desktop virtual reality
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2021 ◽  
Author(s):  
Carina Zoellner ◽  
Nicole Klein ◽  
Sen Cheng ◽  
Ricarda Schubotz ◽  
Nikolai Axmacher ◽  
...  

Experiences that are retrieved from memory are often not accurate, but prone to biases. The interplay of already existing semantic knowledge and recently generated episodic memory traces might explain some of the underlying mechanisms. The scenario construction model postulates that during encoding, only the gist of an episode is stored in the episodic memory trace and during retrieval, any needed information that is missing from that trace is constructed from semantic knowledge. The current study aimed to investigate semantic construction in a realistic, yet controlled setting. Using a desktop virtual reality (VR) participants navigated through a flat in which some household items appeared in unexpected rooms, creating conflicts between the experienced episode and semantic expectations. During recall after two separate retrieval delays (one day vs one week) we were able to identify influences from semantic knowledge. To manipulate salience, some objects were task-relevant, and some were irrelevant to the sequence of actions. We used spatial and temporal recall measures. Both congruency and task-relevance, but not time, predicted correct episodic memory retrieval. In the spatial memory retrieval, semantic construction was more likely than guessing in cases of episodic memory failure and occurred more frequently for task-irrelevant objects. In the temporal recall at the second retrieval delay we could show that object-pairs belonging to the same semantic room-category were temporally clustered together compared to object-pairs from different semantic room-categories. Taken together, our findings support the predictions of the scenario construction model, as we found influences of semantic knowledge on both spatial and temporal memory recall. The new VR-paradigm appears to be a promising tool for investigating semantic construction.


Author(s):  
Faizah Maarof ◽  
Hizmawati Madzin ◽  
Noris Mohd Norowi ◽  
Puteri Suhaiza Sulaiman ◽  
Mas Nida Md Khambari

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Michal Gath-Morad ◽  
Tyler Thrash ◽  
Julia Schicker ◽  
Christoph Hölscher ◽  
Dirk Helbing ◽  
...  

AbstractVisibility is the degree to which different parts of the environment can be observed from a given vantage point. In the absence of previous familiarity or signage, the visibility of key elements in a multilevel environment (e.g., the entrance, exit, or the destination itself) becomes a primary input to make wayfinding decisions and avoid getting lost. Previous research has focused on memory-based wayfinding and mental representation of 3D space, but few studies have investigated the direct effects of visibility on wayfinding. Moreover, to our knowledge, there are no studies that have explicitly observed the interaction between visibility and wayfinding under uncertainty in a multilevel environment. To bridge this gap, we studied how the visibility of destinations, as well as the continuity of sight-lines along the vertical dimension, affects unaided and goal-directed wayfinding behavior in a multilevel desktop Virtual Reality (VR) study. We obtained results from a total of 69 participants. Each participant performed a total of 24 wayfinding trials in a multilevel environment. Results showcase a significant and nonlinear correlation between the visibility of destinations and wayfinding behavioral characteristics. Specifically, once the destination was in sight, regardless of whether it was highly or barely visible, participants made an instantaneous decision to switch floors and move up towards the destination. In contrast, if the destination was out-of-sight, participants performed ‘visual exploration’, indicated by an increase in vertical head movements and greater time taken to switch floors. To demonstrate the direct applicability of this fundamental wayfinding behavioral pattern, we formalize these results by modeling a visibility-based cognitive agent. Our results show that by modeling the transition between exploration and exploitation as a function of visibility, cognitive agents were able to replicate human wayfinding patterns observed in the desktop VR study. This simple demonstration shows the potential of extending our main findings concerning the nonlinear relationship between visibility and wayfinding to inform the modeling of human cognition.


2021 ◽  
Vol 2 ◽  
Author(s):  
Shiva Pedram ◽  
Richard Skarbez ◽  
Stephen Palmisano ◽  
Matthew Farrelly ◽  
Pascal Perez

This paper discusses results from two successive rounds of virtual mines rescue training. The first round was conducted in a surround projection environment (360-VR), and the second round was conducted in desktop virtual reality (Desktop-VR). In the 360-VR condition, trainees participated as groups, making collective decisions. In the Desktop-VR condition, trainees could control their avatars individually. Overall, 372 participants took part in this study, including 284 mines rescuers who took part in 360-VR, and 243 in Desktop-VR. (155 rescuers experienced both.) Each rescuer who trained in 360-VR completed a battery of pre- and post-training questionnaires. Those who attended the Desktop-VR session only completed the post-training questionnaire. We performed principal components analysis on the questionnaire data, followed by a multiple regression analysis, the results of which suggest that the chief factor contributing to positive learning outcome was Learning Context, which extracted information about the quality of the learning content, the trainers, and their feedback. Subjective feedback from the Desktop-VR participants indicated that they preferred Desktop-VR to 360-VR for this training activity, which highlights the importance of choosing an appropriate platform for training applications, and links back to the importance of Learning Context. Overall, we conclude the following: 1) it is possible to train effectively using a variety of technologies but technology that is well-suited to the training task is more useful than technology that is “more advanced,” and 2) factors that have always been important in training, such as the quality of human trainers, remain critical for virtual reality training.


2020 ◽  
Vol 10 (9) ◽  
pp. 3012 ◽  
Author(s):  
Chih-Long Lin ◽  
Si-Jing Chen ◽  
Rungtai Lin

Virtual reality (VR) technology has been employed in a wide range of fields, from entertainment to medicine and engineering. Advances in VR also provide new opportunities in art exhibitions. This study discusses the experience of art appreciation through desktop virtual reality (Desktop VR) or head-mounted display virtual reality (HMD VR) and compares it with appreciating a physical painting. Seventy-eight university students participated in the study. According to the findings of this study, painting evaluation and the emotions expressed during the appreciation show no significant difference under these three conditions, indicating that the participants believe that paintings, regardless of whether they are viewed through VR, are similar. Owing to the limitation of the operation, the participants considered HMD VR to be a tool that hinders free appreciation of paintings. In addition, attention should be paid to the proper projected size of words and paintings for better reading and viewing. The above indicates that through digital technology, we can shorten the gap between a virtual painting and a physical one; however, we must still improve the design of object size and the interaction in the VR context so that a virtual exhibition can be as impressive as a physical one.


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