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      Studying human behavior with virtual reality: The Unity Experiment Framework

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          Abstract

          Virtual reality (VR) systems offer a powerful tool for human behavior research. The ability to create three-dimensional visual scenes and to measure responses to the visual stimuli enables the behavioral researcher to test hypotheses in a manner and scale that were previously unfeasible. For example, a researcher wanting to understand interceptive timing behavior might wish to violate Newtonian mechanics so that objects can move in novel 3-D trajectories. The same researcher might wish to collect such data with hundreds of participants outside the laboratory, and the use of a VR headset makes this a realistic proposition. The difficulty facing the researcher is that sophisticated 3-D graphics engines (e.g., Unity) have been created for game designers rather than behavioral scientists. To overcome this barrier, we have created a set of tools and programming syntaxes that allow logical encoding of the common experimental features required by the behavioral scientist. The Unity Experiment Framework (UXF) allows researchers to readily implement several forms of data collection and provides them with the ability to easily modify independent variables. UXF does not offer any stimulus presentation features, so the full power of the Unity game engine can be exploited. We use a case study experiment, measuring postural sway in response to an oscillating virtual room, to show that UXF can replicate and advance upon behavioral research paradigms. We show that UXF can simplify and speed up the development of VR experiments created in commercial gaming software and facilitate the efficient acquisition of large quantities of behavioral research data.

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          Visual proprioceptive control of standing in human infants

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            Body sway and vision.

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              Postural instability and motion sickness in a virtual moving room.

              We examined motion sickness in an oscillating virtual environment presented via a video projector system. Visible oscillation of the physical environment is known to induce both postural instability and motion sickness, but it cannot be assumed that the same phenomena will occur in a virtual simulation of such motion. Standing participants (3 men and 9 women, 20-22 years of age) were exposed to oscillation of a virtual room. The stimulus was a computer-generated simulation of a laboratory device that is known to induce postural instability and motion sickness. Participants viewed the simulation for up to 40 min and were instructed to discontinue if they experienced symptoms of motion sickness. Motion sickness incidence (42%) did not differ from that in studies using the corresponding physical moving room. Prior to motion sickness onset, the sick group exhibited changes in movement, relative to the well group, as predicted by the postural instability theory of motion sickness. Differences in movement between the sick and well groups developed over time, in contrast with previous studies using physical moving rooms, in which such movement differences have not evolved. The results indicate that changes in postural activity precede motion sickness that is induced by an oscillating virtual environment, but they also reveal differences in postural responses to virtual and physical motion environments. Potential applications of this research include recommendations for the use of virtual environments as models for perception and action in physical environments.
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                Author and article information

                Contributors
                jbrookes187@gmail.com
                f.mushtaq@leeds.ac.uk
                Journal
                Behav Res Methods
                Behav Res Methods
                Behavior Research Methods
                Springer US (New York )
                1554-351X
                1554-3528
                22 April 2019
                22 April 2019
                2020
                : 52
                : 2
                : 455-463
                Affiliations
                [1 ]GRID grid.9909.9, ISNI 0000 0004 1936 8403, School of Psychology, , University of Leeds, ; Leeds, West Yorkshire UK
                [2 ]GRID grid.9909.9, ISNI 0000 0004 1936 8403, Centre for Immersive Technologies, , University of Leeds, ; Leeds, West Yorkshire UK
                Article
                1242
                10.3758/s13428-019-01242-0
                7148262
                31012061
                955171c8-1b41-469e-a053-a8a4c2237523
                © The Author(s) 2019

                Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0 International License ( http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.

                History
                Funding
                Funded by: FundRef http://dx.doi.org/10.13039/501100000266, Engineering and Physical Sciences Research Council;
                Award ID: EP/R031193/1
                Categories
                Article
                Custom metadata
                © The Psychonomic Society, Inc. 2020

                Clinical Psychology & Psychiatry
                virtual reality,unity,software,experiment,behavior,toolkit
                Clinical Psychology & Psychiatry
                virtual reality, unity, software, experiment, behavior, toolkit

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