scholarly journals Improvement of User Performance in Virtual Reality by Boosting Sense of Agency

2019 ◽  
Vol 24 (3) ◽  
pp. 45-50
Author(s):  
Andrii V. Lysenkko
2019 ◽  
Vol 43 (2) ◽  
Author(s):  
Insil Choi

Hospital autopsy is important for diagnosing neurodegenerative disease in deceased patients. Despite its importance, training autopsy brain removal is challenging for autopsy assistants due to lack of availability of real specimens, initial hesitation to perform the procedure because of proximity to the face, and limited teaching tools. To address these deficits, a virtual reality (VR) simulation was created to teach proper methods to perform the steps of the procedure. This simulation features real-time visual feedback of user performance during the step of opening the cranium with an oscillating saw in order to assist in skill improvement. It also provides an immersive VR interactive experience using realistic virtual patient models, sound effects, and haptic responses.


2021 ◽  
Vol 2 ◽  
Author(s):  
Janell S. Joyner ◽  
Monifa Vaughn-Cooke ◽  
Heather L. Benz

Virtual reality is being used to aid in prototyping of advanced limb prostheses with anthropomorphic behavior and user training. A virtual version of a prosthesis and testing environment can be programmed to mimic the appearance and interactions of its real-world counterpart, but little is understood about how task selection and object design impact user performance in virtual reality and how it translates to real-world performance. To bridge this knowledge gap, we performed a study in which able-bodied individuals manipulated a virtual prosthesis and later a real-world version to complete eight activities of daily living. We examined subjects' ability to complete the activities, how long it took to complete the tasks, and number of attempts to complete each task in the two environments. A notable result is that subjects were unable to complete tasks in virtual reality that involved manipulating small objects and objects flush with the table, but were able to complete those tasks in the real world. The results of this study suggest that standardization of virtual task environment design may lead to more accurate simulation of real-world performance.


2019 ◽  
Vol 35 (2) ◽  
pp. 103-110
Author(s):  
Ives Fernando Martins Santos de Moura ◽  
Liliane dos Santos Machado ◽  
Ana Maria Gondim Valença

i-com ◽  
2019 ◽  
Vol 18 (1) ◽  
pp. 17-31 ◽  
Author(s):  
Marie-Luise Brandi ◽  
Daniela Kaifel ◽  
Dimitris Bolis ◽  
Leonhard Schilbach

Abstract The sense of agency is a core element of self-experiences and is defined as the feeling of oneself being the ‘initiator’ of an action. It is thought to depend on an implicit coupling of action-outcome predictions and the sensory perception of the action. This concept is well-studied in the motor-domain, but less is known about agency during social interactions. It is clear that a sense of agency also occurs when we perform a social action (e. g. looking at someone’s eyes) and receiving feedback by another person (e. g. returning eye-contact). Here, we will refer to the experience of agency within a social interaction as the sense of social agency. The main aim of this article is to first, describe the concept of social agency and second review how virtual reality can help to simulate social interactions in order to systematically study self-experiences and social agency. Gaze-contingent eye-tracking paradigms represent a powerful tool in this endeavour, while we emphasise the importance of implementing ecologically valid, interactive stimuli. We furthermore propose a computational approach that can be useful to analyse such data based on the concept of predictive processing. Finally, we highlight the clinical relevance of this account and suggest how this approach can be helpful in providing a mechanistic description of social impairments across various psychiatric disorders. With this article, we attempt to review previous experimental work, suggest new methodological procedures and encourage future empirical research in the field.


1970 ◽  
Vol 40 (1) ◽  
pp. 68-71 ◽  
Author(s):  
Faieza Abdul Aziz ◽  
Maryam Mousavi

This paper discusses the application of haptic feedback in Virtual Reality to enhance user performance in manufacturing industry. Haptic interfaces have the potential to enhance communication and interaction via the computer enabling affective expressive interpersonal communication and enriching interaction by haptic feedback. The aim of this study was to investigate and develop a better understanding of using haptic feedback in manufacturing. Keywords: Virtual Reality, haptic, manufacturing   doi: 10.3329/jme.v40i1.3476 Journal of Mechanical Engineering, Vol. ME40, No. 1, June 2009 68-71


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