Self-Illusion: A Study on High-Level Cognition of Role-Playing in Immersive Virtual Environments from Non-Human Perspective

Author(s):  
Sheng Li ◽  
Xiang Gu ◽  
Kangrui Yi ◽  
Yanlin Yang ◽  
Guoping Wang ◽  
...  
Author(s):  
Florian Hruby ◽  
Irma Castellanos ◽  
Rainer Ressl

Abstract Scale has been a defining criterion of mapmaking for centuries. However, this criterion is fundamentally questioned by highly immersive virtual reality (VR) systems able to represent geographic environments at a high level of detail and, thus, providing the user with a feeling of being present in VR space. In this paper, we will use the concept of scale as a vehicle for discussing some of the main differences between immersive VR and non-immersive geovisualization products. Based on a short review of diverging meanings of scale we will propose possible approaches to the issue of both spatial and temporal scale in immersive VR. Our considerations shall encourage a more detailed treatment of the specific characteristics of immersive geovisualization to facilitate deeper conceptual integration of immersive and non-immersive visualization in the realm of cartography.


Author(s):  
Amit Birenboim ◽  
Pazit Ben-Nun Bloom ◽  
Hila Levit ◽  
Itzhak Omer

Recent approaches in the research on walkable environments and wellbeing go beyond correlational analysis to consider the specific characteristics of individuals and their interaction with the immediate environment. Accordingly, a need has been accentuated for new human-centered methods to improve our understanding of the mechanisms underlying environmental effects on walking and consequently on wellbeing. Immersive virtual environments (IVEs) were suggested as a potential method that can advance this type of research as they offer a unique combination between controlled experimental environments that allow drawing causal conclusions and a high level of environmental realism that supports ecological validity. The current study pilot tested a walking simulator with additional sensor technologies, including biosensors, eye tracking and gait sensors. Results found IVEs to facilitate extremely high tempo-spatial-resolution measurement of physical walking parameters (e.g., speed, number of gaits) along with walking experience and wellbeing (e.g., electrodermal activity, heartrate). This level of resolution is useful in linking specific environmental stimuli to the psychophysiological and behavioral reactions, which cannot be obtained in real-world and self-report research designs. A set of guidelines for implementing IVE technology for research is suggested in order to standardize its use and allow new researchers to engage with this emerging field of research.


Author(s):  
Paul A. Barclay ◽  
Jason Parker ◽  
Valerie Sims

To assess cognitive deficits in everyday tasks, clinical neuropsychologists have started to move toward neuropsychological testing performed in immersive virtual environments. Ideally, this type of assessment can provide greater ecological validity along with sufficient experimental control for accurate assessment. This paper presents a scoping review of studies using virtual assessment of episodic memory, a cognitive ability with a high level of clinical utility in differentiating neurological disorders. Gaps are identified and the implications of these gaps explored, especially about environmental locations and modes of interaction. Future study is suggested as to better understand and mitigate the effects of these issues on clinical practice.


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