Developing virtual reality and computer screen experiments one to one using selective attention as a case study

Research output: Working paperPreprintResearch

Standard

Developing virtual reality and computer screen experiments one to one using selective attention as a case study. / Wulff-Abramsson, Andreas; Hansen, Rasmus Ahmt; Topor, Marta; Henriksen, Anne Husted; Wienecke, Jacob.

PsyArXiv, 2023. p. 1-28.

Research output: Working paperPreprintResearch

Harvard

Wulff-Abramsson, A, Hansen, RA, Topor, M, Henriksen, AH & Wienecke, J 2023 'Developing virtual reality and computer screen experiments one to one using selective attention as a case study' PsyArXiv, pp. 1-28. https://doi.org/10.31234/osf.io/unpc5

APA

Wulff-Abramsson, A., Hansen, R. A., Topor, M., Henriksen, A. H., & Wienecke, J. (2023). Developing virtual reality and computer screen experiments one to one using selective attention as a case study. (pp. 1-28). PsyArXiv. https://doi.org/10.31234/osf.io/unpc5

Vancouver

Wulff-Abramsson A, Hansen RA, Topor M, Henriksen AH, Wienecke J. Developing virtual reality and computer screen experiments one to one using selective attention as a case study. PsyArXiv. 2023 Jul 7, p. 1-28. https://doi.org/10.31234/osf.io/unpc5

Author

Wulff-Abramsson, Andreas ; Hansen, Rasmus Ahmt ; Topor, Marta ; Henriksen, Anne Husted ; Wienecke, Jacob. / Developing virtual reality and computer screen experiments one to one using selective attention as a case study. PsyArXiv, 2023. pp. 1-28

Bibtex

@techreport{34555421190b4827a4849d8f4cabb4e8,
title = "Developing virtual reality and computer screen experiments one to one using selective attention as a case study",
abstract = "Designing cognitive experiments that allow for meaningful comparisons between different types of displays presents significant challenges. In the current study, we successfully implemented a number of solutions to conduct a virtual reality (VR) selective attention experiment with a personal computer (PC) control condition. We focused on three aspects: input hardware, multisensory experience and the perceived output, which have posed difficulties in previous research. Input hardware pertains to how users interact with the displays, multisensory experience involves the integration of senses within the experiment, and perceived output concerns the software configurations ensuring visually equivalent scenarios. A multisensory selective attention paradigm for six-seven-year-old children was developed for VR and PC environments. We found no evidence of differences in experienced task difficulty and participant distraction measured as off-task behaviours between the conditions. However, the overall reaction time was faster for the PC control condition than the VR but this reaction time difference is unlikely to impact cognitive effects of interest. There was no evidence to suggest different multisensory attentional processing between the two conditions. We demonstrate a robust approach for effectively minimising and controlling confounding technological variables inherent in the disparities between VR and PC conditions. Practical guidance for future development of PC control conditions for VR studies are provided.",
keywords = "Faculty of Science, Attention, Cognitive psychology, Developmental guidelines, Guidelines, Methodological control, PC, Selecive attention, Software development, Virtual reality, VR",
author = "Andreas Wulff-Abramsson and Hansen, {Rasmus Ahmt} and Marta Topor and Henriksen, {Anne Husted} and Jacob Wienecke",
note = "(Preprint)",
year = "2023",
month = jul,
day = "7",
doi = "10.31234/osf.io/unpc5",
language = "English",
pages = "1--28",
publisher = "PsyArXiv",
type = "WorkingPaper",
institution = "PsyArXiv",

}

RIS

TY - UNPB

T1 - Developing virtual reality and computer screen experiments one to one using selective attention as a case study

AU - Wulff-Abramsson, Andreas

AU - Hansen, Rasmus Ahmt

AU - Topor, Marta

AU - Henriksen, Anne Husted

AU - Wienecke, Jacob

N1 - (Preprint)

PY - 2023/7/7

Y1 - 2023/7/7

N2 - Designing cognitive experiments that allow for meaningful comparisons between different types of displays presents significant challenges. In the current study, we successfully implemented a number of solutions to conduct a virtual reality (VR) selective attention experiment with a personal computer (PC) control condition. We focused on three aspects: input hardware, multisensory experience and the perceived output, which have posed difficulties in previous research. Input hardware pertains to how users interact with the displays, multisensory experience involves the integration of senses within the experiment, and perceived output concerns the software configurations ensuring visually equivalent scenarios. A multisensory selective attention paradigm for six-seven-year-old children was developed for VR and PC environments. We found no evidence of differences in experienced task difficulty and participant distraction measured as off-task behaviours between the conditions. However, the overall reaction time was faster for the PC control condition than the VR but this reaction time difference is unlikely to impact cognitive effects of interest. There was no evidence to suggest different multisensory attentional processing between the two conditions. We demonstrate a robust approach for effectively minimising and controlling confounding technological variables inherent in the disparities between VR and PC conditions. Practical guidance for future development of PC control conditions for VR studies are provided.

AB - Designing cognitive experiments that allow for meaningful comparisons between different types of displays presents significant challenges. In the current study, we successfully implemented a number of solutions to conduct a virtual reality (VR) selective attention experiment with a personal computer (PC) control condition. We focused on three aspects: input hardware, multisensory experience and the perceived output, which have posed difficulties in previous research. Input hardware pertains to how users interact with the displays, multisensory experience involves the integration of senses within the experiment, and perceived output concerns the software configurations ensuring visually equivalent scenarios. A multisensory selective attention paradigm for six-seven-year-old children was developed for VR and PC environments. We found no evidence of differences in experienced task difficulty and participant distraction measured as off-task behaviours between the conditions. However, the overall reaction time was faster for the PC control condition than the VR but this reaction time difference is unlikely to impact cognitive effects of interest. There was no evidence to suggest different multisensory attentional processing between the two conditions. We demonstrate a robust approach for effectively minimising and controlling confounding technological variables inherent in the disparities between VR and PC conditions. Practical guidance for future development of PC control conditions for VR studies are provided.

KW - Faculty of Science

KW - Attention

KW - Cognitive psychology

KW - Developmental guidelines

KW - Guidelines

KW - Methodological control

KW - PC

KW - Selecive attention

KW - Software development

KW - Virtual reality

KW - VR

U2 - 10.31234/osf.io/unpc5

DO - 10.31234/osf.io/unpc5

M3 - Preprint

SP - 1

EP - 28

BT - Developing virtual reality and computer screen experiments one to one using selective attention as a case study

PB - PsyArXiv

ER -

ID: 360822766