Extended Reality (XR) technology -such as virtual and augmented reality -is now widely used in Human Computer Interaction (HCI), social science and psychology experimentation. However, these experiments are predominantly deployed in-lab with a co-present researcher. Remote experiments, without co-present researchers, have not flourished, despite the success of remote approaches for non-XR investigations. This paper summarises findings from a 30-item survey of 46 XR researchers to understand perceived limitations and benefits of remote XR experimentation. Our thematic analysis identifies concerns common with non-XR remote research, such as participant recruitment, as well as XR-specific issues, including safety and hardware variability. We identify potential positive affordances of XR technology, including leveraging data collection functionalities builtin to HMDs (e.g. hand, gaze tracking) and the portability and reproducibility of an experimental setting. We suggest that XR technology could be conceptualised as an interactive technology and a capable data-collection device suited for remote experimentation.
CCS CONCEPTS• Human-centered computing → Mixed / augmented reality; Virtual reality.
We introduce a novel experimental system to explore the role of vibrotactile haptic feedback in Virtual Reality (VR) to induce the self-motion illusion. Self-motion (also called vection) has been mostly studied through visual and auditory stimuli and a little is known how the illusion can be modulated by the addition of vibrotactile feedback. Our study focuses on whole-body haptic feedback in which the vibration is dynamically generated from the sound signal of the Virtual Environment (VE). We performed a preliminary study and found that audio and haptic modalities generally increase the intensity of vection over a visual only stimulus. We observe higher ratings of self-motion intensity when the vibrotactile stimulus is added to the virtual scene. We also analyzed data obtained with the igroup presence questionnaire (IPQ) which shows that haptic feedback has a general positive effect of presence in the virtual environment and a qualitative survey that revealed interesting and often overlooked aspects such as the implications of using a joystick to collect data in perception studies and in the concept of vection in relation to people's experience and cognitive interpretation of self-motion.
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