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      The effects of substitute multisensory feedback on task performance and the sense of presence in a virtual reality environment

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          Abstract

          Objective and subjective measures of performance in virtual reality environments increase as more sensory cues are delivered and as simulation fidelity increases. Some cues (colour or sound) are easier to present than others (object weight, vestibular cues) so that substitute cues can be used to enhance informational content in a simulation at the expense of simulation fidelity. This study evaluates how substituting cues in one modality by alternative cues in another modality affects subjective and objective performance measures in a highly immersive virtual reality environment. Participants performed a wheel change in a virtual reality (VR) environment. Auditory, haptic and visual cues, signalling critical events in the simulation, were manipulated in a factorial design. Subjective ratings were recorded via questionnaires. The time taken to complete the task was used as an objective performance measure. The results show that participants performed best and felt an increased sense of immersion and involvement, collectively referred to as ‘presence’, when substitute multimodal sensory feedback was provided. Significant main effects of audio and tactile cues on task performance and on participants' subjective ratings were found. A significant negative relationship was found between the objective (overall completion times) and subjective (ratings of presence) performance measures. We conclude that increasing informational content, even if it disrupts fidelity, enhances performance and user’s overall experience. On this basis we advocate the use of substitute cues in VR environments as an efficient method to enhance performance and user experience.

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          Most cited references38

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          Immersive interfaces for engagement and learning.

          Chris Dede (2009)
          Immersion is the subjective impression that one is participating in a comprehensive, realistic experience. Interactive media now enable various degrees of digital immersion. The more a virtual immersive experience is based on design strategies that combine actional, symbolic, and sensory factors, the greater the participant's suspension of disbelief that she or he is "inside" a digitally enhanced setting. Studies have shown that immersion in a digital environment can enhance education in at least three ways: by allowing multiple perspectives, situated learning, and transfer. Further studies are needed on the capabilities of immersive media for learning, on the instructional designs best suited to each type of immersive medium, and on the learning strengths and preferences these media develop in users.
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            Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire

            Mel Slater (1999)
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              Virtual reality training improves operating room performance: results of a randomized, double-blinded study.

              To demonstrate that virtual reality (VR) training transfers technical skills to the operating room (OR) environment. The use of VR surgical simulation to train skills and reduce error risk in the OR has never been demonstrated in a prospective, randomized, blinded study. Sixteen surgical residents (PGY 1-4) had baseline psychomotor abilities assessed, then were randomized to either VR training (MIST VR simulator diathermy task) until expert criterion levels established by experienced laparoscopists were achieved (n = 8), or control non-VR-trained (n = 8). All subjects performed laparoscopic cholecystectomy with an attending surgeon blinded to training status. Videotapes of gallbladder dissection were reviewed independently by two investigators blinded to subject identity and training, and scored for eight predefined errors for each procedure minute (interrater reliability of error assessment r > 0.80). No differences in baseline assessments were found between groups. Gallbladder dissection was 29% faster for VR-trained residents. Non-VR-trained residents were nine times more likely to transiently fail to make progress (P <.007, Mann-Whitney test) and five times more likely to injure the gallbladder or burn nontarget tissue (chi-square = 4.27, P <.04). Mean errors were six times less likely to occur in the VR-trained group (1.19 vs. 7.38 errors per case; P <.008, Mann-Whitney test). The use of VR surgical simulation to reach specific target criteria significantly improved the OR performance of residents during laparoscopic cholecystectomy. This validation of transfer of training skills from VR to OR sets the stage for more sophisticated uses of VR in assessment, training, error reduction, and certification of surgeons.
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                Author and article information

                Contributors
                Role: ConceptualizationRole: Data curationRole: Formal analysisRole: InvestigationRole: MethodologyRole: Project administrationRole: ResourcesRole: SupervisionRole: Writing – original draftRole: Writing – review & editing
                Role: ConceptualizationRole: Data curationRole: Funding acquisitionRole: InvestigationRole: MethodologyRole: Project administrationRole: ResourcesRole: SoftwareRole: SupervisionRole: VisualizationRole: Writing – review & editing
                Role: ConceptualizationRole: Data curationRole: ResourcesRole: SoftwareRole: Visualization
                Role: ConceptualizationRole: Data curationRole: Project administrationRole: ResourcesRole: SoftwareRole: ValidationRole: Visualization
                Role: ConceptualizationRole: Funding acquisitionRole: ResourcesRole: Supervision
                Role: ConceptualizationRole: Formal analysisRole: InvestigationRole: MethodologyRole: ResourcesRole: SupervisionRole: ValidationRole: Writing – review & editing
                Role: Editor
                Journal
                PLoS One
                PLoS ONE
                plos
                plosone
                PLoS ONE
                Public Library of Science (San Francisco, CA USA )
                1932-6203
                1 February 2018
                2018
                : 13
                : 2
                : e0191846
                Affiliations
                [1 ] Construction Research Centre, National Research Council, Ottawa, Canada
                [2 ] UKAEA, Culham Science Centre, Abingdon, United Kingdom
                [3 ] Virtual Engineering Centre, Daresbury, United Kingdom
                [4 ] Department of Psychology, University of Liverpool, Liverpool, United Kingdom
                University of Bath, UNITED KINGDOM
                Author notes

                Competing Interests: The authors have declared that no competing interests exist.

                Author information
                http://orcid.org/0000-0002-2078-9358
                Article
                PONE-D-16-37933
                10.1371/journal.pone.0191846
                5794113
                29390023
                3768b190-4c8f-47ed-97fd-6105cef8a57b
                © 2018 Cooper et al

                This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.

                History
                : 21 September 2016
                : 12 January 2018
                Page count
                Figures: 11, Tables: 0, Pages: 25
                Funding
                Funded by: funder-id http://dx.doi.org/10.13039/501100000269, Economic and Social Research Council;
                Award ID: DTC ES/J500094/1
                Award Recipient :
                This study was funded by ESRC Case award (North West DTC ES/J500094/1) to NC, funder website http://www.esrc.ac.uk/. The funders had no role in study design, data collection or analysis, decision to publish or preparation of the manuscript.
                Categories
                Research Article
                Biology and Life Sciences
                Neuroscience
                Sensory Perception
                Sensory Cues
                Biology and Life Sciences
                Psychology
                Sensory Perception
                Sensory Cues
                Social Sciences
                Psychology
                Sensory Perception
                Sensory Cues
                Biology and Life Sciences
                Neuroscience
                Sensory Perception
                Vision
                Biology and Life Sciences
                Psychology
                Sensory Perception
                Vision
                Social Sciences
                Psychology
                Sensory Perception
                Vision
                Engineering and Technology
                Human Factors Engineering
                Man-Computer Interface
                Virtual Reality
                Computer and Information Sciences
                Computer Architecture
                User Interfaces
                Virtual Reality
                Physical Sciences
                Physics
                Acoustics
                Acoustic Signals
                Biology and Life Sciences
                Physiology
                Sensory Physiology
                Somatosensory System
                Tactile Sensation
                Medicine and Health Sciences
                Physiology
                Sensory Physiology
                Somatosensory System
                Tactile Sensation
                Biology and Life Sciences
                Neuroscience
                Sensory Systems
                Somatosensory System
                Tactile Sensation
                Physical Sciences
                Physics
                Classical Mechanics
                Vibration
                Research and Analysis Methods
                Research Design
                Survey Research
                Questionnaires
                Engineering and Technology
                Signal Processing
                Audio Signal Processing
                Custom metadata
                All relevant data are in Supporting Information Files.

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                Uncategorized

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