The feeling of being there: Developing a practical framework for objective, continuous and standardized presence measurement for virtual environments
Develop a tool to measure and analyze presence in virtual reality, enhancing user experience and promoting standardization in the industry for improved applications in healthcare, training, and research.
Projectdetails
Introduction
Presence is the feeling of being in a virtual environment. It is the concept that provides the most explanatory value to the degree of effectiveness of virtual reality applications. This concept has received an increase in relevancy due to the recent evolution of virtual reality (VR) technology and an increase in attention from the scientific community.
Importance of Measuring Presence
Developing new immersive solutions to aid in healthcare, training, entertainment, and research hinges on the ability to objectively measure presence so that the quality of these applications can improve significantly.
Tool Development
We aim to develop a tool for measuring and analyzing presence by combining two methodologies developed in the Attention Lab at Utrecht University. The methodologies utilize psychophysiological approaches to measure the internal state of the user through analyzing visual working memory and body movement patterns.
Collaboration with Industry Partner
Together with our industry partner EducationXR, we then plan on iterating on the tool by using real-life data and integrating the method into our partner's available analytics suite to identify how we can improve usability and compatibility.
Startup Foundation
With the learnings from our work with EducationXR and our experience in transferring validated research into services and applications in the area of clinical assessment and rehabilitation, we plan to found a startup company to sell the tool we developed in the form of a software product.
Promoting Standardization
By working together with policymakers and interest groups, we plan to actively work on promoting standardization in the VR industry while marketing our tool as a way to achieve a higher quality user experience.
Future Impact
Through this process, we hope to improve the VR infrastructure in the VR industry as well as in related industries. With the ability to produce more impactful solutions that contribute positively to society through education, healthcare, and research, we hope that VR can have a positive impact and lead to novel innovation.
Financiële details & Tijdlijn
Financiële details
Subsidiebedrag | € 150.000 |
Totale projectbegroting | € 150.000 |
Tijdlijn
Startdatum | 1-11-2023 |
Einddatum | 30-4-2025 |
Subsidiejaar | 2023 |
Partners & Locaties
Projectpartners
- UNIVERSITEIT UTRECHTpenvoerder
Land(en)
Vergelijkbare projecten binnen European Research Council
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Developing Experience-Centric Accessible Immersive Virtual Reality Technology
AccessVR aims to enhance VR accessibility for physically disabled individuals by developing a tailored framework and adaptive platform to remove barriers and improve user experiences.
Virtual Embodied Reminiscence Therapy in Extended Reality
VERTEX aims to enhance older adults' well-being through VR experiences of their youth, evaluating psychological impacts to support a scalable intervention and business spin-off.
An innovative touch-sound technology to provide 360-degree spatial location and content
The project aims to develop a novel auditory-tactile method for simulating spatial audio localization in VR, enhancing accessibility for the hearing impaired and improving overall user experience.
Feel-through Haptic Feedback for Augmented and Virtual Reality
The project aims to develop a cost-effective, ultra-thin tactile interface for XR that enhances haptic feedback, improving realism and immersion in various applications without moving parts.
TIMELAPSE. A VR application for speeding up time passage during chemotherapy
The TIMELAPSE project aims to develop a VR application that accelerates subjective time perception during chemotherapy to enhance patient well-being through a user-centered design approach.
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Samenwerken in een full immersive VR-omgeving
Vier innovatieve organisaties uit Zuid-Nederland ontwikkelen een multiplayer virtual reality systeem met natuurlijke interactie om toepassingen in diverse sectoren te verbeteren.
Blended Learning for Dementia
Tinqwise en TMVRS ontwikkelen een innovatief blended learning platform voor mentale gezondheidszorg, gericht op sociale cognitieve vaardigheden via interactieve VR-ervaringen met realistische gezichtsanimaties.
VR-EPD Integratie voor gepersonaliseerde patiëntenzorg
Het project ontwikkelt technologie voor datadeling tussen elektronische patiëntendossiers en VR-zorgapplicaties, om VR-behandelingen te integreren en te personaliseren in de zorg.
VR Sensor
Het project ontwikkelt virtual reality-trainingen met sensortechnologie om het lerend vermogen te verhogen en fysieke reacties te meten, met een verwachte cognitieve verbetering van 14% naar 35%.
Biometrisch VR meting, analyse & data ontsluit-systeem
Dit R&D-project ontwikkelt een metingsysteem voor real-time biometrische data om stress te monitoren en de samenwerking tussen gebruikers en zorgprofessionals te verbeteren via PGO's.