ORCID Profile
0000-0001-8369-8632
Current Organisations
UNSW Sydney
,
Prince of Songkla University
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Publisher: IEEE
Date: 03-2022
Publisher: MDPI AG
Date: 14-10-2021
DOI: 10.3390/S21206817
Abstract: Immersive virtual reality (VR) can cause acute sickness, visual disturbance, and balance impairment. Some manufacturers recommend intermittent breaks to overcome these issues however, limited evidence examining whether this is beneficial exists. The aim of this study was to examine whether taking breaks during VR gaming reduced its effect on postural sway during standing balance assessments. Twenty-five people participated in this crossover design study, performing 50 min of VR gaming either continuously or with intermittent 10 min exposure/rest intervals. Standing eyes open, two-legged balance assessments were performed immediately pre-, immediately post- and 40 min post-exposure. The primary outcome measure was total path length secondary measures included independent axis path velocity, litude, standard deviation, discrete and continuous wavelet transform-derived variables, and detrended fluctuation analysis. Total path length was significantly (p 0.05) reduced immediately post-VR gaming exposure in the intermittent rest break group both in comparison to within-condition baseline values and between-condition timepoint results. Conversely, it remained consistent across timepoints in the continuous exposure group. These changes consisted of a more clustered movement speed pattern about a lower central frequency, evidenced by signal frequency content. These findings indicate that caution is required before recommending rest breaks during VR exposure until we know more about how balance and falls risk are affected.
Publisher: Center for Open Science
Date: 08-02-2019
Abstract: Objective: The present study investigates skill transfer from Virtual Reality (VR) sports training to the real world, using the fast-paced sport of table tennis.Background: A key assumption of VR training is that the learned skills and experiences transfer to the real world. Yet, in certain application areas, such as VR sports training, the research testing this assumption is sparse.Design: Real-world table tennis performance was assessed using a mixed-model analysis of variance. The analysis comprised a between-subjects (VR training group vs control group) and a within-subjects (pre- and post-training) factor. Method: Fifty-seven participants (23 females) were either assigned to a VR training group (n = 29) or no-training control group (n = 28). During VR training, participants were immersed in competitive table tennis matches against an artificial intelligence opponent. An expert table tennis coach evaluated participants on real-world table tennis playing before and after the training phase. Blinded regarding participant's group assignment, the expert assessed participants’ backhand, forehand and serving on quantitative aspects (e.g. count of rallies without errors) and quality of skill aspects (e.g. technique and consistency).Results: VR training significantly improved participants’ real-world table tennis performance compared to a no-training control group in both quantitative (p& .001, partial eta2 = .301) and quality of skill assessments (p& .001, Cohen’s d = 1.10).Conclusions: This study adds to a sparse yet expanding literature, demonstrating real-world skill transfer from Virtual Reality in an athletic task.
Publisher: JMIR Publications Inc.
Date: 23-10-2020
DOI: 10.2196/19840
Abstract: Virtual reality (VR) exergaming has the potential to target sedentary behavior. Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake. This study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness. A total of 36 participants played an exergame, called Beat Saber, using an HMD. A repeated measures within-subject design was conducted to assess changes in vision, cognition, and well-being after short (10 min) and long (50 min) durations of VR exposure. We measured accommodation, convergence, decision speed, movement speed, and self-reported sickness at 3 test periods—before VR, immediately after VR, and 40 min after VR (late). Beat Saber was well tolerated, as there were no dropouts due to sickness. For most participants, any immediate aftereffects were short-lived and returned to baseline levels after 40 min of exiting VR. For both short and long exposures, there were changes in accommodation (F1,35=8.424 P=.006) and convergence (F1,35=7.826 P=.008) however, in the late test period, participants returned to baseline levels. Measures on cognition revealed no concern. The total simulator sickness questionnaire (SSQ) scores increased immediately after VR (F1,35=26.515 P .001) and were significantly higher for long compared with short exposures (t35=2.807 P=.03), but there were no differences in exposure duration in the late test period, with scores returning to baseline levels. Although at a group level, participants’ sickness levels returned to baseline 40 min after VR exposure, approximately 14% of the participants still reported high levels of sickness in the late test period after playing 50 min of Beat Saber. We also showed that the participants who experienced a high level of sickness after a short exposure were almost certain to experience a high level of symptoms after a longer exposure. Irrespective of the duration of exposure, this study found no strong evidence for adverse symptoms 40 min after exiting VR however, some in iduals still reported high levels of VR sickness at this stage. We recommend that users commit to a waiting period after exiting VR to ensure that any aftereffects have deteriorated. Exergames in HMDs have the potential to encourage people to exercise but are understudied, and the aftereffects of exergaming need to be closely monitored to ensure that VR exergames can reach their full potential.
Publisher: Public Library of Science (PLoS)
Date: 10-09-2019
Publisher: JMIR Publications Inc.
Date: 20-10-2021
Abstract: eople with Down syndrome face various learning challenges. Introducing new and enjoyable experiences in learning settings may improve learning outcomes. Immersive and interactive technologies such as virtual reality can be used to deliver rich visual experiences in classrooms. he aim of this study was to investigate the feasibility and benefits of virtual reality exposure for people with Down syndrome in learning settings. o address this aim, we used a within-subjects design to assess the effect of a brief virtual reality drawing experience and conventional drawing experience on subsequent behavior in 16 participants. arge positive effects were found for virtual reality drawing ( i t /i sub /sub =5.020, i P /i & .001) and conventional drawing ( i t /i sub /sub =3.720, i P /i =.002) in improving subsequent behavior in a learning setting. Irrespective of the intervention, the participant’s mood, attention, and overall behavior significantly improved. No significant differences were found between the interventions ( i t /i sub /sub i =– /i .648 i P /i =.53). his study’s results are encouraging for researchers and educators interested in using virtual reality for people with Down syndrome, as virtual reality was found to be highly feasible. Recommendations are made for researchers and educators interested in providing virtual reality experiences for people with Down syndrome.
Publisher: JMIR Publications Inc.
Date: 04-05-2020
Abstract: irtual reality (VR) exergaming has the potential to target sedentary behavior. Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake. his study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness. total of 36 participants played an exergame, called Beat Saber, using an HMD. A repeated measures within-subject design was conducted to assess changes in vision, cognition, and well-being after short (10 min) and long (50 min) durations of VR exposure. We measured accommodation, convergence, decision speed, movement speed, and self-reported sickness at 3 test periods—before VR, immediately after VR, and 40 min after VR (late). eat Saber was well tolerated, as there were no dropouts due to sickness. For most participants, any immediate aftereffects were short-lived and returned to baseline levels after 40 min of exiting VR. For both short and long exposures, there were changes in accommodation ( i F /i sub ,35 /sub =8.424 i P /i =.006) and convergence ( i F /i sub ,35 /sub =7.826 i P /i =.008) however, in the late test period, participants returned to baseline levels. Measures on cognition revealed no concern. The total simulator sickness questionnaire (SSQ) scores increased immediately after VR ( i F /i sub ,35 /sub =26.515 i P /i & .001) and were significantly higher for long compared with short exposures ( i t /i sub /sub =2.807 i P /i =.03), but there were no differences in exposure duration in the late test period, with scores returning to baseline levels. Although at a group level, participants’ sickness levels returned to baseline 40 min after VR exposure, approximately 14% of the participants still reported high levels of sickness in the late test period after playing 50 min of Beat Saber. We also showed that the participants who experienced a high level of sickness after a short exposure were almost certain to experience a high level of symptoms after a longer exposure. rrespective of the duration of exposure, this study found no strong evidence for adverse symptoms 40 min after exiting VR however, some in iduals still reported high levels of VR sickness at this stage. We recommend that users commit to a waiting period after exiting VR to ensure that any aftereffects have deteriorated. Exergames in HMDs have the potential to encourage people to exercise but are understudied, and the aftereffects of exergaming need to be closely monitored to ensure that VR exergames can reach their full potential. >
Publisher: JMIR Publications Inc.
Date: 07-04-2022
DOI: 10.2196/34373
Abstract: People with Down syndrome face various learning challenges. Introducing new and enjoyable experiences in learning settings may improve learning outcomes. Immersive and interactive technologies such as virtual reality can be used to deliver rich visual experiences in classrooms. The aim of this study was to investigate the feasibility and benefits of virtual reality exposure for people with Down syndrome in learning settings. To address this aim, we used a within-subjects design to assess the effect of a brief virtual reality drawing experience and conventional drawing experience on subsequent behavior in 16 participants. Large positive effects were found for virtual reality drawing (t15=5.020, P .001) and conventional drawing (t15=3.720, P=.002) in improving subsequent behavior in a learning setting. Irrespective of the intervention, the participant’s mood, attention, and overall behavior significantly improved. No significant differences were found between the interventions (t15=–0.648 P=.53). This study’s results are encouraging for researchers and educators interested in using virtual reality for people with Down syndrome, as virtual reality was found to be highly feasible. Recommendations are made for researchers and educators interested in providing virtual reality experiences for people with Down syndrome.
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 2019
Publisher: Center for Open Science
Date: 09-07-2019
Abstract: Developing an understanding of how virtual reality (VR) aftereffects may influence later activities could help to minimise the risk of using head-mounted displays (HMDs) for various applications. This study investigated the visual and cognitive aftereffects of using HMDs and their relationship to the reporting of VR sickness symptoms. Visual (accommodation and vergence) and cognitive (reaction time and rapid visual processing) assessments were employed before and after participants engage in a 30-minute VR table tennis game (VR group, n = 27) or went about their daily activities (control group, n = 28). VR sickness symptoms were captured using the Simulator Sickness Questionnaire (SSQ). The data showed changes in accommodation but no concurrent changes in vergence, which likely stems from decoupling accommodation and vergence in VR. Furthermore, larger changes in accommodation were linked to a greater reporting of sickness symptoms suggesting that decoupling accommodation and vergence could be more adverse than previously thought. Participants in the VR group also showed slower decision (cognitive) times, but VR did not seem to affect their movement times in a five-choice reaction time task. The novel visual and cognitive findings from this study may be valuable to obtain a better understanding of the user issues and safety around VR usage.
Publisher: Frontiers Media SA
Date: 20-09-2019
Publisher: Springer Science and Business Media LLC
Date: 25-04-2017
Publisher: Center for Open Science
Date: 08-09-2020
Abstract: People with neurodevelopmental disorders are often considered unsuitable or incapable of working in open employment. When employment is available, tasks are often limited, and opportunities for career development are restricted. Policy and funding constraints leave people with disabilities without an opportunity to develop skills due to the additional time and costs for employers. To overcome these barriers, virtual environments have been proposed as a safe and reliable solution for training. An important prerequisite for a wider uptake of training in virtual environments are demonstrations that the training leads to improved performance in the real world. This is particularly true for people with neurodevelopmental disorders, as transferring learnings from one context to another can be challenging. A systematic review was conducted to assess whether training in virtual environments can be used to improve real-world vocational skills in people with neurodevelopmental disorders. After a systematic search in five databases, seven out of the initially identified 1107 articles met the inclusion criteria. The findings from these seven studies demonstrate that people with neurodevelopmental disorders can transfer vocational skills from virtual environments to real-world settings. With substantial technological improvements, a surge in accessibility, and improved affordability, there is a need to build upon the promising results identified in this review.
Publisher: Springer Science and Business Media LLC
Date: 05-12-2016
Publisher: Springer Science and Business Media LLC
Date: 03-04-2023
DOI: 10.1007/S10055-023-00759-2
Abstract: Virtual reality (VR) is a promising tool for training life skills in people with intellectual disabilities. However, there is a lack of evidence surrounding the implementation, suitability, and effectiveness of VR training in this population. The present study investigated the effectiveness of VR training for people with intellectual disabilities by assessing (1) their ability to complete basic tasks in VR, (2) real-world transfer and skill generalisation, and (3) the in idual characteristics of participants able to benefit from VR training. Thirty-two participants with an intellectual disability of varying severity completed a waste management training intervention in VR that involved sorting 18 items into three bins. Real-world performance was measured at pre-test, post-test, and delayed time points. The number of VR training sessions varied as training ceased when participants met the learning target (≈ 90% correct). A survival analysis assessed training success probability as a function of the number of training sessions with participants split by their level of adaptive functioning (as measured on the Adaptive Behaviour Assessment System Third Edition). The learning target was met by 19 participants (59.4%) within ten sessions ( Mdn = 8.5, IQR 4–10). Real-world performance significantly improved from pre- to post-test and pre- to delayed test. There was no significant difference from post- to delayed test. Further, there was a significant positive relationship between adaptive functioning and change in the real-world assessment from the pre-test to the post- and delayed tests. VR facilitated the learning of most participants, which led to demonstrations of real-world transfer and skill generalisation. The present study identified a relationship between adaptive functioning and success in VR training. The survival curve may assist in planning future studies and training programs.
Publisher: Center for Open Science
Date: 04-05-2020
Abstract: Background: Virtual reality (VR) exergaming has the potential to target sedentary behavior. Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected when users experience VR sickness. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake.Objective: This study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness.Methods: A total of 36 participants played a popular VR exergame, called Beat Saber, using an HMD. A repeated measures within-subject design was conducted to assess changes in vision, cognition, and well-being after short (10 min) and long (50 min) durations of VR exposure. We measured accommodation, convergence, decision speed, movement speed, and self-reported sickness at 3 test periods—before VR, immediately after VR, and 40 min after VR (late).Results: Beat Saber was well tolerated, as there were no dropouts due to sickness. Overall, for most participants, any immediate aftereffects were short-lived and returned to baseline levels after 40 min of exiting VR. For both short and long exposures, there were changes in accommodation (F1,35=8.424 P=.006) and convergence (F1,35=7.826 P=.008) however, in the late test period, participants returned to baseline levels. Measures on cognition revealed no concern. The total simulator sickness questionnaire (SSQ) scores increased immediately after VR (F1,35=26.515 P& .001) and were significantly higher for long compared with short exposures (t35=2.807 P=.032), but there were no differences in exposure duration in the late test period, with scores returning to baseline levels. Although at a group level, participants’ sickness levels returned to baseline 40 min after VR exposure, approximately 14% of the participants still reported high levels of sickness in the late test period after playing 50 min of Beat Saber. We also showed that the participants who experienced a high level of sickness after a short exposure were almost certain to experience a high level of symptoms after a longer exposure.Conclusions: Irrespective of the duration of exposure, this study found no strong evidence for adverse symptoms 40 min after exiting VR however, some in iduals still reported high levels of VR sickness at this stage. We recommend that users commit to a waiting period after exiting VR to ensure that any aftereffects have deteriorated. Exergames in HMDs have the potential to encourage people to exercise but are understudied, and the aftereffects of exergaming need to be closely monitored to ensure that VR exergames can reach their full potential.
Publisher: Center for Open Science
Date: 08-02-2023
Abstract: Virtual Reality (VR) technology is gaining in popularity as a research tool for studying human behavior. However, the use of VR technology for remote testing is still an emerging field. This study aimed to evaluate the feasibility of conducting remote VR behavioral experiments that require millisecond timing. Participants were recruited via an online crowdsourcing platform and accessed the classic cognitive phenomenon "Inhibition of Return" through a web browser using their own VR headset or desktop computer (68 participants in each group). Results confirm previous research that remote participants using desktop computers can be used effectively for conducting time-critical cognitive experiments. However, inhibition of return was only partially replicated for the VR headset group. Exploratory analyses revealed that technical factors, such as headset type, were likely to significantly impact variability and must be mitigated to obtain accurate results. This study demonstrates the potential for remote VR testing to broaden the research scope and reach a larger participant population. Crowdsourcing services appear to be an efficient and effective way to recruit participants for remote behavioral testing using high-end VR headsets.
Publisher: MDPI AG
Date: 21-03-2023
DOI: 10.3390/MTI7030032
Abstract: Virtual Reality (VR) technology is gaining in popularity as a research tool for studying human behavior. However, the use of VR technology for remote testing is still an emerging field. This study aimed to evaluate the feasibility of conducting remote VR behavioral experiments that require millisecond timing. Participants were recruited via an online crowdsourcing platform and accessed a task on the classic cognitive phenomenon “Inhibition of Return” through a web browser using their own VR headset or desktop computer (68 participants in each group). The results confirm previous research that remote participants using desktop computers can be used effectively for conducting time-critical cognitive experiments. However, inhibition of return was only partially replicated for the VR headset group. Exploratory analyses revealed that technical factors, such as headset type, were likely to significantly impact variability and must be mitigated to obtain accurate results. This study demonstrates the potential for remote VR testing to broaden the research scope and reach a larger participant population. Crowdsourcing services appear to be an efficient and effective way to recruit participants for remote behavioral testing using high-end VR headsets.
No related grants have been discovered for jaruwan mayakun.