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The development of interface technologies is driven by the goal of making interaction more positive through natural action-control mappings.
In Virtual Reality (VR), the entire body is potentially involved for interaction, using such mappings with a maximum of degrees of freedom. The downside is the increase in interaction complexity, which can dramatically influence interface design.
A cognitive perspective on detailed aspects of interaction patterns is lacking in common interface design guidelines, although it can be helpful to make this complexity controllable and, thus, make interaction behavior predictable.
In the present study, the distinction between grounding, embodiment, and situatedness (the GES framework) is applied to organize aspects of interactions and to compare them with each other.
In two experiments, zooming into or out of emotional pictures through changes of arm span was examined in VR. There are qualitatively different aspects during such an interaction: i) perceptual aspects caused by zooming are fundamental for human behavior (Grounding: closer objects appear bigger) and ii) aspects of gestures correspond to the physical characteristics of the agents (Embodiment: little distance of hands signals little or, in contrast, "creating more detail").
The GES-framework sets aspects of Grounding against aspects of Embodiment, thus allowing to predict human behavior regarding these qualitatively different aspects.
For the zooming procedure, the study shows that Grounding can overrule Embodiment in interaction design.
Thus, we propose GES as a cognitive framework that can help to inform interaction guidelines for user interface design in VR.
Virtual Reality (VR) leads to the highest level of immersion if presented using a 1:1 mapping of virtual space to physical space—also known as real walking. The advent of inexpensive consumer virtual reality (VR) headsets, all capable of running inside-out position tracking, has brought VR to the home. However, many VR applications do not feature full real walking, but instead, feature a less immersive space-saving technique known as instant teleportation. Given that only 0.3% of home users run their VR experiences in spaces more than 4m2, the most likely explanation is the lack of the physical space required for meaningful use of real walking. In this thesis, we investigate how to overcome this hurdle. We demonstrate how to run 1:1-mapped VR experiences in small physical spaces and we explore the trade-off between space and immersion. (1) We start with a space limit of 15cm. We present DualPanto, a device that allows (blind) VR users to experience the virtual world from a 1:1 mapped bird’s eye perspective—by leveraging haptics. (2) We then relax our space constraints to 50cm, which is what seated users (e.g., on an airplane or train ride) have at their disposal. We leverage the space to represent a standing user in 1:1 mapping, while only compressing the user’s arm movement. We demonstrate our 4 prototype VirtualArms at the example of VR experiences limited to arm movement, such as boxing. (3) Finally, we relax our space constraints further to 3m2 of walkable space, which is what 75% of home users have access to. As well- established in the literature, we implement real walking with the help of portals, also known as “impossible spaces”. While impossible spaces on such dramatic space constraints tend to degenerate into incomprehensible mazes (as demonstrated, for example, by “TraVRsal”), we propose plausibleSpaces: presenting meaningful virtual worlds by adapting various visual elements to impossible spaces. Our techniques push the boundary of spatially meaningful VR interaction in various small spaces. We see further future challenges for new design approaches to immersive VR experiences for the smallest physical spaces in our daily life.
Video-based reflection in teacher education: comparing virtual reality and real classroom videos
(2022)
While previous studies have examined the use of real-world classroom videos to support the development of student teachers' reflective skills, there has been little research to date on the use of virtual reality (VR) videos in teacher education to provide opportunities for authentic reflec-tion.
This mixed-methods study investigated changes in reflection-related self-efficacy and dif-ferences in written reflection processes using a quasi-experimental design with two types of reflection stimuli.
One group of 46 student teachers used a VR-based video to reflect on in-struction while another group of 23 student teachers used a real classroom video.
We found an increase in reflection-related self-efficacy over time among participants in the VR group only. We also found that VR videos triggered similar reflection processes to real classroom videos.
This study shows, for the first time, that video-based reflection on VR classroom videos produced comparable results to reflection on real classroom videos. This indicates that VR can be used successfully in teacher education and that it offers a useful learning tool for teacher education programs.
Virtual reality promises high potential as an immersive, hands-on learning tool for training 21st-century skills. However, previous research revealed that the mere use of digital tools in higher education does not automatically translate into learning outcomes. Instead, information systems studies emphasized the importance of effective use behavior to achieve technology usage goals. Applying the affordance network approach, we investigated what constitutes effective usage behavior regarding a virtual reality collaboration system in digital education. Therefore, we conducted 18 interviews with students and observations of six course sessions. The results uncover how affordance actualization contributed to the achievement of learning goals. A comparison with findings of previous studies on other information systems (i.e., electronic medical record systems, big data analytics, fitness wearables) allowed us to highlight system-specific differences in effective use behavior. We also demonstrated a clear distinction between concepts surrounding effective use theory facilitating the application of the affordance network approach in information systems research.
Finger-based representation of numbers is a high-level cognitive strategy to assist numerical and arithmetic processing in children and adults. It is unclear whether this paradigm builds on simple perceptual features or comprises several attributes through embodiment. Here we describe the development and initial testing of an experimental setup to study embodiment during a finger-based numerical task using Virtual Reality (VR) and a low-cost tactile stimulator that is easy to build. Using VR allows us to create new ways to study finger-based numerical representation using a virtual hand that can be manipulated in ways our hand cannot, such as decoupling tactile and visual stimuli. The goal is to present a new methodology that can allow researchers to study embodiment through this new approach, maybe shedding new light on the cognitive strategy behind the finger-based representation of numbers. In this case, a critical methodological requirement is delivering precisely targeted sensory stimuli to specific effectors while simultaneously recording their behavior and engaging the participant in a simulated experience. We tested the device's capability by stimulating users in different experimental configurations. Results indicate that our device delivers reliable tactile stimulation to all fingers of a participant's hand without losing motion tracking quality during an ongoing task. This is reflected by an accuracy of over 95% in participants detecting stimulation of a single finger or multiple fingers in sequential stimulation as indicated by experiments with sixteen participants. We discuss possible application scenarios, explain how to apply our methodology to study the embodiment of finger-based numerical representations and other high-level cognitive functions, and discuss potential further developments of the device based on the data obtained in our testing.
How do social changes, new technologies or new management trends affect communication work? A team of researchers at Leipzig University and the University of Potsdam (Germany) observed new developments in related disciplines. As a result, the five most important trends for corporate communications are identified annually and published in the Communications Trend Radar. Thus, Communications managers can identify challenges and opportunities at an early stage, take a position, address issues and make decisions. For 2023, the Communications Trend Radar identifies five key trends for corporate communications: State Revival, Scarcity Management, Unimagination, Parallel Worlds, Augemented Workflows.
Computerised mirror therapy with Augmented Reflection Technology for early stroke rehabilitation
(2017)
Purpose: New rehabilitation strategies for post-stroke upper limb rehabilitation employing visual stimulation show promising results, however, cost-efficient and clinically feasible ways to provide these interventions are still lacking. An integral step is to translate recent technological advances, such as in virtual and augmented reality, into therapeutic practice to improve outcomes for patients. This requires research on the adaptation of the technology for clinical use as well as on the appropriate guidelines and protocols for sustainable integration into therapeutic routines. Here, we present and evaluate a novel and affordable augmented reality system (Augmented Reflection Technology, ART) in combination with a validated mirror therapy protocol for upper limb rehabilitation after stroke. Results: The results showed that the combination and application of the Berlin Protocol for Mirror Therapy together with ART was feasible for clinical use. This combination was integrated into the therapeutic plan of subacute stroke patients at the two clinical locations where the second part of this research was conducted. Conclusions: Our findings pave the way for using technology to provide mirror therapy in clinical settings and show potential for the more effective use of inpatient time and enhanced recoveries for patients. IMPLICATIONS FOR REHABILITATION Computerised Mirror Therapy is feasible for clinical use Augmented Reflection Technology can be integrated as an adjunctive therapeutic intervention for subacute stroke patients in an inpatient setting Virtual Rehabilitation devices such as Augmented Reflection Technology have considerable potential to enhance stroke rehabilitation
Background:
Research into the application of virtual reality technology in the health care sector has rapidly increased, resulting in a large body of research that is difficult to keep up with.
Objective:
We will provide an overview of the annual publication numbers in this field and the most productive and influential countries, journals, and authors, as well as the most used, most co-occurring, and most recent keywords.
Methods:
Based on a data set of 356 publications and 20,363 citations derived from Web of Science, we conducted a bibliometric analysis using BibExcel, HistCite, and VOSviewer.
Results:
The strongest growth in publications occurred in 2020, accounting for 29.49% of all publications so far. The most productive countries are the United States, the United Kingdom, and Spain; the most influential countries are the United States, Canada, and the United Kingdom. The most productive journals are the Journal of Medical Internet Research (JMIR), JMIR Serious Games, and the Games for Health Journal; the most influential journals are Patient Education and Counselling, Medical Education, and Quality of Life Research. The most productive authors are Riva, del Piccolo, and Schwebel; the most influential authors are Finset, del Piccolo, and Eide. The most frequently occurring keywords other than “virtual” and “reality” are “training,” “trial,” and “patients.” The most relevant research themes are communication, education, and novel treatments; the most recent research trends are fitness and exergames.
Conclusions:
The analysis shows that the field has left its infant state and its specialization is advancing, with a clear focus on patient usability.