Feeling ownership of a virtual body is crucial for immersive experiences in VR. Knowledge about body ownership is mainly based on rubber hand illusion (RHI) experiments in the real world. Watching a rubber hand being stroked while one’s own hidden hand is synchronously stroked, humans experience the rubber hand as their own hand and underestimate the distance between the rubber hand and the real hand (proprioceptive drift). There is also evidence for a decrease in hand temperature. Although the RHI has been induced in VR, it is unknown whether effects in VR and the real world differ. We conducted a RHI experiment with 24 participants in the real world and in VR and found comparable effects in both environments. However, irrespective of the RHI, proprioceptive drift and temperature differences varied between settings. Our findings validate the utilization of the RHI in VR to increase our understanding of embodying virtual avatars.
Social tagging systems have become increasingly popular over the past years. Users' tagging practices have been little studied and understood so far. However, understanding tagging behaviour can contribute towards a thorough understanding of the tagging phenomenon from multiple perspectives. In the present paper, results of a comparative analysis of tag characteristics on the tagging platforms connotea.org (scientific articles), del.icio.us (bookmarks), flickr.com (photos), and youtube.com (videos) are presented. Results show that differences in tagging behaviour can be observed for different digital resource types. Finally, a short discussion of the possible implications of the results for the design of future tagging systems is presented
Although there has been much speculation about the potential of Augmented Reality (AR) in teaching for learning material, there is a significant lack of empirical proof about its effectiveness and implementation in higher education. We describe a software to integrate AR using the Microsoft Hololens into UML (Unified Modeling Language) teaching. Its user interface is laid out to overcome problems of existing software. We discuss the design of the tool and report a first evaluation study. The study is based upon effectiveness as a metric for students performance and components of motivation. The study was designed as control group experiment with two groups. The experimental group had to solve tasks with the help of the AR modeling tool and the control group used a classic PC software. We identified tendencies that participants of the experimental group showed more motivation than the control group. Both groups performed equally well.
Eye tracking is becoming more and more important as a research method within the field of software engineering (SE). Existing meta-analyses focus on the design or conduct of SE eye tracking studies rather than the analysis phase. This article attempts to fill this gap; it presents a systematic literature review of eye tracking studies in the field of SE—focusing mainly on the data analysis methods used. From the IEEE Xplore and ACM digital libraries we gather 125 papers up to the first quarter of 2024. Detailed evaluation provides information on the number of papers that use specific methods of analysis (i.e., descriptive or inferential statistics, and gaze visualization) or settings (e.g., sample size, technical setup, and selected aspects of research design). With the data obtained we can infer the popularity of specific analysis methods in the field. Those results enable efficient work on data analysis tools or education of aspiring researchers and can serve as basis for standardization or guidelines within the community—providing for methods to include as well as current inconsistencies.
Immersive virtual reality (VR) provides a versatile method for investigating human time perception, because it allows the manipulation and control of relevant variables (e.g., the speed of environmental changes) that cannot be modified in the real world. However, an important premise for interpreting the results of VR studies, namely that the method itself does not affect time perception, has received little attention. Here we tested this assumption by comparing timing performance in a real environment and a VR scenario. Participants performed two timing tasks, requiring the production of intervals defined either by numerical values ("eight seconds") or by a physical process (“the time it takes for a bottle to run out when turned over"). We found that the experience of immersive VR exclusively altered judgments about the duration of physical processes, whereas judgments about the duration of abstract time units were unaffected. These results demonstrate that effects of VR on timing performance are not driven by changes in time perception itself, but rather by altered expectations regarding the duration of physical processes. The present study validates the use of VR in time perception research and strengthens the interpretation of changed timing behaviour induced by manipulations within VR.