- Award ID(s):
- 1816029
- NSF-PAR ID:
- 10164494
- Date Published:
- Journal Name:
- Individual differences in teleporting through virtual environments: A latent profile analysis
- Page Range / eLocation ID:
- 724 - 725
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
null (Ed.)Women are more likely to experience virtual reality (VR) sickness than men, which could pose a major challenge to the mass market success of VR. Because VR sickness often results from a visual-vestibular conflict, an effective strategy to mitigate conflict is to restrict the user’s field-of-view (FOV) during locomotion. Sex differences in spatial cognition have been well researched, with several studies reporting that men exhibit better spatial navigation performance in desktop three-dimensional environments than women. However, additional research suggests that this sex difference can be mitigated by providing a larger FOV as this increases the availability of landmarks, which women tend to rely on more than men. Though FOV restriction is already a widely used strategy for VR headsets to minimize VR sickness, it is currently not well understood if it impedes spatial learning in women due to decreased availability of landmarks. Our study (n=28, 14 men and 14 women) found that a dynamic FOV restrictor was equally effective in reducing VR sickness in both sexes, and no sex differences in VR sickness incidence were found. Our study did find a sex difference in spatial learning ability, but an FOV restrictor did not impede spatial learning in either sex.more » « less
-
In the realm of virtual reality (VR) research, the synergy of methodological advancements, technical innovation, and novel applications is paramount. Our work encapsulates these facets in the context of spatial ability assessments conducted within a VR environment. This paper presents a comprehensive and integrated framework of VR, eye-tracking, and electroencephalography (EEG), which seamlessly combines measuring participants’ behavioral performance and simultaneously collecting time-stamped eye tracking and EEG data to enable understanding how spatial ability is impacted in certain conditions and if such conditions demand increased attention and mental allocation. This framework encompasses the measurement of participants’ gaze pattern (e.g., fixation and saccades), EEG data (e.g., Alpha, Beta, Gamma, and Theta wave patterns), and psychometric and behavioral test performance. On the technical front, we utilized the Unity 3D game engine as the core for running our spatial ability tasks by simulating altered conditions of space exploration. We simulated two types of space exploration conditions: (1) microgravity condition in which participants’ idiotropic (body) axis is in statically and dynamically misaligned with their visual axis; and (2) conditions of Martian terrain that offers a visual frame of reference (FOR) but with limited and unfamiliar landmarks objects. We specifically targeted assessing human spatial ability and spatial perception. To assess spatial ability, we digitalized behavioral tests of Purdue Spatial Visualization Test: Rotations (PSVT: R), the Mental Cutting Test (MCT), and the Perspective Taking Ability (PTA) test and integrated them into the VR settings to evaluate participants’ spatial visualization, spatial relations, and spatial orientation ability, respectively. For spatial perception, we applied digitalized versions of size and distance perception tests to measure participants’ subjective perception of size and distance. A suite of C# scripts orchestrated the VR experience, enabling real-time data collection and synchronization. This technical innovation includes the integration of data streams from diverse sources, such as VIVE controllers, eye-tracking devices, and EEG hardware, to ensure a cohesive and comprehensive dataset. A pivotal challenge in our research was synchronizing data from EEG, eye tracking, and VR tasks to facilitate comprehensive analysis. To address this challenge, we employed the Unity interface of the OpenSync library, a tool designed to unify disparate data sources in the fields of psychology and neuroscience. This approach ensures that all collected measures share a common time reference, enabling meaningful analysis of participant performance, gaze behavior, and EEG activity. The Unity-based system seamlessly incorporates task parameters, participant data, and VIVE controller inputs, providing a versatile platform for conducting assessments in diverse domains. Finally, we were able to collect synchronized measurements of participants’ scores on the behavioral tests of spatial ability and spatial perception, their gaze data and EEG data. In this paper, we present the whole process of combining the eye-tracking and EEG workflows into the VR settings and collecting relevant measurements. We believe that our work not only advances the state-of-the-art in spatial ability assessments but also underscores the potential of virtual reality as a versatile tool in cognitive research, therapy, and rehabilitation.
-
null (Ed.)The number of people who own a virtual reality (VR) head-mounted display (HMD) has reached a point where researchers can readily recruit HMD owners to participate remotely using their own equipment. However, HMD owners recruited online may differ from the university community members who typically participate in VR research. HMD owners (n=220) and non-owners (n=282) were recruited through two online work sites-Amazon's Mechanical Turk and Prolific-and an undergraduate participant pool. Participants completed a survey in which they provided demographic information and completed measures of HMD use, video game use, spatial ability, and motion sickness susceptibility. In the context of the populations sampled, the results provide 1) a characterization of HMD owners, 2) a snapshot of the most commonly owned HMDs, 3) a comparison between HMD owners and non-owners, and 4) a comparison among online workers and undergraduates. Significant gender differences were found: men reported lower motion sickness susceptibility and more video game hours than women, and men outperformed women on spatial tasks. Men comprised a greater proportion of HMD owners than non-owners, but after accounting for this imbalance, HMD owners did not differ appreciably from non-owners. Comparing across recruitment platform, male undergraduates outperformed male online workers on spatial tests, and female undergraduates played fewer video game hours than female online workers. The data removal rate was higher from Amazon compared to Prolific, possibly reflecting greater dishonesty. These results provide a description of HMD users that can inform researchers recruiting remote participants through online work sites. These results also signal a need for caution when comparing in-person VR research that primarily enrolls undergraduates to online VR research that enrolls online workers.more » « less
-
null (Ed.)The purpose of this study is to understand how spatial ability differs under extreme environments and to provide implications on individually relevant training approaches by using VR technologies. Special jobs under extreme conditions (e.g., astronaut or scuba diver) demand higher spatial ability and effective spatial strategy. This paper examines how the conflicts between visual vertical and the body vertical may affect spatial ability. In addition, the study tested the relationship between an individual’s tendency to adopt a certain spatial strategy (egocentric vs. allocentric) and their use of a particular spatial reference frame (body vs. visual) under the extreme condition.more » « less
-
Spatial perspective taking is an essential cognitive ability that enables people to imagine how an object or scene would appear from a perspective different from their current physical viewpoint. This process is fundamental for successful navigation, especially when people utilize navigational aids (e.g., maps) and the information provided is shown from a different perspective. Research on spatial perspective taking is primarily conducted using paper-pencil tasks or computerized figural tasks. However, in daily life, navigation takes place in a three-dimensional (3D) space and involves movement of human bodies through space, and people need to map the perspective indicated by a 2D, top down, external representation to their current 3D surroundings to guide their movements to goal locations. In this study, we developed an immersive viewpoint transformation task (iVTT) using ambulatory virtual reality (VR) technology. In the iVTT, people physically walked to a goal location in a virtual environment, using a first-person perspective, after viewing a map of the same environment from a top-down perspective. Comparing this task with a computerized version of a popular paper-and-pencil perspective taking task (SOT: Spatial Orientation Task), the results indicated that the SOT is highly correlated with angle production error but not distance error in the iVTT. Overall angular error in the iVTT was higher than in the SOT. People utilized intrinsic body axes (front/back axis or left/right axis) similarly in the SOT and the iVTT, although there were some minor differences. These results suggest that the SOT and the iVTT capture common variance and cognitive processes, but are also subject to unique sources of error caused by different cognitive processes. The iVTT provides a new immersive VR paradigm to study perspective taking ability in a space encompassing human bodies, and advances our understanding of perspective taking in the real world.more » « less