scholarly journals The Use of Virtual Reality in Psychology: A Case Study in Visual Perception

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.

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.


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

2021 ◽  
pp. 1-11
Author(s):  
Sati Doganyigit ◽  
Omer Faruk Islim

2020 ◽  
Vol 16 (4) ◽  
pp. 343-377
Author(s):  
Adel Saadi ◽  
Ramdane Maamri ◽  
Zaidi Sahnoun

The Belief-Desire-Intention (BDI) model is a popular approach to design flexible agents. The key ingredient of BDI model, that contributed to concretize behavioral flexibility, is the inclusion of the practical reasoning. On the other hand, researchers signaled some missing flexibility’s ingredient, in BDI model, essentially the lack of learning. Therefore, an extensive research was conducted in order to extend BDI agents with learning. Although this latter body of research is important, the key contribution of BDI model, i.e., practical reasoning, did not receive a sufficient attention. For instance, for performance reasons, some of the concepts included in the BDI model are neglected by BDI architectures. Neglecting these concepts was criticized by some researchers, as the ability of the agent to reason will be limited, which eventually leads to a more or less flexible reasoning, depending on the concepts explicitly included. The current paper aims to stimulate the researchers to re-explore the concretization of practical reasoning in BDI architectures. Concretely, this paper aims to stimulate a critical review of BDI architectures regarding the flexibility, inherent from the practical reasoning, in the context of single agents, situated in an environment which is not associated with uncertainty. Based on this review, we sketch a new orientation and some suggested improvements for the design of BDI agents. Finally, a simple experiment on a specific case study is carried out to evaluate some suggested improvements, namely the contribution of the agent’s “well-informedness” in the enhancement of the behavioral flexibility.


Author(s):  
Jordan Sasser ◽  
Fernando Montalvo ◽  
Rhyse Bendell ◽  
P. A. Hancock ◽  
Daniel S. McConnell

Prior research has indicated that perception of acceleration may be a direct process. This direct process may be conceptually linked to the ecological approach to visual perception and a further extension of direct social perception. The present study examines the effects of perception of acceleration in virtual reality on participants’ perceived attributes (perceived intelligence and animacy) of a virtual human-like robot agent and perceived agent competitive/cooperativeness. Perceptual judgments were collected after experiencing one of the five different conditions dependent on the participant’s acceleration: mirrored acceleration, faster acceleration, slowed acceleration, varied acceleration resulting in a win, and varied acceleration resulting in a loss. Participants experienced each condition twice in a counterbalanced fashion. The focus of the experiment was to determine whether different accelerations influenced perceptual judgments of the observers. Results suggest that faster acceleration was perceived as more competitive and slower acceleration was reported as low in animacy and perceived intelligence.


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