scholarly journals Eyewitness identifications after witnessing threatening and non-threatening scenes in 360-degree virtual reality (or 2D) from first and third person perspectives

PLoS ONE ◽  
2020 ◽  
Vol 15 (9) ◽  
pp. e0238292
Author(s):  
Thomas J. Nyman ◽  
Jan Antfolk ◽  
James Michael Lampinen ◽  
Julia Korkman ◽  
Pekka Santtila
Author(s):  
Sankar Jayaram ◽  
Scott R. Angster ◽  
Sanjay Gowda ◽  
Uma Jayaram ◽  
Robert R. Kreitzer

Abstract Virtual prototyping is a relatively new field which is significantly changing the product development process. In many applications, virtual prototyping relies on virtual reality tools for analysis of designs. This paper presents an architecture for a virtual prototyping system which was created for the analysis of automotive interiors. This flexible and open architecture allows the integration of various virtual reality software and hardware tools with conventional state-of-the-art CAD/CAM tools to provide an integrated virtual prototyping environment. This architecture supports the automatic transfer of data from and to parametric CAD systems, human modeling for ergonomic evaluations (first person and third person perspectives), design modifications in the virtual environment, distributed evaluations of virtual prototypes, reverse transfer of design modifications to the CAD system, and preservation of design intent and assembly intent during modifications in the virtual environment.


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.


PLoS ONE ◽  
2017 ◽  
Vol 12 (12) ◽  
pp. e0190109 ◽  
Author(s):  
Henrique Galvan Debarba ◽  
Sidney Bovet ◽  
Roy Salomon ◽  
Olaf Blanke ◽  
Bruno Herbelin ◽  
...  

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

Symmetry ◽  
2018 ◽  
Vol 10 (4) ◽  
pp. 109 ◽  
Author(s):  
Mingyu Kim ◽  
Jiwon Lee ◽  
Changhun Kim ◽  
Jinmo Kim

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.


2022 ◽  
pp. 82-97
Author(s):  
Maxime Ros ◽  
Lorenz S. Neuwirth

The advancement of virtual reality (VR) technology for educational instruction and curricular (re)design have become highly attractive and newly demanding areas of both the technology and healthcare industries. However, the quickly evolving field is still learning about each of the associated VR technologies, whether they are evidence-based, and how they are validated to decrease cognitive load and in turn increase student/learner comprehension. Likewise, the instructional (re)design of the content that the student/learner is exposed to in VR, and whether it is immersive, and promotes memorable content and experiences can influence their learning outcomes. Here the Revinax® Handbook content library that is displayed in an immersive virtual reality application in first-person point-of-view (IVRA-FPV) is contrasted with third-person point-of-view (IVRA-TPV) through VR headsets to an individual, and computer displays to many individuals along with augmented reality (AR) are evaluated as emerging advancements in the field of VR and AR.


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