@article{LugrinLatoschikHabeletal.2016, author = {Lugrin, Jean-Luc and Latoschik, Marc Erich and Habel, Michael and Roth, Daniel and Seufert, Christian and Grafe, Silke}, title = {Breaking Bad Behaviors: A New Tool for Learning Classroom Management Using Virtual Reality}, series = {Frontiers in ICT}, volume = {3}, journal = {Frontiers in ICT}, number = {26}, doi = {10.3389/fict.2016.00026}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-147945}, year = {2016}, abstract = {This article presents an immersive virtual reality (VR) system for training classroom management skills, with a specific focus on learning to manage disruptive student behavior in face-to-face, one-to-many teaching scenarios. The core of the system is a real-time 3D virtual simulation of a classroom populated by twenty-four semi-autonomous virtual students. The system has been designed as a companion tool for classroom management seminars in a syllabus for primary and secondary school teachers. This will allow lecturers to link theory with practice using the medium of VR. The system is therefore designed for two users: a trainee teacher and an instructor supervising the training session. The teacher is immersed in a real-time 3D simulation of a classroom by means of a head-mounted display and headphone. The instructor operates a graphical desktop console, which renders a view of the class and the teacher whose avatar movements are captured by a marker less tracking system. This console includes a 2D graphics menu with convenient behavior and feedback control mechanisms to provide human-guided training sessions. The system is built using low-cost consumer hardware and software. Its architecture and technical design are described in detail. A first evaluation confirms its conformance to critical usability requirements (i.e., safety and comfort, believability, simplicity, acceptability, extensibility, affordability, and mobility). Our initial results are promising and constitute the necessary first step toward a possible investigation of the efficiency and effectiveness of such a system in terms of learning outcomes and experience.}, language = {en} } @phdthesis{Roth2020, author = {Roth, Daniel}, title = {Intrapersonal, Interpersonal, and Hybrid Interactions in Virtual Reality}, doi = {10.25972/OPUS-18862}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-188627}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {Virtual reality and related media and communication technologies have a growing impact on professional application fields and our daily life. Virtual environments have the potential to change the way we perceive ourselves and how we interact with others. In comparison to other technologies, virtual reality allows for the convincing display of a virtual self-representation, an avatar, to oneself and also to others. This is referred to as user embodiment. Avatars can be of varying realism and abstraction in their appearance and in the behaviors they convey. Such userembodying interfaces, in turn, can impact the perception of the self as well as the perception of interactions. For researchers, designers, and developers it is of particular interest to understand these perceptual impacts, to apply them to therapy, assistive applications, social platforms, or games, for example. The present thesis investigates and relates these impacts with regard to three areas: intrapersonal effects, interpersonal effects, and effects of social augmentations provided by the simulation. With regard to intrapersonal effects, we specifically explore which simulation properties impact the illusion of owning and controlling a virtual body, as well as a perceived change in body schema. Our studies lead to the construction of an instrument to measure these dimensions and our results indicate that these dimensions are especially affected by the level of immersion, the simulation latency, as well as the level of personalization of the avatar. With regard to interpersonal effects we compare physical and user-embodied social interactions, as well as different degrees of freedom in the replication of nonverbal behavior. Our results suggest that functional levels of interaction are maintained, whereas aspects of presence can be affected by avatar-mediated interactions, and collaborative motor coordination can be disturbed by immersive simulations. Social interaction is composed of many unknown symbols and harmonic patterns that define our understanding and interpersonal rapport. For successful virtual social interactions, a mere replication of physical world behaviors to virtual environments may seem feasible. However, the potential of mediated social interactions goes beyond this mere replication. In a third vein of research, we propose and evaluate alternative concepts on how computers can be used to actively engage in mediating social interactions, namely hybrid avatar-agent technologies. Specifically, we investigated the possibilities to augment social behaviors by modifying and transforming user input according to social phenomena and behavior, such as nonverbal mimicry, directed gaze, joint attention, and grouping. Based on our results we argue that such technologies could be beneficial for computer-mediated social interactions such as to compensate for lacking sensory input and disturbances in data transmission or to increase aspects of social presence by visual substitution or amplification of social behaviors. Based on related work and presented findings, the present thesis proposes the perspective of considering computers as social mediators. Concluding from prototypes and empirical studies, the potential of technology to be an active mediator of social perception with regard to the perception of the self, as well as the perception of social interactions may benefit our society by enabling further methods for diagnosis, treatment, and training, as well as the inclusion of individuals with social disorders. To this regard, we discuss implications for our society and ethical aspects. This thesis extends previous empirical work and further presents novel instruments, concepts, and implications to open up new perspectives for the development of virtual reality, mixed reality, and augmented reality applications.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @article{GallRothStauffertetal.2021, author = {Gall, Dominik and Roth, Daniel and Stauffert, Jan-Philipp and Zarges, Julian and Latoschik, Marc Erich}, title = {Embodiment in Virtual Reality Intensifies Emotional Responses to Virtual Stimuli}, series = {Frontiers in Psychology}, volume = {12}, journal = {Frontiers in Psychology}, issn = {1664-1078}, doi = {10.3389/fpsyg.2021.674179}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-245624}, year = {2021}, abstract = {Modulating emotional responses to virtual stimuli is a fundamental goal of many immersive interactive applications. In this study, we leverage the illusion of illusory embodiment and show that owning a virtual body provides means to modulate emotional responses. In a single-factor repeated-measures experiment, we manipulated the degree of illusory embodiment and assessed the emotional responses to virtual stimuli. We presented emotional stimuli in the same environment as the virtual body. Participants experienced higher arousal, dominance, and more intense valence in the high embodiment condition compared to the low embodiment condition. The illusion of embodiment thus intensifies the emotional processing of the virtual environment. This result suggests that artificial bodies can increase the effectiveness of immersive applications psychotherapy, entertainment, computer-mediated social interactions, or health applications.}, language = {en} }