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.
Goals and 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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MANUNKIND: Determinants and Dynamics of Collaborative ExploitationThis project aims to develop a game theoretic framework to analyze the psychological and strategic dynamics of collaborative exploitation, informing policies to combat modern slavery. | ERC STG | € 1.497.749 | 2022 | Details |
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The Ethics of Loneliness and SociabilityThis project aims to develop a normative theory of loneliness by analyzing ethical responsibilities of individuals and societies to prevent and alleviate loneliness, establishing a new philosophical sub-field. | ERC STG | € 1.025.860 | 2023 | Details |
MANUNKIND: Determinants and Dynamics of Collaborative Exploitation
This project aims to develop a game theoretic framework to analyze the psychological and strategic dynamics of collaborative exploitation, informing policies to combat modern slavery.
Elucidating the phenotypic convergence of proliferation reduction under growth-induced pressure
The UnderPressure project aims to investigate how mechanical constraints from 3D crowding affect cell proliferation and signaling in various organisms, with potential applications in reducing cancer chemoresistance.
Uncovering the mechanisms of action of an antiviral bacterium
This project aims to uncover the mechanisms behind Wolbachia's antiviral protection in insects and develop tools for studying symbiont gene function.
The Ethics of Loneliness and Sociability
This project aims to develop a normative theory of loneliness by analyzing ethical responsibilities of individuals and societies to prevent and alleviate loneliness, establishing a new philosophical sub-field.
Vergelijkbare projecten uit andere regelingen
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Developing Experience-Centric Accessible Immersive Virtual Reality TechnologyAccessVR aims to enhance VR accessibility for physically disabled individuals by developing a tailored framework and adaptive platform to remove barriers and improve user experiences. | ERC STG | € 1.374.771 | 2024 | Details |
VR-EPD Integratie voor gepersonaliseerde patiëntenzorgHet project ontwikkelt technologie voor datadeling tussen elektronische patiëntendossiers en VR-zorgapplicaties, om VR-behandelingen te integreren en te personaliseren in de zorg. | MIT R&D Samenwerking | € 301.000 | 2023 | Details |
VR SensorHet 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%. | MIT Haalbaarheid | € 20.000 | 2022 | Details |
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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.
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%.
Blended Learning for Dementia
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