As applications for virtual reality (VR) and augmented reality (AR) technology increase, it will be important to understand how users perceive their action capabilities in virtual environments. Feedback about actions may help to calibrate perception for action opportunities (affordances) so that action judgments in VR and AR mirror actors’ real abilities. Previous work indicates that walking through a virtual doorway while wielding an object can calibrate the perception of one’s passability through feedback from collisions. In the current study, we aimed to replicate this calibration through feedback using a different paradigm in VR while also testing whether this calibration transfers to AR. Participants held a pole at 45°and made passability judgments in AR (pretest phase). Then, they made passability judgments in VR and received feedback on those judgments by walking through a virtual doorway while holding the pole (calibration phase). Participants then returned to AR to make posttest passability judgments. Results indicate that feedback calibrated participants’ judgments in VR. Moreover, this calibration transferred to the AR environment. In other words, after experiencing feedback in VR, passability judgments in VR and in AR became closer to an actor’s actual ability, which could make training applications in these technologies more effective. 
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                            A scoping review of the use of lab streaming layer framework in virtual and augmented reality research
                        
                    
    
            The use of multimodal data allows excellent opportunities for human–computer interaction research and novel techniques regarding virtual and augmented reality (VR/AR) experiences. Collecting, coordinating, and synchronizing a large amount of data from multiple VR/AR hardware while maintaining a high framerate can be a daunting task, despite the compelling nature of multimodal data. The Lab Streaming Layer (LSL) is an open-source framework that enables the synchronous collection of various types of multimodal data, unlike existing expensive alternatives. However, despite its potential, this framework has not been fully adopted by the VR/AR research community. In this paper, we present a guideline of the LSL framework’s use in VR/AR research as well as report current trends by performing a comprehensive literature review on the subject. We extract 549 publications using LSL from January 2015 to March 2022. We analyze types of data, displays, and targeted application areas. We describe in-depth reviews of 38 selected papers and provide use of LSL in the VR/AR research community while highlighting benefits, challenges, and future opportunities. 
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                            - Award ID(s):
- 2222663
- PAR ID:
- 10453065
- Editor(s):
- Ballin, Daniel; Macredie, Robert D
- Publisher / Repository:
- Springer Nature
- Date Published:
- Journal Name:
- Virtual reality
- Volume:
- 27
- ISSN:
- 1359-4338
- Page Range / eLocation ID:
- 2195–2210
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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