@phdthesis{Cronje2024, author = {Cronj{\´e}, Johrine}, title = {Trust towards Virtual Humans in Immersive Virtual Reality and Influencing Factors}, doi = {10.25972/OPUS-34814}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-348143}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2024}, abstract = {Virtual humans (VHs) hold immense potential for collaboration in social virtual reality (VR). As VR technology advances, it's vital to assess the psychological effects on VH trust and user privacy to build meaningful social interactions in VR. In social VR, users must be able to trust the VHs they interact with as they navigate through socio-cultural activities. The evaluation of trustworthiness in VHs profoundly impacts interaction quality and user willingness to engage. Conversely, untrustworthy VHs can harm user experiences, privacy, and VR engagement. To address this, we conducted immersive VR studies, exploring how psychological factors influence user's VH trust evaluation under various psychological conditions. This research is pivotal for developing strategies to enhance user privacy, establish secure VR environments, and create a foundation of trust that supports immersive socio-cultural experiences in VR. To date, there are no established interpersonal trust measurement tools specifically for VHs in VR. In study 1 (the familiarity study) of the current thesis the VR-adjusted version of the social conditioned place preference paradigm (SCPP) by Kiser et al., (2022) was identified as a potential trust measurement tool. We tested whether the familiarity of a VH influenced trust as measured with the SCPP paradigm and other self-defined outcome measures, in a Computer Augmented Virtual Environment (CAVE). The CAVE is a VR system that combines immersive VR with real-world elements. It consists of a room-sized space where the walls are used as projection screens to display virtual scenes and objects. In this within - subject design (n = 20), half of the participants were familiarized with one VH and tasked to explore and interact in a realistic looking virtual art museum environment. The participant's evaluation of the VH's trustworthiness was measured as well as their subsequent trust behaviours. Results revealed no significant differences in the evaluation of the VH's trustworthiness nor any behavioural differences between conditions. The findings of the impact of a VH's familiarity on trust is inconclusive due to the major limitations of the paradigm. We concluded that the SCPP paradigm needs further validation and the proposed proxies of trust need to be re-evaluated. The findings were considered in the following study. The virtual maze paradigm design of Hale, (2018) was identified as a potential trust measurement tool, however several limitations are associated with its use to measure trust in VR. In study 2 (a validation study), improvements were made to the virtual maze paradigm of Hale, (2018) and a variant of this paradigm was implemented. We conducted a validation study with 70 participants in a between-subject design with VH trustworthiness as the between-subject factor. Participants wore a head-mounted display (HMD), to deliver an immersive VR experience. In our version of the virtual maze, it was the task of the users (the trustors) to navigate through a maze in VR, where they could interact with a VH (the trustee). They could choose to ask for advice and follow the advice from the VH if they wanted to. The number of times participants asked and followed advice and the time it took to respond to the given advice served as behavioural proxies/measures of trust. The two conditions (trustworthy vs. untrustworthy) did not differ in the content of the advice but in the appearance, tone of voice and engagement of the trustees (allegedly an avatar controlled by other participants). Results indicated that the experimental manipulation was successful, as participants rated the VH as more trustworthy in the trustworthy condition compared with the VH in the untrustworthy condition. Importantly, this manipulation affected the trust behaviour of participants, who, in the trustworthy condition, asked for advice and followed advice more often, indicating that the paradigm is sensitive to differences in VH's trustworthiness. Thus, our paradigm can be used to measure differences in interpersonal trust towards VHs and may serve as a valuable research tool for researchers who study trust in VR. Therefore, study 2 fills the gap in the literature, for an interpersonal trust measurement tool specifically for VHs in VR. Two experimental studies, with a sample size of 50 participants each, utilized the virtual maze paradigm where participants entered 12 rooms under different conditions. We examined the influence of cognitive load (CL) on trust towards VH in VR in study 3 (Cognitive load study), and the influence of emotional affect (Emotional affect study) on trust towards VH in VR in study 4 (EA study). In both studies, we assessed participant's evaluation of a VH's trustworthiness, along with three behavioural indicators of trust in the maze task: 1) frequency of advice asked, 2) frequency of advice followed, and 3) the time taken by participants to execute the received advice. In study 3, the CL was manipulated with the auditory 1-back task in the high cognitive load condition (HCL). In study 4, the Autobiographical Emotional Memory Task (AEMT) was used to manipulate the EA of participants in the negative emotional affect (NEA) condition. As an additional manipulation, while participants were immersed in VR, they were exposed to 12 negative pictures and sounds that was presented simultaneously to strengthen the initial manipulation. The manipulation of the within-subject factors (CL and EA) was successful in both studies, as significant differences between conditions were observed in both studies (higher CL in the HCL condition and a more negative EA in the NEA condition). However, only CL influenced participant's evaluation of the VH's trustworthiness. The VH were evaluated as significantly more trustworthy after the HCL condition. Despite the difference in trust evaluation, there was no difference in advice asking or following. Participants in study 4 asked and followed advice due to their trust in the VH and asked and followed advice equally often in both conditions. Importantly, significant differences were observed in the participants response times in both studies. In study 3 during the HCL condition participants followed advice quicker. The order in which the conditions were presented influenced the experience of CL. Participants experienced higher levels of CL and responded to advice significantly faster when low cognitive load (LCL) was presented as the first condition compared with LCL as the second condition. In study 4 participants in the NEA condition followed advice slower similar to the findings of study 3. The order in which the conditions were presented had a significant effect on the EA. Participants asked and followed advice less when the NEA condition was presented first compared with when it is presented second. Possible explanations for the findings are discussed in the thesis. Overall, this thesis offers a novel tool for trust measurement (the virtual maze paradigm) and contributes to understanding the role of psychological factors in trust towards virtual humans in virtual reality.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @inproceedings{FoersterGrafe2023, author = {F{\"o}rster, Kristina and Grafe, Silke}, title = {Fostering Teacher Educators' Intercultural Media-Related Competencies Using a Social VR Environment}, series = {Proceedings of Society for Information Technology \& Teacher Education International Conference}, booktitle = {Proceedings of Society for Information Technology \& Teacher Education International Conference}, editor = {Langran, Elizabeth and Christensen, Peter and Sanson, Jarrod}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-322310}, pages = {2547-2557}, year = {2023}, abstract = {Recent studies suggest that teacher educators require intercultural media-related educational competencies to respond to contemporary and future educational needs. However, necessary professional development concepts, which are aimed at fostering these competencies, are underrepresented in current teacher education research. This study reports on the results of a case study within a Design-Based-Research project aimed at designing, implementing and evaluating a professional development concept to foster teacher educators' intercultural media-related competencies. A remote workshop using a Social VR environment was conducted with a convenience sample of 10 teacher educators. Data collected through a qualitative pre-post survey and a focus group was interpreted through qualitative content analysis. Findings showed intercultural aspects were addressed in several domains as well as an increased ability to evaluate potentials and risks related to interculturally focused teaching and learning with Social VR.}, subject = {Interkulturelles Lernen}, language = {en} } @inproceedings{OPUS4-31720, title = {Abstracts of the Wuertual Reality XR Meeting 2023}, editor = {Neumann, Isabel and Gado, Sabrina and K{\"a}thner, Ivo and Hildebrandt, Lea and Andreatta, Marta}, edition = {korrigierte Auflage}, doi = {10.25972/OPUS-31720}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-317203}, pages = {76}, year = {2023}, abstract = {The Wuertual Reality XR Meeting 2023 was initiated to bring together researchers from many fields who use VR/AR/XR. There was a focus on applied XR and social VR. In this conference band, you can find the abstracts of the two keynotes, the 34 posters and poster pitches, the 29 talks and the four workshops.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @inproceedings{OPUS4-31528, title = {Abstracts of the Wuertual Reality XR Meeting 2023}, editor = {Neumann, Isabel and Gado, Sabrina and K{\"a}thner, Ivo and Hildebrandt, Lea and Andreatta, Marta}, doi = {10.25972/OPUS-31528}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-315285}, pages = {76}, year = {2023}, abstract = {The Wuertual Reality XR Meeting 2023 was initiated to bring together researchers from many fields who use VR/AR/XR. There was a focus on applied XR and social VR. In this conference band, you can find the abstracts of the two keynotes, the 34 posters and poster pitches, the 29 talks and the four workshops.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @phdthesis{Ripka2023, author = {Ripka, Gabriela}, title = {Promoting Pre-Service Teachers' TPACK Development in Social Virtual Reality - Practice- and Theory-Oriented Development and Evaluation of a Pedagogical Concept for Initial Teacher Education}, doi = {10.25972/OPUS-31291}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-312913}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2023}, abstract = {The use of digital media by children and young people offers opportunities for communication, collaboration, and participation. However, to prepare them for the risks and challenges of media usage, promoting digital competencies of students and teachers is an indispensable goal for educational institutions. To meet this requirement, teacher education must be opened to innovative pedagogical concepts for initial teacher education that considers new technologies in a reflective, action-oriented way to promote competencies. Therefore, this work aims to promote the technological pedagogical content knowledge (TPACK) of prospective teachers that enables the purposeful integration of social virtual reality (social VR) into the classroom. Consequently, a pedagogical concept is developed and evaluated in an iterative research and development process following the design- based research approach (DBR) through four consecutive studies. The first study involved an analysis of the requirements of teachers and students for the effective use of social VR in the classroom. The second study examined how prospective teachers perceive teaching and learning activities within two theory-driven scenarios in social VR. The third study investigated the development of Technological Pedagogical Content Knowledge (TPACK) among students in social VR compared to video-based communication. Finally, the fourth study measured the development of TPACK in social VR using epistemic network analysis, finding that social VR can be an effective tool for teacher education, emphasizing the importance of authentic contexts and practical experiences for effective teaching in social VR. In the concluding chapter, appropriate implications for teacher education research and practice are derived from findings. For example, that a deeper understanding of TPACK as metacognitive awareness could enhance teacher education for media integration. It also highlights the need for digital literacy in seminars that address new technologies, emphasizing the importance of considering moral values and sustainability when using VR.}, subject = {Medienp{\"a}dagogik}, language = {en} } @phdthesis{Stauffert2022, author = {Stauffert, Jan-Philipp}, title = {Temporal Confounding Effects in Virtual and Extended Reality Systems}, doi = {10.25972/OPUS-29060}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-290609}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2022}, abstract = {Latency is an inherent problem of computing systems. Each computation takes time until the result is available. Virtual reality systems use elaborated computer resources to create virtual experiences. The latency of those systems is often ignored or assumed as small enough to provide a good experience. This cumulative thesis is comprised of published peer reviewed research papers exploring the behaviour and effects of latency. Contrary to the common description of time invariant latency, latency is shown to fluctuate. Few other researchers have looked into this time variant behaviour. This thesis explores time variant latency with a focus on randomly occurring latency spikes. Latency spikes are observed both for small algorithms and as end to end latency in complete virtual reality systems. Most latency measurements gather close to the mean latency with potentially multiple smaller clusters of larger latency values and rare extreme outliers. The latency behaviour differs for different implementations of an algorithm. Operating system schedulers and programming language environments such as garbage collectors contribute to the overall latency behaviour. The thesis demonstrates these influences on the example of different implementations of message passing. The plethora of latency sources result in an unpredictable latency behaviour. Measuring and reporting it in scientific experiments is important. This thesis describes established approaches to measuring latency and proposes an enhanced setup to gather detailed information. The thesis proposes to dissect the measured data with a stacked z-outlier-test to separate the clusters of latency measurements for better reporting. Latency in virtual reality applications can degrade the experience in multiple ways. The thesis focuses on cybersickness as a major detrimental effect. An approach to simulate time variant latency is proposed to make latency available as an independent variable in experiments to understand latency's effects. An experiment with modified latency shows that latency spikes can contribute to cybersickness. A review of related research shows that different time invariant latency behaviour also contributes to cybersickness.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @phdthesis{Madeira2022, author = {Madeira, Octavia}, title = {The Human-Experimental Virtual Elevated Plus-Maze as an Anxiety Model}, doi = {10.25972/OPUS-28147}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-281478}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2022}, abstract = {Anxiety research is one of the major psychological research domains and looks back on decades of research activity. Traditionally, novel theories and approaches are tested utilizing animal models. One way to study inherent anxiety in rodents is the elevated plus-maze (EPM). The EPM is a plus-shaped platform with two closed, i.e., walled, arms and two open unwalled arms. If given the opportunity to freely explore the apparatus, rodents instinctively avoid the open arms to protect themselves from predators. Hence, they spent less time on open and more time on closed arms, which is behaviorally associated with general anxiety. In the course of the pharmacological validation, it was found that this exploratory pattern can be reversed by anxiolytic substances, e.g., benzodiazepines, or potentiated by anxiogenics. One of the significant advantages of the EPM is that no prior training session is required in contrast to conditioning studies, thus allowing to observe natural behavior. Therefore, together with the economic and uncomplicated setup, the EPM has become a standard preclinical rodent anxiety test over the decades. In order to validate these rodent anxiety tests, there have recently been attempts to retranslate them to humans. A paramount of cross-species validation is not only the simple transferability of these animal tests but also the observation of anxiety behaviors that are evolutionarily conserved across species. Accordingly, it could be possible to conclude various factors associated with the etiology and maintenance of anxiety disorders in humans. So far, convincing translations of the EPM to humans are still lacking. For that reason, the primary aim of this dissertation is to retranslate the EPM throughout three studies and to evaluate cross-species validity critically. Secondly, the undertaken studies are set out to observe ambulatory activity equivalent to rodent EPM behavior, i.e., open arm avoidance. Thirdly, the undertaken studies aimed to assess the extent to which trait anxiety influences human exploratory activity on the platform to associate it with the assumption that rodent EPM-behavior is a reflection of general anxiety. Finally, virtual reality (VR) was the method of choice to maintain the economic advantage and adjust the EPM size to humans. Study 1 (N = 30) was set up to directly transfer the rodent EPM regarding test design and experimental procedure using a Computer Automatic Virtual Environment (CAVE). The results revealed that humans unlike rodents display a general open arms approach during free exploration. However, open arm avoidance was associated with high trait anxiety and acrophobia (fear of height), which was initially assessed as a control variable due to the virtual platform height. Regression analyses and subjective anxiety ratings hinted at a more significant influence of acrophobia on open arm avoidance. In addition, it was assumed that the open arms approach might have resulted from claustrophobic tendencies experienced in the closed arms due to the high walls. Study 2 (N = 61) sought to differentiate the influence of trait anxiety and acrophobia and adapt the virtual EPM to humans. Therefore, parts of the platform held a semi-transparent grid-floor texture, and the wall height on the closed arms was reduced to standard handrail level. Moreover, participants were priorly screened to exclude clinically significant levels of acrophobia, claustrophobia, and agoraphobia. The data on general exploratory activity showed no arm preference. Regression analyses confirmed that acrophobia is related to open arm avoidance, corroborating the finding of Study 1. Surprisingly, for trait anxiety, the result of Study 1 could not be replicated. Instead, for trait anxiety, no significant effect was found indicating that predominantly fear of heights shapes human EPM behavior even on a subclinical stage. In Study 3 (N = 57), the EPM was embedded into a city setting to 1) create a more natural human environment and 2) eliminate height. Furthermore, a head-mounted display was utilized for VR presentation, and arousal ratings were introduced. Participants were screened for high and low levels of trait anxiety and agoraphobia, and claustrophobia. Replicating the findings of Study 2, no difference in open and closed arm activity was observed, and no effect was found in relationship with trait anxiety. The data on anxiety ratings and claustrophobia suggest a positive correlation indicating that in this city EPM, claustrophobic tendencies might play a role in closed arm avoidance. In summary, this thesis added valuable insights into the retranslation of a well-established standard anxiety test used in rodents. However, it also majorly challenges current findings on the cross-species validity of the EPM. Various explanatory models for the results are critically discussed and associated with clinical implications concerning future research.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @phdthesis{Grossekathoefer2022, author = {Großekath{\"o}fer, Jonas David}, title = {Virtually Valid? On the Importance of Ecological Validity and Virtual Reality for Social Attention Research}, doi = {10.25972/OPUS-26041}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-260417}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2022}, abstract = {Gazes are of central relevance for people. They are crucial for navigating the world and communicating with others. Nevertheless, research in recent years shows that many findings from experimental research on gaze behavior cannot be transferred from the laboratory to everyday behavior. For example, the frequency with which conspecifics are looked at is considerably higher in experimental contexts than what can be observed in daily behavior. In short: findings from laboratories cannot be generalized into general statements. This thesis is dedicated to this matter. The dissertation describes and documents the current state of research on social attention through a literature review, including a meta-analysis on the /gaze cueing/ paradigm and an empirical study on the robustness of gaze following behavior. In addition, virtual reality was used in one of the first studies in this research field. Virtual reality has the potential to significantly improve the transferability of experimental laboratory studies to everyday behavior. This is because the technology enables a high degree of experimental control in naturalistic research designs. As such, it has the potential to transform empirical research in the same way that the introduction of computers to psychological research did some 50 years ago. The general literature review on social attention is extended to the classic /gaze cueing/ paradigm through a systematic review of publications and a meta-analytic evaluation (Study 1). The cumulative evidence supported the findings of primary studies: Covert spatial attention is directed by faces. However, the experimental factors included do not explain the surprisingly large variance in the published results. Thus, there seem to be further, not well-understood variables influencing these social processes. Moreover, classic /gaze cueing/ studies have limited ecological validity. This is discussed as a central reason for the lack of generalisability. Ecological validity describes the correspondence between experimental factors and realistic situations. A stimulus or an experimental design can have high and low ecological validity on different dimensions and have different influences on behavior. Empirical research on gaze following behavior showed that the /gaze cueing/ effect also occurs with contextually embedded stimuli (Study 2). The contextual integration of the directional cue contrasted classical /gaze cueing/ studies, which usually show heads in isolation. The research results can thus be transferred /within/ laboratory studies to higher ecologically valid research paradigms. However, research shows that the lack of ecological validity in experimental designs significantly limits the transferability of experimental findings to complex situations /outside/ the laboratory. This seems to be particularly the case when social interactions and norms are investigated. However, ecological validity is also often limited in these studies for other factors, such as contextual embedding /of participants/, free exploration behavior (and, thus, attentional control), or multimodality. In a first study, such high ecological validity was achieved for these factors with virtual reality, which could not be achieved in the laboratory so far (Study 3). Notably, the observed fixation patterns showed differences even under /most similar/ conditions in the laboratory and natural environments. Interestingly, these were similar to findings also derived from comparisons of eye movement in the laboratory and field investigations. These findings, which previously came from hardly comparable groups, were thus confirmed by the present Study 3 (which did not have this limitation). Overall, /virtual reality/ is a new technical approach to contemporary social attention research that pushes the boundaries of previous experimental research. The traditional trade-off between ecological validity and experimental control thus becomes obsolete, and laboratory studies can closely inherit an excellent approximation of reality. Finally, the present work describes and discusses the possibilities of this technology and its practical implementation. Within this context, the extent to which this development can still guarantee a constructive classification of different laboratory tests in the future is examined.}, subject = {Aufmerksamkeit}, language = {en} } @inproceedings{FoersterHeinGrafeetal.2021, author = {F{\"o}rster, Kristina and Hein, Rebecca and Grafe, Silke and Latoschik, Marc Erich and Wienrich, Carolin}, title = {Fostering Intercultural Competencies in Initial Teacher Education: Implementation of Educational Design Prototypes Using a Social Virtual Reality Environment}, series = {Proceedings of Innovate Learning Summit}, booktitle = {Proceedings of Innovate Learning Summit}, editor = {Basteans, Theo}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-260586}, pages = {95-108}, year = {2021}, abstract = {The combination of globalization and digitalization emphasizes the importance of media-related and intercultural competencies of teacher educators and preservice teachers. This article reports on the initial prototypical implementation of a pedagogical concept to foster such competencies of preservice teachers. The proposed pedagogical concept utilizes a social virtual reality (VR) framework since related work on the characteristics of VR has indicated that this medium is particularly well suited for intercultural professional development processes. The development is integrated into a larger design-based research approach that develops a theory-guided and empirically grounded professional development concept for teacher educators with a special focus on teacher educator technology competencies (TETC8). TETCs provide a suitable competence framework capable of aligning requirements for both media-related and intercultural competencies. In an exploratory study with student teachers, we designed, implemented, and evaluated a pedagogical concept. Reflection reports were qualitatively analyzed to gain insights into factors that facilitate or hinder the implementation of the immersive learning scenario as well as into the participants' evaluation of their learning experience. The results show that our proposed pedagogical concept is particularly suitable for promoting the experience of social presence, agency, and empathy in the group.}, subject = {Interkulturelles Lernen}, language = {en} } @phdthesis{Gromer2021, author = {Gromer, Daniel}, title = {Mechanisms Underlying Virtual Reality Exposure Therapy for Specific Phobias}, doi = {10.25972/OPUS-20733}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-207334}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2021}, abstract = {Virtual reality exposure therapy (VRET) is an effective cognitive-behavioral treatment for anxiety disorders that comprises systematic confrontations to virtual representations of feared stimuli and situations. However, not all patients respond to VRET, and some patients relapse after successful treatment. One explanation for this limitation of VRET is that its underlying mechanisms are not yet fully understood, leaving room for further improvement. On these grounds, the present thesis aimed to investigate two major research questions: first, it explored how virtual stimuli induce fear responses in height-fearful participants, and second, it tested if VRET outcome could be improved by incorporating techniques derived from two different theories of exposure therapy. To this end, five studies in virtual reality (VR) were conducted. Study 1 (N = 99) established a virtual environment for height exposure using a Computer Automatic Virtual Environment (CAVE) and investigated the effects of tactile wind simulation in VR. Height-fearful and non-fearful participants climbed a virtual outlook, and half of the participants received wind simulation. Results revealed that height-fearful participants showed stronger fear responses, on both a subjective and behavioral level, and that wind simulation increased subjective fear. However, adding tactile wind simulation in VR did not affect presence, the user's sense of 'being there' in the virtual environment. Replicating previous studies, fear and presence in VR were correlated, and the correlation was higher in height-fearful compared to non-fearful participants. Study 2 (N = 43) sought to corroborate the findings of the first study, using a different VR system for exposure (a head-mounted display) and measuring physiological fear responses. In addition, the effects of a visual cognitive distractor on fear in VR were investigated. Participants' fear responses were evident on both a subjective and physiological level---although much more pronounced on skin conductance than on heart rate---but the virtual distractor did not affect the strength of fear responses. In Study 3 (N = 50), the effects of trait height-fearfulness and height level on fear responses were investigated in more detail. Self-rated level of acrophobia and five different height levels in VR (1 m--20 m) were used as linear predictors of subjective and physiological indices of fear. Results showed that subjective fear and skin conductance responses were a function of both trait height-fearfulness and height level, whereas no clear effects were visible for heart rate. Study 4 (N = 64 + N = 49) aimed to advance the understanding of the relationship between presence and fear in VR. Previous research indicates a positive correlation between both measures, but possible causal mechanisms have not yet been identified. The study was the first to experimentally manipulate both presence (via the visual and auditive realism of the virtual environment) and fear (by presenting both height and control situations). Results indicated a causal effect of fear on presence, i.e., experiencing fear in a virtual environment led to a stronger sense of `being there' in the virtual environment. However, conversely, presence increased by higher scene realism did not affect fear responses. Nonetheless, presence seemed to have some effects on fear responding via another pathway, as participants whose presence levels were highest in the first safe context were also those who had the strongest fear responses in a later height situation. This finding indicated the importance of immersive user characteristics in the emergence of presence and fear in VR. The findings of the first four studies were integrated into a model of fear in VR, extending previous models and highlighting factors that lead to the emergence of both fear and presence in VR. Results of the studies showed that fear responses towards virtual heights were affected by trait height-fearfulness, phobic elements in the virtual environment, and, at least to some degree, on presence. Presence, on the other hand, was affected by experiencing fear in VR, immersion---the characteristics of the VR system---and immersive user characteristics. Of note, the manipulations of immersion used in the present thesis, visual and auditory realism of the virtual environment and tactile wind simulation, were not particularly effective in manipulating presence. Finally, Study 5 (N = 34) compared two different implementations of VRET for acrophobia to investigate mechanisms underlying its efficacy. The first implementation followed the Emotional Processing Theory, assuming that fear reduction during exposure is crucial for positive treatment outcome. In this condition, patients were asked to focus on their fear responses and on the decline of fear (habituation) during exposures. The second implementation was based on the inhibitory learning model, assuming that expectancy violation is the primary mechanism underlying exposure therapy efficacy. In this condition, patients were asked to focus on the non-occurrence of feared outcomes (e.g., 'I could fall off') during exposure. Based on predictions of the inhibitory learning model, the hypothesis for the study was that expectancy-violation-based exposure would outperform habituation-based exposure. After two treatment sessions in VR, both treatment conditions effectively reduced the patients' fear of heights, but the two conditions did not differ in their efficacy. The study replicated previous studies by showing that VRET is an effective treatment for acrophobia; however, contrary to the assumption, explicitly targeting the violation of threat expectancies did not improve outcome. This finding adds to other studies failing to provide clear evidence for expectancy violation as the primary mechanism underlying exposure therapy. Possible explanations for this finding and clinical implications are discussed, along with suggestions for further research.}, subject = {Virtuelle Realit{\"a}t}, language = {en} }