Current Search: virtual (x)
Pages
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Title
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SPATIAL SCHEMA TRANSFERS TO SIMILAR PLACE: A CASE OF DISNEY THEME PARKS.
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Creator
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Kopel, Daphne, Sims, Valerie, University of Central Florida
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Abstract / Description
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The intent of this thesis is to explore whether an existing spatial schema assists with learning a similar environment to the existing schema. Spatially experienced and non- experienced participants of Magic Kingdom Park learned a similar park, Disneyland Park, using a virtual environment. Participants learned the virtual environment either passively or actively. Spatially experienced participants outperformed the non-experienced participants on survey and route knowledge assessments, despite...
Show moreThe intent of this thesis is to explore whether an existing spatial schema assists with learning a similar environment to the existing schema. Spatially experienced and non- experienced participants of Magic Kingdom Park learned a similar park, Disneyland Park, using a virtual environment. Participants learned the virtual environment either passively or actively. Spatially experienced participants outperformed the non-experienced participants on survey and route knowledge assessments, despite of the training method used in the virtual environment. The results suggest that the existing schema for a similar place transfers to the new environment regardless of passive or active training.
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Date Issued
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2014
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Identifier
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CFH0004573, ucf:45153
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFH0004573
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Title
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THE EFFECTS OF ALCOHOL BASED CUES: VIRTUAL REALITY VERSUS GUIDED IMAGERY.
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Creator
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Labriola, Nicole, Cassisi, Jeffrey, University of Central Florida
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Abstract / Description
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The use of Virtual Reality (VR) and Imagery have been utilized in psychological practices and treatment. VR has recently been the focus of research with treatments for post traumatic stress disorder, substance abuse, and phobias, among other social and behavioral issues. VR allows the researcher to create realistic controlled environments in which they are able to manipulate the experiment. Imagery permits the individual to imagine and recall scenarios from their past in order to create a...
Show moreThe use of Virtual Reality (VR) and Imagery have been utilized in psychological practices and treatment. VR has recently been the focus of research with treatments for post traumatic stress disorder, substance abuse, and phobias, among other social and behavioral issues. VR allows the researcher to create realistic controlled environments in which they are able to manipulate the experiment. Imagery permits the individual to imagine and recall scenarios from their past in order to create a more personal environment. This experiment aimed to expand upon VR practices and treatment in regards to alcohol research. In this experiment, 70 participants, 39 females and 31 males, were exposed to two VR alcohol and two Imagery alcohol cue environments. Subject craving and psychophysiological measures were taken across all four scenes and all baselines. Overall, craving measures demonstrated that female nondrinkers developed higher cravings during Imagery. Conversely, male social drinkers demonstrated higher cravings during VR. This study supports the use of VR environments in the study of alcohol cue reactivity.
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Date Issued
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2011
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Identifier
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CFH0003813, ucf:44723
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFH0003813
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Title
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Odorants, memory, and presence in warfighters: Do the scents of war matter?.
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Creator
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Munyan, Benson, Neer, Sandra, Beidel, Deborah, Jentsch, Florian, Joseph, Dana, University of Central Florida
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Abstract / Description
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Background: Exposure therapy (EXP) is a first-line intervention for combat-related PTSD. EXP works by repeatedly exposing the patient to the feared stimuli, situation, or physical sensations in the absence of actual danger until the stimuli no longer evoke maladaptive responses. Over the past decade, multiple technologies have been introduced to augment the EXP process by presenting multi-sensory cues (e.g., sights, smells, sounds) to increase patients' sense of presence. Exploratory research...
Show moreBackground: Exposure therapy (EXP) is a first-line intervention for combat-related PTSD. EXP works by repeatedly exposing the patient to the feared stimuli, situation, or physical sensations in the absence of actual danger until the stimuli no longer evoke maladaptive responses. Over the past decade, multiple technologies have been introduced to augment the EXP process by presenting multi-sensory cues (e.g., sights, smells, sounds) to increase patients' sense of presence. Exploratory research has only broadly examined the effect of odorants on the patient's sense of presence during simulated exposure tasks. This study hypothesized that those with autobiographical memories similar to the virtual environment (VE) and those who received odorants would report experiencing more presence than experimental controls. Methods: 61 veterans and civilian subjects were randomized and asked to participate in a virtual environment simulating a routine OIF/OEF/OND convoy. The effects of odorants and autobiographical memory on presence were assessed via electrodermal activity, respiration, heart rate variability, and self-report measures. Results: Odorants did not significantly influence presence. A relationship between military experience and presence, HRV, and realism was observed. Conclusion: Odorants did not have a statistically significant effect on presence while engaged in a simulated exposure task, which was inconsistent with previous research. The rationale for these findings and recommendations for future research are made.
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Date Issued
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2018
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Identifier
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CFE0007060, ucf:51999
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0007060
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Title
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If a Virtual Tree Falls in a Simulated Forest, is the Sound Restorative? An Examination of the Role of Level of Immersion in the Restorative Capacity of Virtual Nature Environments.
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Creator
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Michaelis, Jessica, Smither, Janan, Mcconnell, Daniel, Beidel, Deborah, Harris, Paul, University of Central Florida
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Abstract / Description
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Stress and cognitive fatigue have become a pervasive problem, especially in Western society. Stress and cognitive fatigue can have deleterious effects not only on performance, but also on one's physical and mental health. This dissertation presents a study in which the aim is to investigate the effects of virtual nature on stress reduction and cognitive restoration. Specifically, this study assessed the effects of Immersion (Non-immersive, Semi-immersive, Fully-immersive) and Exploration ...
Show moreStress and cognitive fatigue have become a pervasive problem, especially in Western society. Stress and cognitive fatigue can have deleterious effects not only on performance, but also on one's physical and mental health. This dissertation presents a study in which the aim is to investigate the effects of virtual nature on stress reduction and cognitive restoration. Specifically, this study assessed the effects of Immersion (Non-immersive, Semi-immersive, Fully-immersive) and Exploration (Passive vs Active) on stress reduction and cognitive restoration. Additionally, restoration from the most effective virtual nature environment was compared to that of taking an active coloring break. Eighty-three university students with normal color vision, depth perception and good visual acuity participated in this study. The overall findings of the study suggest that virtual nature is able to reduce stress and anxiety, generally the more immersive and interactive the better. Moreover, though both the those in the passive VR nature condition and those in the coloring condition reported a reduction in stress, only those in the passive VR nature condition exhibited the physiological changes indicative of stress reduction.
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Date Issued
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2019
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Identifier
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CFE0007687, ucf:52516
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0007687
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Title
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EXAMINING FACTORS THAT AFFECT KNOWLEDGE SHARING AND STUDENTS' ATTITUDE TOWARD THEIR LEARNING EXPERIENCE WITHIN VIRTUAL TEAMS.
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Creator
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He, Jinxia, Gunter, Glenda, University of Central Florida
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Abstract / Description
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This study examined factors that might impact student knowledge sharing within virtual teams through online discussion boards. These factors included: trust, mutual influence, conflict, leadership, and cohesion. A path model was developed to determine whether relationships exist among knowledge sharing from asynchronous group discussion and the above five factors. In addition, this study examined if there are any relationships between quality and quantity of knowledge sharing and students'...
Show moreThis study examined factors that might impact student knowledge sharing within virtual teams through online discussion boards. These factors included: trust, mutual influence, conflict, leadership, and cohesion. A path model was developed to determine whether relationships exist among knowledge sharing from asynchronous group discussion and the above five factors. In addition, this study examined if there are any relationships between quality and quantity of knowledge sharing and students' grades. A correlation design was conducted to discover if there are any relationships among these five factors and knowledge sharing within virtual teams. Participants in this study were 148 undergraduate students from two classes in the Health Services Administration program in the College of Health and Public Affairs. The two classes were asynchronous online courses and both instructors used virtual teaming in their online courses. Online interaction occurred via online discussion boards, email, and online chat rooms. The results indicate that mutual influence and team cohesion are two major factors that directly affect knowledge sharing within virtual teams. Conflict mediates the relationship between trust and knowledge sharing. Leadership was also found to have a strong relationship with team cohesion, which then had a relationship with knowledge sharing. As far as the relationship between quality and quantity of knowledge sharing and the student's grade, it was found that there is relationship between the quantity of knowledge sharing and students' grades, however, no significant relationship exists between quality of knowledge sharing and students' grades. The implications of this research for use of virtual teams in online distance education are also discussed.
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Date Issued
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2009
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Identifier
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CFE0002960, ucf:47980
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0002960
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Title
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An Investigation of the Impacts of Face-to-Face and Virtual Laboratories in an Introductory Biology Course on Students' Motivation to Learn Biology.
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Creator
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Reece, Amber, Butler, Malcolm, Boote, David, Chini, Jacquelyn, Fedorka, Kenneth, University of Central Florida
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Abstract / Description
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The objective of this study was to evaluate and compare the effects of face-to-face and virtual laboratories in a large-enrollment introductory biology course on students' motivation to learn biology. The laboratory component of post-secondary science courses is where students have opportunities for frequent interactions with instructors and their peers (Seymour (&) Hewitt, 1997; Seymour, Melton, Wiese, (&) Pederson-Gallegos, 2005) and is often relied upon for promoting interest and...
Show moreThe objective of this study was to evaluate and compare the effects of face-to-face and virtual laboratories in a large-enrollment introductory biology course on students' motivation to learn biology. The laboratory component of post-secondary science courses is where students have opportunities for frequent interactions with instructors and their peers (Seymour (&) Hewitt, 1997; Seymour, Melton, Wiese, (&) Pederson-Gallegos, 2005) and is often relied upon for promoting interest and motivation in science learning (Hofstein (&) Lunetta, 2003; Lunetta, Hofstein, (&) Clough, 2007). However, laboratory courses can be resource intensive (Jenkins, 2007), leading post-secondary science educators to seek alternative means of laboratory education such as virtual laboratories. Scholars have provided evidence that student achievement in virtual laboratories can be equal to, if not higher than, that of students in face-to-face laboratories (Akpan (&) Strayer, 2010; Finkelstein et al., 2005; Huppert, Lomask, (&) Lazarowitz, 2002). Yet, little research on virtual laboratories has been conducted on affective variables such as motivation to learn science.Motivation to learn biology was measured at the beginning and end of the semester using the Biology Motivation Questionnaire (&)copy; (Glynn, Brickman, Armstrong, (&) Taasoobshirazi, 2011) and compared between the face-to-face and virtual laboratory groups. Characteristics of the two laboratory environments were measured at the end of the semester by the Distance Education Learning Environment Survey (Walker (&) Fraser, 2005). Interviews with 12 participants were conducted three times throughout the semester in the phenomenological style of qualitative data collection. The quantitative survey data and qualitative interview and observation data were combined to provide a thorough image of the face-to-face and virtual laboratory environments and their impacts on students' motivation to learn biology.Statistical analyses provided quantifiable evidence that the novel virtual laboratory environment did not have a differential effect on students' motivation to learn biology, with this finding being supported by the qualitative results. Comparison of the laboratory environments showed that students in the face-to-face labs reported greater instructional support, student interaction and collaboration, relevance of the lab activities, and authentic learning experiences than the students in the virtual labs. Qualitative results indicated the teaching assistants in the face-to-face labs were an influential factor in sustaining students' motivation by providing immediate feedback and instructional support in and out of the laboratory environment. In comparison, the virtual laboratory students often had to redo their lab exercises multiple times because of unclear directions and system glitches, potential barriers to persistence of motivation. The face-to-face students also described the importance of collaborative experiences and hands-on activities while the virtual laboratory students appreciated the convenience of working at their own pace, location, and time. According to social cognitive theory (Bandura, 1986, 2001), the differences in the learning environments reported by the students should have had ramifications for their motivation to learn biology, yet this did not hold true for the students in this study. Therefore, while these laboratory environments are demonstrably different, the virtual laboratories did not negatively impact students' motivation to learn biology and could be an acceptable replacement for face-to-face laboratories in an introductory biology course.
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Date Issued
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2015
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Identifier
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CFE0005872, ucf:50876
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0005872
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Title
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Energy efficient routing towards a mobile sink using virtual coordinates in a wireless sensor network.
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Creator
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Rahmatizadeh, Rouhollah, Boloni, Ladislau, Turgut, Damla, Jha, Sumit, University of Central Florida
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Abstract / Description
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The existence of a coordinate system can often improve the routing in a wireless sensor network. While most coordinate systems correspond to the geometrical or geographical coordinates, in recent years researchers had proposed the use of virtual coordinates. Virtual coordinates depend only on the topology of the network as defined by the connectivity of the nodes, without requiring geographical information. The work in this thesis extends the use of virtual coordinates to scenarios where the...
Show moreThe existence of a coordinate system can often improve the routing in a wireless sensor network. While most coordinate systems correspond to the geometrical or geographical coordinates, in recent years researchers had proposed the use of virtual coordinates. Virtual coordinates depend only on the topology of the network as defined by the connectivity of the nodes, without requiring geographical information. The work in this thesis extends the use of virtual coordinates to scenarios where the wireless sensor network has a mobile sink. One reason to use a mobile sink is to distribute the energy consumption more evenly among the sensor nodes and thus extend the life-time of the network. We developed two algorithms, MS-DVCR and CU-DVCR which perform routing towards a mobile sink using virtual coordinates. In contrast to the baseline virtual coordinate routing MS-DVCR limits routing updates triggered by the sink movement to a local area around the sink. In contrast, CU-DVCR limits the route updates to a circular area on the boundary of the local area. We describe the design justification and the implementation of these algorithms. Using a set of experimental studies, we show that MS-DVCR and CU-DVCR achieve a lower energy consumption compared to the baseline virtual coordinate routing without any noticeable impact on routing performance. In addition, CU-DVCR provides a lower energy consumption than MS-DVCR for the case of a fast moving sink.
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Date Issued
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2014
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Identifier
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CFE0005402, ucf:50422
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0005402
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Title
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PREDICTION AND ALLOCATION OF LIVE TO VIRTUAL COMMUNICATION BRIDGING RESOURCES.
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Creator
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lackey, stephanie, Malone, Linda, University of Central Florida
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Abstract / Description
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This document summarizes a research effort focused on improving live-to-virtual (L-V) communication systems. The purpose of this work is to address a significant challenge facing the tactical communications training community through the development of the Live-to-Virtual Relay Radio Prediction Algorithm and implementation of the algorithm into an Integrated Live-to-Virtual Communications Server prototype device. The motivation for the work and the challenges of integrating live and virtual...
Show moreThis document summarizes a research effort focused on improving live-to-virtual (L-V) communication systems. The purpose of this work is to address a significant challenge facing the tactical communications training community through the development of the Live-to-Virtual Relay Radio Prediction Algorithm and implementation of the algorithm into an Integrated Live-to-Virtual Communications Server prototype device. The motivation for the work and the challenges of integrating live and virtual communications are presented. Details surrounding the formulation of the prediction algorithm and a description of the prototype system, hardware, and software architectures are shared. Experimental results from discrete event simulation analysis and prototype functionality testing accompany recommendations for future investigation. If the methods and technologies summarized are implemented, an estimated equipment savings of 25%-53% and an estimated cost savings of $150,000.00 - $630,000.00 per site are anticipated. Thus, a solution to a critical tactical communications training problem is presented through the research discussed.
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Date Issued
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2006
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Identifier
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CFE0001401, ucf:47072
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0001401
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Title
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IDENTIFICATION OF SYSTEM DESIGN FEATURES THAT AFFECT SICKNESS IN VIRTUAL ENVIRONMENTS.
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Creator
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Drexler, Julie, Malone, Linda, University of Central Florida
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Abstract / Description
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The terms "simulator" and "VR" are typically used to refer to specific types of virtual environments (VEs) which differ in the technology used to display the simulated environment. While simulators and VR devices may offer advantages such as low cost training, numerous studies on the effects to humans of exposure to different VEs indicate that motion sickness-like symptoms are often produced during or after exposure to the simulated environment. These deleterious side effects have the...
Show moreThe terms "simulator" and "VR" are typically used to refer to specific types of virtual environments (VEs) which differ in the technology used to display the simulated environment. While simulators and VR devices may offer advantages such as low cost training, numerous studies on the effects to humans of exposure to different VEs indicate that motion sickness-like symptoms are often produced during or after exposure to the simulated environment. These deleterious side effects have the potential to limit the utilization of VE systems if they jeopardize the health and/or safety of the user and create liability issues for the manufacturer. The most widely used method for assessing the adverse symptoms of VE exposure is the Simulator Sickness Questionnaire (SSQ). The method of scoring the symptoms reported by VE users permits the different sickness symptoms to be clustered into three general types of effects or subscales and the distribution or pattern of the three SSQ subscales provides a profile for a given VE device. In the current research, several different statistical analyses were conducted on the SSQ data obtained from 21 different simulator studies and 16 different VR studies in order to identify an underlying symptom structure (i.e., SSQ profile) or severity difference for various types of VE systems. The results of the research showed statistically significant differences in the SSQ profiles and the overall severity of sickness between simulator and VR systems, which provide evidence that simulator sickness and VR sickness represent distinct forms of motion sickness. Analyses on three types of simulators (i.e., Fixed- and Rotary-Wing flight simulators and Driving simulators) also found significant differences in the sickness profiles as well as the overall severity of sickness within different types of simulator systems. Analyses on three types of VR systems (i.e., HMD, BOOM, and CAVE) revealed that BOOM and CAVE systems have similar sickness profiles, which are different than the HMD system profile. Moreover, the results showed that the overall severity of sickness was greater in HMD systems than in BOOM and CAVE systems. Recommendations for future research included additional psychophysical studies to evaluate the relationship between various engineering characteristics of VE systems and the specific types of sickness symptoms that are produced from exposure to them.
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Date Issued
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2006
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Identifier
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CFE0000989, ucf:46700
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0000989
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Title
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PREDICTORS OF PRESENCE IN VIRTUAL REALITY.
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Creator
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Sollins, Brandon, Beidel , Deborah, University of Central Florida
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Abstract / Description
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The subjective experience of presence is considered to be important in the treatment of anxiety disorders using virtual reality. Presence can be defined as a psychological phenomenon through which one's cognitive processes are oriented towards another world. Most of the research on presence has focused on the roles of technological factors influencing presence, while the number of studies focusing on the personality and physiological predictors are far fewer. Thus, the present study examined...
Show moreThe subjective experience of presence is considered to be important in the treatment of anxiety disorders using virtual reality. Presence can be defined as a psychological phenomenon through which one's cognitive processes are oriented towards another world. Most of the research on presence has focused on the roles of technological factors influencing presence, while the number of studies focusing on the personality and physiological predictors are far fewer. Thus, the present study examined the relationship between various personality variables and presence, along with physiological correlates of presence when engaged in a virtual environment. The Presence Questionnaire, to determine their experience of presence, and a small battery of personality-related questionnaires were administered to 70 young adults who participated in 3 different virtual reality scenarios. Participants' physiological responses were recorded in the form of heart rate, galvanic skin levels, and galvanic skin responses were assessed as were urges to drink (craving). Data analysis showed that expectations, levels of craving, and drinking history played a significant role in the experience of presence.
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Date Issued
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2011
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Identifier
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CFH0003794, ucf:44754
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFH0003794
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Title
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The Effects of Presence and Cognitive Load on Episodic Memory in Virtual Environments.
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Creator
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Barclay, Paul, Sims, Valerie, Bowers, Clint, Jentsch, Florian, Fiore, Stephen, University of Central Florida
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Abstract / Description
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Episodic memory refers to an individual's memory for events that they have experienced in the past along with the associated contextual details. In order to more closely reflect the way that episodic memory functions in the real world, researchers and clinicians test episodic memory using virtual environments. However, these virtual environments introduce new interfaces and task demands that are not present in traditional methodologies. This dissertation investigates these environments...
Show moreEpisodic memory refers to an individual's memory for events that they have experienced in the past along with the associated contextual details. In order to more closely reflect the way that episodic memory functions in the real world, researchers and clinicians test episodic memory using virtual environments. However, these virtual environments introduce new interfaces and task demands that are not present in traditional methodologies. This dissertation investigates these environments through the lenses of Presence and Cognitive Load theories in order to unravel the ways that basic technological and task differences may affect memory performance. Participants completed a virtual task under High and Low Immersion conditions intended to manipulate Presence and Single-Task, Ecological Dual-Task and Non-Ecological Dual-Task conditions intended to manipulate cognitive load. Afterward they completed a battery of memory tasks assessing spatial, object, and feature binding aspects of episodic memory. Analysis through 2x3 ANOVA showed that performance for spatial memory is greatly improved by manipulation of Presence, where performance for object memory is improved by germane cognitive load. Exploratory analyses also revealed significant gender differences in spatial memory performance, indicating that improving Presence may offset the higher levels in male performance traditionally seen on spatial tasks. These results have practical implications for clinical memory assessment, as well as training paradigms and may serve to highlight the differences in the ways that memory is studied in the laboratory versus the way that it is employed in day-to-day life. Future studies based on this research should focus on linking these differences in memory performance to visuospatial and verbal strategies of memorization and determining whether the effects observed in this study replicate using other manipulations of presence and cognitive load.
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Date Issued
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2019
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Identifier
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CFE0007601, ucf:52521
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0007601
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Title
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Influence of Selected Factors on a Counselor's Attention Level to and Counseling Performance with a Virtual Human in a Virtual Counseling Session.
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Creator
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Hart, John, Proctor, Michael, Jentsch, Florian, Li, Daoji, Morie, Jacquelyn, University of Central Florida
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Abstract / Description
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Virtual humans serve as role-players in social skills training environments simulating situational face-to-face conversations. Previous research indicates that virtual humans in instructional roles can increase a learner's engagement and motivation towards the training. Left unaddressed is if the learner is looking at the virtual human as one would in a human-to-human, face-to-face interaction. Using a modified version of the Emergent Leader Immersive Training Environment (ELITE-Lite), this...
Show moreVirtual humans serve as role-players in social skills training environments simulating situational face-to-face conversations. Previous research indicates that virtual humans in instructional roles can increase a learner's engagement and motivation towards the training. Left unaddressed is if the learner is looking at the virtual human as one would in a human-to-human, face-to-face interaction. Using a modified version of the Emergent Leader Immersive Training Environment (ELITE-Lite), this study tracks visual attention and other behavior of 120 counselor trainees counseling a virtual human role-playing counselee. Specific study elements include: (1) the counselor's level of visual attention toward the virtual counselee; (2) how changes to the counselor's viewpoint may influence the counselor's visual focus; and (3) how levels of the virtual human's behavior may influence the counselor's visual focus. Secondary considerations include aspects of learner performance, acceptance of the virtual human, and impacts of age and rank. Result highlights indicate that counselor visual attentional behavior could be separated into two phases: when the virtual human was speaking and when not speaking. When the virtual human is speaking, the counselor's primary visual attention is on the counselee, but is also split toward pre-scripted responses required for the training session. During the non-speaking phase, the counselor's visual focus was on pre-scripted responses required for training. Some of the other findings included that participants did not consider this to be like a conversation with a human, but they indicated acceptance of the virtual human as a partner with the training environment and they considered the simulation to be a useful experience. Additionally, the research indicates behavior may differ due to age or rank. Future study and design considerations for enhancements to social skills training environments are provided.
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Date Issued
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2018
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Identifier
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CFE0007571, ucf:52572
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0007571
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Title
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Evaluating the utility of a virtual environment for childhood social anxiety disorder.
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Creator
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Wong, Nina, Beidel, Deborah, Rapport, Mark, Sims, Valerie, University of Central Florida
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Abstract / Description
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Objective: Two significant challenges for the dissemination of social skills training programs are (a) the need to provide sufficient practice opportunities to assure skill consolidation and (b) the need to assure skill generalization (i.e., use of the skills outside the clinic setting). In the case of social anxiety disorder, virtual environments may provide one strategy to address these issues. This investigation describes the development of an interactive skills-oriented virtual school...
Show moreObjective: Two significant challenges for the dissemination of social skills training programs are (a) the need to provide sufficient practice opportunities to assure skill consolidation and (b) the need to assure skill generalization (i.e., use of the skills outside the clinic setting). In the case of social anxiety disorder, virtual environments may provide one strategy to address these issues. This investigation describes the development of an interactive skills-oriented virtual school environment and evaluated its utility for the treatment of social anxiety disorder in preadolescent children (Study 1). This environment included both in-clinic and at-home solutions. In addition, a pilot replication/extension study further examined preliminary treatment efficacy between children who received a standard multi-component treatment and children who received the modified treatment with social skills practice in a virtual environment (Study 2). Method: Eleven children with a primary diagnosis of social anxiety disorder between 7 to 12 years old participated in the initial feasibility trial (Study 1). Five additional children participated in the replication/extension study (Study 2). To investigate preliminary treatment efficacy, clinical outcome measures for the Study 2 sample were compared to a comparison sample who received the standard treatment. Results: Overall, the virtual environment program was viewed as acceptable, feasible, and credible treatment components to children, parents, and clinicians alike but modifications would likely improve the current version. Additionally, although preliminary, children who received the modified treatment with virtual environment practice demonstrated significant improvement at post-treatment on clinician ratings but not parent or self-reported measures. Conclusion: Virtual environments are feasible, acceptable, and credible treatment components for clinical use. Future investigations will determine if the addition of this dose-controlled and intensive social skills practice results in treatment outcome equivalent to traditional cognitive-behavioral programs.
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Date Issued
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2013
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Identifier
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CFE0004962, ucf:49583
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0004962
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Title
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Where's the Boss? The Influences of Emergent Team Leadership Structures on Team Outcomes in Virtual and Distributed Environments.
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Creator
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Porter, Marissa, Salas, Eduardo, Jentsch, Florian, Joseph, Dana, Burke, Shawn, University of Central Florida
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Abstract / Description
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The influence of leadership on team success has been noted extensively in research and practice. However, as organizations move to flatter team based structures with workers communicating virtually across space and time, our conceptualization of team leadership must change to meet these new workplace demands. Given this need, the current study aims to begin untangling the effects of distribution and virtuality on team leadership structure and subsequent team outcomes that may be affected by...
Show moreThe influence of leadership on team success has been noted extensively in research and practice. However, as organizations move to flatter team based structures with workers communicating virtually across space and time, our conceptualization of team leadership must change to meet these new workplace demands. Given this need, the current study aims to begin untangling the effects of distribution and virtuality on team leadership structure and subsequent team outcomes that may be affected by differences in conceptualizing such structures. Specifically, the goals of this study were threefold. First, this study investigated how the physical distribution of members may impact perceptions of team leadership structure, depending on virtual tool type utilized for communicating. Second, this study explored how different indices of team leadership structure may have different influences on team outcomes, specifically in terms of conceptualizing the degree to which multiple members are perceived as collectively enacting particular leadership behaviors via a network density metric, and conceptualizing team leadership in regards to the specialization of members into particular behavioral roles, as captured via role distance and role variety indices. Finally, this study expanded on current research regarding team leadership structure by examining how the collective enactment of particular leadership (i.e., structuring/planning, problem solving, supporting social climate) behaviors may facilitate specific teamwork processes (i.e., transition, action, interpersonal), leading to enhanced team performance, as well as how leadership role specialization may impact overall teamwork and team performance.Findings from a laboratory study of 188 teams participating in a simulated decision making task reveal a significant interaction for the influences of physical distribution and virtuality on perceptions of leadership structure, such that less distributed teams (i.e., those with fewer isolated members) were more likely to perceive their distributed members as participating in the collective enactment of necessary leadership responsibilities when communicating via richer media (i.e., videoconferencing, teleconferencing) than less rich media (i.e., instant messaging). However, virtuality and distribution did not impact the degree to which members were perceived as specializing in a particular leadership role, or the overall variety of leadership roles being performed. In terms of team outcomes, the perceived collective enactment of leadership emanating from distributed team members significantly predicted teamwork, while the perceived collective leadership of collocated members did not have a significant impact. Specifically, greater distributed team member involvement in the collective enactment of structuring/planning leadership positively impacted team transition processes, while the collective enactment of supporting the social climate positively predicted team interpersonal processes. Although the relationship between perceived leadership role specialization, in terms of role distance and role variety, and team performance was mediated by overall teamwork processes as expected, leadership role specialization had a negative impact on overall teamwork. Finally, while team action processes did not serve to mediate the relationship between perceived problem solving network density and team performance, team transition processes mediated the relationships between the collective enactment of structuring/planning for distributed members and team performance. The collective enactment of supporting the social climate by distributed team members and its relationship to team performance was also mediated by interpersonal teamwork processes. Together, these results reveal the importance in considering context, specifically virtuality and physical distribution, when designing, developing and maintaining effective team leadership, teamwork, and team performance. Furthermore, they provide unique insight regarding how different configurations of leadership may be possible in teams. Study limitations, practical implications, and recommendations for future research and practice are further discussed.
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Date Issued
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2013
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Identifier
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CFE0004911, ucf:49603
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0004911
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Title
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An Evaluation Study of the Implementation of Webcam Proctoring for Secure Testing in a K-12 Virtual School.
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Creator
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Geiser Hogan, Elena, Gunter, Glenda, Hartshorne, Richard, Boote, David, Kennedy, Kathryn, Gordon, William, University of Central Florida
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Abstract / Description
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ABSTRACT The purpose of this evaluative study was to review the implementation of a Webcam Test-Proctoring Program (WTPP) implemented in a Kindergarten through 12th grade public virtual school. Results of the evaluative study will be used to determine if the secure Webcam proctoring method would be a viable solution to a problem of practice(-)requiring full-time virtual school students to participate in the multitude of required state and Florida school district assessments. At the core of...
Show moreABSTRACT The purpose of this evaluative study was to review the implementation of a Webcam Test-Proctoring Program (WTPP) implemented in a Kindergarten through 12th grade public virtual school. Results of the evaluative study will be used to determine if the secure Webcam proctoring method would be a viable solution to a problem of practice(-)requiring full-time virtual school students to participate in the multitude of required state and Florida school district assessments. At the core of virtual education lies the appeal of flexibility in each student's individual learning path. The rigid nature of secure assessments conflict with the intentions of a K-12 virtual school. Natale and Cook (2012) identified this as a problem of practice as well, stating, (")Digital learning de-standardizes and decentralizes educational delivery, so it presents challenges in applying quality control systems and metrics that were developed for more traditional school structures(") (p. 541).A formal evaluation included an electronic survey and one-on-one phone interviews. The sample population for this study included 6th-12th grade students (n = 27) who were enrolled in Hurricane County Virtual School during the 2014-2015 school year. The HCVS population was 165 at the beginning of the 2014-2015 school year, therefore the population for this study was N=165. The WTPP evaluated for this study took place over two test sessions, the first in October of 2014 and the second in January 2015. Students were asked to complete the electronic survey and to volunteer to complete phone interviews to provide feedback about their experience completing their benchmark assessments. In this mixed-methods study, an electronic survey created by the evaluator and research chair gathered quantitative data that were analyzed using descriptive and inferential statistics. In order to determine if there was any relationship between specific demographic sub-groups and their experiences and preferences regarding Webcam proctoring, the researcher used the Kruskal-Walis and Mann-Whitney inferential statistics. Additionally, qualitative data were collected through one-on-one phone interviews with six students who participated in the WTPP. Data from these interviews yielded supporting statements for the quantitative data analyzed. Results yielded from this study indicated that the majority of students who participated in the WTPP were satisfied or very satisfied with this method of proctoring for secure testing overall. Future studies should further evaluate the effectiveness of Webcam proctoring for secure testing and determine the impact of allowing students more flexibility (which Webcam proctoring inherently does) while testing has on their test scores.
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Date Issued
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2016
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Identifier
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CFE0006457, ucf:51441
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0006457
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Title
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INVESTIGATING THE EFFECTS OF 3-D SPATIALIZED AUDITORY CUES ON THE DEVELOPMENT OF SITUATION AWARENESS FOR TEAMS.
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Creator
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Milham, Laura, Bowers, Clint, University of Central Florida
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Abstract / Description
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This dissertation investigated the effects of spatialized auditory cues on the development of situation awareness for teams. Based on extant research, it was hypothesized that 3-D spatialized auditory cues can be utilized by teams to develop knowledge about team member location in addition to supporting the usage of team behaviors for developing and maintaining situation awareness. Accordingly, the study examined how situation awareness would be differentially influenced by varying the type...
Show moreThis dissertation investigated the effects of spatialized auditory cues on the development of situation awareness for teams. Based on extant research, it was hypothesized that 3-D spatialized auditory cues can be utilized by teams to develop knowledge about team member location in addition to supporting the usage of team behaviors for developing and maintaining situation awareness. Accordingly, the study examined how situation awareness would be differentially influenced by varying the type of auditory cues incorporated into virtual environment (VE) team training scenarios within the context of a MOUT team task. In general, the results of this study provided partial support for the beneficial effects of 3-D audio cues in facilitating the development of situation awareness and reducing workload. Implications are discussed in the context of design guidance for VE training systems.
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Date Issued
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2005
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Identifier
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CFE0000857, ucf:46653
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0000857
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Title
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Supporting Learning in Educational 3D Virtual Environments: The Impact of Intergenerational Joint Media Engagement.
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Creator
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Michlowitz, Robert, Walters, Lori, Hughes, Charles, Vasquez, Trey, Blumberg, Fran, University of Central Florida
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Abstract / Description
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Studies have indicated that intergenerational relationships can assist children to learn more efficiently by providing support. As new forms of media have emerged and become pervasive in our society, it is important to understand how children use them to learn. Just as television coviewing has been observed by past researchers to aid youths to learn with parents and grandparents, three-dimensional virtual learning environments (VLE) are being investigated for their potential. This study seeks...
Show moreStudies have indicated that intergenerational relationships can assist children to learn more efficiently by providing support. As new forms of media have emerged and become pervasive in our society, it is important to understand how children use them to learn. Just as television coviewing has been observed by past researchers to aid youths to learn with parents and grandparents, three-dimensional virtual learning environments (VLE) are being investigated for their potential. This study seeks to examine the potential learning impact on children, ages 8 to 13, encountering a three-dimensional virtual learning environment with their grandparents. The primary research question this study examines is whether children exploring a 3D VLE with a grandparent learn the information being conveyed within the environment more effectively. A second aspect of the study considered if the grandparent-child pair would spend a greater amount of time in the virtual environment compared to a child exploring alone. Additionally, this research seeks to determine if there are other benefits a child could gain while interacting with a grandparent while using a VLE. This study used ChronoLeap: The Great World's Fair Adventure, an educational VLE developed at the University of Central Florida under a National Science Foundation Informal Science Education grant. ChronoLeap permits children to explore a virtual representation of the 1964-65 New York World's Fair where they can discover the roots of current technology in their 1960s form and its evolution to the present. This environment affords a child a unique opportunity to encounter a virtual recreation of an era in which their grandparents would have firsthand memories potentially eliciting the grandparent's personal reflections.
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Date Issued
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2019
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Identifier
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CFE0007837, ucf:52810
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0007837
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Title
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TRAINING WAYFINDING: NATURAL MOVEMENT IN MIXED REALITY.
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Creator
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Savage, Ruthann, Gilson, Richard, University of Central Florida
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Abstract / Description
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The Army needs a distributed training environment that can be accessed whenever and wherever required for training and mission rehearsal. This paper describes an exploratory experiment designed to investigate the effectiveness of a prototype of such a system in training a navigation task. A wearable computer, acoustic tracking system, and see-through head mounted display (HMD) were used to wirelessly track users' head position and orientation while presenting a graphic representation of...
Show moreThe Army needs a distributed training environment that can be accessed whenever and wherever required for training and mission rehearsal. This paper describes an exploratory experiment designed to investigate the effectiveness of a prototype of such a system in training a navigation task. A wearable computer, acoustic tracking system, and see-through head mounted display (HMD) were used to wirelessly track users' head position and orientation while presenting a graphic representation of their virtual surroundings, through which the user walked using natural movement. As previous studies have shown that virtual environments can be used to train navigation, the ability to add natural movement to a type of virtual environment may enhance that training, based on the proprioceptive feedback gained by walking through the environment. Sixty participants were randomly assigned to one of three conditions: route drawing on printed floor plan, rehearsal in the actual facility, and rehearsal in a mixed reality (MR) environment. Participants, divided equally between male and female in each group, studied verbal directions of route, then performed three rehearsals of the route, with those in the map condition drawing it onto three separate printed floor plans, those in the practice condition walking through the actual facility, and participants in the MR condition walking through a three dimensional virtual environment, with landmarks, waypoints and virtual footprints. A scaling factor was used, with each step in the MR environment equal to three steps in the real environment, with the MR environment also broken into "tiles", like pages in an atlas, through which participant progressed, entering each tile in succession until they completed the entire route. Transfer of training testing that consisted of a timed traversal of the route through the actual facility showed a significant difference in route knowledge based on the total time to complete the route, and the number of errors committed while doing so, with "walkers" performing better than participants in the paper map or MR condition, although the effect was weak. Survey knowledge showed little difference among the three rehearsal conditions. Three standardized tests of spatial abilities did not correlate with route traversal time, or errors, or with 3 of the 4 orientation localization tasks. Within the MR rehearsal condition there was a clear performance improvement over the three rehearsal trials as measured by the time required to complete the route in the MR environment which was accepted as an indication that learning occurred. As measured using the Simulator Sickness Questionnaire, there were no incidents of simulator sickness in the MR environment. Rehearsal in the actual facility was the most effective training condition; however, it is often not an acceptable form of rehearsal given an inaccessible or hostile environment. Performance between participants in the other two conditions were indistinguishable, pointing toward continued experimentation that should include the combined effect of paper map rehearsal with mixed reality, especially as it is likely to be the more realistic case for mission rehearsal, since there is no indication that maps should be eliminated. To walk through the environment beforehand can enhance the Soldiers' understanding of their surroundings, as was evident through the comments from participants as they moved from MR to the actual space: "This looks like I was just here", and "There's that pole I kept having trouble with". Such comments lead one to believe that this is a tool to continue to explore and apply. While additional research on the scaling and tiling factors is likely warranted, to determine if the effect can be applied to other environments or tasks, it should be pointed out that this is not a new task for most adults who have interacted with maps, where a scaling factor of 1 to 15,000 is common in orienteering maps, and 1 to 25,000 in military maps. Rehearsal time spent in the MR condition varied widely, some of which could be blamed on an issue referred to as "avatar excursions", a system anomaly that should be addressed in future research. The proprioceptive feedback in MR was expected to positively impact performance scores. It is very likely that proprioceptive feedback is what led to the lack of simulator sickness among these participants. The design of the HMD may have aided in the minimal reported symptoms as it allowed participants some peripheral vision that provided orientation cues as to their body position and movement. Future research might include a direct comparison between this MR, and a virtual environment system through which users move by manipulating an input device such as a mouse or joystick, while physically remaining stationary. The exploration and confirmation of the training capabilities of MR as is an important step in the development and application of the system to the U.S. Army training mission. This experiment was designed to examine one potential training area in a small controlled environment, which can be used as the foundation for experimentation with more complex tasks such as wayfinding through an urban environment, and or in direct comparison to more established virtual environments to determine strengths, as well as areas for improvement, to make MR as an effective addition to the Army training mission.
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Date Issued
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2006
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Identifier
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CFE0001288, ucf:46917
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0001288
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Title
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A FRAMEWORK TO MODEL COMPLEX SYSTEMS VIA DISTRIBUTED SIMULATION A CASE STUDY OF THE VIRTUAL TEST BED SIMULATION SYSTEM USING THE HIGH LEVEL ARCHITECTURE.
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Creator
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Park, Jaebok, Sepulveda, Jose, University of Central Florida
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Abstract / Description
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As the size, complexity, and functionality of systems we need to model and simulate con-tinue to increase, benefits such as interoperability and reusability enabled by distributed discrete-event simulation are becoming extremely important in many disciplines, not only military but also many engineering disciplines such as distributed manufacturing, supply chain management, and enterprise engineering, etc. In this dissertation we propose a distributed simulation framework for the development...
Show moreAs the size, complexity, and functionality of systems we need to model and simulate con-tinue to increase, benefits such as interoperability and reusability enabled by distributed discrete-event simulation are becoming extremely important in many disciplines, not only military but also many engineering disciplines such as distributed manufacturing, supply chain management, and enterprise engineering, etc. In this dissertation we propose a distributed simulation framework for the development of modeling and the simulation of complex systems. The framework is based on the interoperability of a simulation system enabled by distributed simulation and the gateways which enable Com-mercial Off-the-Shelf (COTS) simulation packages to interconnect to the distributed simulation engine. In the case study of modeling Virtual Test Bed (VTB), the framework has been designed as a distributed simulation to facilitate the integrated execution of different simulations, (shuttle process model, Monte Carlo model, Delay and Scrub Model) each of which is addressing differ-ent mission components as well as other non-simulation applications (Weather Expert System and Virtual Range). Although these models were developed independently and at various times, the original purposes have been seamlessly integrated, and interact with each other through Run-time Infrastructure (RTI) to simulate shuttle launch related processes. This study found that with the framework the defining properties of complex systems - interaction and emergence are realized and that the software life cycle models (including the spiral model and prototyping) can be used as metaphors to manage the complexity of modeling and simulation of the system. The system of systems (a complex system is intrinsically a "system of systems") continuously evolves to accomplish its goals, during the evolution subsystems co-ordinate with one another and adapt with environmental factors such as policies, requirements, and objectives. In the case study we first demonstrate how the legacy models developed in COTS simulation languages/packages and non-simulation tools can be integrated to address a compli-cated system of systems. We then describe the techniques that can be used to display the state of remote federates in a local federate in the High Level Architecture (HLA) based distributed simulation using COTS simulation packages.
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Date Issued
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2005
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Identifier
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CFE0000534, ucf:46416
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0000534
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Title
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DYNAMIC SHARED STATE MAINTENANCE IN DISTRIBUTED VIRTUAL ENVIRONMENTS.
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Creator
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Hamza-Lup, Felix George, Hughes, Charles, University of Central Florida
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Abstract / Description
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Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. In a distributed interactive VE the dynamic shared state represents the changing information that multiple machines must maintain about the shared virtual...
Show moreAdvances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. In a distributed interactive VE the dynamic shared state represents the changing information that multiple machines must maintain about the shared virtual components. One of the challenges in such environments is maintaining a consistent view of the dynamic shared state in the presence of inevitable network latency and jitter. A consistent view of the shared scene will significantly increase the sense of presence among participants and facilitate their interactive collaboration. The purpose of this work is to address the problem of latency in distributed interactive VE and to develop a conceptual model for consistency maintenance in these environments based on the participant interaction model.A review of the literature illustrates that the techniques for consistency maintenance in distributed Virtual Reality (VR) environments can be roughly grouped into three categories: centralized information management, prediction through dead reckoning algorithms, and frequent state regeneration. Additional resource management methods can be applied across these techniques for shared state consistency improvement. Some of these techniques are related to the systems infrastructure, others are related to the human nature of the participants (e.g., human perceptual limitations, area of interest management, and visual and temporal perception).An area that needs to be explored is the relationship between the dynamic shared state and the interaction with the virtual entities present in the shared scene. Mixed Reality (MR) and VR environments must bring the human participant interaction into the loop through a wide range of electronic motion sensors, and haptic devices. Part of the work presented here defines a novel criterion for categorization of distributed interactive VE and introduces, as well as analyzes, an adaptive synchronization algorithm for consistency maintenance in such environments. As part of the work, a distributed interactive Augmented Reality (AR) testbed and the algorithm implementation details are presented. Currently the testbed is part of several research efforts at the Optical Diagnostics and Applications Laboratory including 3D visualization applications using custom built head-mounted displays (HMDs) with optical motion tracking and a medical training prototype for endotracheal intubation and medical prognostics. An objective method using quaternion calculus is applied for the algorithm assessment. In spite of significant network latency, results show that the dynamic shared state can be maintained consistent at multiple remotely located sites. In further consideration of the latency problems and in the light of the current trends in interactive distributed VE applications, we propose a hybrid distributed system architecture for sensor-based distributed VE that has the potential to improve the system real-time behavior and scalability.
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Date Issued
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2004
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Identifier
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CFE0000096, ucf:46152
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0000096
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