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Sensing and Cognition in Human-Machine Interaction through Virtual Reality

A special issue of Sensors (ISSN 1424-8220). This special issue belongs to the section "Intelligent Sensors".

Deadline for manuscript submissions: closed (30 June 2023) | Viewed by 9707

Special Issue Editors

College of Engineering and Physical Sciences, Aston University, Birmingham B4 7ET, UK
Interests: virtual reality; augmented reality; cognition; AI; virtual humans
School of Psychology, University of Birmingham, Birmingham B15 2TT, UK
Interests: multisensory perception; haptics; XR; psychophysics

Special Issue Information

Dear Colleagues,

Virtual Realities, be they in the form of faithful representations of the physical world or the creation of entirely novel ones, are more accessible and powerful than ever. With this Special Issue, we seek to investigate the intersection between sensing, cognition, human–machine interaction, and virtual reality. Questions we are interested in exploring include but are not limited to:

  • What the specific nature of sensing and cognition in VR-based human–machine interaction is compared to that in physical HMI;
  • How sensing and cognition in VR differ depending on whether we interact with a human or a machine;
  • How VR-based human–machine interaction can be used as a method for investigating sensing and cognition.

Dr. Ulysses Bernardet
Dr. Massimiliano Di Luca
Guest Editors

 

If you want to learn more information or need any advice, you can contact the Special Issue Editor Vesna Marinkovic via <[email protected]> directly.

 

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Sensors is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2600 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • virtual and augmented reality
  • artificial perception and sensing
  • artificial cognition
  • embodied and active perception
  • cognition in human–machine interaction
  • sensing in virtual reality

Published Papers (3 papers)

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Research

19 pages, 2188 KiB  
Article
Examining the Results of Virtual Reality-Based Egocentric Distance Estimation Tests Based on Immersion Level
by Tibor Guzsvinecz, Erika Perge and Judit Szűcs
Sensors 2023, 23(6), 3138; https://0-doi-org.brum.beds.ac.uk/10.3390/s23063138 - 15 Mar 2023
Cited by 1 | Viewed by 1008
Abstract
Depth perception as well as egocentric distance estimation can be trained in virtual spaces, although incorrect estimates can occur in these environments. To understand this phenomenon, a virtual environment with 11 changeable factors was created. Egocentric distance estimation skills of 239 participants were [...] Read more.
Depth perception as well as egocentric distance estimation can be trained in virtual spaces, although incorrect estimates can occur in these environments. To understand this phenomenon, a virtual environment with 11 changeable factors was created. Egocentric distance estimation skills of 239 participants were assessed with it in the range [25 cm, 160 cm]. One hundred fifty-seven people used a desktop display and seventy-two the Gear VR. According to the results, these investigated factors can have various effects combined with the two display devices on distance estimation and its time. Overall, desktop display users are more likely to accurately estimate or overestimate distances, and significant overestimations occur at 130 and 160 cm. With the Gear VR, distances in the range [40 cm, 130 cm] are significantly underestimated, while at 25 cm, they are significantly overestimated. Estimation times are significantly decreased with the Gear VR. When developing future virtual environments that require depth perception skills, developers should take these results into account. Full article
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26 pages, 5236 KiB  
Article
Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study
by Heeseok Oh and Wookho Son
Sensors 2022, 22(4), 1314; https://0-doi-org.brum.beds.ac.uk/10.3390/s22041314 - 09 Feb 2022
Cited by 23 | Viewed by 3729
Abstract
Virtual reality (VR) experiences often elicit a negative effect, cybersickness, which results in nausea, disorientation, and visual discomfort. To quantitatively analyze the degree of cybersickness depending on various attributes of VR content (i.e., camera movement, field of view, path length, frame reference, and [...] Read more.
Virtual reality (VR) experiences often elicit a negative effect, cybersickness, which results in nausea, disorientation, and visual discomfort. To quantitatively analyze the degree of cybersickness depending on various attributes of VR content (i.e., camera movement, field of view, path length, frame reference, and controllability), we generated cybersickness reference (CYRE) content with 52 VR scenes that represent different content attributes. A protocol for cybersickness evaluation was designed to collect subjective opinions from 154 participants as reliably as possible in conjunction with objective data such as rendered VR scenes and biological signals. By investigating the data obtained through the experiment, the statistically significant relationships—the degree that the cybersickness varies with each isolated content factor—are separately identified. We showed that the cybersickness severity was highly correlated with six biological features reflecting brain activities (i.e., relative power spectral densities of Fp1 delta, Fp 1 beta, Fp2 delta, Fp2 gamma, T4 delta, and T4 beta waves) with a coefficient of determination greater than 0.9. Moreover, our experimental results show that individual characteristics (age and susceptibility) are also quantitatively associated with cybersickness level. Notably, the constructed dataset contains a number of labels (i.e., subjective cybersickness scores) that correspond to each VR scene. We used these labels to build cybersickness prediction models and obtain a reliable predictive performance. Hence, the proposed dataset is supposed to be widely applicable in general-purpose scenarios regarding cybersickness quantification. Full article
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12 pages, 1761 KiB  
Article
Forehead Tactile Hallucination Is Augmented by the Perceived Risk and Accompanies Increase of Forehead Tactile Sensitivity
by Jeonghee Kim, Derrick Knox and Hangue Park
Sensors 2021, 21(24), 8246; https://0-doi-org.brum.beds.ac.uk/10.3390/s21248246 - 10 Dec 2021
Viewed by 3744
Abstract
Tactile hallucinations frequently occur after mental illnesses and neurodegenerative diseases like Alzheimer’s and Parkinson’s disease. Despite their common occurrence, there are several complicating factors that make it difficult to elucidate the tactile hallucinations. The forehead tactile hallucination, evoked by the physical object approaching [...] Read more.
Tactile hallucinations frequently occur after mental illnesses and neurodegenerative diseases like Alzheimer’s and Parkinson’s disease. Despite their common occurrence, there are several complicating factors that make it difficult to elucidate the tactile hallucinations. The forehead tactile hallucination, evoked by the physical object approaching to the forehead, can be easily and consistently evoked in healthy-bodied subjects, and therefore it would help with investigating the mechanism of tactile hallucinations. In this pilot study, we investigated the principles of the forehead tactile hallucination with eight healthy subjects. We designed the experimental setup to test the effect of sharpness and speed of objects approaching towards the forehead on the forehead tactile hallucination, in both a physical and virtual experimental setting. The forehead tactile hallucination was successfully evoked by virtual object as well as physical object, approaching the forehead. The forehead tactile hallucination was increased by the increase of sharpness and speed of the approaching object. The forehead tactile hallucination also increased the tactile sensitivity on the forehead. The forehead tactile hallucination can be solely evoked by visual feedback and augmented by the increased perceived risk. The forehead tactile hallucination also increases tactile sensitivity. These experimental results may enhance the understanding of the foundational mechanisms of tactile hallucinations. Full article
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