3,370 research outputs found

    Influence of immersion on user's spatial presence and memory in virtual environments

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    This study examines the influence of immersion on users' sense of spatial presence and spatial memory in virtual environments. The single factor was systematically manipulated in three conditions. A sample of 32 participants was used to test the study hypotheses. This study employed a between-subject design, and participants were randomly assigned to one of the three experimental conditions. The results from statistical analysis of covariance (ANCOVA) revealed the influence of immersion on the spatial presence and spatial memory. The results of this study revealed that higher level of immersion including a wider field of view and the stereoscopic display did lead to a greater sense of presence and improved spatial memory performance. This study has practical implications across various domains including architectural design and visualization, developing virtual reality systems, and training simulators.Includes bibliographical reference

    The Underpinnings of Workload in Unmanned Vehicle Systems

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    This paper identifies and characterizes factors that contribute to operator workload in unmanned vehicle systems. Our objective is to provide a basis for developing models of workload for use in design and operation of complex human-machine systems. In 1986, Hart developed a foundational conceptual model of workload, which formed the basis for arguably the most widely used workload measurement techniquethe NASA Task Load Index. Since that time, however, there have been many advances in models and factor identification as well as workload control measures. Additionally, there is a need to further inventory and describe factors that contribute to human workload in light of technological advances, including automation and autonomy. Thus, we propose a conceptual framework for the workload construct and present a taxonomy of factors that can contribute to operator workload. These factors, referred to as workload drivers, are associated with a variety of system elements including the environment, task, equipment and operator. In addition, we discuss how workload moderators, such as automation and interface design, can be manipulated in order to influence operator workload. We contend that workload drivers, workload moderators, and the interactions among drivers and moderators all need to be accounted for when building complex, human-machine systems

    Unravelling the Influence of Online Social Context on Consumer Health Information Technology (CHIT) Implementations

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    While health information technology research has examined a variety of topics (e.g., adoption and assimilation of technology within healthcare organizations, critical success factors), it has remained unclear how the uniqueness of the online context (e.g., users connecting with strangers for social and emotional support) influences consumer health information technology (CHIT) implementations. Towards this goal, this dissertation examines the influence of online social context on CHIT implementations and outcomes. Using theories from social psychology, this dissertation encompasses two empirical research essays. The first essay draws on the environmental enrichment concept to examine the influential role of the online social context of a gamified CHIT on its success. By surveying existing fitness technology users, we demonstrate the influence of the social context enabled by CHITs on behavioral adherence to exercise. The second essay draws on construal level theory to examine the influence of textual information (such as race, geographic location) in online patient communities on a user’s trust of the community and the system as well as their intentions to participate in them. Using randomized experiments, we identify some of the propinquity-related factors that influence a user’s trust in online patient communities. The key contribution of this dissertation is the advancement of our understanding of the important role played by the social context enabled by the CHITs

    The Effect of Prior Virtual Reality Experience on Locomotion and Navigation in Virtual Environments

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    VirtualReality(VR) is becoming more accessible and widely utilized in crucial disciplines like training, communication, healthcare, and education. One of the important parts of VR applications is walking through virtual environments. So, researchers have broadly studied various kinds of walking in VR as it can reduce sickness, improve the sense of presence, and enhance the general user experience. Due to the recent availability of consumer Head Mounted Displays (HMDs), people are using HMDs in all sorts of different locations. It underscores the need for locomotion methods that allow users to move through large Immersive Virtual Environments (IVEs) when occupying a small physical space or even seated. Although many aspects of locomotion in VR have received extensive research, very little work has considered how locomotive behaviors might change over time as users become more experienced in IVEs. As HMDs were rarely encountered outside of a lab before 2016, most locomotion research before this was likely conducted with VR novices who had no prior experience with the technology. However, as this is no longer the case, itis important to consider whether locomotive behaviors may evolve over time with user experience. This proposal specifically studies locomotive behaviors and effects that may adjust over time. For the first study, we conducted experiments measuring novice and experienced subjects’ gait parameters in VR and real environments. Prior research has established that users’ gait in virtual and real environments differs; however, little research has evaluated how users’ gait differs as users gain more experience with VR. We conducted experiments measuring novice and experienced subjects’ gait parameters in VR and real environments. Results showed that subjects’ performance in VR and Real World was more similar in the last trials than in the first trials; their walking dissimilarity in the start trials diminished by walking more trials. We found the trials a significant variable affecting the walking speed, step length, and trunk angle for both groups of users. While the main effect of expertise was not observed, an interaction effect between expertise and the trial number was shown. The trunk angle increased over time for novices but decreased for experts. These cond study reports the results of an experiment investigating how users’ behavior with two locomotion methods changed over four weeks: teleportation and joystick-based locomotion. Twenty novice VR users (no more than 1 hour prior experience with any form of walking in VR) were recruited. They loaned an Oculus Quest for four weeks on their own time, including an activity we provided them with. Results showed that the time required to complete the navigation task decreased faster for joystick-based locomotion. Spatial memory improved with time, particularly when using teleportation (which starts disadvantaged to joystick-based locomotion). Also, overall cyber sickness decreased slightly overtime; two dimensions of cyber sickness (nausea and disorientation) increased notably over time using joystick-based navigation. The next study presents the findings of a longitudinal research study investigating the effects of locomotion methods within virtual reality on participants’ spatial awareness during VR experiences and subsequent real-world gait parameters. The study encompasses two distinct environments: the real world and VR. In the real world setting, we analyze key gait parameters, including walking speed, distance traveled, and stepcount, both pre and post-VR exposure, to perceive the influence of VR locomotion on post-VR gait behavior. Additionally, we assess participants’ spatial awareness and the occurrence of simulator sickness, considering two locomotion methods: joy stick and teleportation. Our results reveal significant changes in gait parameters associated with increased VR locomotion experience. Furthermore, we observe a remarkable reduction in cyber sickness symptoms over successive VR sessions, particularly evident among participants utilizing joy stick locomotion. This study contributes to the understanding of gait behavior influenced by VR locomotion technology and the duration of VR immersion. Together, these studies inform how locomotion and navigation behavior may change in VR as users become more accustomed to walking in virtual reality settings. Also, comparative studies on locomotion methods help VR developers to implement the better-suited locomotion method. Thus, it provides knowledge to design and develop VR systems to perform better for different applications and groups of users

    THE PERSUASION PROCESSES IN VIRTUAL REALITY IN THE CONTEXT OF TECHNOLOGY ACCEPTANCE

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    This dissertation investigates the extent to which a media audience’s degree of technology acceptance (as a mediator) and interactivity of the media influence the user’s sense of presence, enjoyment, and message engagement, and finally lead to attitude change (persuasion). The study also explores how the user processes a message and changes the individuals’ attitude, guided by the Heuristic-Systematic Model (HSM) of information processing. To test hypotheses, two different types of media as stimuli sorted by levels of stereoscopic dimension (2D screen versus 3D virtual reality) describing a Syrian Refugee crisis were used for an experiment in the study. Stimuli were randomly assigned to 105 university students to 1) watch (screen) or 2) experience (VR). After the experiment, participants were asked to complete a set of questionnaires, which included items to assess the amount of heuristic and systematic processing; the level of presence; message engagement; enjoyment; message-consistent attitude change; and behavioral intention. The results showed VR (high interactivity) induced participants’ higher level of telepresence, social presence, message engagement, and enjoyment than a screen (low interactivity), and finally led to message-consistent attitude and behavioral intention. Heuristic processing was primarily worked in VR, where Systematic processing was mainly shown in the 2D condition. In addition, it was found that Technological Acceptance significantly worked as a mediator between interactivity and message engagement. Limitations and suggestions for future research were discussed with implications for both academic and business field

    The Role of Cognitive Effort in Decision Performance Using Data Representations :;a Cognitive Fit Perspective

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    A major goal of Decision Support (DSS) and Business Intelligence (BI) systems is to aid decision makers in their decision performance by reducing effort. One critical part of those systems is their data representation component of visually intensive applications such as dashboards and data visualization. The existing research led to a number of theoretical approaches that explain decision performance through data representation\u27s impact on users\u27 cognitive effort, with Cognitive Fit Theory (CFT) being the most influential theoretical lens. However, available CFT-based literature findings are inconclusive and there is a lack of research that actually attempts to measure cognitive effort, the mechanism underlying CFT and CFT-based literature. This research is the first one to directly measure cognitive effort in Cognitive Fit and Business Information Visualization context and the first one to evaluate both self-reported and physiological measures of cognitive effort. The research provides partial support for CFT by confirming that task characteristics and data representation do influence cognitive effort. This influence is pronounced for physiological measures of cognitive effort while it minimal for self-reported measure of cognitive effort. While cognitive effort was found to have an impact on decision time, this research suggests caution is assuming that task-representation fit is influencing decision accuracy. Furthermore, this level of impact varies between self-reported and physiological cognitive effort and is influenced by task complexity. Research provides extensive cognitive fit theory, business information visualization and cognitive effort literature review along with implications of the findings for both research and practic

    The Role of Cognitive Effort in Decision Performance Using Data Representations :;a Cognitive Fit Perspective

    Get PDF
    A major goal of Decision Support (DSS) and Business Intelligence (BI) systems is to aid decision makers in their decision performance by reducing effort. One critical part of those systems is their data representation component of visually intensive applications such as dashboards and data visualization. The existing research led to a number of theoretical approaches that explain decision performance through data representation\u27s impact on users\u27 cognitive effort, with Cognitive Fit Theory (CFT) being the most influential theoretical lens. However, available CFT-based literature findings are inconclusive and there is a lack of research that actually attempts to measure cognitive effort, the mechanism underlying CFT and CFT-based literature. This research is the first one to directly measure cognitive effort in Cognitive Fit and Business Information Visualization context and the first one to evaluate both self-reported and physiological measures of cognitive effort. The research provides partial support for CFT by confirming that task characteristics and data representation do influence cognitive effort. This influence is pronounced for physiological measures of cognitive effort while it minimal for self-reported measure of cognitive effort. While cognitive effort was found to have an impact on decision time, this research suggests caution is assuming that task-representation fit is influencing decision accuracy. Furthermore, this level of impact varies between self-reported and physiological cognitive effort and is influenced by task complexity. Research provides extensive cognitive fit theory, business information visualization and cognitive effort literature review along with implications of the findings for both research and practic

    Presence, what is it good for? Exploring the benefits of virtual reality at evoking empathy towards the marginalized

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    2020 Fall.Includes bibliographical references.This study examines the relationship between physical presence and empathy across three technology modalities: 1) virtual reality head-mount displays, 2) desktop virtual reality, and 3) text narratives with photographs displayed on a computer screen. Additionally, it examines if public support for a novel public health intervention increases when participants engage in a perspective-taking exercise designed to evoke empathy. Last, the study explores whether the benefits of empathy arousal, specifically the reduction of stereotypes toward the marginalized, depend on the technology modality used in the perspective-taking exercise. Prior studies have consistently found a positive correlation between physical presence and fear and anxiety, especially studies that have used virtual reality head-mount displays to induce presence. However, few studies have examined the relationship between physical presence and empathy. Although some studies have found a positive correlation between physical presence and empathy, these studies are few, lack comprehensive and consistent measurement, and commonly do not test the superiority of virtual reality head-mount displays at evoking empathy against more traditional technology modalities. Last, studies using virtual reality head-mount displays have found inconsistent results in how empathy affects public support and stereotypes. A 1x4 lab experiment (N = 199) was carried out to fill in these research gaps. Results include the follow: 1) physical presence was higher in the virtual reality head-mount display condition compared to the desktop virtual-reality condition and the text narrative and photograph condition; 2) physical presence was positively correlated with all four dimensions of empathy—perspective taking, fantasy, personal distress, and empathic concern; however, the relationship between presence and empathic concern was moderated by participants' mental health; 3) the amount of empathy participants experienced did not differ by experimental condition; however, cognitive empathy was lower in the control condition compared to each experimental condition; 4) public support was positively correlated with three of the four dimensions of empathy including perspective taking, fantasy, and empathic concern; 5) perceptions of stereotypes of people who inject drugs were higher in the control condition compared to the desktop virtual-reality condition and text narrative condition, but not the virtual reality head-mount display condition. Overall, this study adds to a growing body of literature exploring the benefits of virtual-reality perspective-taking exercises in three important ways. First, this study strengthens the assertion that virtual-reality head-mount displays produce more physical presence compared to desktop virtual reality and text narratives with photographs. Second, aligned with prior research, this study provides evidence of a positive correlation between physical presence and empathy arousal. However, in this study, empathy arousal appears to be increasing presence, which is a different causal pathway then the study predicted.Last, this study found that the virtual-reality head-mount display condition was the only experimental condition that did not significantly reduce stereotypes. Together, these results suggest both potential advantages and disadvantages for using virtual reality in perspective-taking exercises
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