scholarly journals Exploring Enjoyment of Cinematic Narratives in Virtual Reality: A Comparison Study

2018 ◽  
Vol 18 (1) ◽  
pp. 1-18 ◽  
Author(s):  
Daniel M. Shafer ◽  
Corey P. Carbonara ◽  
Michael F. Korpi

This study compares watching a film in a traditional theater setting to watching the same film in a virtual theater using a virtual reality (VR) head-mounted display (HMD). The study seeks to determine whether watching a film in a virtual theater is a comfortable experience that viewers can tolerate; and whether watching in VR produces similar feelings of identification, transportation, and enjoyment for the films as watching in a traditional theater. Using the Oculus Rift DK2 HMD and the Riftmax virtual theater software, participants watched either Signs or Ferris Bueller's Day Off in a virtual theater. Other participants watched the same films in a traditional theater setting, and independent comparisons were made. Results indicate that over 90% of the VR participants were able to watch the entire movie in the virtual theater, and feelings of identification, transportation, and enjoyment were quite similar between conditions. Differences found were attributable to the films' content, with an interaction between VR and theater conditions. Implications and future research are discussed.

Author(s):  
Aaron Crowson ◽  
Zachary H. Pugh ◽  
Michael Wilkinson ◽  
Christopher B. Mayhorn

The development of head-mounted display virtual reality systems (e.g., Oculus Rift, HTC Vive) has resulted in an increasing need to represent the physical world while immersed in the virtual. Current research has focused on representing static objects in the physical room, but there has been little research into notifying VR users of changes in the environment. This study investigates how different sensory modalities affect noticeability and comprehension of notifications designed to alert head-mounted display users when a person enters his/her area of use. In addition, this study investigates how the use of an orientation type notification aids in perception of alerts that manifest outside a virtual reality users’ visual field. Results of a survey indicated that participants perceived the auditory modality as more effective regardless of notification type. An experiment corroborated these findings for the person notifications; however, the visual modality was in practice more effective for orientation notifications.


2021 ◽  
Vol 2 ◽  
Author(s):  
Collin Turbyne ◽  
Abe Goedhart ◽  
Pelle de Koning ◽  
Frederike Schirmbeck ◽  
Damiaan Denys

Background: Body image (BI) disturbances have been identified in both clinical and non-clinical populations. Virtual reality (VR) has recently been used as a tool for modulating BI disturbances through the use of eliciting a full body illusion (FBI). This meta-analysis is the first to collate evidence on the effectiveness of an FBI to reduce BI disturbances in both clinical and non-clinical populations.Methods: We performed a literature search in MEDLINE (PubMed), EMBASE, PsychINFO, and Web of Science with the keywords and synonyms for “virtual reality” and “body image” to identify published studies until September 2020. We included studies that (1) created an FBI with a modified body shape or size and (2) reported BI disturbance outcomes both before and directly after the FBI. FBI was defined as a head-mounted display (HMD)-based simulation of embodying a virtual body from an egocentric perspective in an immersive 3D computer-generated environment.Results: Of the 398 identified unique studies, 13 were included after reading full-texts. Four of these studies were eligible for a meta-analysis on BI distortion inducing a small virtual body FBI in healthy females. Significant post-intervention results were found for estimations of shoulder width, hip width, and abdomen width, with the largest reductions in size being the estimation of shoulder circumference (SMD = −1.3; 95% CI: −2.2 to −0.4; p = 0.004) and hip circumference (SMD = −1.0; 95% CI: −1.6 to −0.4; p = 0.004). Mixed results were found in non-aggregated studies from large virtual body FBIs in terms of both estimated body size and BI dissatisfaction and in small virtual body FBI in terms of BI dissatisfaction.Conclusions: The findings presented in this paper suggest that the participants' BIs were able to conform to both an increased as well as a reduced virtual body size. However, because of the paucity of research in this field, the extent of the clinical utility of FBIs still remains unclear. In light of these limitations, we provide implications for future research about the clinical utility of FBIs for modulating BI-related outcomes.


2021 ◽  
Author(s):  
Manpreet Kaur Bhamra ◽  
Waqar M. Naqvi ◽  
Sakshi P. Arora

Abstract Introduction: Anxiety disorders impact a large number of population all over the world, prohibiting them from undertaking everyday tasks such as driving, staying in crowded places, or dealing with strangers. The Hamilton anxiety (HAM-A) scale is the first rating Questionnaire for determining the sign anxiety symptoms. HAM-A is a 14 point scale containing a clinician-based questionnaire that has been utilized as a self-scored survey based on both physical and psychological symptoms. The components of questionnaires for analyzing the depressive or anxious symptoms are developed and tested in medical practice with great success. Virtual Reality (VR) is a computer-simulated world that allows the user to feel as they are physically present in it. Oculus rift is a VR ski-masked shaped goggle having a better and deeper understanding of the range and user experiences that will help to guide future efforts.Method: The cross-sectional observational study will be including 70 participants aged 18 to 32 from Ravi Nair College of Physiotherapy, India for the study. With intervention, the duration of analysis of the study will be of 6 months. HAM-A scale is used to evaluate the symptoms of anxiety in people before they show up on the oculus rift.Discussion: The study will evaluate the severity of anxiety before going to VR surrounding. Virtual reality devices are more popular, many studies have been undertaken on the construction and validation of interfaces, but more research is needed on anxiety before entering a virtual reality environment has been limited; specifically, There are only a few techniques that may be used to measure anxiety in a virtual reality surrounding.The Institutional Ethical Clearance reference number for this study is RNPC/IEC/2020-21/0012.


Author(s):  
Mario Covarrubias Rodriguez ◽  
Beatrice Aruanno ◽  
Monica Bordegoni ◽  
Mauro Rossini ◽  
Franco Molteni

This paper presents an immersive virtual reality system (IVRS) that has been designed for unilateral amputees in order to reduce the phantom limb pain (PLP). The patient’s healthy limb is tracked by using a motion sensor. Data of the limb in motion are used as input parameters to move the phantom limb in the immersive virtual reality system. In this way, the patient has the illusion of moving the phantom limb while moving the real and contra-lateral limb. The system has been implemented by using low cost and open technologies, and combines the Oculus Rift SDK2 device, the LeapMotion device, a motion sensor, and an engine for interactive 3D content and gaming generation (Unity 3D). The Oculus Rift head mounted display is used to provide the immersive experience.


2017 ◽  
Author(s):  
Shaun W Jerdan ◽  
Mark Grindle ◽  
Hugo C van Woerden ◽  
Maged N Kamel Boulos

BACKGROUND eHealth interventions are becoming increasingly used in public health, with virtual reality (VR) being one of the most exciting recent developments. VR consists of a three-dimensional, computer-generated environment viewed through a head-mounted display. This medium has provided new possibilities to adapt problematic behaviors that affect mental health. VR is no longer unaffordable for individuals, and with mobile phone technology being able to track movements and project images through mobile head-mounted devices, VR is now a mobile tool that can be used at work, home, or on the move. OBJECTIVE In line with recent advances in technology, in this review, we aimed to critically assess the current state of research surrounding mental health. METHODS We compiled a table of 82 studies that made use of head-mounted devices in their interventions. RESULTS Our review demonstrated that VR is effective in provoking realistic reactions to feared stimuli, particularly for anxiety; moreover, it proved that the immersive nature of VR is an ideal fit for the management of pain. However, the lack of studies surrounding depression and stress highlight the literature gaps that still exist. CONCLUSIONS Virtual environments that promote positive stimuli combined with health knowledge could prove to be a valuable tool for public health and mental health. The current state of research highlights the importance of the nature and content of VR interventions for improved mental health. While future research should look to incorporate more mobile forms of VR, a more rigorous reporting of VR and computer hardware and software may help us understand the relationship (if any) between increased specifications and the efficacy of treatment.


Retos ◽  
2020 ◽  
Author(s):  
Pablo Campo-Prieto ◽  
José Mª Cancela Carral ◽  
Iris Machado de Oliveira ◽  
Gustavo Rodríguez-Fuentes

  Introducción: El uso de la Realidad Virtual Inmersiva (RVI) se encuentra en auge en todas las franjas de edad. Sin embargo, algunos problemas estructurales han limitado su aplicación en colectivos más frágiles. Objetivo: Analizar la seguridad, usabilidad y experiencias de la RVI en personas mayores. Método: 4 varones (2 parkinsonianos y 2 sanos, 57-78 años) participaron en el estudio. Realizaron una sesión de RVI (10-15 minutos) con un dispositivo Head-Mounted Display (HTC Vive Pro). Se evaluó la seguridad de la experiencia inmersiva (SSQ), usabilidad del sistema (SUS) e impresiones tras la experiencia (GEQ y un cuestionario de satisfacción ad hoc para identificar fortalezas y puntos débiles de la herramienta). Resultados: Todos completaron la sesión con éxito, sin efectos adversos. La usabilidad del sistema fue buena, incluso salvando obstáculos como la presencia de gafas correctoras de visión y audífono. Las opiniones tras la sesión señalaron lo positivo de la experiencia y todos mostraron su predisposición a repetirla, calificándola como entretenida, divertida y útil. Conclusión: El uso con éxito de la RVI en los casos presentados abre la puerta a futuras investigaciones con ensayos clínicos que puedan evaluar la posible mejora de variables físicas, psíquicas y sociales en la población sénior española. Abstract. Background: The use of Immersive Virtual Reality (IVR) is booming in all age groups. However, some structural problems have limited its application in more fragile groups. Objective: Analyze the safety, usability and experiences of IVR in older people. Method: 4 males (2 parkinsonian and 2 healthy, 57-78 years) participated in the study. They conducted an RVI session (10-15 minutes) with a Head-Mounted Display (HTC Vive Pro) device. The safety of immersive experience (SSQ), system usability (SUS), and impressions after experience (GEQ and an ad hoc satisfaction questionnaire to identify strengths and weaknesses of the tool) were evaluated. Results: Everyone completed the session successfully, without adverse effects. The usability of the system was good, even overcoming obstacles such as the presence of vision corrective glasses and hearing aids. Opinions after the session pointed out the positive experience and all participants showed their willingness to repeat it, describing it as entertaining, fun, and useful. Conclusion: The successful use of IVR in the cases presented opens the door to future research with clinical trials that can evaluate the improvements of physical, psychic and social variables in the Spanish senior population.


Author(s):  
Francesca Bruno ◽  
Alessandro Ceriani ◽  
Zhang Zhan ◽  
Giandomenico Caruso ◽  
Antonio Del Mastro

Abstract A human mission to Mars has long been advocated. As each year the scientific researches bring mankind closer to establishing human habitats on Mars, the question of how astronauts can sustain themselves whilst away from the blue planet becomes crucial. The project presented in this paper aims at designing and developing the Virtual Reality (VR) simulation of an inflatable modular greenhouse featuring a system that manages the growth of the plants and helps the astronauts control and monitor the whole greenhouse more extensively. The use of VR technology allows simulating an immersive environment of a Mars habitat highlighting its greenhouse overcoming the limitation of physical locations. Wearing the Oculus Rift head-mounted display (HMD) while holding Oculus Rift Touch Controllers, astronauts or Mars exploration enthusiasts could experience the highly interactive and realistic environment. Its goal is to provide training and evaluative simulations of astronauts’ basic tasks and performances in the greenhouse on Mars while testing the growing method of hydroponics equipped with a smart growing controlling and monitoring system.


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