Borbála Berki

57203686505

Publications - 12

Level of presence in max where virtual reality

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 485-490

Description:

Presence is the sense of being inside a virtual environment, that can be experienced also in desktop virtual realities not only in full-immersive VRs. MaxWhere is a desktop virtual reality that is used in education and for collaborative work. This VR can be considered as a 3D browser because in the space there are several smartboards where any web-content, document, or image can be displayed. This study compares the sense of presence in MaxWhere virtual reality to other desktop virtual realities with the Igroup Presence Questionnaire. This VR is in focus of numerous scientific research, thus this comparison of presence level could be a great starting point for them. The analysis showed that the level of presence in MaxWhere virtual reality corresponds to the average presence level in other desktop virtual realities. The analysis of the presence profile has shown that the general sense of presence and the spatial presence are relatively high in this VR. The experienced realism scale is the lowest because this VR is designed to foster working and learning inside the virtual space and not for having a high fidelity.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237826

Navigation power of MaxWhere: A unique solution

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 509-514

Description:

Precise and accurate navigation is an elementary expectation in desktop virtual realities. In this paper, the navigation method of MaxWhere VR is presented, furthermore, it is analyzed in terms of interaction fidelity and controller mapping. The MaxWhere VR platform offers different navigational operations, that are optimized for an external mouse with a scroll wheel. Besides moving forward and backward, rotating the camera view and lifting, another navigation type is available, the spherical orbit. This navigational operation is known from engineering software, and its role is to look around a selected object and observe it from each side. This function can be useful in educational and exhibition spaces where 3D models are located. These navigational operations are considered low-fidelity interactions, compared to human motions, although with the directionally mapped general control devices, such as a mouse, high perceived naturalness can be achieved that can relate to a higher sense of spatial presence.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237904

Measuring virtual rotation skills in MaxWhere

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 587-590

Description:

A new virtual reality-based test battery is now under development as part of an aptitude test and skill development project to support human resource assessment. This test space focuses on the subjects' virtual rotation skills. Namely the ability to both internally visualize and to manipulate the spatial orientation of a 3D cube with specific configurable parts missing. This paper includes a detailed description of the test space, the logged variables, the methods for the virtual rotations, and the possible configurations.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237889

A test space for virtual rotation measurement in MaxWhere

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 585-586

Description:

This demo presents a virtual reality test space, which is part of a test battery that is now under development as a part of an aptitude test and skill development project to support human resource assessment. The test space focuses on subjects' ability to both internally visualize and to manipulate the spatial orientation of a 3D cube with specific, configurable parts missing.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237865

Short-term cognitive fatigue effect on auditory temporal order judgments

Publication Name: Experimental Brain Research

Publication Date: 2020-02-01

Volume: 238

Issue: 2

Page Range: 305-319

Description:

Fatigue is a core symptom in many psychological disorders and it can strongly influence everyday productivity. As fatigue effects have been typically demonstrated after long hours of time on task, it was surprising that in a previous study, we accidentally found a decline of temporal order judgment (TOJ) performance within 5–8 min. After replicating prior relevant findings we tested whether pauses and/or feedback relating the participant’s performance to some “standard” can eliminate or reduce this short-term performance decline. We also assessed whether the performance decline is specific to the processes evoked by the TOJ task or it is a product of either general inattentiveness or the lack of willingness to thoroughly follow the task instructions. We found that both feedback and introducing pauses between successive measurements can largely reduce the performance decline, and that these two manipulations likely mobilize overlapping capacities. Performance decline was not present in a similar task when controlling for the TOJ threshold and it was not a result of uncooperative behavior. Therefore, we conclude that the TOJ threshold decline is either specific to temporal processing in general or to the TOJ task employed in the study. Overall, the results are compatible with the notion that the decline of TOJ threshold with repeated measures represents a short-term cognitive fatigue effect. This objective fatigue measure did not correlate with subjective fatigue. The latter was rather related to perceived difficulty/effort, the reduction of positive affectivity, heightened sensitivity to criticism, and the best TOJ threshold.

Open Access: Yes

DOI: 10.1007/s00221-019-05712-x

Experiencing the sense of presence within an educational desktop virtual reality

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2020-01-01

Volume: 17

Issue: 2

Page Range: 255-265

Description:

This study examines the sense of presence in MaxWhere desktop virtual reality. Thirty-one people participated in the research. The participants spend about fifteen minutes in the virtual environment. For measuring presence, the Igroup Presence Questionnaire (IPQ) was used. The results showed that more automatic navigation positively relates to spatial presence. This research also measured the participants' level of experience with the VR software. A significant difference was found in the spatial presence and experienced realism: the more experienced users gave higher ratings on both subscales. At the same time, the involvement and the general presence scores were similar in the two groups, which is advantageous in education as the presence is positively related to the learning outcome.

Open Access: Yes

DOI: 10.12700/APH.17.2.2020.2.14

Sense of Presence in MaxWhere Virtual Reality

Publication Name: 10th IEEE International Conference on Cognitive Infocommunications Coginfocom 2019 Proceedings

Publication Date: 2019-10-01

Volume: Unknown

Issue: Unknown

Page Range: 91-94

Description:

Presence is a psychological phenomenon, the sense of being in a virtual environment. Experiencing presence is not limited to the users of full immersive virtual realities, but it can be experienced also in desktop virtual realities. These VRs visualize the simulated 3D environment on two-dimensional displays. MaxWhere is a desktop virtual environment for education, learning and working. It can be described as a 3D browser because any web-page could be loaded on the predefined SmartBoards of the virtual space. Already many research has been done on the use of this software, but this is the first time when the sense of presence is considered. The study aimed to measure the sense of presence in MaxWhere virtual reality and investigate its relationship with individual navigational experience and prior knowledge of the VR. Navigational experience is how much the user feels natural and automatic the movements in the virtual space. The results showed that better navigational experience correlates with stronger sense of spatial presence. Furthermore, the more experienced users reported higher sense of presence and gave higher rating on experienced realism subscale.

Open Access: Yes

DOI: 10.1109/CogInfoCom47531.2019.9089976

Does effective use of maxwhere VR relate to the individual spatial memory and mental rotation skills?

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2019-01-01

Volume: 16

Issue: 6

Page Range: 41-53

Description:

Desktop virtual realities are becoming increasingly widespread. Thus, it is important to measure if it can be really a next step in the evolution of computer science. This researched aimed to examine whether there is a relationship between the effectiveness of completing a task in MaxWhere VR and the users’ cognitive characteristics: namely the spatial memory (measured by the Corsi-task) and the mental rotation ability. Thirty-one participants took part in this research and their results showed no relationship between the examined spatial abilities and work effectiveness. For navigating in the virtual space, the built-in CogiNav technology of MaxWhere was used. The participants rated their navigational experience in the virtual environment. There was no statistically significant relationship with the other measured variables. These results suggest that this VR can be used by anyone, independently from their spatial memory or mental rotation skill.

Open Access: Yes

DOI: 10.12700/APH.16.6.2019.6.4

Desktop VR as a virtual workspace: A cognitive aspect

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2019-01-01

Volume: 16

Issue: 2

Page Range: 219-231

Description:

This paper explores the benefits of using a desktop VR as a virtual workspace. Forty-nine participants data included in this study. With a between-subjects design, we compared the use of extra information between a desktop VR (23 people) and a web browser (26 people). Their tasks were to solve numerical tasks and write the results in a separate spreadsheet. They could follow their performance (solved task / all tasks) on a graph. Then, they filled out a questionnaire where they had to estimate their performance, and indicate the source of this estimation (the only valid source was the provided graph). In the subsample of those who used the graph, the members of the VR group estimated significantly more accurately their performance than the members web browser group. Therefore, the 3D desktop VR workspace can provide benefits to its users by displaying extra information permanently.

Open Access: Yes

DOI: 10.12700/APH.16.2.2019.2.13

Desktop VR and the Use of Supplementary Visual Information

Publication Name: 9th IEEE International Conference on Cognitive Infocommunications Coginfocom 2018 Proceedings

Publication Date: 2018-07-02

Volume: Unknown

Issue: Unknown

Page Range: 333-336

Description:

A 3D desktop virtual reality could provide an overview of program windows; thus users can see supplementary information. The aim of this study was to compare the use of this extra information in desktop VR and in a classic 2D browser. To test this, a between-subject design was realized with 53 participants (VR group: 26; browser group: 27). The MaxWhere VR environment was used as desktop VR and the Google Chrome as browser. The participants had to complete a task, while they could see their performance visually. At the final questionnaire, they had to estimate their performance and indicate their basis for this estimation. There was a significant difference in the estimation accuracy between the two groups, for those who indicated the supplementary visual information as their main source of estimation. Those who completed the task in desktop VR could estimate their performance more accurately, so they remembered better the supplementary visual information.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2018.8639925

Better Memory Performance for Images in MaxWhere 3D VR Space than in Website

Publication Name: 9th IEEE International Conference on Cognitive Infocommunications Coginfocom 2018 Proceedings

Publication Date: 2018-07-02

Volume: Unknown

Issue: Unknown

Page Range: 281-284

Description:

This paper shows that people remember better to an image if it is inserted directly into a 3D virtual space than if it is inserted into a webpage. In our study 22 participants took part, they had to read articles displayed in the MaxWhere virtual collaboration software. The individuals had to answer some basic questions about the articles and then in the memory test they were asked whether they have seen an advertisement. Half of the participants saw the advertisements in the sidebar of the articles, for the other group it has been inserted directly into the virtual space. A better memory performance was recorded when the image was placed in the virtual space.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2018.8639956

2D advertising in 3D virtual spaces

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2018-01-01

Volume: 15

Issue: 3

Page Range: 175-190

Description:

2D advertising in VR is more effective than in the classic banner ad format, our study confirms that ads in VR evoke better memory, namely more participants remembered the advertisement displayed in VR than the web-based ad. Advertising in virtual realities does not have to mean a virtual space exclusively dedicated to the promoted product. It can be a 2D ad inserted in the virtual space. It differs from the classic web-based ads, as it is not inserted in the content of a webpage, but stands alone in a virtual space. In this paper, we show a comparison of the classic banner ads, and 2D ads placed in a 3D virtual world. The effectiveness of the VR advertisement is higher than the classic web-based ads. In our experiment 22 people were involved. As the virtual space, we used the MaxWhere virtual platform, where the participant’s task was to read four online articles. In one condition four banner ads were placed on each webpage, in the other condition, the advertisement was placed in the virtual space. Then, they answered questions about the article and the advertisement.

Open Access: Yes

DOI: 10.12700/APH.15.3.2018.3.10