The purpose of this research was to determine the level of narrative comprehension in films when watched in a virtual reality headset (Oculus Rift). A 360-degree live-action film was created and was shown to participants after which the level of comprehension of various literary aspects as well as the feeling of distraction and enjoyment were measured using questionnaires and interviews. Revealing how increased freedom to view a movie in virtual reality has an effect on storyline understanding, provided a framework to start a discussion on whether and how to utilize virtual reality as a means for storytelling through films.
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This study investigates whether an interactive surround video is perceived as more enjoyable when there is some auditory feedback on interactive moments. We constructed a questionnaire that measured presence, effectance, autonomy, flow, enjoyment, system usability, user satisfaction and identification, filled in by two groups of respondents who had either watched an interactive movie on Oculus Rift with feedback sounds, or a version without. Our results show that users rated presence significantly lower in the feedback condition. We rejected our hypothesis, that auditory feedback would increase the perception of effectance.
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We need mental and physical reference points. We need physical reference points such as signposts to show us which way to go, for example to the airport or the hospital, and we need reference points to show us where we are. Why? If you don’t know where you are, it’s quite a difficult job to find your way, thus landmarks and “lieux de memoire” play an important role in our lives.
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Intra-ocular straylight can cause decreased visual functioning, and it may cause diminished vision-related quality of life (VRQOL). This cross-sectional population-based study investigates the association between straylight and VRQOL in middle-aged and elderly individuals. Multivariable linear regression analyses were used to assess the association between straylight modeled continuously and cutoff at the recommended fitness-to-drive value, straylight ≥ 1.4 log(s), and VRQOL. The study showed that participants with normal straylight values, straylight ≤ 1.4 log(s), rated their VRQOL slightly better than those with high straylight values (straylight ≥ 1.4 log(s)). Furthermore, multivariable regression analysis revealed a borderline statistical significant association (p = .06) between intra-ocular straylight and self-reported VRQOL in middle-aged and elderly individuals. The association between straylight and self-reported VRQOL was not influenced by the status of the intra-ocular lens (natural vs. artificial intra-ocular lens after cataract extraction) or the number of (instrumental) activities of daily living that were reported as difficult for the elderly individuals.
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De toeristisch-recreatieve sector is in belangrijke mate afhankelijk van externe factoren waar zij zelf geen invloed op kan uitoefenen maar wel mee geconfronteerd wordt. Het kan hier bijvoorbeeld gaan om bevolkingskrimp, vergrijzing, ontgroening, technologische ontwikkelingen, de economische recessie, de veranderende interesses van toeristen e.d. Door deze externe factoren te analyseren ontstaat er zicht op relevante bewegingen die de sector een toekomstbestendige koers bieden. Er is de behoefte ontstaan om nader onderzoek te doen naar de innovatiekracht van Overijssel in totaliteit en gekoppeld aan de regio’s die vanuit marketing perspectief zijn benoemd te weten: • Waterrijk Weerribben Wieden: ongerept en eigenzinnig. • IJsseldelta: Hanzesteden, water, cultuur, polder. • Vechtdal Overijssel: rust en ruimte. • Salland: natuurlijk gastvrij. • Twente: Landgoed van Nederland. Het European Tourism Futures Institute is gevraagd dit onderzoek uit te voeren met behulp van een scenariostudie. Scenario’s verkleinen de afstand tot de dynamische markt en leveren inspiratie om innovatieve initiatieven te ontplooien. Scenario’s zoals die door het ETFI worden ontwikkeld zijn geen voorspellingen die voortkomen uit trendanalyses, maar levendige beschrijvingen van hoe de toekomst, in dit geval van toeristisch Overijssel, er uit zou kunnen zien.
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Chronic itching is a serious and uncomfortable condition. The scratch response might result in a vicious cycle of alternating itching and scratching. To develop psychological interventions for people suffering from chronic itching and to break the vicious itch-scratching-itch cycle, it is important to elucidate which environmental factors trigger itch sensations. Virtual reality (VR) techniques provide a useful tool to examine specific content characteristics in a three-dimensional (3D VR) environment and their influences on itch sensations and scratching behaviour. This article describes two experiments in which we focused on the effects of environmental information on itching and scratching behaviour. Additionally, in the second experiment, we examined the influence of having a chronic skin condition on sensitivity to itch induction. We found evidence for the importance of the content of audio–visual materials for the effectiveness in inducing feelings of itch in the observers. In both experiments, we observed significantly higher levels of perceived itch in the itch-inducing conditions than in the control condition. Moreover, the results showed that elevated levels of perceived itch were associated with an increase in scratching behaviours, which was especially salient in the contagious itch condition, in which perceived itch was accompanied by a significant increase in the number of scratches. Experiment 2 additionally showed increased perceived itch levels in participants who reported having a chronic skin condition, reflecting higher sensitivity to itch-inducing audio–visual stimuli in this group than in participants without a chronic skin condition. Based on the results we concluded that directing attention towards itch- or scratch aspects of related information in the environment and to the consequences for one’s own skin are effective tools to induce itch sensations and scratching behaviour. This knowledge provides tools for developing novel strategies in advising and treating people suffering from chronic itching and breaking the vicious itch-scratching-itch cycle.
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In a double-masked randomized controlled crossover study we investigated both the retinal responses to straylight, and the effects of lens cleaners on straylight values, in two different RGP contact lens materials. Methods: Thirty patients (20-59 years) wearing RGP lenses were refitted with new lenses made of Boston XO material in one eye and made of Comfort O2 (ONSI-56) material in the other eye. Reported wetting angles for the Boston XO material (103[degrees]) and for the ONSI-56 material (7.2[degrees]) were obtained by sessile drop measurements. After refitting, the study comprised three 5-week trial periods. In Period 1 half of the participants (Group A) wore Boston XO lenses in their right eye and Comfort O2 (ONSI-56) lenses in their left eye, and the other half (Group B) vice versa. In Period 2 Group A wore Comfort O2 (ONSI-56) lenses in their right eye and Boston XO lenses in their left, and Group B vice versa. All participants used Miraflow cleaner during periods 1 and 2. In Period 3, during which all participants used Boston cleaner, Group A wore Boston XO lenses in their right eye and Comfort O2 (ONSI-56) lenses in their left eye and Group B vice versa. Straylight data (log S) were obtained with and without contact lenses using the Oculus C-Quant straylight meter in all three periods. Central corneal thickness (CCT) was measured in the second and third periods.
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Abstract Background Visuospatial neglect (VSN) is a cognitive disorder after stroke in which patients fail to consciously process and interact with contralesional stimuli. Visual Scanning Training (VST) is the recommended treatment in clinical guidelines. At the moment, several mixed reality versions of Visual Scanning Training (VST) are being developed. The aim of this study was to explore the opinions of end-users (i.e., therapists) on the use of Virtual Reality (VR) and Augmented Reality (AR) in VSN treatment. Methods Therapists played one VR and two AR Serious Games, and subsequently flled out a questionnaire on User Experience, Usability, and Implementation. Results Sixteen therapists (psychologists, occupational, speech, and physiotherapists) played the games, thirteen of them evaluated the games. Therapists saw great potential in all three games, yet there was room for improvement on the level of usability, especially for tailoring the games to the patient’s needs. Therapists’ opinions were comparable between VR and AR Serious Games. For implementation, therapists stressed the urgency of clear guidelines and instructions. Discussion Even though VR/AR technology is promising for VSN treatment, there is no one-size-fts-all applicability. It may thus be crucial to move towards a plethora of training environments rather than a single standardized mixed reality neglect treatment. Conclusion As therapists see the potential value of mixed reality, it remains important to investigate the efcacy of AR and VR training tools.
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