Designing for Persuasion through Embodied Experiences in Virtual Reality

Author(s):  
Sun Joo Ahn

Embodied experiences in virtual reality (VR) involves the reproduction of sufficiently realistic sensory information so that users are able to see, hear, and feel experiences as if they are going through them at the moment. A growing body of literature evinces that the effects of these virtual experiences carry over into the physical world to impact attitudes and behaviors in the physical world. Underlying mechanisms of embodied experiences that produce these outcomes are discussed in the context of media affordances or interactions between novel attributes of VR and user perceptions of them. Design implications to maximize persuasive effects are examined and illustrated with case studies. Finally, the limitations of embodied experiences are considered using the efficiency framework.

Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.


Author(s):  
Judith Leiß

Artikelbeginn:[English title and abstract below] Dieses Buch ist so Mindfuck. [...] [D]ieses Buch lebt davon, dass man keinen Plan hat. Dass man, genau wie der Protagonist, keine Ahnung hat, was da eigentlich abgeht. [...] Wie der Protagonist hinterfragt man das, was man kennt, denkt sich zwischendurch »wtf« und ist sich einschließlich des Endes nie so ganz sicher, was jetzt eigentlich Sache ist. (Weltentraeumerin 2019) Dieses Urteil der LovelyBooks-Rezensentin Weltentraeumerin über Patrick Ness’ Mehr als das (engl. EA More Than This) ist insofern repräsentativ, als fast alle der etwas ausführlicheren Rezensionen auf der Plattform hervorheben, dass die Lektüre dieses Buches mehr Fragen aufwirft als sie beantwortet.   Patrick Ness’s More Than ThisA Hybrid of Postmodern Utopia and Adolescent Novel The novel More Than This (2013) by Patrick Ness is an enthralling but potentially disconcerting text; the construction principle of which seems to be deliberate confusion. It tells the story of 16-year-old Seth who drowns in the first chapter of the book and then finds himself in a desolate, abandoned place, wondering whether he is still alive or in some version of hell – or somewhere in between – and dreaming his last dream in the moment of death. Or might Seth have woken up from what could be called a collective dream, a virtual reality that has become the safe haven for humanity after the physical world has become uninhabitable? Neither the protagonist nor the reader is given a conclusive answer. This article addresses the literary strategies that are deployed in the novel to create this plurality of possible readings. Specific attention is paid to the way in which structural elements of the utopian novel and the adolescent novel are combined and hybridised. Drawing on the concept of heterotopia as a postmodern utopian subgenre, it is argued that More Than This can be read as an aesthetic realisation of a post-modern frame of mind, generating what Jean-François Lyotard calls the differend, and thereby offering readers the opportunity to consciously endure radical plurality.


Author(s):  
Sita Popat

This chapter considers how the use of screendance within performances and installations affects the ways in which audiences and participants experience bodies in space by transcending the dimensions ascribed to them traditionally by the material world and the projection screen. Mixed reality and “ubiquitous computing” are increasingly embedded in our social and cultural experiences, and three dance or dance-related examples that use them are examined: Merce Cunningham’s Biped, igloo’s SwanQuake: House, and Paul Sermon’s Telematic Dreaming. Virtual reality can have a realistic perspective that creates an environment comparable to the physical world, or it can challenge Euclidean space and Newtonian physics by highlighting phenomena that can only exist in the virtual world—yet both of these can create binaries that disrupt embodied experiences by prioritizing concept over sensation. Dance has much to offer in developing understandings of how the body and technology can manage and overcome binary tendencies within a mixed reality environment.


2021 ◽  
Author(s):  
John Waterworth ◽  
Ingvar Tjostheim

We selected four fragments from the world of presence theory for particular attention. These are: presence as a perceptual illusion, as a pretence, as attending to an external world, and as pretending the virtual is real. We reflect on and try to unite these fragments into a fairly coherent and perhaps more general view of the nature of presence, one that may help integrate insights into both ‘natural’ and mediated presence. One conclusion from this work is that when we feel present, we believe that what is happening is real, in the moment, whether it is in the physical world or in a virtual reality (VR). In other words, when we feel really present in an environment it is real for us. If presence in VR is an illusion, so is presence in the physical world. Presence in VR requires imagination and belief (though not make-believe), and so does presence in the physical world.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Géraldine Fauville ◽  
Anna C. M. Queiroz ◽  
Erika S. Woolsey ◽  
Jonathan W. Kelly ◽  
Jeremy N. Bailenson

AbstractResearch about vection (illusory self-motion) has investigated a wide range of sensory cues and employed various methods and equipment, including use of virtual reality (VR). However, there is currently no research in the field of vection on the impact of floating in water while experiencing VR. Aquatic immersion presents a new and interesting method to potentially enhance vection by reducing conflicting sensory information that is usually experienced when standing or sitting on a stable surface. This study compares vection, visually induced motion sickness, and presence among participants experiencing VR while standing on the ground or floating in water. Results show that vection was significantly enhanced for the participants in the Water condition, whose judgments of self-displacement were larger than those of participants in the Ground condition. No differences in visually induced motion sickness or presence were found between conditions. We discuss the implication of this new type of VR experience for the fields of VR and vection while also discussing future research questions that emerge from our findings.


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.


2019 ◽  
Vol 141 (6) ◽  
Author(s):  
Nicole Damen ◽  
Christine Toh

Although trust can have a positively mediating effect on information technology adoption and usage, the concept has not been extensively investigated in the home automation field. Therefore, this work is aimed at exploring the role of agent location and the gender of the agent's voice on users' perception of trust toward automation through two experimental studies (N = 8 and N = 20) and a web-based smart lock simulation. Explicit trust behavior was captured using directly observable behaviors and decisions, while implicit trust behavior was captured using detailed click-level user behaviors with the smart lock simulation as a proxy for reaction time. The results show that users displayed more explicit trusting behavior toward the system when it displayed design characteristics that were stereotype congruent (female-home and male-office) compared to stereotype incongruent systems (male-home and female-office). These results show that users carry over the social expectations and roles encountered in human-to-human relationships to interactions with simulated automated agents. These findings empirically demonstrate the influence of design characteristics on the formation of trust relationships between users and automated devices and provide a foundation for future research geared at critically examining our evolving relationship with technology.


2021 ◽  
Vol 22 (19) ◽  
pp. 10276
Author(s):  
Julia Hofmann ◽  
Verena Hackl ◽  
Hannah Esser ◽  
Andras T. Meszaros ◽  
Margot Fodor ◽  
...  

The liver, in combination with a functional biliary system, is responsible for maintaining a great number of vital body functions. However, acute and chronic liver diseases may lead to irreversible liver damage and, ultimately, liver failure. At the moment, the best curative option for patients suffering from end-stage liver disease is liver transplantation. However, the number of donor livers required by far surpasses the supply, leading to a significant organ shortage. Cellular therapies play an increasing role in the restoration of organ function and can be integrated into organ transplantation protocols. Different types and sources of stem cells are considered for this purpose, but highly specific immune cells are also the focus of attention when developing individualized therapies. In-depth knowledge of the underlying mechanisms governing cell differentiation and engraftment is crucial for clinical implementation. Additionally, novel technologies such as ex vivo machine perfusion and recent developments in tissue engineering may hold promising potential for the implementation of cell-based therapies to restore proper organ function.


2021 ◽  
Vol 15 (2) ◽  
pp. 65-78
Author(s):  
André F. V. Veneroso ◽  
Patrick W. Segundo ◽  
Daniela Godoi

BACKGROUND: Parkour can be seen as a sport, an art, a philosophy, a state of mind, an art of living. Practitioners (known as “tracers”) have to overcome obstacles in their path by adapting their movements to the given environment to reach somewhere or something or to escape from someone or something. However, the knowledge about the underlying mechanisms related to postural control in tracers is still lacking. AIM: To examine the postural control in tracers using global, structural, and spectral stabilometric descriptors. METHOD: Five tracers and five controls, all-male, stood upright for 30 seconds, under different conditions of vision (open or closed eyes), surface (soft or rigid), and base of support (bipedal, semi-tandem, or Parkour stance). RESULTS: In more challenging conditions, the tracers compared to controls, showed a lower amount of sway, needed less postural commands, and used sensory information to control balance differently. CONCLUSION: Tracers have better postural control than controls. Moreover, although current findings are based on data from a small number of subjects, the results suggest that these differences between groups are related to different underlying physiological and biomechanical mechanisms related to postural control.


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