scholarly journals Transfer of Calibration in Virtual Reality to both Real and Virtual Environments

Author(s):  
Hannah M. Solini ◽  
Ayush Bhargava ◽  
Christopher C. Pagano

It is often questioned whether task performance attained in a virtual environment can be transferred appropriately and accurately to the same task in the real world. With advancements in virtual reality (VR) technology, recent research has focused on individuals’ abilities to transfer calibration achieved in a virtual environment to a real-world environment. Little research, however, has shown whether transfer of calibration from a virtual environment to the real world is similar to transfer of calibration from a virtual environment to another virtual environment. As such, the present study investigated differences in calibration transfer to real-world and virtual environments. In either a real-world or virtual environment, participants completed blind walking estimates before and after experiencing perturbed virtual optic flow via a head-mounted virtual display (HMD). Results showed that individuals calibrated to perturbed virtual optic flow and that this calibration carried over to both real-world and virtual environments in a like manner.

2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


i-Perception ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 204166952110239
Author(s):  
Junjun Zhang ◽  
Xiaoyan Yang ◽  
Zhenlan Jin ◽  
Ling Li

The experience in virtual reality (VR) is unique, in that observers are in a real-world location while browsing through a virtual scene. Previous studies have investigated the effect of the virtual environment on distance estimation. However, it is unclear how the real-world environment influences distance estimation in VR. Here, we measured the distance estimation using a bisection (Experiment 1) and a blind-walking (Experiments 2 and 3) method. Participants performed distance judgments in VR, which rendered either virtual indoor or outdoor scenes. Experiments were also carried out in either real-world indoor or outdoor locations. In the bisection experiment, judged distance in virtual outdoor was greater than that in virtual indoor. However, the real-world environment had no impact on distance judgment estimated by bisection. In the blind-walking experiment, judged distance in real-world outdoor was greater than that in real-world indoor. On the other hand, the virtual environment had no impact on distance judgment estimated by blind-walking. Generally, our results suggest that both the virtual and real-world environments have an impact on distance judgment in VR. Especially, the real-world environment where a person is physically located during a VR experience influences the person’s distance estimation in VR.


Author(s):  
K. R. James ◽  
J. K. Caird

The ability of a user to move to different locations within a virtual environment (VE) is a fundamental action that subserves the activities of exploration and manipulation. By empirical analogy, the perceptual information used to locomote to a target within a virtual environment is compared to the perceptual information used to walk to a location in the real world. An experiment is reported that had participants move to a location as accurately as possible within a VE where a target object was presented. The amount of visual feedback available to participants was manipulated. Three conditions were compared: static viewing of the target and virtual environment before locomotion, the disappearance of the target object as movement to the object was initiated, and locomotion to the target while both object and environment were present. In addition, the composition of virtual environments was either textured or polygonal. Error measures indicated that users locomote within VE's with less accuracy than those that walk blindfolded in the real world. Texture had its largest effect on the accuracy of movement when optic flow was not available, that is, static estimates of distance. Discussions center on the relative contribution of visual, cognitive, and proprioceptive information to VE user movement accuracy.


2019 ◽  
Vol 70 ◽  
pp. 08046
Author(s):  
Anton Zagranichniy

The article presents research results demonstrating interrelation between factors affecting frequency of social activity transfer from the virtual environment to the real-world one and vice versa. In the course of the study we investigated 19 different factors, including socio-demographic characteristics, amount and specificity of contacts in each of the environments, subjective assessment of social activity characteristics in various environments. The study involved 214 respondents aged 15 to 24 from the cities of Balakovo, Saratov, and Moscow. We analysed and interpreted the correlation interrelation via social activity transfer from one environment to another and by such factors as: place of residence size; number of friends in the virtual environment; factor regarding frequency of misconduct situations that were followed by moral responsibility in the real environment; factor of compliance with social norms in the virtual environment.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


1997 ◽  
Vol 6 (1) ◽  
pp. 127-132 ◽  
Author(s):  
Max M. North ◽  
Sarah M. North ◽  
Joseph R. Coble

Current computer and display technology allows the creation of virtual environment scenes that can be utilized for treating a variety of psychological disorders. This case study demonstrates the effectiveness of virtual environment desensitization (VED) in the treatment of a subject who suffered from fear of flying, a disorder that affects a large number of people. The subject, accompanied by a virtual therapist, was placed in the cockpit of a virtual helicopter and flown over a simulated city for five sessions. The VED treatment resulted in both a significant reduction of anxiety symptoms and the ability to face the phobic situations in the real world.


Author(s):  
R. I. Dremlyuga ◽  
A. V. Kripakova

The paper is devoted to the problems of committing crimes using virtual reality technologies and their qualifications. The optional features of the objective side and their significance when using new digital technologies are characterized. The factors complicating the investigation of such crimes are analyzed in detail. According to the results of the study, the authors come to the conclusion that the technology of virtual reality gives a criminal completely new opportunities. First, virtual reality allows you to manipulate the emotions and consciousness of the victim at a completely new level. The psycho-emotional effect is comparable in strength to the effect of events in the real world, at the same time it can be achieved remotely via the Internet. Secondly, in connection with the integration into the virtual environment of real-world devices, the consequences of actions in virtual reality also extend to the real world. This means that many criminal acts for which contact with the victim was necessary can now be performed remotely.


Disputatio ◽  
2019 ◽  
Vol 11 (55) ◽  
pp. 437-451
Author(s):  
Mark Silcox

AbstractIn “The Virtual and the Real,” David Chalmers argues that there is an epistemic and ontological parity between VR and ordinary reality. My argument here is that, whatever the plausibility of these claims, they provide no basis for supposing that there is a similar parity of value. Careful reflection upon certain aspects of the transition that individuals make from interacting with real-world, physical environments to interacting with VR provides a basis for thinking that, to the extent that there are good reasons to deny the reality of virtual objects, there are also reasons to place a correspondingly higher value upon the experience of interacting with a VR environment. Chalmers’ assumption to the contrary arises from a subtle misrepresentation of how the phenomenon of cognitive penetration works in the perception of virtual objects, and from an unwillingness to acknowledge how our attitudes toward virtual environments are conditioned by the values we adopt when engaged in gameplay.


Author(s):  
Jason A. Parker ◽  
Alexandra D. Kaplan ◽  
William G. Volante ◽  
Julian Abich ◽  
Valerie K. Sims

A virtual reality (VR) training system’s effectiveness is determined by how well the knowledge-and skills-gained in the virtual environment transfers to real-world performance. The purpose of this study was to examine the efficacy of virtual reality training by comparing semantic memorization in congruent (e.g., memorization task in VR and recognition task in VR) versus incongruent environments (e.g., memorization task in VR and recognition task in the real word). In the present study, we semi replicated Godden and Baddeley’s 1980 study on context-dependent recognition memory by using a photorealistic virtual reality environment in place of the underwater, scuba environment. Results revealed participants that learned semantic information in the virtual environment performed highly on the memory recognition task in the material, real-world environment (and vice versa). These findings replicate and extend Godden and Baddeley’s original results and provide evidence for the use of VR training to support semantic-based knowledge transfer.


1970 ◽  
Vol 2 (5) ◽  
Author(s):  
Donizetti Louro ◽  
Tania Fraga ◽  
Maurício Pontuschka

This essay reflects the metaverse as a virtual reality system created byaffective and aesthetic computing and its digital morphology through visual mathematics. An appropriate system and its structures can move, changing their shapes as a whole, and produce responsive 3D assemblages answering in simple ways to emotions. The study of behavior and cognition in virtual environments, and to interact with them as a collaborator, is valuable, but we also need someone who gets right into the code to see how it all works and how it may be adapted to his own world, as well as keeping the study focused on the necessity to organize the known geometries in systematized morphological sets to apply them for the creation of affective and aesthetic systems for virtual worlds in 3D platforms, which change and grow, becoming symbiotic assemblages. Certainly, there is a long journey to go on to investigating conditions and evolutionary iterations which may assist the affective computing to approximate to the real world, to go ahead and conquermore and more ambitious digital architectural spaces, but it all are like vectors pointing to such direction.


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