2021
DOI: 10.3389/frvir.2021.681482
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Conducting Unsupervised Virtual Reality User Studies Online

Abstract: Conducting user studies online and unsupervised instead of in laboratories gives quick access to a large and inexpensive participant pool. It is however unclear if data sourced this way is valid, and what the best practices for conducting unsupervised VR studies are. The restrictions on laboratory access experienced during COVID-19 further necessitate the development of valid procedures for remote data collection, especially for research fields such as VR that heavily rely on laboratory studies. In this paper … Show more

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Cited by 35 publications
(28 citation statements)
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“…Some of these issues have been studied now for about three decades. With the entry of VR (and to a lesser extent AR) into the consumer market, there is the opportunity for conducting very large studies with participants from all walks of life (not just the typical student subjects), with experiences in their own homes (Steed et al, 2016;Mottelson et al, 2021). It also becomes even more pressing to address the vast amount of confusion there is in the literature.…”
Section: Discussionmentioning
confidence: 99%
“…Some of these issues have been studied now for about three decades. With the entry of VR (and to a lesser extent AR) into the consumer market, there is the opportunity for conducting very large studies with participants from all walks of life (not just the typical student subjects), with experiences in their own homes (Steed et al, 2016;Mottelson et al, 2021). It also becomes even more pressing to address the vast amount of confusion there is in the literature.…”
Section: Discussionmentioning
confidence: 99%
“…Underrepresentation of women has been documented even in lab-based VR research [22], and this problem is likely to be compounded in remote VR research that recruits VR owners. In one recent and relatively large (n=226) remote VR study [17], women comprised only 12% of the final sample. Another potentially important sample difference is that VR headset owners, on average, spend more time playing video games than do non-owners [10].…”
Section: Remote Vr Researchmentioning
confidence: 99%
“…This study was conducted using a widely used commercial stand-alone headset. An advantage is that it provides standardisation in terms of hardware, which is likely to facilitate standardisation of experimental conditions when experimenting from a distance (Mottelson et al, 2021). We suggest that a follow-up to this preliminary study could be done using the SideQuest software (Steed et al, 2021).…”
Section: Discussionmentioning
confidence: 99%