scholarly journals Studying Human Behaviour with Virtual Reality: The Unity Experiment Framework

2018 ◽  
Author(s):  
Jack Brookes ◽  
Matthew Warburton ◽  
Mshari Alghadier ◽  
Mark Mon-Williams ◽  
Faisal Mushtaq

AbstractVirtual Reality systems offer a powerful tool for human behaviour research. The ability to create three-dimensional visual scenes and measure responses to the visual stimuli enables the behavioural researcher to test hypotheses in a manner and scale that were previously unfeasible. For example, a researcher wanting to understand interceptive timing behaviour might wish to violate Newtonian mechanics, so objects move in novel 3D trajectories. The same researcher may wish to collect such data with hundreds of participants outside the laboratory, and the use of a VR headset makes this a realistic proposition. The difficulty facing the researcher is that sophisticated 3D graphics engines (e.g. Unity) have been created for game designers rather than behavioural scientists. In order to overcome this barrier, we have created a set of tools and programming syntaxes that allow logical encoding of the common experimental features required by the behavioural scientist. The Unity Experiment Framework (UXF) allows the researcher to readily implement several forms of data collection, and provides researchers with the ability to easily modify independent variables. UXF does not offer any stimulus presentation features, so the full power of the Unity game engine can be exploited. We use a case study experiment, measuring postural sway in response to an oscillating virtual room, to show how UXF can replicate and advance upon behavioural research paradigms. We show that UXF can simplify and speed up development of VR experiments created in commercial gaming software and facilitate the efficient acquisition of large quantities of behavioural research data.

2020 ◽  
Vol 73 (12) ◽  
pp. 2362-2375
Author(s):  
Hannah Masoner ◽  
Alen Hajnal ◽  
Joseph D Clark ◽  
Catherine Dowell ◽  
Tyler Surber ◽  
...  

Visual perception of whether an object is within reach while standing in different postures was investigated. Participants viewed a three-dimensional (3D) virtual reality (VR) environment with a stimulus object (red ball) placed at different egocentric distances. Participants reported whether the object was reachable while in a standard pose as well as in two separate active balance poses (yoga tree pose and toe-to-heel pose). Feedback on accuracy was not provided, and participants were not allowed to attempt to reach. Response time, affordance judgements (reachable and not reachable), and head movements were recorded on each trial. Consistent with recent research on perception of reaching ability, the perceived boundary occurred at approximately 120% of arm length, indicating overestimation of perceived reaching ability. Response times increased with distance, and were shortest for the most difficult pose—the yoga tree pose. Head movement amplitude increased with increases in balance demands. Unexpectedly, the coefficient of variation was comparable in the two active balance poses, and was more extreme in the standard control pose for the shortest and longest distances. More complex descriptors of postural sway (i.e., effort-to-compress) were predictive of perception while in the tree pose and the toe-to-heel pose, as compared with control stance. This demonstrates that standard measures of central tendency are not sufficient for describing multiscale interactions of postural dynamics in functional tasks.


Energies ◽  
2021 ◽  
Vol 14 (21) ◽  
pp. 7435
Author(s):  
Camilo de Lellis Barreto Junior ◽  
Alexandre Cardoso ◽  
Edgard Afonso Lamounier Júnior ◽  
Paulo Camargos Silva ◽  
Alexandre Carvalho Silva

The adoption of Virtual Reality (RV) technologies in prototype design and process revision has contributed to multiple industry areas. Nonetheless, the development of VR systems for engineering is a complex task, as it involves specialized teams handling low-level code development. Given these problems, the goal of this study is presenting a methodology for designing VR, through an Authoring System based on Computer-Aided Design (CAD). The presented methodology provides an easy integration of electric power substation floor plans and Virtual Reality software (VRS), as well as three-dimensional and symbol modeling conventions. Centralized software architecture was developed, composed of the CAD Editor, input manager and VRS. The methodology was evaluated through a case study applied to the conception (elaboration) of electric power substations (EPS) as part of a Research and Development (R&D) project for training and field assets supervision. The results demonstrated visual precision and high integrity in elaboration of a VR environment from the CAD floor plan. This work also presents a comparative analysis between manual conception and the Authoring System.


2015 ◽  
Vol 2015 ◽  
pp. 1-7 ◽  
Author(s):  
Christopher J. Wilson ◽  
Alessandro Soranzo

Recent proliferation of available virtual reality (VR) tools has seen increased use in psychological research. This is due to a number of advantages afforded over traditional experimental apparatus such as tighter control of the environment and the possibility of creating more ecologically valid stimulus presentation and response protocols. At the same time, higher levels of immersion and visual fidelity afforded by VR do not necessarily evoke presence or elicit a “realistic” psychological response. The current paper reviews some current uses for VR environments in psychological research and discusses some ongoing questions for researchers. Finally, we focus on the area of visual perception, where both the advantages and challenges of VR are particularly salient.


2021 ◽  
pp. 1329878X2110184
Author(s):  
Yu Zhang ◽  
Ian Weber

Virtual reality (VR) filmmaking presents a unique cinematic experience requiring new and innovative ways to conceptualise and practice specific aspects of the production process. This article integrates a range of adapted and modified filmmaking thinking, approaches and components into the cinematic virtual reality (CVR) language and grammar in the two critical areas of cinematography and editing. This focus provides a range of possible strategies and tools for would-be VR film directors to engage more efficiently and effectively in VR film production. The article utilises an extended case study of the VR feature film Calling to present the director/editor’s observations and experiences using transmedia journaling and three-dimensional (3D) CVR previsualisation as a simulation tool to create this dynamic, interactive CVR film.


Author(s):  
Alessandro Conti ◽  
Grazia Tucci ◽  
Valentina Bonora ◽  
Lidia Fiorini

Three-dimensional acquisition techniques, reality-based modelling and virtual reality are tools used in Digital Humanities prevalently for displaying the results of a study, but they can also suggest new methods of investigation to humanities scholars. In a case study regarding art history, these techniques made it possible to recreate the layout of the Sala di Saturno in Pitti Palace (Florence) in the 17th century, based on information obtained from archive documents on the tapestries designed for that hall and a 3D model expressly elaborated with geomatic techniques. The results were summarised in a video showed in 2019 during the exhibition on tapestries dedicated to Cosimo I de' Medici. A tool was also developed to assist exhibition and museum curators in their work. Through virtual reality, they can design temporary exhibitions or modify the display of the works of art in a museum in a realistic way, using visually and metrically accurate models of the pieces and exhibition rooms.


Author(s):  
R. Spallone ◽  
F. Lamberti ◽  
M. Guglielminotti Trivel ◽  
F. Ronco ◽  
S. Tamantini

Abstract. For years, virtual reconstruction in the figurative arts, and sculpture, in particular, has been developing and consolidating. The workflow from the acquisition to three-dimensional modelling and to the integration of missing parts, has been optimized through processes entirely implemented in the digital dimension. The most recent developments in augmented reality and virtual reality technologies, together with the possibility of using low-cost and widely available devices, have made it possible to establish new links between the real and the virtual. The experiences presented in this paper comes up within the agreement between the Politecnico di Torino and the Museo d’Arte Orientale (MAO). The workflow set up for this research involves: structure from motion (SfM) survey, 3D modelling, and 3D philological reconstruction, then develops a proposal to implement augmented and virtual reality experiences aimed at the communication and fruition of the exhibits. The case study concerns two Japanese statues, and proposes their visualisation with the respective weapons virtually reconstructed, and through VR, involving the reconstruction of the interior space of a temple recognised as philologically compatible with the location of the statues within a statuary complex.


Author(s):  
D. L. Callahan

Modern polishing, precision machining and microindentation techniques allow the processing and mechanical characterization of ceramics at nanometric scales and within entirely plastic deformation regimes. The mechanical response of most ceramics to such highly constrained contact is not predictable from macroscopic properties and the microstructural deformation patterns have proven difficult to characterize by the application of any individual technique. In this study, TEM techniques of contrast analysis and CBED are combined with stereographic analysis to construct a three-dimensional microstructure deformation map of the surface of a perfectly plastic microindentation on macroscopically brittle aluminum nitride.The bright field image in Figure 1 shows a lg Vickers microindentation contained within a single AlN grain far from any boundaries. High densities of dislocations are evident, particularly near facet edges but are not individually resolvable. The prominent bend contours also indicate the severity of plastic deformation. Figure 2 is a selected area diffraction pattern covering the entire indentation area.


2006 ◽  
Author(s):  
Georgina Cardenas-Lopez ◽  
Sandra Munoz ◽  
Maribel Gonzalez ◽  
Carmen Ramos
Keyword(s):  

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