scholarly journals What Does “Asymmetric VR” Mean? A Directed Content Analysis of Co-Located Use of VR by Users on Reddit

2021 ◽  
Vol 2 ◽  
Author(s):  
Kaitlyn Michelle Ouverson ◽  
Carsten Scherber ◽  
Emily Oldham ◽  
Stephen B. Gilbert

Technology is often framed in terms of space and time of use, such that a mobile phone is used to either send asynchronous messages or host synchronous conversations with remote others, while a classroom smartboard supports co-located, synchronous learning. As the technology becomes more immersive, the applicability of frameworks such as the time/place matrix becomes less clear. This study attempts to provide clarity by applying the Composite framework for Asymmetric VR (CAVR) to online forum descriptions of the use of immersive virtual reality (VR) in co-located groups. A related framework, Roles of Technology, is also explored; however, the authors argue the framework must be expanded before application of it beyond mobile technology. To better understand one possible solution to co-located VR’s isolation problem, a directed content analysis was conducted, exploring the discussion of co-located and asymmetric VR use on various subreddits. As a result, 11 patterns of co-located use of VR, including 8 which specify asymmetric VR designs, are identified. The researchers update the dimensions of CAVR according to these results, compare CAVR to another nascent framework, and offer suggestions for future work and applicability to practice. This work is intended to help guide future creation and research of asymmetric VR experiences through the deconstruction of existing asymmetric VR experiences to their key parts via the application of CAVR.

Author(s):  
Sylvia Terbeck ◽  
Jaysan Charlesford ◽  
Heather Clemans ◽  
Emily Pope ◽  
Aimee Lee ◽  
...  

Research on morality has focused on differences in moral judgment and action. In this study, we investigated self-reported moral reasoning after a hypothetical moral dilemma was presented on paper, and moral reasoning after that very same dilemma was experienced in immersive virtual reality (IVR). We asked open-ended questions and used content analysis to determine moral reasoning in a sample of 107 participants. We found that participants referred significantly more often to abstract principles and consequences for themselves (i.e., it is against the law) after the paper-based moral dilemma compared to the IVR dilemma. In IVR participants significantly more often referred to the consequences for the people involved in the dilemma (i.e., not wanting to hurt that particular person). This supports the separate process theory, suggesting that decision and action might be different moral concepts with different foci regarding moral reasoning. Using simulated moral scenarios thus seems essential as it illustrates possible mechanisms of empathy and altruism being more relevant for moral actions especially given the physical presence of virtual humans in IVR.


2004 ◽  
Vol 4 (3) ◽  
pp. 161-170 ◽  
Author(s):  
P. O’B Holt ◽  
J. M Ritchie , ◽  
P. N. Day , ◽  
J. E. L. Simmons , ◽  
G. Robinson , ◽  
...  

In recent years there have been moves in industrial engineering towards greater automation through intelligent systems and this has resulted in replacing human expertise. In many cases the potential of intelligent systems has yet to be realised. This paper presents and discusses an alternative technological approach, which uses immersive virtual reality (VR) to support engineering design tasks. The approach focuses on the human engineer and acknowledges the importance of human input to the design process. The development of a metaphor based VR system is reported along with initial field trials, which compare VR with conventional CAD systems. The results show advantages of using VR over CAD and these are discussed along with strengths, weaknesses and future work.


2020 ◽  
Author(s):  
Bryan Gibson ◽  
Sara Simonsen ◽  
Jakob Jensen ◽  
Leah Yingling ◽  
Julia Schaeffer ◽  
...  

BACKGROUND The Diabetes Prevention Program (DPP) reduces the risk of developing Type 2 Diabetes, however enrollment is very low. OBJECTIVE The goal of this project was to pilot test the efficacy of two brief, immersive mobile phone videos (presented either in virtual reality or 360 video) on risk perceptions and enrollment in the DPP. METHODS Adults with prediabetes were recruited at a clinic serving a low income Hispanic community. After consenting, participants completed a baseline survey that collected demographics and risk perceptions based on the tripartite model of risk perceptions.. They were then informed that they had prediabetes and provided with a link to an educational website that explains: what prediabetes and Type 2 Diabetes (T2DM) are, how lifestyle affects risk of T2DM, what the DPP is, and where to enroll. Participants then viewed two videos using their smartphone ; either with a cardboard VR headset (VR) or their smartphone alone (360 video), per random assignment. Two weeks later a follow-up survey collected measures of: enrollment in the DPP, risk perceptions, health literacy, the importance of contextual factors related to the DPP in their decision of whether or not to enroll in the DPP (e.g. distance to the class ), and qualitative feedback on the interventions. We used logistic regression to determine whether enrollment in the DPP differed by intervention mode, while accounting for heath literacy and contextual factors related to the DPP. We used unpaired t-tests to examine differences in change in risk perceptions between groups. We used paired t-tests to examine within-subject changes in risk perceptions. RESULTS 116 participants provided complete data. Most participants were middle-aged (mean age= 44.6 yrs.; SD= 11.9) Hispanic (114/116), female (79/116), with low health literacy (mean score =12.3/20; SD=3.4). Enrollment in the DPP was 44/116 overall (37.9% ) but did not differ by group ( OR for enrolling in VR group= 1.78 ; 95% CI: 0.75-4.3, p=0.19) . Individuals who rated t the distance needed to travel to attend the DPP as more important were less likely to enroll in the DPP (OR = 0.56, 95% CI:0.33-0.92; p=0.03) Risk perceptions did not differ by group ( mean change in 360 video group = -0.07, mean change in VR group = 0.03, t==0.6, p= 0.54) and did not change within subjects ( mean 0.02, t=0.21, p=0.83). Participants feedback suggested that the videos are emotionally engaging and educational. CONCLUSIONS We present a pilot test of immersive mobile phone videos which appear to be efficacious in promoting enrollment in the DPP. Further work to determine the replicability of these findings, the mechanism of action of the videos, and potential moderators of the efficacy of these videos is discussed.


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