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Proceedings ArticleDOI

Virtual reality and its uses: a systematic literature review

TL;DR: This systematic literature review (SLR) focuses on the commercial impact of virtual reality and which field of study this technology is most used and shows that VR systems have a wide specter of applications and a significant potential for revolutionizing the authors' everyday life in the digital world.
Abstract: Virtual reality (VR) has challenged the way we perceive the world and user experience is being explored to achieve an immersive and effective experience. However, the commercial effects and impact of this technology lacks sufficient research. It is hence uncertain which role virtual reality has in information systems nowadays. This systematic literature review (SLR) focuses on the commercial impact of virtual reality and which field of study this technology is most used. To answer this question, a reference manual was used from literature review protocol standards and carried out. Results show that VR systems have a wide specter of applications and a significant potential for revolutionizing our everyday life in the digital world.
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Journal ArticleDOI
31 Jul 2010

88 citations

Journal ArticleDOI
TL;DR: This survey reviews existing research inquiries and produces alternative research directions informed by emerging research in the fields of psychology, neurology, education, and critical disability studies.
Abstract: The Combating Autism Act of 2006 and its reauthorization in 2014 produced unprecedented interest in autism research. Computer Science researchers have devoted considerable attention to applying wearable technologies to existing autism interventions, as well as producing new forms of intervention. Many of these applications base their approach in popular conceptions of autism, leading the work to focus predominantly on social skills training. This survey reviews existing research inquiries and produces alternative research directions informed by emerging research in the fields of psychology, neurology, education, and critical disability studies. Wearable technologies may be uniquely suited to support and empower autistic people in sensorimotor integration, emotional regulation, executive function, communication, and other underrepresented domains of this misunderstood disability.

28 citations

Proceedings ArticleDOI
01 Dec 2018
TL;DR: In this paper, a novel framework to get automated ratings on motion sickness using Neural Networks is described, which can help to rate any VR application on motion motion sickness and intensity that involves camera movement.
Abstract: Virtual Reality (VR) can cause an unprecedented immersion and feeling of presence yet a lot of users experience motion sickness when moving through a virtual environment. Rollercoaster rides are popular in Virtual Reality but have to be well designed to limit the amount of nausea the user may feel. This paper describes a novel framework to get automated ratings on motion sickness using Neural Networks. An application that lets users create rollercoasters directly in VR, share them with other users and ride and rate them is used to gather real-time data related to the in-game behaviour of the player, the track itself and users' ratings based on a Simulator Sickness Questionnaire (SSQ) integrated into the application. Machine learning architectures based on deep neural networks are trained using this data aiming to predict motion sickness levels. While this paper focuses on rollercoasters this framework could help to rate any VR application on motion sickness and intensity that involves camera movement. A new well defined dataset is provided in this paper and the performance of the proposed architectures are evaluated in a comparative study.

25 citations

Journal ArticleDOI
TL;DR: The results of the study indicate that cybersickness produced higher saccade mean speed, whereas unpleasant context caused higher fixation count, sAccade rate, and pupil dilation, whereas pleasant context causedhigher fixation count and pupilDilation.
Abstract: Previous studies showed that virtual reality (VR) environments can affect emotional state and cause significant changes in physiological responses. Aside from these effects, inadvertently induced cybersickness is a notorious problem faced in VR. In this study, to further investigate the effects of virtual environments (VEs) with different context, three dynamic VEs were created. Each VE had a particular purpose: evoking no emotion in Campfire (CF), unpleasant emotions in Hospital (HH), and cybersickness symptoms in Roller Coaster (RC). We made use of objective measurements of physiological responses such as pupil dilation, blinks, fixations, saccades, and heart rate, as well as subjective self‐assessments via pre‐ and post‐VE session questionnaires. While previous studies investigate different subsets of these measures, our study makes a comprehensive analysis of them jointly in dynamic VEs. The results of the study indicate that cybersickness produced higher saccade mean speed, whereas unpleasant context caused higher fixation count, saccade rate, and pupil dilation. Moreover, CF decreased anxiety, whereas HH and RC increased it and they also decreased comfort. Participants felt cybersickness in all VEs even in CF which is designed to minimize the effects.

25 citations

Proceedings ArticleDOI
14 Jun 2017
TL;DR: The research project Project Orpheus is presented as a case study into trans-medial storytelling, exploring how the impact of a traditional television show may be reinforced by an immersive VR experience.
Abstract: When creating content for virtual reality, filmmakers find that they need to re-evaluate the tools they have traditionally used to tell their stories, and explore the new possibilities that this particular medium has to offer. To determine how storytelling- and filmmaking tools function in VR, the concept of presence is currently being re-evaluated for its possibilities to be used as a measurement of the relative effectiveness of these tools. The research project Project Orpheus is presented as a case study into trans-medial storytelling, exploring how the impact of a traditional television show may be reinforced by an immersive VR experience. The movie was subsequently used to conduct a small qualitative study into the use of 3D sound to guide the viewers attention in VR.

23 citations


Cites background from "Virtual reality and its uses: a sys..."

  • ...Based on a systematic literature review, Berntsen et al concluded that the main categories for studies regarding VR are health, exploration and presentation entertainment [1]....

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References
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Journal ArticleDOI
TL;DR: The series of cost estimation SLRs demonstrate the potential value of EBSE for synthesising evidence and making it available to practitioners and European researchers appear to be the leading exponents of systematic literature reviews.
Abstract: Background: In 2004 the concept of evidence-based software engineering (EBSE) was introduced at the ICSE04 conference. Aims: This study assesses the impact of systematic literature reviews (SLRs) which are the recommended EBSE method for aggregating evidence. Method: We used the standard systematic literature review method employing a manual search of 10 journals and 4 conference proceedings. Results: Of 20 relevant studies, eight addressed research trends rather than technique evaluation. Seven SLRs addressed cost estimation. The quality of SLRs was fair with only three scoring less than 2 out of 4. Conclusions: Currently, the topic areas covered by SLRs are limited. European researchers, particularly those at the Simula Laboratory appear to be the leading exponents of systematic literature reviews. The series of cost estimation SLRs demonstrate the potential value of EBSE for synthesising evidence and making it available to practitioners.

2,843 citations


"Virtual reality and its uses: a sys..." refers methods in this paper

  • ...[15] B. Kitchenham, O. P. Brereton, D. Budgen, M. Turner, J. Bailey, and S. Linkman....

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  • ...In this study the reference manual adapted from Kitchenham [15] is used....

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Journal ArticleDOI
TL;DR: This meta‐analysis shows that in the case of anxiety disorders, VRET does far better than the waitlist control and has a good stability of results over time, similar to that of the classical evidence‐based treatments.
Abstract: Virtual reality exposure therapy (VRET) is a promising intervention for the treatment of the anxiety disorders. The main objective of this meta-analysis is to compare the efficacy of VRET, used in a behavioral or cognitive-behavioral framework, with that of the classical evidence-based treatments, in anxiety disorders. A comprehensive search of the literature identified 23 studies (n = 608) that were included in the final analysis. The results show that in the case of anxiety disorders, (1) VRET does far better than the waitlist control; (2) the post-treatment results show similar efficacy between the behavioral and the cognitive behavioral interventions incorporating a virtual reality exposure component and the classical evidence-based interventions, with no virtual reality exposure component; (3) VRET has a powerful real-life impact, similar to that of the classical evidence-based treatments; (4) VRET has a good stability of results over time, similar to that of the classical evidence-based treatments; (5) there is a dose-response relationship for VRET; and (6) there is no difference in the dropout rate between the virtual reality exposure and the in vivo exposure. Implications are discussed.

475 citations

Book
12 Jan 2010
TL;DR: The longtime tech guru/visionary/dreadlocked genius argues the opposite: that unfettered--and anonymous--ability to comment results in cynical mob behavior, the shouting-down of reasoned argument, and the devaluation of individual accomplishment in You Are Not a Gadget.
Abstract: Amazon Best Books of the Month, January 2010: For the most part, Web 2.0--Internet technologies that encourage interactivity, customization, and participation--is hailed as an emerging Golden Age of information sharing and collaborative achievement, the strength of democratized wisdom. Jaron Lanier isn't buying it. In You Are Not a Gadget, the longtime tech guru/visionary/dreadlocked genius (and progenitor of virtual reality) argues the opposite: that unfettered--and anonymous--ability to comment results in cynical mob behavior, the shouting-down of reasoned argument, and the devaluation of individual accomplishment. Lanier traces the roots of today's Web 2.0 philosophies and architectures (e.g. he posits that Web anonymity is the result of '60s paranoia), persuasively documents their shortcomings, and provides alternate paths to "locked-in" paradigms. Though its strongly-stated opinions run against the bias of popular assumptions, You Are Not a Gadget is a manifesto, not a screed; Lanier seeks a useful, respectful dialogue about how we can shape technology to fit culture's needs, rather than the way technology currently shapes us. A QA a useful fantasy, a nothing. It is nonexistent until and unless a person experiences it in a useful way. What we have done in the last decade is give information more rights than are given to people. If you express yourself on the internet, what you say will be copied, mashed up, anonymized, analyzed, and turned into bricks in someone elses fortress to support an advertising scheme. However, the information, the abstraction, that represents you is protected within that fortress and is absolutely sacrosanct, the new holy of holies. You never see it and are not allowed to touch it. This is exactly the wrong set of values. The idea that information is alive in its own right is a metaphysical claim made by people who hope to become immortal by being uploaded into a computer someday. It is part of what should be understood as a new religion. That might sound like an extreme claim, but go visit any computer science lab and youll find books about "the Singularity," which is the supposed future event when the blessed uploading is to take place. A weird cult in the world of technology has done damage to culture at large. Question: In You Are Not a Gadget, you argue that idea that the collective is smarter than the individual is wrong. Why is this? Jaron Lanier: There are some cases where a group of people can do a better job of solving certain kinds of problems than individuals. One example is setting a price in a marketplace. Another example is an election process to choose a politician. All such examples involve what can be called optimization, where the concerns of many individuals are reconciled. There are other cases that involve creativity and imagination. A crowd process generally fails in these cases. The phrase "Design by Committee" is treated as derogatory for good reason. That is why a collective of programmers can copy UNIX but cannot invent the iPhone. In the book, I go into considerably more detail about the differences between the two types of problem solving. Creativity requires periodic, temporary "encapsulation" as opposed to the kind of constant global openness suggested by the slogan "information wants to be free." Biological cells have walls, academics employ temporary secrecy before they publish, and real authors with real voices might want to polish a text before releasing it. In all these cases, encapsulation is what allows for the possibility of testing and feedback that enables a quest for excellence. To be constantly diffused in a global mush is to embrace mundanity. (Photo Jonathan Sprague)

470 citations

Journal ArticleDOI
TL;DR: The results support the predictions that VR interfaces increase overall consumer learning about products and that these effects extend to VHE products more significantly than to VLE products.
Abstract: As competition in business-to-consumer e-commerce becomes fiercer, Web-based stores are attempting to attract consumers' attention by exploiting state-of-the-art technologies. Virtual reality (VR) on the Internet has been gaining prominence recently because it enables consumers to experience products realistically over the Internet, there by mitigating the problems associated with consumers' lack of physical contact with products. However, while the employment of VR has increased in B2C e-commerce, its impact has not been explored extensively by research in the IS field. This study investigates whether and under what circumstances VR enhances consumer learning about products. In general, VR enables consumers to learn about products thoroughly by providing high-quality three-dimensional images of products, interactivity with the products, and increased telepresence. In addition, congruent with the theory of cognitive fit, the effects of VR are more pronounced when it exhibits products whose salient attributes are completely apparent through visual and auditory cues (because most VR on desktop computers uses only those two sensory modalities to deliver information). Based on these attributes, we distinguish between two types of products-namely, virtually high experiential (VHE) and virtually low experiential (VLE) products-in terms of the sensory modalities that are used and required for product inspection. Hypotheses arising from the distinctions expressed by these terms were tested via a laboratory experiment. The results support the predictions that VR interfaces increase overall consumer learning about products and that these effects extend to VHE products more significantly than to VLE products.

406 citations


"Virtual reality and its uses: a sys..." refers background in this paper

  • ...However the commercial impact of virtual reality has not been examined in depth by researchers in the information systems (IS) field at this point in time [27]....

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  • ...This has the potential to mitigate the problems associated with consumers lack of physical contact with products [27]....

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Journal ArticleDOI
TL;DR: Immersing the user in the solution, virtual reality reveals the spatially complex structures in computational science in a way that makes them easy to understand and study.
Abstract: Immersing the user in the solution, virtual reality reveals the spatially complex structures in computational science in a way that makes them easy to understand and study. But beyond adding a 3D interface, virtual reality also means greater computational complexity.

238 citations


"Virtual reality and its uses: a sys..." refers background or methods in this paper

  • ...However when referring to VR in this paper, the definition by Bryson [3] is used:...

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  • ...[3] S. Bryson....

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  • ...The use of computers and human-computer interfaces to create the effect of a three-dimensional world containing interactive objects with a strong sense of three-dimensional presence [3]....

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  • ...However when referring to VR in this paper, the definition by Bryson [3] is used: The use of computers and human-computer interfaces to create the effect of a three-dimensional world containing interactive objects with a strong sense of three-dimensional presence [3]....

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