2020
DOI: 10.1371/journal.pone.0227629
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Conducting online virtual environment experiments with uncompensated, unsupervised samples

Abstract: Web-based experimentation with uncompensated and unsupervised samples allows for a larger and more diverse sample population, more generalizable results, and faster theory to experiment cycle. Given that participants are unsupervised, it is still unknown whether the data collected in such settings would be of sufficiently high quality to support robust conclusions. Therefore, we investigated the feasibility of conducting such experiments online using virtual environment technologies. We conducted a conceptual … Show more

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Cited by 70 publications
(36 citation statements)
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“…Lastly, due to COVID-19 restrictions that prevented in-person laboratory testing, Experiment 2 was carried out online. Based on recent research indicating that online data collection can provide valid and reliable data on a variety of cognitive and perceptual experiments (Huber & Gajos, 2020 ; Komarov et al, 2013 ; Reinecke & Gajos, 2015 ), we expected to replicate the reversed congruency effects of Experiment 1 , in the condition without additional objects, as it was most similar to that of Experiment 1 .…”
Section: Methodsmentioning
confidence: 98%
“…Lastly, due to COVID-19 restrictions that prevented in-person laboratory testing, Experiment 2 was carried out online. Based on recent research indicating that online data collection can provide valid and reliable data on a variety of cognitive and perceptual experiments (Huber & Gajos, 2020 ; Komarov et al, 2013 ; Reinecke & Gajos, 2015 ), we expected to replicate the reversed congruency effects of Experiment 1 , in the condition without additional objects, as it was most similar to that of Experiment 1 .…”
Section: Methodsmentioning
confidence: 98%
“…The popular application VRchat has also been used to conduct supervised VR user studies (Saffo et al, 2020). The crowdsourcing platform LabInTheWild has also featured a desktop-VR study (Huber and Gajos, 2020).…”
Section: Crowdsourcingmentioning
confidence: 99%
“…Mottelson et al [21] distributed Google Cardboard hardware to participants, while Steed et al [30] recruited Google Cardboard and Samsung Gear users directly via web pages and emails. To recruit VR participants more broadly, Huber et al [16] used a purpose-built scientific study platform (labinthewild.org). Ma et al [18] instead used Mechanical Turk directly.…”
Section: Related Workmentioning
confidence: 99%
“…The COVID-19 pandemic has only served to exacerbate these issues, as in-lab studies became ethically questionable and practically difficult in many locales. Existing research has examined various crowdsourcing methods for VR experiments [16,18,30]. But one potential method unique to VR has yet to be explored in detail -social VR platforms.…”
Section: Introductionmentioning
confidence: 99%