Designing Immersive Virtual Environments for Human Behavior Research
What are strategies for the design of immersive virtual environments (IVEs) to understand environments’ influence on behaviors? To answer this question, we conducted a systematic review to assess peer-reviewed publications and conference proceedings on experimental and proof-of-concept studies that...
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Frontiers Media S.A.
2021-03-01
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Online Access: | https://www.frontiersin.org/articles/10.3389/frvir.2021.603750/full |
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doaj-61f9a642318b41d4a6fb19a1ff7568e12021-04-02T20:26:37ZengFrontiers Media S.A.Frontiers in Virtual Reality2673-41922021-03-01210.3389/frvir.2021.603750603750Designing Immersive Virtual Environments for Human Behavior ResearchJun Rong Jeffrey Neo0Andrea Stevenson Won1Mardelle McCuskey Shepley2Department of Design and Environmental Analysis, Cornell University, Ithaca, NY, United StatesDepartment of Communication, Cornell University, Ithaca, NY, United StatesDepartment of Design and Environmental Analysis, Cornell University, Ithaca, NY, United StatesWhat are strategies for the design of immersive virtual environments (IVEs) to understand environments’ influence on behaviors? To answer this question, we conducted a systematic review to assess peer-reviewed publications and conference proceedings on experimental and proof-of-concept studies that described the design, manipulation, and setup of the IVEs to examine behaviors influenced by the environment. Eighteen articles met the inclusion criteria. Our review identified key categories and proposed strategies in the following areas for consideration when deciding on the level of detail that should be included when prototyping IVEs for human behavior research: 1) the appropriate level of detail (primarily visual) in the environment: important commonly found environmental accessories, realistic textures, computational costs associated with increased details, and minimizing unnecessary details, 2) context: contextual element, cues, and animation social interactions, 3) social cues: including computer-controlled agent-avatars when necessary and animating social interactions, 4) self-avatars, navigation concerns, and changes in participants’ head directions, and 5) nonvisual sensory information: haptic feedback, audio, and olfactory cues.https://www.frontiersin.org/articles/10.3389/frvir.2021.603750/fullimmersive virtual environmenthuman behaviordesignprototype developmentenvironmental psychologyvirtual reality |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Jun Rong Jeffrey Neo Andrea Stevenson Won Mardelle McCuskey Shepley |
spellingShingle |
Jun Rong Jeffrey Neo Andrea Stevenson Won Mardelle McCuskey Shepley Designing Immersive Virtual Environments for Human Behavior Research Frontiers in Virtual Reality immersive virtual environment human behavior design prototype development environmental psychology virtual reality |
author_facet |
Jun Rong Jeffrey Neo Andrea Stevenson Won Mardelle McCuskey Shepley |
author_sort |
Jun Rong Jeffrey Neo |
title |
Designing Immersive Virtual Environments for Human Behavior Research |
title_short |
Designing Immersive Virtual Environments for Human Behavior Research |
title_full |
Designing Immersive Virtual Environments for Human Behavior Research |
title_fullStr |
Designing Immersive Virtual Environments for Human Behavior Research |
title_full_unstemmed |
Designing Immersive Virtual Environments for Human Behavior Research |
title_sort |
designing immersive virtual environments for human behavior research |
publisher |
Frontiers Media S.A. |
series |
Frontiers in Virtual Reality |
issn |
2673-4192 |
publishDate |
2021-03-01 |
description |
What are strategies for the design of immersive virtual environments (IVEs) to understand environments’ influence on behaviors? To answer this question, we conducted a systematic review to assess peer-reviewed publications and conference proceedings on experimental and proof-of-concept studies that described the design, manipulation, and setup of the IVEs to examine behaviors influenced by the environment. Eighteen articles met the inclusion criteria. Our review identified key categories and proposed strategies in the following areas for consideration when deciding on the level of detail that should be included when prototyping IVEs for human behavior research: 1) the appropriate level of detail (primarily visual) in the environment: important commonly found environmental accessories, realistic textures, computational costs associated with increased details, and minimizing unnecessary details, 2) context: contextual element, cues, and animation social interactions, 3) social cues: including computer-controlled agent-avatars when necessary and animating social interactions, 4) self-avatars, navigation concerns, and changes in participants’ head directions, and 5) nonvisual sensory information: haptic feedback, audio, and olfactory cues. |
topic |
immersive virtual environment human behavior design prototype development environmental psychology virtual reality |
url |
https://www.frontiersin.org/articles/10.3389/frvir.2021.603750/full |
work_keys_str_mv |
AT junrongjeffreyneo designingimmersivevirtualenvironmentsforhumanbehaviorresearch AT andreastevensonwon designingimmersivevirtualenvironmentsforhumanbehaviorresearch AT mardellemccuskeyshepley designingimmersivevirtualenvironmentsforhumanbehaviorresearch |
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