When people see a life-sized virtual body (VB) from first person perspective in virtual reality they are likely to have the perceptual illusion that it is their body. Additionally such virtual embodiment can lead to changes in perception, implicit attitudes and behaviour based on attributes of the VB. To date the changes that have been studied are as a result of being embodied in a body representative of particular social groups (e.g., children and other race). In our experiment participants alternately switched between a VB closely resembling themselves where they described a personal problem, and a VB representing Dr Sigmund Freud, from which they offered themselves counselling. Here we show that when the counsellor resembles Freud participants improve their mood, compared to the counsellor being a self-representation. The improvement was greater when the Freud VB moved synchronously with the participant, compared to asynchronously. Synchronous VB movement was associated with a much stronger illusion of ownership over the Freud body. This suggests that this form of embodied perspective taking can lead to sufficient detachment from habitual ways of thinking about personal problems, so as to improve the outcome, and demonstrates the power of virtual body ownership to effect cognitive changes.
We introduce a new method, based on immersive virtual reality (IVR), to give people the illusion of having traveled backwards through time to relive a sequence of events in which they can intervene and change history. The participant had played an important part in events with a tragic outcome—deaths of strangers—by having to choose between saving 5 people or 1. We consider whether the ability to go back through time, and intervene, to possibly avoid all deaths, has an impact on how the participant views such moral dilemmas, and also whether this experience leads to a re-evaluation of past unfortunate events in their own lives. We carried out an exploratory study where in the “Time Travel” condition 16 participants relived these events three times, seeing incarnations of their past selves carrying out the actions that they had previously carried out. In a “Repetition” condition another 16 participants replayed the same situation three times, without any notion of time travel. Our results suggest that those in the Time Travel condition did achieve an illusion of “time travel” provided that they also experienced an illusion of presence in the virtual environment, body ownership, and agency over the virtual body that substituted their own. Time travel produced an increase in guilt feelings about the events that had occurred, and an increase in support of utilitarian behavior as the solution to the moral dilemma. Time travel also produced an increase in implicit morality as judged by an implicit association test. The time travel illusion was associated with a reduction of regret associated with bad decisions in their own lives. The results show that when participants have a third action that they can take to solve the moral dilemma (that does not immediately involve choosing between the 1 and the 5) then they tend to take this option, even though it is useless in solving the dilemma, and actually results in the deaths of a greater number.
In complex manufacturing a considerable amount of resources is focused on training workers and developing new skills. Increasing the effectiveness of those processes and reducing the investment required is an outstanding issue. In this paper, we present an experiment (n = 20) that shows how modern metaphors such as collaborative mixed reality can be used to transmit procedural knowledge and could eventually replace other forms of face-to-face training. We implemented a mixed reality setup with seethrough cameras attached to a Head-Mounted Display. The setup allowed for real-time collaborative interactions and simulated conventional forms of training. We tested the system implementing a manufacturing procedure of an aircraft maintenance door. The obtained results indicate that performance levels in the immersive mixed reality training were not significantly different than in the conventional face-to-face training condition. These results and their implications for future training and the use of virtual reality, mixed reality, and augmented reality paradigms in this context are discussed in this paper.
Fig. 1. Scanned objects exported with 1K, 5K, 10K and 20K triangles (from left to right). Unlit objects (a) and Lambert diffuse shaded objects (b) are compared through a full factorial paired-comparisons psychophysics test comparison in a stereoscopic head-mounted display and in a regular monitor. The corresponding wireframe models can be seen in (c).Abstract-Consumer 3D scanners and depth cameras are increasingly being used to generate content and avatars for Virtual Reality (VR) environments and avoid the inconveniences of hand modeling; however, it is sometimes difficult to evaluate quantitatively the mesh quality at which 3D scans should be exported, and whether the object perception might be affected by its shading. We propose using a paired-comparisons test based on psychophysics of perception to do that evaluation. As psychophysics is not subject to opinion, skill level, mental state, or economic situation it can be considered a quantitative way to measure how people perceive the mesh quality. In particular, we propose using the psychophysical measure for the comparison of four different levels of mesh quality (1K, 5K, 10K and 20K triangles). We present two studies within subjects: in one we investigate the quality perception variations of seeing an object in a regular screen monitor against an stereoscopic Head Mounted Display (HMD); while in the second experiment we aim at detecting the effects of shading into quality perception. At each iteration of the pair-test comparisons participants pick the mesh that they think had higher quality; by the end of the experiment we compile a preference matrix. The matrix evidences the correlation between real quality and assessed quality, even though participants significantly reported that they were guessing most of the time. Regarding the shading mode, we find an interaction with quality and shading, which seems to be more important for quality perception when the model has high definition but not when the model has low definition. Furthermore, we assess the subjective realism of the most/least preferred scans using an Immersive Augmented Reality (IAR) video-see-through setup to be able to compare the real object and the 3D scanned one in the same HMD environment. Results show higher levels of realism were perceived through the HMD than when using a monitor, although the quality was similarly perceived in both systems.
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