905 research outputs found

    Analysis and Definition of Data Flows Generated by Bio Stimuli in the Design of Interactive Immersive Environments

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    [Abstract] This work focuses on interactivity as one of the essential factors for creating immersive environments, particularly interactivity that generates involuntary responses over which the user does not have conscious control. A dynamic and adaptive model was designed to analyze and define the data flow generated by bio stimuli for the design of interactive immersive environments

    Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations

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    Practices such as mindfulness, introspection, and self-reflection are known to have positive short and long-term effects on health and well-being. However, in today\u27s modern, fast-paced, technological world tempted by distractions these practices are often hard to access and relate to a broader audience. Consequently, technologies have emerged that mediate personal experiences, which is reflected in the high number of available applications designed to elicit positive changes. These technologies elicit positive changes by bringing users\u27 attention to the self—from technologies that show representation of quantified personal data, to technologies that provide experiences that guide the user closer in understanding the self. However, while many designs available today are either built to support or are informed by these aforementioned practices, the question remains: how can we most effectively employ different design elements and interaction strategies to support positive change? Moreover, what types of input and output modalities contribute to eliciting positive states? To address these questions, we present here a state of the art scoping review of immersive interactive technologies that serve in a role of a mediator for positive change in users. We performed a literature search using ACM Digital Library, Web of Science, IEEE Xplore, and Design and Applied Arts Index (beginning of literature—January 1, 2018). We retrieved English-language articles for review, and we searched for published and unpublished studies. Risk of bias was assessed with Downs and Black 26-item QAT scale. We included 34 articles as relevant to the literature, and the analysis of the articles resulted in 38 instances of 33 immersive, interactive experiences relating to positive human functioning. Our contribution is three-fold: First we provide a scoping review of immersive interactive technologies for positive change; Second, we propose both a framework for future designs of positive interactive technologies and design consideration informed by the comparative analysis of the designs; Third, we provide design considerations for immersive, interactive technologies to elicit positive states and support positive change

    Designing interactive virtual environments with feedback in health applications.

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    One of the most important factors to influence user experience in human-computer interaction is the user emotional reaction. Interactive environments including serious games that are responsive to user emotions improve their effectiveness and user satisfactions. Testing and training for user emotional competence is meaningful in healthcare field, which has motivated us to analyze immersive affective games using emotional feedbacks. In this dissertation, a systematic model of designing interactive environment is presented, which consists of three essential modules: affect modeling, affect recognition, and affect control. In order to collect data for analysis and construct these modules, a series of experiments were conducted using virtual reality (VR) to evoke user emotional reactions and monitoring the reactions by physiological data. The analysis results lead to the novel approach of a framework to design affective gaming in virtual reality, including the descriptions on the aspects of interaction mechanism, graph-based structure, and user modeling. Oculus Rift was used in the experiments to provide immersive virtual reality with affective scenarios, and a sample application was implemented as cross-platform VR physical training serious game for elderly people to demonstrate the essential parts of the framework. The measurements of playability and effectiveness are discussed. The introduced framework should be used as a guiding principle for designing affective VR serious games. Possible healthcare applications include emotion competence training, educational softwares, as well as therapy methods

    Creating Bio-adaptive Visual Cues for a Social Virtual Reality Meditation Environment

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    This thesis examines designing and implementing adaptive visual cues for a social virtual reality meditation environment. The system described here adapts into user’s bio- and neurofeedback and uses that data in visual cues to convey information of physiological and affective states during meditation exercises supporting two simultaneous users. The thesis shows the development process of different kinds of visual cues and attempts to pinpoint best practices, design principles and pitfalls regarding the visual cue development in this context. Also examined are the questions regarding criteria for selecting correct visual cues and how to convey information of biophysical synchronization between users. The visual cues examined here are created especially for a virtual reality environment which differs as a platform from traditional two dimensional content such as user interfaces on a computer display. Points of interests are how to embody the visual cues into the virtual reality environment so that the user experience remains immersive and the visual cues convey information correctly and in an intuitive manner

    Co-Design with Myself: A Brain-Computer Interface Design Tool that Predicts Live Emotion to Enhance Metacognitive Monitoring of Designers

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    Intuition, metacognition, and subjective uncertainty interact in complex ways to shape the creative design process. Design intuition, a designer's innate ability to generate creative ideas and solutions based on implicit knowledge and experience, is often evaluated and refined through metacognitive monitoring. This self-awareness and management of cognitive processes can be triggered by subjective uncertainty, reflecting the designer's self-assessed confidence in their decisions. Despite their significance, few creativity support tools have targeted the enhancement of these intertwined components using biofeedback, particularly the affect associated with these processes. In this study, we introduce "Multi-Self," a BCI-VR design tool designed to amplify metacognitive monitoring in architectural design. Multi-Self evaluates designers' affect (valence and arousal) to their work, providing real-time, visual biofeedback. A proof-of-concept pilot study with 24 participants assessed its feasibility. While feedback accuracy responses were mixed, most participants found the tool useful, reporting that it sparked metacognitive monitoring, encouraged exploration of the design space, and helped modulate subjective uncertainty

    The Design and Evaluation of an Ambient Biofeedback Display

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    People use non-verbal cues, such as facial expressions, body language and tonal variations in speech, to help communicate emotion; however, these cues are not always available in interactive computer environments. For example, in computer-mediated communication, these cues don’t exist, and in interactive art, it is difficult to convey and represent emotion. Without being able to effectively communicate emotion, we can have difficulty relating to other people, and can lack self-regulation of our own emotional states. In this thesis, we propose to use abstract visual representations of emotion when regular emotion cues either don’t exist or are not appropriate to the medium. Through pilot testing and two user studies, we create abstract visual representations of emotional state and show that the visualizations are naturally interpretable and suitable for at-a-glance understanding. Finally, to demonstrate their utility, we incorporate the visual representations of emotion into a biofeedback task using ambient displays. We show that participants are able to use the visualizations to self-regulate their physiological arousal

    Designing for self-transcendent experiences in virtual reality

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    This thesis contributes to Psychology and Human-Computer Interaction (HCI) research with a focus on the design of immersive experiences that support self-transcendence. Self-transcendence is defined as a decrease in a sense of self and a increase in unity with the world. It can change what individuals know and value, their perspective on the world and life, evolving them as a grown person. Consequently, self-transcendence is gaining attention in Psychology, Philosophy, and Neuroscience. But, we are still far from understanding the complex phenomenological and neurocognitive aspects of self-transcendence, as well as its implications for individual growth and psychological well-being. In reviewing the methods for studying self-transcendence, we found differing conceptual models determine different ways for understanding and studying self-transcendence. Understanding self-transcendence is made especially challenging because of its ineffable qualities and extraordinary conditions in which it takes place. For that reason, researchers have began to look at technological solutions for both eliciting self-transcendence to better study it under controlled and replicable conditions as well as giving people greater access to the experience. We reviewed immersive, interactive technologies that aim to support positive experiences such as self-transcendence and extracted a set of design considerations that were prevalent across experiences. We then explored two different focuses of self-transcendence: awe and lucid dreaming. First, we took an existing VR experience designed specifically to support the self-transcendent experience of awe and looked at how the mindset and physical setting surrounding that VR experience might better support the experience of and accommodation of awe. Second, we delved deep into lucid dreaming to better understand the aspects that could help inform the design of an immersive experience that supports self-transcendence. We put those design ideas into practice by developing a neurofeedback system that aims to support lucid dreaming practices in an immersive experience. Through these review papers and design explorations, we contribute to the understanding of how one might design and evaluate immersive technological experiences that support varieties of self-transcendence. We hope to inspire more work in this area that holds promise in better understanding human nature and living our best lives

    Evoking Physiological Synchrony and Empathy Using Social VR with Biofeedback

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    With the advent of consumer grade virtual reality (VR) headsets and physiological measurement devices, new possibilities for mediated social interaction emerge enabling the immersion to environments where the visual features react to the users' physiological activation. In this study, we investigated whether and how individual and interpersonally shared biofeedback (visualised respiration rate and frontal asymmetry of electroencephalography, EEG) enhance synchrony between the users' physiological activity and perceived empathy towards the other during a compassion meditation exercise carried out in a social VR setting. The study was conducted as a laboratory experiment (N = 72) employing a Unity3D-based Dynecom immersive social meditation environment and two amplifiers to collect the psychophysiological signals for the biofeedback. The biofeedback on empathy-related EEG frontal asymmetry evoked higher self-reported empathy towards the other user than the biofeedback on respiratory activation, but the perceived empathy was highest when both feedbacks were simultaneously presented. In addition, the participants reported more empathy when there was stronger EEG frontal asymmetry synchronization between the users. The presented results inform the field of affective computing on the possibilities that VR offers for different applications of empathic technologies.Peer reviewe

    Playing With Embodied Social Interaction : A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality

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    Revision Published: 11 May 2022Recently, there has been a burgeoning of immersive virtual reality (VR) applications in a variety of shapes, including gameful social VR. Despite a longstanding tradition of studying social factors in gameful computing, this perspective in the specific experiences of VR is only gaining traction. This highly multidisciplinary area of interest is immensely complex with potential consequences on individuals and social groups alike. To aid in constituting and systematizing this area of research from the early days, this paper explores 14 state-of-art publications on experimental research of social aspects in gameful VR. These were analysed predominantly based on the included manipulations and the studied outcomes resulting in the extraction of five and seven thematic wholes, respectively. Finally, based on the findings, four broad avenues to consider were emphasized as suggested paths for a comprehensive future of embodied gameful social VR application and research across a variety of disciplines.Peer reviewe
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