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Bogon J, Högerl J, Kocur M, Wolff C, Henze N, Riemer M. Validating virtual reality for time perception research: Virtual reality changes expectations about the duration of physical processes, but not the sense of time. Behav Res Methods 2024; 56:4553-4562. [PMID: 37752369 PMCID: PMC11289030 DOI: 10.3758/s13428-023-02201-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 07/14/2023] [Indexed: 09/28/2023]
Abstract
Immersive virtual reality (VR) provides a versatile method for investigating human time perception, because it allows the manipulation and control of relevant variables (e.g., the speed of environmental changes) that cannot be modified in the real world. However, an important premise for interpreting the results of VR studies, namely that the method itself does not affect time perception, has received little attention. Here we tested this assumption by comparing timing performance in a real environment and a VR scenario. Participants performed two timing tasks, requiring the production of intervals defined either by numerical values ("eight seconds") or by a physical process ("the time it takes for a bottle to run out when turned over"). We found that the experience of immersive VR exclusively altered judgments about the duration of physical processes, whereas judgments about the duration of abstract time units were unaffected. These results demonstrate that effects of VR on timing performance are not driven by changes in time perception itself, but rather by altered expectations regarding the duration of physical processes. The present study validates the use of VR in time perception research and strengthens the interpretation of changed timing behaviour induced by manipulations within VR.
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Affiliation(s)
- Johanna Bogon
- Media Informatics Group, University of Regensburg, Regensburg, Germany.
| | - Julian Högerl
- Media Informatics Group, University of Regensburg, Regensburg, Germany
| | - Martin Kocur
- Digital Media, University of Applied Sciences Upper Austria, Hagenberg, Austria
| | - Christian Wolff
- Media Informatics Group, University of Regensburg, Regensburg, Germany
| | - Niels Henze
- Media Informatics Group, University of Regensburg, Regensburg, Germany
| | - Martin Riemer
- Biological Psychology and Neuroergonomics, Technical University Berlin, Berlin, Germany
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Lin MIB, Wu B, Cheng SW. Changes in Navigation Controls and Field-of-View Modes Affect Cybersickness Severity and Spatiotemporal Gait Patterns After Exposure to Virtual Environments. HUMAN FACTORS 2024; 66:1942-1960. [PMID: 37501376 DOI: 10.1177/00187208231190982] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 07/29/2023]
Abstract
OBJECTIVE To examine the effects of navigation controls and field-of-view modes on cybersickness severity and gait dynamics after cessation of exposure to a virtual environment (VE). BACKGROUND The applications of virtual reality are increasing in various fields; however, whether changes in interaction techniques and visual contents could mitigate the potential gait disturbance following VE exposure remains unclear. METHOD Thirty healthy adults wore a head-mounted display to complete six sessions of 12-min run-and-gun tasks using different navigation controls (gamepad, head, natural) and field-of-view modes (full, restricted). Forward and backward walking tasks were performed before and after VE exposure. The degrees of cybersickness and presence were evaluated using questionnaires, along with the in-session task performance. Spatiotemporal gait measures and their variabilities were calculated for each walking task. RESULTS The participants experienced less cybersickness with the head and natural controls than with the gamepad. Natural control, based on matching body movements, was associated with the highest degree of presence and best performance. VE navigation using the gamepad showed reduced cadences and increased stride times during postexposure forward-walking tasks. When the VE was presented via the restricted field-of-view mode, increased gait variabilities were observed from backward-walking tasks after VE exposure. CONCLUSION Body movement-based navigation controls may alleviate cybersickness. We observed gait adaptation during both ambulation tasks, which was influenced by the navigation control method and field-of-view mode. APPLICATION This study provides the first evidence for gait adaptation during balance-demanding tasks after VE exposure, which is valuable for designing guidelines for virtual reality interactions.
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Affiliation(s)
- Ming-I Brandon Lin
- Department of Industrial and Information Management, National Cheng Kung University, Tainan, Taiwan
- Institute of Information Management, National Cheng Kung University, Tainan, Taiwan
| | - Bonnie Wu
- Department of Industrial and Information Management, National Cheng Kung University, Tainan, Taiwan
| | - Shun-Wen Cheng
- Institute of Information Management, National Cheng Kung University, Tainan, Taiwan
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MacIntyre E, Braithwaite FA, Stanton TR. Painful distortions: people with painful knee osteoarthritis have biased visuospatial perception of the environment. Pain 2024:00006396-990000000-00577. [PMID: 38635468 DOI: 10.1097/j.pain.0000000000003231] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/22/2023] [Accepted: 02/20/2024] [Indexed: 04/20/2024]
Abstract
ABSTRACT Visuospatial perception is thought to be adaptive-ie, hills are perceived as steeper when capacity is low, or threat is high-guiding appropriate interaction with the environment. Pain (bodily threat) may similarly modulate visuospatial perception, with the extent of modulation influenced by threat magnitude (pain intensity, fear) and associated with behaviour (physical activity). We compared visuospatial perception of the environment between 50 people with painful knee osteoarthritis and 50 age-/sex-matched pain-free control participants using 3 virtual reality tasks (uphill steepness estimation, downhill steepness estimation, and a distance-on-hill measure), exploring associations between visuospatial perception, clinical characteristics (pain intensity, state and trait fear), and behaviour (wrist-worn accelerometry) within a larger knee osteoarthritis group (n = 85). People with knee osteoarthritis overestimated uphill (F1,485 = 19.4, P < 0.001) and downhill (F1,480 = 32.3, P < 0.001) steepness more so than pain-free controls, but the groups did not differ for distance-on-hill measures (U = 1273, P = 0.61). There was also a significant group x steepness interaction for the downhill steepness task (F4,480 = 3.11, P = 0.02). Heightened overestimation in people with knee osteoarthritis relative to pain-free controls increased as downhill slopes became steeper. Results were unchanged in a replication analysis using all knee osteoarthritis participants (n = 85), except the downhill steepness interaction was no longer significant. In people with knee osteoarthritis, higher state fear was associated with greater over-estimation of downhill slope steepness (rho = 0.69, P < 0.001), and greater visuospatial overestimation (distance-on-hill) was associated with lower physical activity levels (rho = -0.22, P = 0.045). These findings suggest that chronic pain may shift perception of the environment in line with protection, with overestimation heightened when threat is greater (steeper hills, more fearful), although impact on real-world behaviour is uncertain.
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Affiliation(s)
- Erin MacIntyre
- IIMPACT in Health, University of South Australia, Adelaide, Australia
- Persistent Pain Research Group, Hopwood Centre for Neurobiology, Lifelong Health Theme, South Australia Health and Medical Research Institute (SAHMRI), Adelaide, Australia
| | - Felicity A Braithwaite
- IIMPACT in Health, University of South Australia, Adelaide, Australia
- Persistent Pain Research Group, Hopwood Centre for Neurobiology, Lifelong Health Theme, South Australia Health and Medical Research Institute (SAHMRI), Adelaide, Australia
| | - Tasha R Stanton
- IIMPACT in Health, University of South Australia, Adelaide, Australia
- Persistent Pain Research Group, Hopwood Centre for Neurobiology, Lifelong Health Theme, South Australia Health and Medical Research Institute (SAHMRI), Adelaide, Australia
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Yildiz GY, Skarbez R, Sperandio I, Chen SJ, Mulder IJ, Chouinard PA. Linear perspective cues have a greater effect on the perceptual rescaling of distant stimuli than textures in the virtual environment. Atten Percept Psychophys 2024; 86:653-665. [PMID: 38182938 DOI: 10.3758/s13414-023-02834-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 12/14/2023] [Indexed: 01/07/2024]
Abstract
The presence of pictorial depth cues in virtual environments is important for minimising distortions driven by unnatural viewing conditions (e.g., vergence-accommodation conflict). Our aim was to determine how different pictorial depth cues affect size constancy in virtual environments under binocular and monocular viewing conditions. We systematically removed linear perspective cues and textures of a hallway in a virtual environment. The experiment was performed using the method of constant stimuli. The task required participants to compare the size of 'far' (10 m) and 'near' (5 m) circles displayed inside a virtual environment with one or both or none of the pictorial depth cues. Participants performed the experiment under binocular and monocular viewing conditions while wearing a virtual reality headset. ANOVA revealed that size constancy was greater for both the far and the near circles in the virtual environment with pictorial depth cues compared to the one without cues. However, the effect of linear perspective cues was stronger than textures, especially for the far circle. We found no difference between the binocular and monocular viewing conditions across the different virtual environments. We conclude that linear perspective cues exert a stronger effect than textures on the perceptual rescaling of far stimuli placed in the virtual environment, and that this effect does not vary between binocular and monocular viewing conditions.
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Affiliation(s)
- Gizem Y Yildiz
- Department of Psychology, Counselling, and Therapy, La Trobe University, George Singer Building, Room 460, 75 Kingsbury Drive, Bundoora, Victoria, 3086, Australia
- Institute of Neuroscience and Medicine (INM-3), Forschungszentrum Jülich GmbH, Jülich, Germany
| | - Richard Skarbez
- Department of Computer Science and Information Technology, La Trobe University, Melbourne, VIC, Australia
| | - Irene Sperandio
- Department of Psychology and Cognitive Science, University of Trento, Rovereto, TN, Italy
| | - Sandra J Chen
- Department of Psychology, Counselling, and Therapy, La Trobe University, George Singer Building, Room 460, 75 Kingsbury Drive, Bundoora, Victoria, 3086, Australia
| | - Indiana J Mulder
- Department of Psychology, Counselling, and Therapy, La Trobe University, George Singer Building, Room 460, 75 Kingsbury Drive, Bundoora, Victoria, 3086, Australia
| | - Philippe A Chouinard
- Department of Psychology, Counselling, and Therapy, La Trobe University, George Singer Building, Room 460, 75 Kingsbury Drive, Bundoora, Victoria, 3086, Australia.
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Kaleva I, Riches S. Stepping inside the whispers and tingles: multisensory virtual reality for enhanced relaxation and wellbeing. Front Digit Health 2023; 5:1212586. [PMID: 37534028 PMCID: PMC10390721 DOI: 10.3389/fdgth.2023.1212586] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/26/2023] [Accepted: 06/28/2023] [Indexed: 08/04/2023] Open
Affiliation(s)
- Ina Kaleva
- Department of Psychosis Studies, Institute of Psychiatry, Psychology & Neuroscience, King’s College London, London, United Kingdom
- South London and Maudsley NHS Foundation Trust, London, United Kingdom
| | - Simon Riches
- South London and Maudsley NHS Foundation Trust, London, United Kingdom
- Department of Psychology, Institute of Psychiatry, Psychology & Neuroscience, King’s College London, London, United Kingdom
- Social, Genetic and Developmental Psychiatry Centre, Institute of Psychiatry, Psychology & Neuroscience, King’s College London, London, United Kingdom
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Mangalam M, Yarossi M, Furmanek MP, Krakauer JW, Tunik E. Investigating and acquiring motor expertise using virtual reality. J Neurophysiol 2023; 129:1482-1491. [PMID: 37194954 PMCID: PMC10281781 DOI: 10.1152/jn.00088.2023] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/28/2023] [Revised: 04/25/2023] [Accepted: 05/11/2023] [Indexed: 05/18/2023] Open
Abstract
After just months of simulated training, on January 19, 2019 a 23-year-old E-sports pro-gamer, Enzo Bonito, took to the racetrack and beat Lucas di Grassi, a Formula E and ex-Formula 1 driver with decades of real-world racing experience. This event raised the possibility that practicing in virtual reality can be surprisingly effective for acquiring motor expertise in real-world tasks. Here, we evaluate the potential of virtual reality to serve as a space for training to expert levels in highly complex real-world tasks in time windows much shorter than those required in the real world and at much lower financial cost without the hazards of the real world. We also discuss how VR can also serve as an experimental platform for exploring the science of expertise more generally.
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Affiliation(s)
- Madhur Mangalam
- Department of Physical Therapy, Movement, and Rehabilitation Science, Northeastern University, Boston, Massachusetts, United States
- Division of Biomechanics and Research Development, Department of Biomechanics, University of Nebraska at Omaha, Omaha, Nebraska, United States
- Center for Research in Human Movement Variability, University of Nebraska at Omaha, Omaha, Nebraska, United States
| | - Mathew Yarossi
- Department of Physical Therapy, Movement, and Rehabilitation Science, Northeastern University, Boston, Massachusetts, United States
- Department of Electrical and Computer Engineering, Northeastern University, Boston, Massachusetts, United States
| | - Mariusz P Furmanek
- Department of Physical Therapy, Movement, and Rehabilitation Science, Northeastern University, Boston, Massachusetts, United States
- Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, Katowice, Poland
- Physical Therapy Department, University of Rhode Island, Kingston, Rhode Island, United States
| | - John W Krakauer
- Department of Neurology, The Johns Hopkins University School of Medicine, Baltimore, Maryland, United States
- Department of Neuroscience, The Johns Hopkins University School of Medicine, Baltimore, Maryland, United States
- Department of Physical Medicine and Rehabilitation, The Johns Hopkins University School of Medicine, Baltimore, Maryland, United States
- The Santa Fe Institute, Santa Fe, New Mexico, United States
| | - Eugene Tunik
- Department of Physical Therapy, Movement, and Rehabilitation Science, Northeastern University, Boston, Massachusetts, United States
- Department of Electrical and Computer Engineering, Northeastern University, Boston, Massachusetts, United States
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Kang J, Yadav N, Ramadoss S, Yeon J. Reliability of distance estimation in virtual reality space: A quantitative approach for construction management. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107773] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/30/2023]
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Linton P, Morgan MJ, Read JCA, Vishwanath D, Creem-Regehr SH, Domini F. New Approaches to 3D Vision. Philos Trans R Soc Lond B Biol Sci 2023; 378:20210443. [PMID: 36511413 PMCID: PMC9745878 DOI: 10.1098/rstb.2021.0443] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/30/2022] [Accepted: 10/25/2022] [Indexed: 12/15/2022] Open
Abstract
New approaches to 3D vision are enabling new advances in artificial intelligence and autonomous vehicles, a better understanding of how animals navigate the 3D world, and new insights into human perception in virtual and augmented reality. Whilst traditional approaches to 3D vision in computer vision (SLAM: simultaneous localization and mapping), animal navigation (cognitive maps), and human vision (optimal cue integration) start from the assumption that the aim of 3D vision is to provide an accurate 3D model of the world, the new approaches to 3D vision explored in this issue challenge this assumption. Instead, they investigate the possibility that computer vision, animal navigation, and human vision can rely on partial or distorted models or no model at all. This issue also highlights the implications for artificial intelligence, autonomous vehicles, human perception in virtual and augmented reality, and the treatment of visual disorders, all of which are explored by individual articles. This article is part of a discussion meeting issue 'New approaches to 3D vision'.
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Affiliation(s)
- Paul Linton
- Presidential Scholars in Society and Neuroscience, Center for Science and Society, Columbia University, New York, NY 10027, USA
- Italian Academy for Advanced Studies in America, Columbia University, New York, NY 10027, USA
- Visual Inference Lab, Zuckerman Mind Brain Behavior Institute, Columbia University, New York, NY 10027, USA
| | - Michael J. Morgan
- Department of Optometry and Visual Sciences, City, University of London, Northampton Square, London EC1V 0HB, UK
| | - Jenny C. A. Read
- Biosciences Institute, Newcastle University, Newcastle upon Tyne, Tyne & Wear NE2 4HH, UK
| | - Dhanraj Vishwanath
- School of Psychology and Neuroscience, University of St Andrews, St Andrews, Fife KY16 9JP, UK
| | | | - Fulvio Domini
- Department of Cognitive, Linguistic, and Psychological Sciences, Brown University, Providence, RI 02912-9067, USA
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