applications Flashcards

(31 cards)

1
Q

What is the key factor for effectiveness in VR applications?

A

User presence—defined by how engaged and immersed the user feels.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

What influences user presence in VR?

A

A combination of technical factors (e.g., resolution, FoV) and user factors (e.g., emotion, agency, personality).

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

What is a major challenge with VR hardware?

A

It remains limited by computational power, portability, and compromises in battery life, resolution, and refresh rate.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Why is Field of View (FoV) important in VR?

A

It affects user immersion and presence, but increasing FoV requires more computing resources.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

What human traits significantly impact VR presence?

A

Emotion, agency, and suggestibility have been shown to influence presence more than technical features.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

What is the PEA model?

A

A model proposed by Jicol et al. (2021) that explores Presence as an interaction between Emotion and Agency.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

What did the TAP-Fear model show?

A

FoV and realism do not directly affect presence; their impact is moderated by user agency and fear.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

What was concluded from TAP-Fear study?

A

Human factors like agency and fear are more predictive of presence than hardware factors like FoV or realism.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

What is imaginative suggestibility?

A

The ability to experience imaginary scenarios as if real, which correlates with higher presence in VR.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

What was found about gender and suggestibility in VR presence?

A

Suggestibility, not gender, drove social and spatial presence; both influenced self-presence.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

What challenge does physical exertion pose for VR emotion recognition?

A

It introduces physiological noise, making it hard to distinguish between affective and exertion-induced changes.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

What are individualised and dynamic VR experiences?

A

Adaptive VR systems that respond to user traits, behaviors, and emotional states to enhance engagement.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

What data is useful for adapting VR experiences?

A

User behavior, preferences, body posture, personality traits, and accessibility needs.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

What is the ultimate potential of adaptive VR?

A

Creating personalized content in shared environments, expanding accessibility, and increasing user engagement.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

What are the main challenges for dynamic VR?

A

Lack of models for adaptation, sensor technology limitations, processing pipelines, and data collection hurdles.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

What is embodiment in VR?

A

The experience of owning, controlling, and feeling located within a virtual body or avatar.

17
Q

What are the three components of embodiment?

A

Body ownership, agency, and self-location.

18
Q

What is an avatar in VR?

A

A self-representation that can be embodied in virtual environments, influencing behavior and perception.

19
Q

What is the Proteus Effect?

A

The phenomenon where an avatar’s characteristics can influence the user’s attitudes, behavior, and cognition.

20
Q

What did Waltemate et al. (2018) study show?

A

Personalized avatars increase virtual body ownership, presence, and emotional response.

21
Q

What are the three main research questions in the PhD project?

A
  1. Does avatar personalisation and photorealism influence perception and embodiment? 2. Do personalisation and motor control affect deceptive behavior? 3. Do they influence moral decision-making?
22
Q

What was manipulated in Study 1?

A

Photorealism and personalisation of avatars.

23
Q

What were the dependent variables in Study 1?

A

Embodiment, self-identification, and avatar perception.

24
Q

What was the key finding from Study 1?

A

Photorealism and personalisation were perceptually positive and enhanced embodiment.

25
What experimental game was used in Study 2.1?
Temptation to Lie card game.
26
What experimental game was used in Study 2.2?
Detection-of-Deception card game.
27
What was the finding from Studies 2 & 3 regarding behavior?
No significant effects on deceptive or explicit moral behavior, but increased physiological responses with personalized avatars.
28
What was the setup in Study 3 for moral decision-making?
Participants faced a scenario involving decisions in a semi-autonomous vehicle (e.g., pressing a pedal to kill a pedestrian or do nothing and crash).
29
What is the main conclusion from the PhD studies?
Personalised avatars increase perceptual embodiment and physiological engagement but raise concerns for long-term impact.
30
What does the postdoc research focus on?
Effects of avatar personalisation and emotion, measuring emotional intensity through physiology and self-report.
31
"What emotions were t