in-place (through head bobbing detection) and indirect walking (through touchpad). To evaluate that influence, a narrative-neutral maze was created, from where 41 participants (N=41) had to escape. Measuring presence is a controversial topic since there is not a single, objective measure but a wide range of metrics depending on the different theoretical basis. For this reason, we have used for the first time, representative metrics from all three traditional dimensions of presence: subjective presence (SP) (self-reported through questionnaires), behavioral presence (BP) (obtained from unconscious reactions while inside the VE), and physiological presence (PP) [usually measured using heart rate or electrodermal activity (EDA)]. SP was measured with the ITC-SOPI questionnaire, BP by collecting the participants’ reactions, and PP by using a bracelet that registered EDA. The results show two main findings: (i) There is no correlation between the different presence metrics. This opens the door to a simpler way of measuring presence in an objective, reliable way. (ii) There is no significant difference between the two locomotion techniques for any of the three metrics, which shows that the authenticity of VR does not rely on how you move within the VE.


2020 ◽  
Vol 32 (4) ◽  
pp. 176-186 ◽  
Author(s):  
Christoph Rockstroh ◽  
Johannes Blum ◽  
Anja S. Göritz

Abstract. This study explored the effects of combining virtual reality (VR) and biofeedback on the restorativeness of the created experience as judged by the user and the user’s sense of presence. In a between-subjects experiment, we disentangled the effects of display type (VR vs. computer screen) and biofeedback (electrodermal activity biofeedback vs. no biofeedback) in the context of immersive simulated relaxation environments. After a stress induction, 94 healthy participants were randomly assigned to one of four relaxing treatments. There were no treatment-specific differences in subjective stress or physiological arousal. However, VR compared with computer screen increased the sense of presence and, partly, perceived restorativeness. When combined with VR, biofeedback increased physical presence and, in part, perceived restorativeness. The study offers insight that allows for the identification of future research avenues.


2021 ◽  
Author(s):  
Jeroen S. Lemmens ◽  
Monika Simon ◽  
Sindy R. Sumter

AbstractCompared to traditional screen-based media, virtual reality (VR) generally leads to stronger feelings of presence. The current study aimed to investigate whether playing games in VR resulted in a stronger sense of presence than playing on a TV, and whether these feelings of presence affected players’ emotional and physiological responses to the games. Two experiments were conducted among 128 students, comparing the effects of playing either a survival horror game (N = 59) or a first-person shooter (N = 69) on a TV or in VR on physiological and subjective fear, hostility and enjoyment. Results showed that playing games in VR resulted in a stronger sense of presence, lower heart rate variability and a stronger subjective sense of fear. The feeling of presence thereby mediated the effects of VR on fear. The effects of playing a first-person shooter in VR on hostility were mixed, and gaming in VR was not more enjoyable than on TV. Regardless of the type of game or display medium, hostility increased significantly post-play. This study provides evidence that commercial VR games can affect feelings of presence and the physiological and emotional state of players.


2021 ◽  
Author(s):  
Sergo Martirosov ◽  
Marek Bureš ◽  
Tomáš Zítka

AbstractIt is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001).


2021 ◽  
pp. 1-17
Author(s):  
Iqra Arshad ◽  
Paulo De Mello ◽  
Martin Ender ◽  
Jason D. McEwen ◽  
Elisa R. Ferré

Abstract Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree head-mounted display VR. In traditional 360-degree VR experiences, translational movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may trigger symptoms of cybersickness. We evaluated whether a new Artificial Intelligence (AI) software designed to supplement the 360-degree VR experience with artificial six-degrees-of-freedom motion may reduce cybersickness. Explicit (simulator sickness questionnaire and Fast Motion Sickness (FMS) rating) and implicit (heart rate) measurements were used to evaluate cybersickness symptoms during and after 360-degree VR exposure. Simulator sickness scores showed a significant reduction in feelings of nausea during the AI-supplemented six-degrees-of-freedom motion VR compared to traditional 360-degree VR. However, six-degrees-of-freedom motion VR did not reduce oculomotor or disorientation measures of sickness. No changes were observed in FMS and heart rate measures. Improving the congruency between visual and vestibular cues in 360-degree VR, as provided by the AI-supplemented six-degrees-of-freedom motion system considered, is essential for a more engaging, immersive and safe VR experience, which is critical for educational, cultural and entertainment applications.


2019 ◽  
Vol 50 (2) ◽  
pp. 136-159 ◽  
Author(s):  
Federica Pallavicini ◽  
Alessandro Pepe ◽  
Maria Eleonora Minissi

Background. Virtual reality can provide innovative gaming experiences for present and future game players. However, scientific knowledge is still limited about differences between player’s experience in video games played in immersive modalities and games played in non-immersive modalities (i.e., on a desktop display). Materials and method. Smash Hit was played by 24 young adults in immersive (virtual reality) and non-immersive (desktop) condition. Self-report questionnaires (VAS-A, VAS-HP, VAS-SP, SUS, SUS-II) and psycho-physiological measures (heart rate and skin conductance) were used to assess usability, emotional response and the reported sense of presence. Results. No statistical differences emerged between the immersive and the non-immersive condition regarding usability and performance scores. The general linear model for repeated measures conducted on VAS-A, VAS-HP, VAS-SP scores for the virtual reality condition supported the idea that playing in the immersive display modality was associated with higher self-reported happiness and surprise; analysis on SUS-II revealed that the perceived sense of presence was higher in the virtual reality condition Discussion and conclusion. The proposed study provides evidence that (a) playing a video game in virtual reality was not more difficult than playing through a desktop display; (b) players showed a more intense emotional response, as assessed by self-report questionnaires and with psycho-physiological indexes (heart rate and skin conductance), after playing in virtual reality versus after playing through the desktop display; (c) the perceived sense of presence was found to be greater in virtual reality as opposed to the non-immersive condition.


2021 ◽  
Vol 5 (Supplement_2) ◽  
pp. 479-479
Author(s):  
James Hollis ◽  
Shelley Woodall

Abstract Objectives The use of grocery store tours to provide nutrition education has increased in popularity. Participants in these tours can accompany a nutrition professional as they walk through a grocery store and receive information about products and their nutritional quality. However, there are several obstacles to this approach being more widely used. The objective of this ongoing research project is to show that people find virtual worlds to be acceptable, to determine the most effective method of delivering nutrition education virtually and to determine if people find information provided by an avatar to be credible. Methods An innovative technological approach is to create 3D virtual supermarkets that can be used to deliver nutrition information. We have created a 3D virtual supermarket where the viewer is provided with relevant nutrition information by an avatar in different sections of a virtual supermarket (e.g., produce, dairy, meat or cereals). The avatar uses props such as nutritional information panels, photos or videos to help convey specific information. We are currently conducting a study where participants experience a virtual grocery store tour using three different electronic mediums: handheld tablet, PC monitor or VR-HMD. After being randomized to a treatment order, the participant reports to the laboratory on three occasions. On reporting to the laboratory, the participant has a sensor attached to their wrist to measure heart rate, heart rate variability, skin conductance and skin temperature (to determine if there are physiological differences between the different mediums). They then remain seated quietly for ten minutes while baseline measures are taken. The participant then observes the store tour through the relevant medium. After the completion of the tour, the participant completes a questionnaire about their experiences of the tour. Results This is a study protocol and results are currently being collected. Conclusions This study will provide new information regarding an innovative approach to providing nutrition education. Funding Sources This project received no funding.


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