Virtual Reality and Spatial Cognition
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Virtual reality in transportation and logistics: A clustering analysis of studies from 2010 to 2023 and future directions
2024, Computers in Human BehaviorUse it early: The effect of immersion on spatial and design space aspects in team-based mechanical design reviews
2024, Advanced Engineering InformaticsPuppet studies present clear and distinct windows into the child's mind
2022, Cognitive DevelopmentCitation Excerpt :Most of adult social and cognitive psychology operates with symbolic or fictional stimuli of sorts, and the differences to puppet use are gradual rather than categorical. Empirically, when we study, say, spatial cognition in adults, we usually do not have them run around and forage in the wild; but we have them navigate in virtual environments and realities (Hardless, Meilinger, & Mallot, 2015). Similarly, when we study adult perspective-taking, we hardly ever confront them with real other people, but usually use computer-animated others (e.g., Samson, Apperly, Braithwaite, Andrews, & Bodley Scott, 2010).
Vertical greenery buffers against stress: Evidence from psychophysiological responses in virtual reality
2021, Landscape and Urban PlanningCitation Excerpt :Therefore, to overcome this problem, our study used a control condition which matched vertical greenery with green color, to control for the effect of color. VR offers several important methodological advantages for conducting psychological studies (Blascovich et al., 2002; Hardiess, Mallot, & Meilinger, 2015; Roberts et al., 2019). Firstly, it enables researchers to have precise control over the design and development of environmental settings – addressing limitations of field studies that cannot control for many potential confounding variables (e.g., temperature, crowd, traffic).
Exploring staircases as architectural cues in virtual vertical navigation
2020, International Journal of Human Computer StudiesCitation Excerpt :They allow simulated exploration of three-dimensional (3D) environments from a view-centered perspective while creating environments at different complexity levels that are close to the real world conditions. In addition, they allow researchers to have greater control over visual features and investigate how people navigate and what navigation strategies they utilize in unfamiliar environments while interacting their navigation with continuous measurements (Dalgarno and Lee, 2010; Hardiess et al., 2015; Vilar et al., 2012; Walkowiak et al., 2015). Spatial knowledge acquired through learning the VEs can be effectively transferred to subsequent navigation in the real environments (Lessels and Ruddle, 2005; Walkowiak et al., 2015; Waller, 2000).
Evaluating the user experience of omnidirectional VR walking simulators
2020, Entertainment ComputingCitation Excerpt :A Tukey post-hoc test confirmed that for participants aged 50 and older the selection of the treadmill that they like the most was significantly different to the rest of age ranges at p < 0.05. Another difference was that the final data included in the RECO dataset with respect to the combination of age and profession of the participant (F[3,16], p = 0.021, η2G = 0.446). A Tukey post-hoc test showed these recommendations (in terms of endorsing a given treadmill) provided by the group of mechanical engineering students aged 18–25 was significantly different at p < 0.05.