WeRSort: Preliminary Results from a New Method of Remote Collaboration Facilitated by Fully Immersive Virtual Reality

Author(s):  
Shraddhaa Narasimha ◽  
Emma Scharett ◽  
Kapil Chalil Madathil ◽  
Jeffrey Bertrand

Fully immersive virtual reality, with the unique ability to replicate the real world, could potentially aid in real-time communication. Geographically separated teams can collaborate using virtual reality. To test the viability of using virtual reality for remote collaboration, we designed a system called “WeRSort” where teams sorted cards in a virtual environment. Participants performed the task as a team of 2 in one of three conditions-controls-only condition, generic embodiment and full embodiment. Objective measures of performance, time and percentage match with master cards showed no significant difference. Subjective measures of presence and system usability also showed no statistical significance. However, overall work-load obtained from NASA-TLX showed that fully immersive virtual reality resulted in lower workload in comparison with the other two. Qualitative data was collected and analyzed to understand collaboration using the awareness evaluation model.

2021 ◽  
Vol 45 (6) ◽  
pp. 389-394
Author(s):  
Supriya Kumari ◽  
Rachana Bahuguna ◽  
Nishita Garg ◽  
Ramakrishna Yeluri

Objective: To evaluate the efficacy of immersive VR (IVR) and non-immersive VR (NIVR) distraction on perceived pain during intraoral injections in children undergoing dental procedures. The objective was to introduce 3-dimensional nature of virtual reality during the provoking phase of dental treatment as a means of distraction in children. Study design: A total of 200 children were selected for the study, 100 for IVR group and 100 for NIVR group. After randomization, children were introduced to Oculus Go Standalone equipment; MCDAS (f), VAS, WBFRS and the treatment procedure using tell show do technique. Group I children were introduced to oculus go standalone headset with hand held controller to play temple run or roller coaster game while in group II, children watched cartoon movies of their choice. Pre-operative & post-operative MCDAS scores were obtained using MCDAS (f) questionnaire in local language. Post-operatively, VAS and WBFRS scores were also obtained. The data was analyzed using independent t-test and chi-square analysis. Results: Pre-operatively, the mean MCDAS scores were similar in both the groups viz. Group–I (29.20 ± 3.197) and Group–II (29.09 ± 3.803) and is statistically not significant. Post-operatively, the mean MCDAS scores were higher in non-immersive group (20.72 ± 2.822) as compared to immersive group (10.99 ± 2.227). VAS score was higher in non-immersive group (2.72 ± 0.99) as compared to immersive group (0.75 ± 0.88). WBFRS scores were higher in non-immersive group (2.78 ± 1.097) as compared to immersive group (0.82 ± 1.104). Conclusion: Three-dimensional virtual reality was found to be an effective means of distraction in children undergoing dental procedures and especially during the provoking phase. The significant difference obtained clearly indicates irrespective of immersiveness of virtual reality, anxiety had been decreased and on comparison the pain perception to intraoral injection is less in immersive virtual reality environment. Immersive VR distraction technique can serve as an adjunct to traditional behavior management strategies already available to the pediatric dentist.


2020 ◽  
Vol 25 (3) ◽  
pp. 223-231
Author(s):  
Marcel Pomohaci ◽  
Ioan Sabin Sopa

AbstractEmergency occupations and mostly firefighter job demands high level of expertise managing critical situations that require a strong psychological and physical preparation. The investigation started from the assumption that having a good physical preparation program we will be able to develop physical strength and agility so that we can improve time in intervention situation simulated in the firefighter specific event of carrying the intervention device and mount the moto-pomp. The sample of the study was formed by the Inspectorate for Emergency Situations from Sibiu firefighter team that was composed by 10 male athletes with age between 30± 3.5 years old with experience in this kind of competitions between 2 and 7 years. The intervention program with a specific firefighter program was presented, work load and exercises that were applied, proving that can improve time and physical development of our athletes. The results showed relatively good improvements in the performance time starting from an initial time of 30.66 seconds at the initial testing to come close at the final testing at a 24.51 seconds result that is very close to the national record 22.07 seconds, and also to the international record of 21.05 seconds. The results were than calculated for statistical significance with the t Student test, and found that between the initial and final test values is a statistically significant difference with a value of p = 0.00001. Conclusions of our research showed that firefighters need to be physically prepared to intervene in critical situations for search and rescue in any situations that appeared thus a strong physical program can contribute to their physical shape and skills.


2020 ◽  
Author(s):  
Guido Makransky ◽  
Gustav B. Petersen ◽  
Sara Klingenberg

Science-related competencies are demanded in many fields, but attracting more students to scientific educations remains a challenge. This paper uses two studies to investigate the value of using Immersive Virtual Reality (IVR) laboratory simulations in science education. In Study 1, 99 (52 male, 47 female) 7th (49) and 8th (50) grade students between 13 and 16 years of age used an IVR laboratory safety simulation with a pre- to post-test design. Results indicated an overall increase in interest in science and self-efficacy, but only females reported an increase in science career aspirations. Study 2 was conducted with 131 (47 male, 84 female) second (77) and third (54) year high school students aged 17 to 20 and used an experimental design to compare the value of using an IVR simulation or a video of the simulation on the topic of DNA-analysis. The IVR group reported significantly higher gains from pre- to post-test on interest, and social outcome expectations than the video group. Furthermore, both groups had significant gains in self-efficacy and physical outcome expectations, but the increase in career aspirations and self-outcome expectations did not reach statistical significance. Thus, results from the two studies suggest that appropriately developed and implemented IVR simulations can address some of the challenges currently facing science education.


2016 ◽  
Vol 2 ◽  
pp. e92 ◽  
Author(s):  
Lindsay A. Shaw ◽  
Jude Buckley ◽  
Paul M. Corballis ◽  
Christof Lutteroth ◽  
Burkhard C. Wuensche

Two cross-sectional studies investigated the effects of competition and cooperation with virtual players on exercise performance in an immersive Virtual reality (VR) cycle exergame. Study 1 examined the effects of: (1) self-competition whereby participants played the exergame while competing against a replay of their previous exergame session (Ghost condition), and (2) playing the exergame with a virtual trainer present (Trainer condition) on distance travelled and calories expended while cycling. Study 2 examined the effects of (1) competition with a virtual trainer system (Competitive condition) and (2) cooperation with a virtual trainer system (Cooperative condition). Post exergame enjoyment and motivation were also assessed.The results of Study 1 showed that the trainer system elicited a lesser distance travelled than when playing with a ghost or on one’s own. These results also showed that competing against a ghost was more enjoyable than playing on one’s own or with the virtual trainer. There was no significant difference between the participants’ rated enjoyment and motivation and their distance travelled or calories burned. The findings of Study 2 showed that the competitive trainer elicited a greater distance travelled and caloric expenditure, and was rated as more motivating. As in Study 1, enjoyment and motivation were not correlated with distance travelled and calories burned.ConclusionTaken together, these results demonstrate that a competitive experience in exergaming is an effective tool to elicit higher levels of exercise from the user, and can be achieved through virtual substitutes for another human player.


2020 ◽  
Author(s):  
Wenge Xu ◽  
Hai-Ning Liang ◽  
Qiuyu He ◽  
Xiang Li ◽  
Kangyou Yu ◽  
...  

BACKGROUND Although full-body seated exercises have been studied in a wide range of settings (ie, homes, hospitals, and daycare centers), they have rarely been converted to seated exergames. In addition, there is an increasing number of studies on immersive virtual reality (iVR) full-body gesture-based standing exergames, but the suitability and usefulness of seated exergames remain largely unexplored. OBJECTIVE This study aimed to evaluate the difference between playing a full-body gesture-based iVR standing exergame and seated exergame in terms of gameplay performance, intrinsic motivation, and motion sickness. METHODS A total of 52 participants completed the experiment. The order of the game mode (standing and sitting) was counterbalanced. Gameplay performance was evaluated by action or gesture completion time and the number of missed gestures. Exertion was measured by the average heart rate (HR) percentage (AvgHR%), increased HR%, calories burned, and the Borg 6-20 questionnaire. Intrinsic motivation was assessed with the Intrinsic Motivation Inventory (IMI), whereas motion sickness was assessed via the Motion Sickness Assessment Questionnaire (MSAQ). In addition, we measured the fear of falling using a 10-point Likert scale questionnaire. RESULTS Players missed more gestures in the seated exergame than in the standing exergame, but the overall miss rate was low (2.3/120, 1.9%). The analysis yielded significantly higher AvgHR%, increased HR%, calories burned, and Borg 6-20 rating of perceived exertion values for the seated exergame (all <i>P</i>&lt;.001). The seated exergame was rated significantly higher on peripheral sickness (<i>P</i>=.02) and sopite-related sickness (MSAQ) (<i>P</i>=.004) than the standing exergame. The score of the subscale “value/usefulness” from IMI was reported to be higher for the seated exergame than the standing exergame. There was no significant difference between the seated exergame and standing exergame in terms of intrinsic motivation (interest/enjoyment, <i>P</i>=.96; perceived competence, <i>P</i>=.26; pressure/tension, <i>P</i>=.42) and the fear of falling (<i>P</i>=.25). CONCLUSIONS Seated iVR full-body gesture-based exergames can be valuable complements to standing exergames. Seated exergames have the potential to lead to higher exertion, provide higher value to players, and be more applicable in small spaces compared with standing exergames. However, gestures for seated exergames need to be designed carefully to minimize motion sickness, and more time should be given to users to perform gestures in seated exergames compared with standing exergames.


2012 ◽  
Vol 6 (2) ◽  
Author(s):  
Chunman Fan ◽  
Hélène Clogenson ◽  
Paul Breedveld ◽  
John J. van den Dobbelsteen ◽  
Jenny Dankelman

Laparoscopic surgery is performed with long and slender instruments through one or several incisions in the abdominal wall. Steerable instruments with flexible distal tips have been developed for improving the ease of access to anatomic structures. However, the development of an intuitive and efficient control method for such steerable instruments remains a challenge. To determine which interface are most intuitive and effective to control steerable instruments, the current study evaluates the performance of novices in orienting the tip of a steerable laparoscopic forceps using thumb control or wrist control. Using two steerable instruments, one controlled by the thumb and the other by the wrist, 24 novices were divided into two groups that had to carry out an experimental task in an EndoTrainer with one of the two instruments. The participants had to orient the tip of the instrument relative to five targets that were presented in a random order. After a break, the participants switched to a second measurement session with the other instrument, followed by a third measurement session with the first instrument. Each participant performed the task 240 times over the three measurement sessions. The performance was assessed by measuring the performance time, using a questionnaire and grading the work load. The performance time showed a significant learning curve for each control method. The shortest performance time was recorded during the third session with both control methods (42.7 s for thumb control and 44.6 s for wrist control). A significant difference in the performance time was observed in the second session (p <0.02) but not in the first and third session. The questionnaire showed that most participants had a preference for thumb control. After a brief training period, thumb control and wrist control did not reveal significant differences in task performance. However, thumb control was strongly preferred by the participants due to the perceptive feeling in performance.


10.2196/17972 ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. e17972
Author(s):  
Wenge Xu ◽  
Hai-Ning Liang ◽  
Qiuyu He ◽  
Xiang Li ◽  
Kangyou Yu ◽  
...  

Background Although full-body seated exercises have been studied in a wide range of settings (ie, homes, hospitals, and daycare centers), they have rarely been converted to seated exergames. In addition, there is an increasing number of studies on immersive virtual reality (iVR) full-body gesture-based standing exergames, but the suitability and usefulness of seated exergames remain largely unexplored. Objective This study aimed to evaluate the difference between playing a full-body gesture-based iVR standing exergame and seated exergame in terms of gameplay performance, intrinsic motivation, and motion sickness. Methods A total of 52 participants completed the experiment. The order of the game mode (standing and sitting) was counterbalanced. Gameplay performance was evaluated by action or gesture completion time and the number of missed gestures. Exertion was measured by the average heart rate (HR) percentage (AvgHR%), increased HR%, calories burned, and the Borg 6-20 questionnaire. Intrinsic motivation was assessed with the Intrinsic Motivation Inventory (IMI), whereas motion sickness was assessed via the Motion Sickness Assessment Questionnaire (MSAQ). In addition, we measured the fear of falling using a 10-point Likert scale questionnaire. Results Players missed more gestures in the seated exergame than in the standing exergame, but the overall miss rate was low (2.3/120, 1.9%). The analysis yielded significantly higher AvgHR%, increased HR%, calories burned, and Borg 6-20 rating of perceived exertion values for the seated exergame (all P<.001). The seated exergame was rated significantly higher on peripheral sickness (P=.02) and sopite-related sickness (MSAQ) (P=.004) than the standing exergame. The score of the subscale “value/usefulness” from IMI was reported to be higher for the seated exergame than the standing exergame. There was no significant difference between the seated exergame and standing exergame in terms of intrinsic motivation (interest/enjoyment, P=.96; perceived competence, P=.26; pressure/tension, P=.42) and the fear of falling (P=.25). Conclusions Seated iVR full-body gesture-based exergames can be valuable complements to standing exergames. Seated exergames have the potential to lead to higher exertion, provide higher value to players, and be more applicable in small spaces compared with standing exergames. However, gestures for seated exergames need to be designed carefully to minimize motion sickness, and more time should be given to users to perform gestures in seated exergames compared with standing exergames.


Author(s):  
Jørgen Ernstsen ◽  
Steven C. Mallam ◽  
Salman Nazir

Modern virtual reality technologies increase the immersive experience for users. Increased immersivity may affect how users perceive, internalize, and thus, recall information about the virtual environment and experience compared to traditional mediums, such as desktop simulations. One critical aspect of recalling information is incidental memory, which refers to the ability for people to recall information they were unaware was relevant for evaluation. This paper investigates the differences of incidental memory recall between (i) immersive virtual reality and (ii) traditional desktop systems. Fifty-two participants completed a series of tasks within identical virtual environments of the two systems and completed an incidental memory recall questionnaire testing their recall of elements within the virtual world. Results found no significant difference in incidental memory recall between immersive virtual reality and traditional desktop conditions. However, when controlling for gaming experience and gender effects significant differences between groups were found.


2021 ◽  
Vol 51 (2) ◽  
pp. E18
Author(s):  
Ladina Greuter ◽  
Adriana De Rosa ◽  
Philippe Cattin ◽  
Davide Marco Croci ◽  
Jehuda Soleman ◽  
...  

OBJECTIVE Performing aneurysmal clipping requires years of training to successfully understand the 3D neurovascular anatomy. This training has traditionally been obtained by learning through observation. Currently, with fewer operative aneurysm clippings, stricter work-hour regulations, and increased patient safety concerns, novel teaching methods are required for young neurosurgeons. Virtual-reality (VR) models offer the opportunity to either train a specific surgical skill or prepare for an individual surgery. With this study, the authors aimed to compare the spatial orientation between traditional 2D images and 3D VR models in neurosurgical residents or medical students. METHODS Residents and students were each randomly assigned to describe 4 aneurysm cases, which could be either 2D images or 3D VR models. The time to aneurysm detection as well as a spatial anatomical description was assessed via an online questionnaire and compared between the groups. The aneurysm cases were 10 selected patient cases treated at the authors’ institution. RESULTS Overall, the time to aneurysm detection was shorter in the 3D VR model compared to 2D images, with a trend toward statistical significance (25.77 ± 37.26 vs 45.70 ± 51.94 seconds, p = 0.052). No significant difference was observed for residents (3D VR 24.47 ± 40.16 vs 2D 33.52 ± 56.06 seconds, p = 0.564), while in students a significantly shorter time to aneurysm detection was measured using 3D VR models (26.95 ± 35.39 vs 59.16 ± 44.60 seconds, p = 0.015). No significant differences between the modalities for anatomical and descriptive spatial mistakes were observed. Most participants (90%) preferred the 3D VR models for aneurysm detection and description, and only 1 participant (5%) described VR-related side effects such as dizziness or nausea. CONCLUSIONS VR platforms facilitate aneurysm recognition and understanding of its spatial anatomy, which could make them the preferred method compared to 2D images in the years to come.


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