scholarly journals Remote and Collaborative Virtual Reality Experiments via Social VR Platforms

2021 ◽  
Author(s):  
David Saffo ◽  
Sara Di Bartolomeo ◽  
Caglar Yildirim ◽  
Cody Dunne

Virtual reality (VR) researchers struggle to conduct remote studies. Previous work has focused on working around limitations imposed by traditional crowdsourcing methods. However, the potential for leveraging social VR platforms for HCI evaluations is largely unexplored. These platforms have large VR-ready user populations, distributed synchronous virtual environments, and support for user generated content. We demonstrate how social VR platforms can be used to practically and ethically produce valid research results by replicating two studies using one such platform (VRChat): a quantitative study on Fitts’ Law and a qualitative study on tabletop collaboration. Our replication studies exhibited analogous results to the originals, indicating the research validity of this approach. Moreover, we easily recruited experienced VR users with their own hardware for synchronous, remote, and collaborative participation. We further provide lessons learned for future researchers experimenting using social VR platforms. This paper and all supplemental materials are available at osf.io/c2amz.

Manufacturing ◽  
2002 ◽  
Author(s):  
Ali Akgunduz ◽  
Pat Banerjee

In this paper an efficient technique for distributing the data in collaborative virtual reality is presented. The described technique incorporates the culling and level of detail concepts in virtual reality to obtain cell based bounding volumes in each virtual environment. Defined bounding volumes are utilized in filtering the data that is transferred between different virtual environments in the simulation system. To orchestrate the communication between virtual environments and their bounding volumes, a supervisory control system is presented in the paper.


2021 ◽  
Vol 2 ◽  
Author(s):  
Annie Wang ◽  
Meredith Thompson ◽  
Cigdem Uz-Bilgin ◽  
Eric Klopfer

Virtual reality has become an increasingly important topic in the field of education research, going from a tool of interest to a tool of practice. In this paper, we document and summarize the studies associated with our 4-year design project, Collaborative Learning Environments in Virtual Reality (CLEVR). Our goal is to share the lessons we gleaned from the design and development of the game so that others may learn from our experiences as they are designing, developing, and testing VR for learning. We translate “lessons learned” from our user studies into “best practices” when developing authentic, interactive, and collaborative experiences in VR. We learned that authentic representations can enhance learning in virtual environments but come at a cost of increased time and resources in development. Interactive experiences can motivate learning and enable users to understand spatial relationships in ways that two dimensional representations cannot. Collaboration in VR can be used to alleviate some of the cognitive load inherent in VR environments, and VR can serve as a context for collaborative problem solving with the appropriate distribution of roles and resources. The paper concludes with a summation of best practices intended to inform future VR designers and researchers.


Healthcare ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. 417
Author(s):  
Jaehee Jeon ◽  
Sihyun Park

Although patients with hypovolemic shock are common in clinical practice, nursing students have little chance of coming across them during their practicum. The main focus of this qualitative study was to explore the elements essential for a virtual reality (VR) based simulation program for hypovolemic shock nursing care. To this end, we conducted focus group interviews with three expert groups of 15 (five from each group) experienced clinical nurses (≥10 years) with experience in hypovolemic shock nursing care. Data were collected in June and July 2020, and after transcribing the interviews, the data analysis involved theme development as part of qualitative content analysis. The exploratory research results were classified into five themes: experience of hypovolemic shock nursing care, determinants of patient prognosis, essential nursing competence, scenario construction, and direction for VR simulation program development. Based on their experience of hypovolemic shock nursing care, the participants suggested concrete development directions for scenarios and VR-based simulation training programs. This article proposes the development of a VR-based simulation program that reflects the exploratory research results of this study in order for nursing students to take an interest in hypovolemic shock nursing care and efficiently improve related skills.


2018 ◽  
Vol 17 (6) ◽  
pp. 167-177
Author(s):  
Jaewan Park ◽  
Xu Long ◽  
Sangwon Lee
Keyword(s):  

2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


ACI Open ◽  
2020 ◽  
Vol 04 (02) ◽  
pp. e132-e135
Author(s):  
Luke V. Rasmussen ◽  
Christin Hoell ◽  
Maureen E. Smith ◽  
Rex Chisholm ◽  
Justin Starren ◽  
...  

Abstract Background While there have been published reports detailing technical challenges of incorporating genetic test results into the electronic health record (EHR) with proposed solutions, less has been published about unanticipated sociotechnological or practical communication challenges involved in this process. Objectives This study was aimed to describe unanticipated issues that arose returning genetic research results through the EHR as part of the National Human Genome Research Institute (NHGRI)-funded electronic Medical Records and Genomics (eMERGE) 3 consortium, and provide lessons learned for future implementations Methods We sequenced 3,000 participants on a 109-gene panel and returned genetic results initially in person and/or by letter, with a later release directly into the EHR and patient portal. Results When results were returned through the EHR, multiple participants expressed confusion and contacted the health system, resulting in our institution temporarily freezing our return of research results. Discussion We determined the likely causes of this issue to be (1) the delay between enrollment and results return, (2) inability to personalize mass e-mail messages announcing new research test results in the EHR, (3) limited space for description of test results in the EHR, and (4) the requirement to list an ordering physician for research results in the EHR. For future return of results, we propose sending preparatory e-mails to participants, including screenshots of how they can expect to see their results presented in the EHR portal. Conclusion We hope our lessons learned can provide helpful guidance to other sites implementing research genetic results into the EHR and can encourage EHR developers to incorporate greater flexibility in the future.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


Mindfulness ◽  
2021 ◽  
Author(s):  
Karin Matko ◽  
Ulrich Ott ◽  
Peter Sedlmeier

Abstract Objectives Meditation is an umbrella term for a vast range of contemplative practices. Former proposals have struggled to do justice to this variety. To our knowledge, there is to date no comprehensive overview of meditation techniques spanning all major traditions. The present studies aimed at providing such a comprehensive list of meditation techniques. Methods In a qualitative study, we compiled a collection of 309 meditation techniques through a literature search and interviews with 20 expert meditators. Then, we reduced this collection to 50 basic meditation techniques. In a second, quantitative study, 635 experienced meditators from a wide range of meditative backgrounds indicated how much experience they had with each of these 50 meditation techniques. Results Meditators’ responses indicated that our choice of techniques had been adequate and only two techniques had to be added. Our additional statistical and cluster analyses illustrated preferences for specific techniques across and within diverse traditions as well as sets of techniques commonly practiced together. Body-centered techniques stood out in being of exceptional importance to all meditators. Conclusions In conclusion, we found an amazing variety of meditation techniques, which considerably surpasses previous collections. Our selection of basic meditation techniques might be of value for future scientific investigations and we encourage researchers to use this set.


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