TY - GEN
T1 - VR-based Exploration of Participant Movement in Experimental Psychology.
AU - Kloiber, Simon
AU - Collins, Peter
AU - Eggeling, Eva
AU - Preiner, Reinhold
AU - Schreck, Tobias
N1 - DBLP License: DBLP's bibliographic metadata records provided through http://dblp.org/ are distributed under a Creative Commons CC0 1.0 Universal Public Domain Dedication. Although the bibliographic metadata records are provided consistent with CC0 1.0 Dedication, the content described by the metadata records is not. Content may be subject to copyright, rights of privacy, rights of publicity and other restrictions.
PY - 2022
Y1 - 2022
N2 - Psychology is the science of behaviour, but the impact of an experimental manipulation is typically only evaluated on aggregated measures of movement. Virtual Reality (VR) can provide an environment that fosters insight, interaction and a more detailed view on movement data captured during VR-based psychological behaviour experiments through different interaction paradigms and good spatial understanding. In this work, we present a case study on the exploration of such data, with the goal of examining user behaviour as a result of different stimuli the participants are exposed to. We adapt an existing immersive analysis system to give insight into captured movement and physiological data, and facilitate the separation of movement behaviour into sections of interest through fitting visualisation metaphors. We evaluate the approach on data captured in an independent psychological evaluation, and report on exemplary observations. Finally, we give an outlook on what is necessary for a more comprehensive analysis system in the future.
AB - Psychology is the science of behaviour, but the impact of an experimental manipulation is typically only evaluated on aggregated measures of movement. Virtual Reality (VR) can provide an environment that fosters insight, interaction and a more detailed view on movement data captured during VR-based psychological behaviour experiments through different interaction paradigms and good spatial understanding. In this work, we present a case study on the exploration of such data, with the goal of examining user behaviour as a result of different stimuli the participants are exposed to. We adapt an existing immersive analysis system to give insight into captured movement and physiological data, and facilitate the separation of movement behaviour into sections of interest through fitting visualisation metaphors. We evaluate the approach on data captured in an independent psychological evaluation, and report on exemplary observations. Finally, we give an outlook on what is necessary for a more comprehensive analysis system in the future.
KW - Applied computing-Psychology
KW - Human-centered computing
KW - Virtual reality
KW - Visualization systems and tools
UR - http://www.scopus.com/inward/record.url?scp=85146056418&partnerID=8YFLogxK
U2 - 10.1109/ISMAR-Adjunct57072.2022.00085
DO - 10.1109/ISMAR-Adjunct57072.2022.00085
M3 - Conference paper
T3 - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
SP - 391
EP - 396
BT - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
T2 - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct
Y2 - 17 October 2022 through 21 October 2022
ER -