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Virtual Reality as research instrument to study cognitive and interactive phenomena

2019HT

Status Open for interest registrations
School IDA-gemensam (IDA)
Division
Owner Agneta Gulz

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Course plan

Learning goals:

The entire domain of Virtual Reality (VR) is developing rapidly and is likely to play a role in many application areas in a near future. One such area is the use of VR as a research instrument to study human behaviour and cognitive and interactive phenomena.

The goals of this course include
- Gaining insights in how VR can be exploited as research istrument for studies on human behaviour and cognitive and interactive phenomena and an understanding of the potentials as well as the challenges
- Being able to compare and discuss a VR-based study with one conducted in a physical lab and one conducted in a non-lab physical environment – and the research methodoglogical trade-offs involved.
- Understanding key concepts such as immersion and presence, as well as the key concepts naturalism and realism with respect to dynamical and statical behaviour and looks of virtual characters and agents.
- Understanding issues of ”illusion” in the context of VR from a historical and present-day perspective.
- Gaining insights in ethical issues involved in VR-based studies on human behaviour and cognitive and incteractive phenomena.

To pass the student should show:

- insights in how VR can be exploited as research istrument for studies on human behaviour and cognitive and interactive phenomena and an understanding of the potentials as well as the challenges
- an ability to compare and discuss a VR-based study with one conducted in a physical lab and one conducted in a non-lab physical environment – and the research methodoglogical trade-offs involved.
- an understanding of key concepts such as immersion and presence, as well as the key concepts naturalism and realism with respect to dynamical and statical behaviour and looks of virtual characters and agents.
- an understanding of issues of ”illusion” in the context of VR from a historical and present-day perspective.
- insights in ethical issues involved in VR-based studies on human behaviour and cognitive and incteractive phenomena
- that s/he can present two different VR-based set-ups to study a research question regarding human behaviour, cognitive and/or interactive phenomena and compare those in terms of pros and cons

Course content:

The course targets the topics mentioned above and the content of Bailenson, J.N. (2018). Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. New York: W.W. Norton.

Forms of learning and instruction:

Reading of course book and research articles.
Presenting articles and topics during seminars
Discussion articles and topics during seminars.

Examination:

Written report and active participation in seminars, including presenting research articles.

Literature

Bailenson, J.N. (2018). Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. New York: W.W. Norton.
Research articles chosen by the lecturer and the PhD students together.


Page responsible: Director of Graduate Studies