2018
DOI: 10.1101/459339
|View full text |Cite
Preprint
|
Sign up to set email alerts
|

Studying Human Behaviour with Virtual Reality: The Unity Experiment Framework

Abstract: experiments created in commercial gaming software and facilitate the efficient 36 acquisition of large quantities of behavioural research data. 37

Help me understand this report
View published versions

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
9
0

Year Published

2019
2019
2023
2023

Publication Types

Select...
4
2
1

Relationship

1
6

Authors

Journals

citations
Cited by 14 publications
(9 citation statements)
references
References 5 publications
0
9
0
Order By: Relevance
“…Current and emerging VR applications have substantial support for their validity and include Human Factors-based methods for design and training delivery. 19 Designed for distance learning and cognitive skills acceleration a novel 'NTS-VR' training application based on previous research 20 can modify understanding of important cues in VR scenarios ( Figure 2). It has embedded feedback from experienced tutors and has 360-degree theory videos, with ambisonic sound.…”
Section: Non-technical Skills and Team Trainingmentioning
confidence: 99%
“…Current and emerging VR applications have substantial support for their validity and include Human Factors-based methods for design and training delivery. 19 Designed for distance learning and cognitive skills acceleration a novel 'NTS-VR' training application based on previous research 20 can modify understanding of important cues in VR scenarios ( Figure 2). It has embedded feedback from experienced tutors and has 360-degree theory videos, with ambisonic sound.…”
Section: Non-technical Skills and Team Trainingmentioning
confidence: 99%
“…The practicality and scope of USE make it a versatile alternative to experimental creation and control suites such as the Psychtoolbox (Brainard, 1997;Kleiner, Brainard, & Pelli, 2007;Pelli, 1997), PsychoPy (Peirce, 2007;Peirce, 2008), or MonkeyLogic (Asaad & Eskandar, 2008a;Asaad & Eskandar, 2008b;Asaad, Santhanam, McClellan, & Freedman, 2013;Hwang, Mitz, & Murray, 2019), with the specific focus of creating, controlling and analyzing tasks that have the complexity, dynamism, and visual fidelity typical of video games. USE also provides unique solutions to common challenges of experimental control (see 5.2) that set it apart from other active experiment creation suites (Brookes et al, 2018;Doucet, Gulli, & Martinez-Trujillo, 2016;Jangraw, Johri, Gribetz, & Sajda, 2014). The USE SyncBox is a newly developed, dedicated, and inexpensive machine that allows synchronization of different data streams (such as joystick data, eyetracker data, and game data), and can communicate with other hardware.…”
Section: Developing Active Tasks With Usementioning
confidence: 99%
“…Other active experimental design suites have been published (Brookes et al, 2018;Doucet et al, 2016, Jangraw et al, 2014, as well as suites that leverage active tasks for artificial learning agents (Beattie et al, 2016, Leibo et al, 2018. These offer their own advantages, and we recommend that any researchers interested in active tasks review them carefully.…”
Section: Unique Features Of Usementioning
confidence: 99%
“…Human social attitudes originate from the interactions that prevail in the community (Budijanto, Wan Ahmad, & Komang Astina, 2015). When in social and interactions that occur there are differences, not only in attitudes and character but also in terms of ways of thinking and views of something around (Brookes et al 2018; Reddy et al 2017). The environment is one of the reasons that influence humans in shaping a person's character (Budijanto et al, 2015).…”
Section: Introductionmentioning
confidence: 99%