scholarly journals Using an Embodiment Technique in Psychological Experiments with Virtual Reality: A Scoping Review of the Embodiment Configurations and their Scientific Purpose

2021 ◽  
Vol 14 (1) ◽  
pp. 204-212
Author(s):  
Mattia Furlan ◽  
Anna Spagnolli

Background: In recent years, psychological studies with virtual reality have increasingly involved some eEmbodiment tTechnique (ET) in which the users’ bodily movements are mapped on the movements of a digital body. However, this domain is very fragmented across disciplines and plagued by terminological ambiguity. Objective: This paper provides a scoping review of the psychological studies deploying some ET in VR. Methods: A total of 742 papers were retrieved from Scopus and the ACM Digital library using “embodiment” and “virtual reality” as keywords; after screening them, 79 were eventually retained. From each study, the following information was extracted: (a) the content of the virtual scenario, (b) the extent of the embodiment, and (c) the scientific purpose and measure of the psychological experience of embodiment. This information is summarized and discussed, as well as reported in tabular format for each study. Results: We first distinguished ET from other types of digital embodiment. Then we summarized the ET solutions in terms of the completeness of the digital body assigned to the user and of whether the digital body's appearance resembled the users' real one. Finally, we report the purpose and the means of measuring the users’sense of embodiment. Conclusion: This review maps the variety of embodiment configurations and the scientific purpose they serve. It offers a background against which other studies planning to use this technique can position their own solution and highlight some underrepresented lines of research that are worth exploring.

2021 ◽  
Vol 14 (1) ◽  
pp. 204-212
Author(s):  
Mattia Furlan ◽  
Anna Spagnolli

Background: In recent years, psychological studies with virtual reality have increasingly involved some eEmbodiment tTechnique (ET) in which the users’ bodily movements are mapped on the movements of a digital body. However, this domain is very fragmented across disciplines and plagued by terminological ambiguity. Objective: This paper provides a scoping review of the psychological studies deploying some ET in VR. Methods: A total of 742 papers were retrieved from Scopus and the ACM Digital library using “embodiment” and “virtual reality” as keywords; after screening them, 79 were eventually retained. From each study, the following information was extracted: (a) the content of the virtual scenario, (b) the extent of the embodiment, and (c) the scientific purpose and measure of the psychological experience of embodiment. This information is summarized and discussed, as well as reported in tabular format for each study. Results: We first distinguished ET from other types of digital embodiment. Then we summarized the ET solutions in terms of the completeness of the digital body assigned to the user and of whether the digital body's appearance resembled the users' real one. Finally, we report the purpose and the means of measuring the users’sense of embodiment. Conclusion: This review maps the variety of embodiment configurations and the scientific purpose they serve. It offers a background against which other studies planning to use this technique can position their own solution and highlight some underrepresented lines of research that are worth exploring.


2021 ◽  
pp. 100562
Author(s):  
Afsoon Asadzadeh ◽  
Taha Samad-Soltani ◽  
Zahra Salahzadeh ◽  
Peyman Rezaei-Hachesu

Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2193
Author(s):  
Juan Luis Higuera-Trujillo ◽  
Carmen Llinares ◽  
Eduardo Macagno

Humans respond cognitively and emotionally to the built environment. The modern possibility of recording the neural activity of subjects during exposure to environmental situations, using neuroscientific techniques and virtual reality, provides a promising framework for future design and studies of the built environment. The discipline derived is termed “neuroarchitecture”. Given neuroarchitecture’s transdisciplinary nature, it progresses needs to be reviewed in a contextualised way, together with its precursor approaches. The present article presents a scoping review, which maps out the broad areas on which the new discipline is based. The limitations, controversies, benefits, impact on the professional sectors involved, and potential of neuroarchitecture and its precursors’ approaches are critically addressed.


Author(s):  
Paul Best ◽  
Matilde Meireles ◽  
Franziska Schroeder ◽  
Lorna Montgomery ◽  
Alan Maddock ◽  
...  

AbstractThe primary purpose of this article is to review the potential therapeutic value of freely available VR content as an addition to the practitioners ‘toolkit’. Research has shown that virtual reality (VR) may be useful to extend existing guided imagery-based practices found in traditional mental health therapy. However, the use of VR technology within routine mental health practice remains low, despite recent reductions in equipment costs. A systematic scoping review and interdisciplinary analysis of freely available VR experiences was performed across two popular online databases (SteamVR and Oculus.com). A total of 1785 experiences were retrieved and screened for relevance with 46 meeting the inclusion criteria. VR content was then reviewed for potential therapeutic value by an interdisciplinary panel with experience across a number of therapeutic interventions including cognitive behavioural therapy, Rogerian counselling, mindfulness-based therapies. and family therapy. Eleven (22%) of the 50 freely available VR experiences were reported to have therapeutic potential as tools to support routine mental health therapy. These included support with the following mental health issues—low mood, social anxiety, stress reduction and fear of heights. Guidance of a qualified mental health practitioner was recommended in all cases to maximise the benefit of the VR experiences retrieved. While the quality is variable, freely available VR experiences may contain valuable content that could support mental health therapy. This includes as a homework activity or as an initial setting for case formulation and behavioural experiments.


Author(s):  
Uma V. Mahajan ◽  
Kerrin S. Sunshine ◽  
Eric Z. Herring ◽  
Collin M. Labak ◽  
James M. Wright ◽  
...  

2021 ◽  
Author(s):  
Haowen Jiang ◽  
Sunitha Vimalesvaran ◽  
Jeremy King Wang ◽  
Kee Boon Lim ◽  
Sreenivasulu Reddy Mogali ◽  
...  

BACKGROUND Virtual reality (VR) is a digital education modality that produces a virtual manifestation of the real world and it has been increasingly used in medical education. As VR encompasses different modalities, tools and applications, there is a need to explore how VR has been employed in medical education. OBJECTIVE The objective of this scoping review is to map existing research on the use of VR in undergraduate medical education and to identify areas of future research METHODS We performed a search of 4 bibliographic databases in December 2020, with data extracted using a standardized data extraction form. The data was narratively synthesized and reported in line with the PRISMA-ScR guidelines. RESULTS Of 114 included studies, 69 studies (61%) reported the use of commercially available surgical VR simulators. Other VR modalities included 3D models (15 [14%]) and virtual worlds (20 [18%]), mainly used for anatomy education. Most of the VR modalities included were semi-immersive (68 [60%]) and of high interactivity (79 [70%]). There is limited evidence on the use of more novel VR modalities such as mobile VR and virtual dissection tables (8 [7%]), as well as the use of VR for training of non-surgical and non-psychomotor skills (20 [18%]) or in group setting (16 [14%]). Only 3 studies reported the use conceptual frameworks or theories in the design of VR. CONCLUSIONS Despite extensive research available on VR in medical education, there continues to be important gaps in the evidence. Future studies should explore the use of VR for the development of non-psychomotor skills and in areas other than surgery and anatomy.


2021 ◽  
Vol 61 (1) ◽  
Author(s):  
Hanne Huygelier ◽  
Emily Mattheus ◽  
Vero Vanden Abeele ◽  
Raymond Van Ee ◽  
Céline R. Gillebert

2021 ◽  
Vol 33 (5) ◽  
pp. 1004-1012
Author(s):  
Yasuyuki Inoue ◽  
◽  
Michiteru Kitazaki

In virtual reality (VR), a virtual mirror is often used to display the VR avatar to the user for enhancing the embodiment. The reflected image of the synchronization of the virtual body with the user’s movement is expected to be recognized as the user’s own reflection. In addition to the visuo-motor synchrony, there are some mirror reflection factors that are probably involved in avatar embodiment. This paper reviews literature on the psychological studies that involve mirror-specific self-identification and embodied perception to clarify how the reflected image of the virtual body is embodied. Furthermore, subjective misconceptions about mirror reflections reported in naïve optics have also been reviewed to discuss the potential of virtual mirror displays to modulate avatar embodiment.


2020 ◽  
Vol 10 (1) ◽  
pp. 322 ◽  
Author(s):  
Luis Muñoz-Saavedra ◽  
Lourdes Miró-Amarante ◽  
Manuel Domínguez-Morales

Augmented reality and virtual reality technologies are increasing in popularity. Augmented reality has thrived to date mainly on mobile applications, with games like Pokémon Go or the new Google Maps utility as some of its ambassadors. On the other hand, virtual reality has been popularized mainly thanks to the videogame industry and cheaper devices. However, what was initially a failure in the industrial field is resurfacing in recent years thanks to the technological improvements in devices and processing hardware. In this work, an in-depth study of the different fields in which augmented and virtual reality have been used has been carried out. This study focuses on conducting a thorough scoping review focused on these new technologies, where the evolution of each of them during the last years in the most important categories and in the countries most involved in these technologies will be analyzed. Finally, we will analyze the future trend of these technologies and the areas in which it is necessary to investigate to further integrate these technologies into society.


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