TY - GEN
T1 - Extending VRAT
T2 - 17th International Conference on Social Computing, Behavioral-Cultural Modeling and Prediction and Behavior Representation in Modeling and Simulation, SBP-BRiMS 2024
AU - Bagherzadeh, Amir
AU - Tehranchi, Farnaz
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.
PY - 2024
Y1 - 2024
N2 - Cognitive architectures have been used to understand learning new tasks, forgetting, error making or navigation and mental map development. The insight cognitive architectures provide can be utilized to understand human behavior at a cognitive level. In this paper, we report on the recent developments of our toolbox VRAT which will provide a framework for designing experiments, collecting and analyzing data, and then developing cognitive models that can see and interact with the environment similar to users. The differentiating factor of our toolbox from previously developed tools is that its abilities are extended to Virtual Reality (VR). The ability to create three-dimensional visual scenes and to measure responses (i.e., gaze data, head and hand movements data) to the visual stimuli enables behavioral researchers to test hypotheses in a way and scale that were previously unfeasible. The difficulty facing the researcher is that sophisticated 3D graphics engines (e.g., Unity) have been created for game designers rather than behavioral scientists. To overcome this barrier VRAT provides a plug-and-go design to help researchers to convert their 2D experiments into VR. It also enables eye tracking and eye tracking visualization in all VR experiments. Enabling researchers to collect and analyze data more efficiently. Additionally, our tool enables (a) a straight forward transition from 2D environment design to 3D, (b) an efficient way to use data collection and visualization framework and (c) an interaction method for cognitive models to extend their capabilities and see and interact with VR environments similar to users.
AB - Cognitive architectures have been used to understand learning new tasks, forgetting, error making or navigation and mental map development. The insight cognitive architectures provide can be utilized to understand human behavior at a cognitive level. In this paper, we report on the recent developments of our toolbox VRAT which will provide a framework for designing experiments, collecting and analyzing data, and then developing cognitive models that can see and interact with the environment similar to users. The differentiating factor of our toolbox from previously developed tools is that its abilities are extended to Virtual Reality (VR). The ability to create three-dimensional visual scenes and to measure responses (i.e., gaze data, head and hand movements data) to the visual stimuli enables behavioral researchers to test hypotheses in a way and scale that were previously unfeasible. The difficulty facing the researcher is that sophisticated 3D graphics engines (e.g., Unity) have been created for game designers rather than behavioral scientists. To overcome this barrier VRAT provides a plug-and-go design to help researchers to convert their 2D experiments into VR. It also enables eye tracking and eye tracking visualization in all VR experiments. Enabling researchers to collect and analyze data more efficiently. Additionally, our tool enables (a) a straight forward transition from 2D environment design to 3D, (b) an efficient way to use data collection and visualization framework and (c) an interaction method for cognitive models to extend their capabilities and see and interact with VR environments similar to users.
UR - http://www.scopus.com/inward/record.url?scp=85205109194&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85205109194&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-72241-7_9
DO - 10.1007/978-3-031-72241-7_9
M3 - Conference contribution
AN - SCOPUS:85205109194
SN - 9783031722400
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 90
EP - 99
BT - Social, Cultural, and Behavioral Modeling - 17th International Conference, SBP-BRiMS 2024, Proceedings
A2 - Thomson, Robert
A2 - Pyke, Aryn
A2 - Hariharan, Aravind
A2 - Renshaw, Scott
A2 - Park, Patrick
A2 - Al-khateeb, Samer
A2 - Burger, Annetta
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 18 September 2024 through 20 September 2024
ER -