Research Roundup (#7)
Welcome...
Welcome to the seventh-ever Research Roundup! A weekly catch-up on the latest developments in the field of XR research.
It’s been a busy week, so let's not hang around.
The Week in 3 (Sentences)
New cybersickness research evaluated mitigation strategies, suggesting that dynamic FOV and blurring methods were ineffective and led to behavioral adaptations, while virtual Rod and Frame Testing showed limited value as a predictive screening tool.
Research into virtual touch advanced understanding in two areas, as studies showed pseudo-haptic weight illusions diminish after prolonged exposure (particularly in users with precise weight perception), while a systematic review of social touch mapped a decade of VR haptics research between avatars and agents.
And finally, learning applications explored new approaches, with AR demonstrating advantages over flashcards for language vocabulary learning, while Norwegian teachers identified key implementation themes for VR in special education, and a VR pilot study showed positive results for promoting healthy eating habits in children.
The Week in 300 (words)
The perennial problem of cybersickness in VR remains contentious. For some, it is a design challenge to be solved, for others an inherent limitation. The latter camp scored a hit this week as researchers compared two mitigation methods: dynamic blurring; and dynamic field of view. Participants completed physical tasks under different mitigation conditions and, contrary to the researcher's hypotheses, neither method reduced cybersickness symptoms compared to a baseline, with some negative effects and adaptations observed. While methodological differences might explain the contrast with earlier positive results, any accounts of mitigation methods must now explain these null results too.
Despite some cynicism about the future of haptics in VR, the research shows no signs of abating. This week, researchers from Finland and Spain reviewed haptics in social VR interactions, examining 32 papers from the past decade to identify key themes in this emerging field. They emphasised moving studies beyond laboratory constraints, improving disability inclusion, and addressing the challenges of slow technological progress. Overall they argue that the time is right for a resurgence of research in this area as Social VR and conversational agents gain more prominence. They're not wrong, but it remains to be seen if the pace of academic research allows it to influence these developments.
And finally, much has been made about the potential of VR to support Special Educational Needs within schools with plenty of anecdotal evidence floating about. Researchers interviewed thirteen Norwegian teachers for their perspectives on implementing the technology into the school environment. Key themes that emerged included the importance of knowledge and training, the need for a community of practice, appropriate resources, positive attitudes from all involved, and improved usability. Broadly in line with other commentators on this issue, regardless of special educational needs, this nevertheless adds to what is becoming an increasingly important discussion within VR in education: what is needed for successful implementation?
Paper of the Week
The paper of the week this week goes to a fascinating preprint in which the researchers focus on walking in VR for those who have never walked before. As inclusive design of VR goes it is right up there, considering the user’s mental models based on their personal experience.
Specifically, the researchers adopted a participatory research design working with an individual with Spinal Muscular Atrophy, who was a lifelong wheelchair user. They needed to think carefully about the key aspects of the experience of walking, something the authors recognise as particularly tricky. This included considering auditory feedback (e.g. footsteps), visual representation, movement dynamics, walking speed, interaction modality, and the virtual environment itself.
Of particular note was the inclusion of a virtual mirror. This gave the participant, Taheri, the opportunity to see herself as someone who was standing and walking. Something reported in the paper as providing a strange yet wonderful feeling.
Although this is a preprint, and subject to peer review, it provides a marvellous example of VR for good grounded in individual user differences. A fine example of innovation in this area, and a very worthy paper of the week.
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