Evaluating Engagement of Virtual Reality Games Based on First and Third Person Perspective Using EEG and Subjective Metrics

Author(s):  
Diego Monteiro ◽  
Hai-Ning Liang ◽  
Andrew Abel ◽  
Nilufar Bahaei ◽  
Rita de Cassia Monteiro
10.2196/18888 ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. e18888
Author(s):  
Susanne M van der Veen ◽  
Alexander Stamenkovic ◽  
Megan E Applegate ◽  
Samuel T Leitkam ◽  
Christopher R France ◽  
...  

Background Visual representation of oneself is likely to affect movement patterns. Prior work in virtual dodgeball showed greater excursion of the ankles, knees, hips, spine, and shoulder occurs when presented in the first-person perspective compared to the third-person perspective. However, the mode of presentation differed between the two conditions such that a head-mounted display was used to present the avatar in the first-person perspective, but a 3D television (3DTV) display was used to present the avatar in the third-person. Thus, it is unknown whether changes in joint excursions are driven by the visual display (head-mounted display versus 3DTV) or avatar perspective during virtual gameplay. Objective This study aimed to determine the influence of avatar perspective on joint excursion in healthy individuals playing virtual dodgeball using a head-mounted display. Methods Participants (n=29, 15 male, 14 female) performed full-body movements to intercept launched virtual targets presented in a game of virtual dodgeball using a head-mounted display. Two avatar perspectives were compared during each session of gameplay. A first-person perspective was created by placing the center of the displayed content at the bridge of the participant’s nose, while a third-person perspective was created by placing the camera view at the participant’s eye level but set 1 m behind the participant avatar. During gameplay, virtual dodgeballs were launched at a consistent velocity of 30 m/s to one of nine locations determined by a combination of three different intended impact heights and three different directions (left, center, or right) based on subject anthropometrics. Joint kinematics and angular excursions of the ankles, knees, hips, lumbar spine, elbows, and shoulders were assessed. Results The change in joint excursions from initial posture to the interception of the virtual dodgeball were averaged across trials. Separate repeated-measures ANOVAs revealed greater excursions of the ankle (P=.010), knee (P=.001), hip (P=.0014), spine (P=.001), and shoulder (P=.001) joints while playing virtual dodgeball in the first versus third-person perspective. Aligning with the expectations, there was a significant effect of impact height on joint excursions. Conclusions As clinicians develop treatment strategies in virtual reality to shape motion in orthopedic populations, it is important to be aware that changes in avatar perspective can significantly influence motor behavior. These data are important for the development of virtual reality assessment and treatment tools that are becoming increasingly practical for home and clinic-based rehabilitation.


2020 ◽  
Vol 11 ◽  
Author(s):  
Cristina Gonzalez-Liencres ◽  
Luis E. Zapata ◽  
Guillermo Iruretagoyena ◽  
Sofia Seinfeld ◽  
Lorena Perez-Mendez ◽  
...  

2021 ◽  
Vol 2 ◽  
Author(s):  
Collin Turbyne ◽  
Pelle de Koning ◽  
Dirk Smit ◽  
Damiaan Denys

Background: Virtual reality (VR) has been previously shown as a means to mitigate acute pain. The critical parameters involved in the clinical efficacy of mitigating acute pain from different perspectives remains unknown. This study attempted to further deconstruct the critical parameters involved in mitigating acute pain by investigating whether affective and physiological responses to painful stimuli differed between a first and a third person perspective in virtual reality.Methods: Two conditions were compared in a repeated-measures within subject study design for 17 healthy participants: First person perspective (i.e., where participants experienced their bodies from an anatomical and egocentric perspective) and third person perspective (i.e., where participants experienced their bodies from an anatomical perspective from across the room). The participants received noxious electrical stimulation at pseudorandom intervals and anatomical locations during both conditions. Physiological stress responses were measured by means of electrocardiography (ECG) and impedance cardiography (ICG). Subjective scores measuring tension, pain, anger, and fear were reported after every block sequence.Results: There were no significant differences in physiological stress responses between conditions. However, the participants reported significantly higher tension during the third person condition.Conclusion: Relative to a third person perspective, there are no distinct physiological benefits to inducing a first person perspective to mitigate physiological stress responses to acute pain in healthy individuals. However, there may be additional clinical benefits for doing so in specific clinical populations that have shown to benefit from relaxation techniques. Further research is needed in order to refine the clinical utility of different perspectives during virtual reality immersions that serve to act as a non-pharmacological analgesic during acute pain.


2021 ◽  
Vol 5 (8) ◽  
pp. 42
Author(s):  
Vivian Hsueh Hua Chen ◽  
Sarah Hian May Chan ◽  
Yong Ching Tan

This study examines the effect of perspective-taking via embodiment in virtual reality (VR) in improving biases against minorities. It tests theoretical arguments about the affective and cognitive routes underlying perspective-taking and examines the moderating role of self-presence in VR through experiments. In Study 1, participants embodied an ethnic minority avatar and experienced workplace microaggression from a first-person perspective in VR. They were randomly assigned to affective (focus on emotions) vs. cognitive (focus on thoughts) perspective-taking conditions. Results showed that ingroup bias improved comparably across both conditions and that this effect was driven by more negative perceptions of the majority instead of more positive perceptions of minorities. In Study 2, participants experienced the same VR scenario from the third-person perspective. Results replicated those from Study 1 and extended them by showing that the effect of condition on ingroup bias was moderated by self-presence. At high self-presence, participants in the affective condition reported higher ingroup bias than those in the cognitive condition. The study showed that in VR, the embodiment of an ethnic minority is somewhat effective in improving perceptions towards minority groups. It is difficult to clearly distinguish between the effect of affective and cognitive routes underlying the process of perspective-taking.


2020 ◽  
Author(s):  
Susanne M van der Veen ◽  
Alexander Stamenkovic ◽  
Megan E Applegate ◽  
Samuel T Leitkam ◽  
Christopher R France ◽  
...  

BACKGROUND Visual representation of oneself is likely to affect movement patterns. Prior work in virtual dodgeball showed greater excursion of the ankles, knees, hips, spine, and shoulder occurs when presented in the first-person perspective compared to the third-person perspective. However, the mode of presentation differed between the two conditions such that a head-mounted display was used to present the avatar in the first-person perspective, but a 3D television (3DTV) display was used to present the avatar in the third-person. Thus, it is unknown whether changes in joint excursions are driven by the visual display (head-mounted display versus 3DTV) or avatar perspective during virtual gameplay. OBJECTIVE This study aimed to determine the influence of avatar perspective on joint excursion in healthy individuals playing virtual dodgeball using a head-mounted display. METHODS Participants (n=29, 15 male, 14 female) performed full-body movements to intercept launched virtual targets presented in a game of virtual dodgeball using a head-mounted display. Two avatar perspectives were compared during each session of gameplay. A first-person perspective was created by placing the center of the displayed content at the bridge of the participant’s nose, while a third-person perspective was created by placing the camera view at the participant’s eye level but set 1 m behind the participant avatar. During gameplay, virtual dodgeballs were launched at a consistent velocity of 30 m/s to one of nine locations determined by a combination of three different intended impact heights and three different directions (left, center, or right) based on subject anthropometrics. Joint kinematics and angular excursions of the ankles, knees, hips, lumbar spine, elbows, and shoulders were assessed. RESULTS The change in joint excursions from initial posture to the interception of the virtual dodgeball were averaged across trials. Separate repeated-measures ANOVAs revealed greater excursions of the ankle (<i>P</i>=.010), knee (<i>P</i>=.001), hip (<i>P</i>=.0014), spine (<i>P</i>=.001), and shoulder (<i>P</i>=.001) joints while playing virtual dodgeball in the first versus third-person perspective. Aligning with the expectations, there was a significant effect of impact height on joint excursions. CONCLUSIONS As clinicians develop treatment strategies in virtual reality to shape motion in orthopedic populations, it is important to be aware that changes in avatar perspective can significantly influence motor behavior. These data are important for the development of virtual reality assessment and treatment tools that are becoming increasingly practical for home and clinic-based rehabilitation.


2021 ◽  
Vol 5 (1) ◽  
pp. 13-20
Author(s):  
I Gde Agung Sri Sidhimantra ◽  
Darlis Herumurti

Advances in technology makes it easier to gain access to the virtual world. This has led to more and more application and games being targeted towards the virtual world. But with the growing popularity of the virtual world, cybersickness has grown in popularity as well. This study aims to evaluate the factors affecting cybersickness in the Virtual Reality (VR) environment. There are few factors causing the effect of cybersickness in VR like duration, field of view, speed, habituation, and susceptibility of said user. Those factors affect differently in first person perspective(1pp) and third person perspective(3pp). To measure the cybersickness, a Virtual Reality Questionnaire (VRSQ) measurement index is utilized. The experiment was conducted with the following settings. The participants consisted of 20 males and 4 females who never used VR before. They performed task using short games. It consisted in total of 4 tasks (2 types of game (action and adventure) x 2 perspective (1pp and 3pp) = 4 tasks). The Latin Square design was used to minimize the effect of order. Then, a questionnaire was conducted after each treatment. Paired Dependent T-Tests was performed to check if there are differences in oculomotor, disorientation and VRSQ total score. There was a significant difference in 1pp and 3pp in both games. It is recommended to use third person perspective to reduce the cybersickness in VR environment.


2020 ◽  
Author(s):  
Manabu Yoshimura ◽  
Hiroshi Kurumadani ◽  
Junya Hirata ◽  
Hiroshi Osaka ◽  
Katsutoshi Senoo ◽  
...  

Abstract Background Regular body-powered prosthesis (bp-prosthesis) training often facilitates acquisition of skills through repeated practice but requires adequate time and motivation. Therefore, if there are auxiliary tools, such as indirect training, skill acquisition may be easy. In this study, we examined the effects of action observation (AO) using virtual reality (VR) as an auxiliary tool. We examined two different modalities during AO, VR and tablet device (Tab), and two perspectives, first- and third-person perspectives. This study aimed to examine whether AO training using VR is effective in acquiring bp-prosthetic control skills in the short term. Methods Forty healthy right-handed participants simulated bp-prosthesis with the non-dominant hand. They were divided into five groups with different interventions and displays for AO: first-person perspective on VR (VR1st), third-person perspective on VR (VR3rd), first-person perspective on Tab (Tab1st), third-person perspective on Tab (Tab3rd), and control group (Con) without AO. Participants of VR1st, VR3rd, Tab1st, and Tab3rd observed the video image of experts operating prosthesis twice, 10 min each time. We evaluated the immersion during the video observation using the Visual Analog Scale. Prosthetic control skills were evaluated using the box and block test (BBT) and bowknot task (BKT). Results In BBT, no significant enhancements of prosthetic control skills between groups were found. In contrast, the BKT change rates of prosthetic control skills in VR1st and VR3rd were significantly higher than those in Con (p < 0.001). Additionally, immersion scores of VR1st and VR3rd were higher than those of Tab3rd (p < 0.05), and there was a significant negative correlation between immersion and BKT change rate (Spearman’s rs = -0.47, p < 0.01). Conclusions In BKT (bilateral manual dexterity), VR video viewing led to significantly better short-term prosthetic control acqusition than Con. Additionally, it was suggested that the higher the immersion, the shorter the BKT task execution time. Our findings suggest that VR-based AO training is effective in acquiring bp-prosthetic control in the short term. Especially, it is effective for bilateral prosthetic control, which is necessary in the daily life of upper limb amputees.


2020 ◽  
Author(s):  
Xiaoyang Yu

The human brain and the human language are precisely constructed together by evolution/genes, so that in the objective world, a human brain can tell a story to another brain in human language which describes an imagined multiplayer game; in this story, one player of the game represents the human brain itself. It’s possible that the human kind doesn’t really have a subjective world (doesn’t really have conscious experience). An individual has no control even over her choices. Her choices are controlled by the neural substrate. The neural substrate is controlled by the physical laws. So, her choices are controlled by the physical laws. So, she is powerless to do anything other than what she actually does. This is the view of fatalism. Specifically, this is the view of a totally global fatalism, where people have no control even over their choices, from the third-person perspective. And I just argued for fatalism by appeal to causal determinism. Psychologically, a third-person perspective and a new, dedicated personality state are required to bear the totally global fatalism, to avoid severe cognitive dissonance with our default first-person perspective and our original personality state.


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