563 research outputs found

    Security, Privacy and Safety Risk Assessment for Virtual Reality Learning Environment Applications

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    Social Virtual Reality based Learning Environments (VRLEs) such as vSocial render instructional content in a three-dimensional immersive computer experience for training youth with learning impediments. There are limited prior works that explored attack vulnerability in VR technology, and hence there is a need for systematic frameworks to quantify risks corresponding to security, privacy, and safety (SPS) threats. The SPS threats can adversely impact the educational user experience and hinder delivery of VRLE content. In this paper, we propose a novel risk assessment framework that utilizes attack trees to calculate a risk score for varied VRLE threats with rate and duration of threats as inputs. We compare the impact of a well-constructed attack tree with an adhoc attack tree to study the trade-offs between overheads in managing attack trees, and the cost of risk mitigation when vulnerabilities are identified. We use a vSocial VRLE testbed in a case study to showcase the effectiveness of our framework and demonstrate how a suitable attack tree formalism can result in a more safer, privacy-preserving and secure VRLE system.Comment: Tp appear in the CCNC 2019 Conferenc

    How immersive virtual reality methods may meet the criteria of the National Academy of Neuropsychology and American Academy of Clinical Neuropsychology:A software review of the Virtual Reality Everyday Assessment Lab (VR-EAL)

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    International audienceClinical tools involving immersive virtual reality (VR) may bring several advantages to cognitive neuroscience and neuropsychology. However, there are some technical and methodological pitfalls. The American Academy of Clinical Neuropsychology (AACN) and the National Academy of Neuropsychology (NAN) raised 8 key issues pertaining to Computerized Neuropsychological Assessment Devices. These issues pertain to: (1) the safety and effectivity; (2) the identity of the end-user; (3) the technical hardware and software features; (4) privacy and data security; (5) the psychometric properties; (6) examinee issues; (7) the use of reporting services; and (8) the reliability of the responses and results. The VR Everyday Assessment Lab (VR-EAL) is the first immersive VR neuropsychological battery with enhanced ecological validity for the assessment of everyday cognitive functions by offering a pleasant testing experience without inducing cybersickness. The VR-EAL meets the criteria of the NAN and AACN, addresses the methodological pitfalls, and brings advantages for neuropsychological testing. However, there are still shortcomings of the VR-EAL, which should be addressed. Future iterations should strive to improve the embodiment illusion in VR-EAL and the creation of an open access VR software library should be attempted. The discussed studies demonstrate the utility of VR methods in cognitive neuroscience and neuropsychology

    Toward systematic control of cybersickness

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    Visually induced motion sickness, or cybersickness, has been well documented in all kinds of vehicular simulators and in many virtual environments. It probably occurs in all virtual environments. Cybersickness has many known determinants, including (a short list) field-of-view, flicker, transport delays, duration of exposure, gender, and susceptibility to motion sickness. Since many of these determinants can be controlled, a major objective in designing virtual environments is to hold cybersickness below a specified level a specified proportion of the time. More than 20 years ago C. W. Simon presented a research strategy based on fractional factorial experiments that was capable in principle of realizing this objective. With one notable exception, however, this strategy was not adopted by the human factors community. The main reason was that implementing Simon\u27s strategy was a major undertaking, very time-consuming, and very costly. In addition, many investigators were not satisfied that Simon had adequately addressed issues of statistical reliability. The present paper proposes a modified Simonian approach to the sate objective (holding cybersickness below specified standards) with some loss in the range of application but a greatly reduced commitment of resources

    Collaborative Work Enabled by Immersive Environments

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    Virtual Reality Methods

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    ePDF and ePUB available Open Access under CC-BY-NC-ND licence. Since the mid-2010s, virtual reality (VR) technology has advanced rapidly. This book explores the many opportunities that VR can offer for humanities and social sciences researchers. The book provides a user-friendly, non-technical methods guide to using ready-made VR content and 360° video as well as creating custom materials. It examines the advantages and disadvantages of different approaches to using VR, providing helpful, real-world examples of how researchers have used the technology
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