1,720,988 research outputs found
sj-zip-1-ipe-10.1177_20416695231166305 - Supplemental material for Using immersive virtual reality to recreate the synaesthetic experience
Supplemental material, sj-zip-1-ipe-10.1177_20416695231166305 for Using immersive virtual reality to recreate the synaesthetic experience by Rebecca Taylor, Sarune Savickaite, Susanna Henderson, and David Simmons in i-Perception</p
sj-zip-2-ipe-10.1177_20416695231166305 - Supplemental material for Using immersive virtual reality to recreate the synaesthetic experience
Supplemental material, sj-zip-2-ipe-10.1177_20416695231166305 for Using immersive virtual reality to recreate the synaesthetic experience by Rebecca Taylor, Sarune Savickaite, Susanna Henderson, and David Simmons in i-Perception</p
XR and Immersive Education related materials
Here you’ll find slides and teaching content that explore the application of Virtual Reality (VR) and Extended Reality (XR) in education. Topics include course design, accessibility, sensory immersion, and student engagement in immersive environments. These materials are useful for educators, technologists, and researchers developing or evaluating XR-based learning experiences
Using Immersive Virtual Reality to Explore Individual Differences in Animacy Perception: A Pilot Study
Autism has been previously linked to differences in social cognition and sensory processing (Simmons et al, 2009). A classical measure of low-level social cognition is the Frith-Happé animations task which measures perceived animacy and “mentalizing” ability (mentalizing is the attribution of thoughts and feelings to others) (Abel et al., 2000). We have adapted this classic psychological paradigm to Virtual Reality (VR) and evaluated its feasibility. 3D versions of the Frith-Happé animations were constructed using the software package Unity. The animations had the appearance of solid triangles of different sizes moving on a ground plane. Participants viewed these animations in our VR lab wearing a standard Head-Mounted Display. White et al.’s (2011) multiple choice scoring system was used to categorize animations based on the perceived interaction of 3D geometrical shapes. Questionnaires were used to assess autistic traits of the 33 participants (aged 18-45). Participants’ verbal feedback indicated that the increased level of immersion available in VR helped them appreciate the animacy more. Immersive VR has thus been found to be an appropriate tool for investigating animacy and mentalizing ability
Good Academic Practice related materials
This section contains guidance and example slides on academic integrity, critical thinking, referencing, and research ethics. These resources are intended to support students and educators in fostering responsible academic practices and navigating complex challenges such as the ethical use of AI and transparent authorship
Using HMD Virtual Reality to investigate individual differences in visual processing styles
Global and local processing is part of human perceptual organisation, where global processing enables
us to extract the ‘gist’ of the visual information and local processing helps us to perceive the details.
Individual differences in these two types of visual processing have been found in autism and ADHD.
Virtual Reality (VR) has become a more available method of research in the last few decades. No
previous research has investigated perceptual differences using this technology. The standard ROCF
test was used as a baseline task to look at a practical aspect of using VR as an experimental platform.
94 participants were tested. Attention-to-Detail, Attention Switching and Imagination subscales of AQ
questionnaire were found to be predictors of organisational ROCF scores, whereas only Attention-to-Detail subscale was predictive of perceptual ROCF scores. Current study is an example of how classic
psychological paradigms can be transferred into the virtual world. Further investigation of the distinct
individual preferences in drawing tasks in VR could lead to a better understanding on how we process
visuospatial information. As a result, such findings would inevitably extend to industrial applications
Neurodiversity related materials
This section includes presentations, educational slides, and research summaries focused on autism, ADHD, synaesthesia, aphantasia, and broader neurodivergent experiences. These resources aim to improve understanding, reduce stigma, and promote inclusion in both academic and community settings. The materials reflect both personal and research-based insights into cognitive differences and perception
Using HMD Virtual Reality to investigate individual differences in visual processing styles
Global and local processing is part of human perceptual organisation, where global processing enables
us to extract the ‘gist’ of the visual information and local processing helps us to perceive the details.
Individual differences in these two types of visual processing have been found in autism and ADHD.
Virtual Reality (VR) has become a more available method of research in the last few decades. No
previous research has investigated perceptual differences using this technology. The standard ROCF
test was used as a baseline task to look at a practical aspect of using VR as an experimental platform.
94 participants were tested. Attention-to-Detail, Attention Switching and Imagination subscales of AQ
questionnaire were found to be predictors of organisational ROCF scores, whereas only Attention-to-Detail subscale was predictive of perceptual ROCF scores. Current study is an example of how classic
psychological paradigms can be transferred into the virtual world. Further investigation of the distinct
individual preferences in drawing tasks in VR could lead to a better understanding on how we process
visuospatial information. As a result, such findings would inevitably extend to industrial applications
Psychology, Technology and HCI related materials
Materials here span interdisciplinary topics at the intersection of psychology, human-computer interaction (HCI), and emerging technologies. Content includes experimental design using VR, cognitive perception studies, and user experience (UX) in immersive settings. These slides are ideal for researchers and students interested in applying psychological principles to technological development and evaluation
Presentations and Teaching Resources
I will be using this space to share previous conference presentations and teaching materials that might be useful to some psychology lecturers and teachers. If you use the materials I just ask you to let me know how they have been used
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