Proceedings of the 2018 World Wide Web Conference on World Wide Web - WWW '18 2018
DOI: 10.1145/3178876.3186034
|View full text |Cite
|
Sign up to set email alerts
|

Web-Based VR Experiments Powered by the Crowd

Abstract: We build on the increasing availability of Virtual Reality (VR) devices and Web technologies to conduct behavioral experiments in VR using crowdsourcing techniques. A new recruiting and validation method allows us to create a panel of eligible experiment participants recruited from Amazon Mechanical Turk. Using this panel, we ran three different crowdsourced VR experiments, each reproducing one of three VR illusions: place illusion, embodiment illusion, and plausibility illusion. Our experience and worker feed… Show more

Help me understand this report
View preprint versions

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
47
0

Year Published

2018
2018
2024
2024

Publication Types

Select...
5
3
1

Relationship

0
9

Authors

Journals

citations
Cited by 42 publications
(52 citation statements)
references
References 45 publications
0
47
0
Order By: Relevance
“…Researchers also conducted the first ethnographic study in VR with remote participants [16]. More recently, researchers investigated paid crowdsourced VR experiments [8], in which three studies were replicated and the feasibility of using head-mounted VR in crowdsourcing settings was shown. Furthermore, Mottelson et al [17] find that results quality holds when moving lab-based VR studies to outside-the-lab VR settings, with the complexity of the studied phenomenon governing this effect.…”
Section: Behavioral Studies In Virtual Environmentsmentioning
confidence: 99%
See 1 more Smart Citation
“…Researchers also conducted the first ethnographic study in VR with remote participants [16]. More recently, researchers investigated paid crowdsourced VR experiments [8], in which three studies were replicated and the feasibility of using head-mounted VR in crowdsourcing settings was shown. Furthermore, Mottelson et al [17] find that results quality holds when moving lab-based VR studies to outside-the-lab VR settings, with the complexity of the studied phenomenon governing this effect.…”
Section: Behavioral Studies In Virtual Environmentsmentioning
confidence: 99%
“…With wider adoption of devices and developer platforms supporting virtual environment technologies, such as WebVR [5] or Google Cardboard [6], there is new promise in the kind of studies and experiments researchers can do in order to get insights that may not have been possible to get before. Despite the promise and scale of adoption of such technology, most experiments in virtual environments, with a few notable exceptions (e.g., [7][8][9]), are conducted in physical lab spaces or paid settings.…”
Section: Introductionmentioning
confidence: 99%
“…VR technology opens up many opportunities for scientific visualization in many areas of sciences and can be used as a teaching media. Many VR devices and applications have been successfully built and several have been deployed and commercialized (Ma et al, 2018). The majority of VR systems run on handheld computing devices, such as tablets and smart phones that almost become commonplace in many schools around the world.…”
Section: Methodsmentioning
confidence: 99%
“…An increasing body of research in Information Science has been exploring Virtual Reality (VR). Recent work has emphasized using VR for conducting experiments [12], using VR for crowdwork [6], using VR to treat medical conditions [13] and studying what users think about this new technology [1].…”
Section: Introductionmentioning
confidence: 99%