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Articles 1 - 13 of 13
Full-Text Articles in Human Factors Psychology
Executive Functioning In Schizophrenia Using A Novel Virtual Reality-Simulated Workplace: Validity, Test-Retest Reliability, And Links To Competitive Employment, Ernest Marek Tyburski, Ewa Zawadzka, Adrianna Bober, Ewa Karabanowicz, Piotr Podwalski, Jerzy Samochowiec, Anna Michalczyk, Shane T. Mueller, Michał Szelepajło, Błażej Misiak, Monika Folkierska-Żukowska, Monika Mak, Michał Harciarek, Krzysztof Wietrzyński, Ashok Jansari
Executive Functioning In Schizophrenia Using A Novel Virtual Reality-Simulated Workplace: Validity, Test-Retest Reliability, And Links To Competitive Employment, Ernest Marek Tyburski, Ewa Zawadzka, Adrianna Bober, Ewa Karabanowicz, Piotr Podwalski, Jerzy Samochowiec, Anna Michalczyk, Shane T. Mueller, Michał Szelepajło, Błażej Misiak, Monika Folkierska-Żukowska, Monika Mak, Michał Harciarek, Krzysztof Wietrzyński, Ashok Jansari
Michigan Tech Publications
Virtual reality offers a promising avenue for the assessment of executive functioning in complex workplace environments. However, its use in schizophrenia remains limited. For that reason, we investigated the validity and test-retest reliability of the Jansari assessment of Executive Functions (JEF©) in individuals with schizophrenia and its associations with competitive employment. A total of 69 participants with schizophrenia and 67 healthy controls completed JEF© and standard tests. A subsample of 58 patients was retested after an 8-week interval. Individuals with schizophrenia performed more poorly than controls on JEF© (p < 0.001) and standard tests (p < 0.05). JEF© scores correlated with standard measures (p < 0.05), except inhibition tests, and with clinician-report of everyday problems (p < 0.001). Total score showed a good test-retest reliability and the practice adjusted RCI indicated 87.9% of patients remained stable over 8 weeks. In logistic regression, higher JEF© total score significantly predicted competitive employment after adjusting for age (p = 0.004) and remained significant when …
Let's Get The Ball Rolling: Dynamic Affordances For An Object Retrieval Task In Virtual Reality, Elenah Rosopa
Let's Get The Ball Rolling: Dynamic Affordances For An Object Retrieval Task In Virtual Reality, Elenah Rosopa
All Theses
Virtual reality (VR) is widely used in domains such as training, rehabilitation, entertainment, and gaming. For users to perceive affordances in VR, the virtual environment must provide sufficient perceptual information. Recent studies have focused on affordance perception—individuals' ability to discern action-relevant information—primarily in static environments. This study explored dynamic affordances by manipulating the size, speed, and gap width of a virtual target. Participants performed an object retrieval task, and performance was measured by the percentage of targets retrieved and the percentage of errors on each trial. Participants were more successful in retrieving larger targets, contrary to the expectation that larger …
Influence Of Head Sway On The Availability Of Visual Information In An Affordance Task, Ron Dickson Jr.
Influence Of Head Sway On The Availability Of Visual Information In An Affordance Task, Ron Dickson Jr.
Honors Theses
This thesis investigated how varying postural conditions and environmental challenges influence human affordance perception in virtual environments, focusing specifically on participants’ judgments about whether they could stand upright on sloped surfaces. Using virtual reality (VR) to simulate ramps at various inclines, participants assessed their ability to stand on these slopes under different postural constraints (unaided standing, leaning, and touch-supported). Data was collected on head movement dynamics, including movement magnitude, variability, and complexity, using measures such as Euclidean distance and effort-to-compress (ETC). Logistic and linear regression analyses revealed that slope angle and stance significantly impacted participants' affordance judgments and movement patterns, …
User Experience, Motivation And Self-Efficacy Comparisons Between Virtual Reality And Conventional Pc-Based Flight Simulation Training, Tianxin Zhang, Christina Frederick, Andrew Dattel, Elizabeth Blickensderfer, Barbara Chaparro
User Experience, Motivation And Self-Efficacy Comparisons Between Virtual Reality And Conventional Pc-Based Flight Simulation Training, Tianxin Zhang, Christina Frederick, Andrew Dattel, Elizabeth Blickensderfer, Barbara Chaparro
Journal of Aviation/Aerospace Education & Research
The current project investigated the effect of utilizing Virtual Reality (VR) technologies for flight training by comparing user experience, motivation, and self-efficacy when using conventional desktop flight simulation versus VR flight simulation. This research employed a quasi-transfer of training experiment with 48 participants. Findings showed that VR flight simulation could provide a better user experience and generate a higher level of training motivation than traditional training technologies, while maintaining trainees’ perceptions of self-efficacy. This work contributed positive evidence that VR flight simulation has great potential to be an effective means of flight training and provided a foundation for future research …
A Study Of Group Effectiveness In A Virtual Reality Environment., Dalton Clay Sparks
A Study Of Group Effectiveness In A Virtual Reality Environment., Dalton Clay Sparks
Electronic Theses and Dissertations
Virtual Reality (VR) technology has revolutionized the study of team effectiveness, yet many studies in this domain lack a comprehensive approach, focusing narrowly on performance metrics. This thesis investigates VR team effectiveness by integrating traditional Team Effectiveness frameworks with VR-specific dynamics. Utilizing Data Envelopment Analysis (DEA) and Group Style Inventory (GSI), this study assesses teams within a VR environment, specifically a multiplayer submarine simulation game, IronWolfVR. Fifteen groups, totaling 45 participants, were observed for their collaborative gameplay, incorporating physiological measures (Heart Rate and Electrodermal Activity), team coordination dynamics, and various survey-based assessments (demographics, System Usability Scale, Simulator Sickness Questionnaire, and …
The Effects Of Primary And Secondary Task Workloads On Cybersickness In Immersive Virtual Active Exploration Experiences, Rohith Venkatakrishnan
The Effects Of Primary And Secondary Task Workloads On Cybersickness In Immersive Virtual Active Exploration Experiences, Rohith Venkatakrishnan
All Dissertations
Virtual reality (VR) technology promises to transform humanity. The technology enables users to explore and interact with computer-generated environments that can be simulated to approximate or deviate from reality. This creates an endless number of ways to propitiously apply the technology in our lives. It follows that large technological conglomerates are pushing for the widespread adoption of VR, financing the creation of the Metaverse - a hypothetical representation of the next iteration of the internet.
Even with VR technology's continuous growth, its widespread adoption remains long overdue. This can largely be attributed to an affliction called cybersickness, an analog to …
Enter The Battleverse: China's Metaverse War, Josh Baughman
Enter The Battleverse: China's Metaverse War, Josh Baughman
Military Cyber Affairs
No abstract provided.
Comparing Training Effects Of Virtual Reality Flight Simulation To Conventional Pc-Based Flight Simulation, Tianxin Zhang
Comparing Training Effects Of Virtual Reality Flight Simulation To Conventional Pc-Based Flight Simulation, Tianxin Zhang
Doctoral Dissertations and Master's Theses
The purpose of the current project was to investigate the effect of utilizing Virtual Reality (VR) technologies for flight training by comparing the training results when using conventional desktop flight simulation versus VR flight simulation. Additionally, this project examined the user experience of VR flight simulation and how users’ motivation and satisfaction with VR simulations. This research employed a quasi-transfer of training experiment including 48 participants. Analyses indicated that VR group participants performed better in the post-training maneuver performance on an FTD than in the conventional desktop simulation group. Findings also supported that VR flight simulation could provide a better …
Integrating The First Person View And The Third Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh, Kwanghee Lee, Myunghoon Oh
Integrating The First Person View And The Third Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh, Kwanghee Lee, Myunghoon Oh
Journal of Aviation/Aerospace Education & Research
Virtual reality (VR)-based flight simulator provides pilots the enhanced reality from the first-person view. Mixed reality (MR) technology generates effective 3D graphics. The users who wear the MR headset can walk around the 3D graphics to see all its 360 degrees of vertical and horizontal aspects maintaining the consciousness of real space. A VR flight simulator and an MR application were connected to create the capability of both first-person view and third-person view for a comprehensive pilot training system. This system provided users the capability to monitor the aircraft progress along the planned path from the third-person view as well …
Application Of A Skill Taxonomy In Aviation, Marisa D. Aguiar M.S., Haydee M. Cuevas Ph.D., Christopher Piccone M.S.
Application Of A Skill Taxonomy In Aviation, Marisa D. Aguiar M.S., Haydee M. Cuevas Ph.D., Christopher Piccone M.S.
National Training Aircraft Symposium (NTAS)
The objective of this project was to develop a preliminary taxonomy for defining the construct ‘skill,’ drawing from the various definitions described in the extant literature. Three separate cognitive task analyses (CTA) were conducted utilizing interviews and observations with subject matter experts within the context of (1) a virtual reality part task trainer for airborne refueling, (2) skills required by pilots in commercial aviation, and (3) aviation maintenance skills for unmanned aircraft systems. The findings from the CTAs were applied to refine the preliminary taxonomy.
Integrating The 1st Person View And The 3rd Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh Ph.D., Myunghoon Oh Ph.D.
Integrating The 1st Person View And The 3rd Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh Ph.D., Myunghoon Oh Ph.D.
National Training Aircraft Symposium (NTAS)
Many virtual reality (VR)-based flight simulation programs provide pilots the enhanced reality from the 1st person-view to make themselves immersed in the cockpit. Using the VR simulations, pilots can take flight training in many challenging situations that are hard to create in real environments due to its natural entropy and safety concerns such as severe crosswind or engine fire. Mixed reality (MR) technology provides three-dimensional graphics so that users can effectively see all 360 degree-vertical and horizontal aspects of an object while they freely move around to see the graphics maintaining the consciousness of real space. Flight instructors may …
Medical Students' Experiences And Outcomes Using A Virtual Human Simulation To Improve Communication Skills: Mixed Methods Study, Timothy Guetterman, Rae Sakakibara, Srikar Baireddy, Frederick W. Kron, Mark W. Scerbo, James F. Cleary, Michael D. Fetters
Medical Students' Experiences And Outcomes Using A Virtual Human Simulation To Improve Communication Skills: Mixed Methods Study, Timothy Guetterman, Rae Sakakibara, Srikar Baireddy, Frederick W. Kron, Mark W. Scerbo, James F. Cleary, Michael D. Fetters
Psychology Faculty Publications
Background: Attending to the wide range of communication behaviors that convey empathy is an important but often underemphasized concept to reduce errors in care, improve patient satisfaction, and improve cancer patient outcomes. A virtual human (VH)–based simulation, MPathic-VR, was developed to train health care providers in empathic communication with patients and in interprofessional settings and evaluated through a randomized controlled trial.
Objective: This mixed methods study aimed to investigate the differential effects of a VH-based simulation developed to train health care providers in empathic patient-provider and interprofessional communication.
Methods: We employed a mixed methods intervention design, involving a comparison of …
Recent Trends, Current Research In Cyberpsychology: A Literature Review, Amarjit Kumar Singh, Pawan Kumar Singh
Recent Trends, Current Research In Cyberpsychology: A Literature Review, Amarjit Kumar Singh, Pawan Kumar Singh
Library Philosophy and Practice (e-journal)
Cyberpsychology refers to the study of the mind and behavior in the context of interactions with technology. It is an emerging branch, which has focused on the psychological aspects connected to the increasing presence and usages of technology in modern lives. This paper traces recent advancement and trends of Cyberpsychology is an emerging domain of knowledge and goes on the give a literature review of the same. An analysis of the recent research and literature covering 300 most relevant research papers from the period of 2012 to 15, August 2019 was conducted to determine and shape the research pattern based …