
The document hereby presents the proceedings of the Laval Virtual Doctoral Consortium, which took place in Laval on 10 April 2025. We would like to thank the authors, as well as the reviewers for their contributions. This is an International Journal of Virtual Reality (IJVR) special issue.
This research is part of the VEA (Virtual Environment for Animal experimentation) project, conducted in collaboration with the Biological Engineering Department at the Laval University Institute of Technology, France. The primary objective is to develop a virtual reality platform that reduces the need for animal use in training by providing an immersive learning environment where students can master technical procedures and gestures. In this article, we present a novel VR-oriented pedagogical model that was used to guide the design of a virtual learning situation corresponding to a use case involving the placement of a catheter in an anesthetised rat. The development process incorporated pedagogical considerations and technological implementations, emphasising a user-centred design approach. To evaluate the usability of the VR application, a preliminary face validity study was conducted with 146 participants. The study used questionnaires to collect subjective data on user experience, interaction quality, and overall satisfaction. Results demonstrated high usability scores and positive user feedback, indicating the effectiveness of the VR application as a training tool. Key contributions of this work include the detailed blueprint for constructing VR-based educational situation and the empirical validation of the application’s usability. This research supports the potential of VR to replace traditional animal-based training methods, improving both ethical standards and educational outcomes.
The physiological and psychological effects of the Valkyrie EIR system, which combines virtual reality, gamification, and electrical muscle stimulation (EMS), were investigated. A within-subjects design was used, 26 participants took part in two research sessions, one involving a Valkyrie class with EMS and another without. Physiological measures, including heart rate, pressure sensitivity of the biceps and triceps, and delayed onset of muscular soreness (DOMS) were assessed alongside psychological measures, including questionnaires regarding participant experience and mood, as well as rate of perceived exertion (RPE). Mood significantly increased post-Valkyrie classes, which were deemed enjoyable and fun, with 88.5% of participants favouring the EMS condition due to increased immersion, intensity and challenge. Significant differences were found between the EMS and control conditions, including higher RPE scores, greater DOMS and a higher heart rate, when taking into consideration the interactions of variables. These results show that the EMS induced a higher intensity of exercise, with the potential for greater muscular adaptation. Overall, Valkyrie EIR with EMS was shown to be a promising approach for enhancing exercise intensity in VR whilst encouraging participant engagement.
The hospital is an environment that may induce both anxiety and pain in hospitalized children and their families. The use of games and distraction offers a solution to better manage anxiety and pain. The objective of the present paper is to introduce “A Friend for Life,” a multi-platform game based on the creation of customized avatars to help children hospitalized in the hematology-oncology unit cope with their everyday pain and anxiety. This smartphone and virtual reality application uses the IKEA Effect and transmedia storytelling to improve child engagement in the game. This game was developed as part of AVATAR, a research project that combines collaborative action research with co-design. The project is led by our multidisciplinary team with relevant experience in nursing, pediatrics, hematology-oncology, and new technology. Also, our team includes a former patient and a former patient’s parent. In this paper, we introduce our serious game, “A Friend for Life”, and the collaborative development method that was used in the prototyping phase. Additionally, we will outline our hypothetical conceptual framework and its underlying concepts. Finally, we discuss the game's limitations and directions for future research.
Immersive Virtual Reality (IVR) technology has been shown to effectively facilitate fire safety training. However, the current discourse on immersive safety training provides scarce knowledge on the quality of immersive safety training from the perspective of safe spaces. In turn, the general notion of a safe space – being an environment that is characterized by the freedom to move, share, talk, and act freely without risk for physical or mental damage – needs further elaboration in an IVR training context where the experience of safety is highly interrelated with embodiment and immersion. This study employed thus a phenomenological approach to explore and conceptualize characteristics of immersive safe spaces. This was done through phenomenological interviews with employees at Sweden’s largest train operating company, which undertook fire safety training in IVR by using an IVR application known as the “Fire Trainer”. The interview material was then analyzed through an Interpretative Phenomenological Analysis (IPA) that conceptualized four themes for characterizing immersive safe spaces: Sense of Authentic Hazard Recognition, Sense of Behavioral Responsiveness, Sense of Intersubjective Risk Perception, and Sense of Embodied Atmosphere. Implications of conceptualizing the themes are targeted towards understanding the quality of being/feeling safe during safety training in IVR, and how the design of future immersive fire safety environments might benefit from employing the proposed themes.
Virtual Reality Trier Social Stress Test (VR-TSST) protocols have been shown to effectively elicit psychophysiological stress by having participants perform a speech and math task while viewing a virtual (non-present) audience. However, few studies have utilized VR technology to examine variables that would otherwise be difficult to manipulate in the lab. This study examined the impact of a large VR audience (i.e., 200 members) on the physiological (i.e., cortisol) and psychological responses of 140 individuals. Participants were randomly assigned to one of three conditions: an in-person (2-person) audience, VR 2-person audience, or a VR 200-person audience condition. Salivary cortisol was collected to assess physiological reactivity and recovery. Participants self-reported psychological responses to the TSST including stress, arousal, emotions, and perceptions of the audience. Results revealed that all conditions elicited stress reactivity. The VR 200-person condition resulted in greater cortisol concentrations and more negative affect than the small VR 2-person audience. Thus the effectiveness of a VR-TSST may be enhanced by the use of a larger virtual audience stimulus.
For over 20 years, Laval Virtual has been identifying the latest XR trends and leading a growing international community operating in all sectors of activity. In 2016, as an international XR facilitator, Laval Virtual designed the Visionaries Think Tank: a 2-days exclusive prospective workshop for Scientists, Academics, Investors, Authors, Philosophers, Law Makers, Influencers, and/or Industrials from all over the world. The aim? Identify early signals of XR technology advancements over the next ten years and their impacts. This report provides the individual thoughts of each visionary and the common vision resulting from the Visionaries Think Tank 2022.
This document presents the proceedings of the VRIC - ConVRgence conference held on April 12-14, 2022. The conference was held in the Laval Virtual World. We would like to thank the authors who submitted their research works, as well as the reviewers for their contributions. Simon Richir, Arts et Métiers Institute of Technology, Scientific Director of Laval Virtual
This paper reports empirical results from a study on the impact of the KatWalk virtual reality omnidirectional treadmill on the user experience. The omnidirectional treadmill is a mechanical device, that allows the user to perform locomotive motion in any direction, allowing for 360 degrees of horizontal movement. This locomotion method appeared as a potential solution of the locomotion problem in virtual reality after the emergence and the democratization of the new generation of head-mounted display systems such as HTC Vive and Oculus Rit. However, little empirical work has been done to test the efficiency of the tool as a locomotion technique in virtual environments. Twenty-four subjects (13 females, mean age = 30.38, SD = 6.32) participated in the experiment. Results showed that the tool is suitable for traveling in virtual environments seen through head-mounted display systems, whether they are composed of plan or bumpy ground, with or without obstacles.
A challenge for cognitive research is the better understanding of how motor activity influences and is influenced by other cognitive domains. We developed a preliminary study to investigate whether tracking motor functioning in virtual reality provides useful insight on cognitive functioning. We chose the flankers task as an assessment measure and built a VR environment into which seven participants completed more than 1250 trials. In addition to classical results of the flankers task showing that incongruent stimuli induce slower responses than others., we also identified how individuals are able to correct their initially incorrect motor response. This indicator may shed new light into the functioning of cognitive control in the future. We discuss the potential offered by virtual reality technology for cognitive assessment through embodied considerations of cognition.
In this article, we present the current state of the art in binaural audio with the focus on head-related transfer functions (HRTFs) and valuation methods of virtual acoustics with descriptive attributes. This combination provides a methodology, which delivers the basis for research studies in virtual reality (VR) on individual and non-individual head-related transfer functions. Based on the largely explored localization perception of static audio signals, this review offers an overview of the directional hearing during head and sound source movement and multimodality in audiovisual virtual environments. Perceptual quality characteristics provide evaluation methods from which future HRTF VR experiments and virtual environments studies on binaural acoustics could benefit.
Fractions are one of the most complex and challenging notions for children and can often lead to frustration and a revulsion for mathematics in general. In this article, we present the Magic Cauldron, a Mixed Reality (MR) application, designed to help children apprehend fractions in a fun and interactive way. The proposed solution is a digital extension to a board game, called the Potion Workshop that is used to introduce fractions in more than 2000 schools in France. We put together a team, composed of the mathematics didacticians who designed the Potion Workshop, several teachers who use this game in their class, a multimedia designer and computer scientists, in order to create a MR game that would tackle several of the key notions that are still hard to grasp. In this article, we present the Design-Based method followed by this team. It offers insights on how to implicate non-computer scientists in the design of complex custom MR interactions. Through several cycles of collaborative design, involving three teachers and their students and the development of three prototypes, this method allowed us to produce a truly original MR application.
Extended reality (XR), here jointly referring to virtual, augmented, and mixed (VR, AR, MR) reality, is becoming more common in everyday working life. This paper presents a systematic literature review of academic publications on XR indicating changes in practical organization of work. We analyse both application areas of XR and theoretical and methodological approaches of XR research. The review process followed the PRISMA statement. Design, remote collaboration, and training were the main application areas of XR. XR enabled overcoming of obstacles set by time and space, safety, and resources by mediating experience of space. Research on XR applications in actual working life settings is yet relatively rare and covers primarily three areas: collaboration, evaluation of knowledge transfer, and work practices. Virtual reality was the most common form of applied XR, although the hardware used varied case by case. We identified four research areas regarding XR: collaboration, work practices, and evaluation of knowledge transfer, which somewhat followed the application areas. We did not find XR-specific methodologies in the reviewed articles, only few recent studies used novel ways of collecting research material, such as recording the movement in virtual reality. For now, XR still holds significant potential rather than clearly confirmed general advantages in working life.
In Augmented Reality systems, virtual objects are combined with real objects, both three dimensional, interactively and at run-time. In an ideal scenario, the user has the feeling that real and virtual objects coexist in the same space and is unable to differentiate the types of objects from each other. To achieve this goal, research on rendering techniques have been conducted in recent years. In this paper, we present a Systematic Literature Review aiming to identify the main characteristics concerning photorealism in Mixed and Augmented Reality systems to find research opportunities that can be further exploited or optimized. The objective is to verify if exists a definition of photorealism in Mixed and Augmented Reality. We present a theoreticalfundamental over the most used methods concerning realism in Computer Graphics. Also, we want to identify the most used methods and tools to enable photorealism in Mixed and Augmented Reality systems.
In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.
Immersive Virtual Reality Technology (IVR) is a visual multi-sensory computer-simulated environment that perceptually surrounds an individual, creating the illusion that one has “stepped inside” and is included in, and interacting with the generated world. Although IVR has been suggested as a tool to enhance learning, existing work has not examined how IVR presentations, compared with other types of storytelling, facilitate or interfere with children’s memory formation. Here, we present data from a study of seventy 6- and 7-year-old children randomly assigned to experience a story in one of three modalities: IVR, video, or a paper-based book. We assessed the children’s story recall and their ability to identify the protagonist’s emotions. Results showed that, overall, children in the IVR condition performed better in the memory-recall task than the children in the video and book conditions. The most pronounced difference in memory performance was between the IVR and book conditions. In the IVR versus video conditions, 6-year-olds performed significantly better in the IVR condition than in the video condition, while 7-year-olds performed similarly in both digital-story conditions. We found no effects of condition on children’s attribution of emotions to the story’s protagonist. We conclude that IVR may enhance children’s ability to learn story content in certain situations.
The rise of virtual reality has overcome many of the methodological challenges faced by researchers studying spatial navigation. Yet, the difficulty in developing life-like virtual settings still remains a substantial barrier to most studies when fidelity to the real world has to be achieved in order to ensure some psychological validity of the results. Moreover, the variety of the settings results in standardization issues across studies. Our argument is that widely available video games could represent a worthwhile alternative to laboratory-made virtual environments, while providing a satisfactory methodological quality. This study assessed a prototype of landmark-based navigational aid by administering wayfinding tasks in the video game Grand Theft Auto V. Our results provide evidence that this video game offers a transparent and adaptable way to investigate cognitive processes with high experimental control and psychological validity. Recommendations towards the use of video game-based methodologies for future research are discussed.
This study represents a systematic literature review in which we explored the locomotion techniques in virtual reality between 2012 and 2019. We analysed and compared 22 locomotion methods that we have identified in 26 papers included in our review. The objective is to better understand relevant locomotion techniques and their impact on the user experience. The review of the literature has shown a wide range of different locomotion techniques which each technique is characterized by different advantages and drawbacks, but classic locomotion techniques such as joystick outperformed all the proposed technique in the reviewed studies. We also proposed a taxonomy and two types of evaluation for locomotion techniques in virtual environment. These elements provide guidelines that may help researchers to choose the most adapted locomotion technique according to the aim of their study.
Here we present the conception, implementation and application of a virtual environment simulator dedicated to the assessment and training of slap shot performance in hockey. The simulator is based on human-avatar interaction, namely a real shooter and a virtual goalkeeper whose behavior is dependent on that of the shooter. The synthesis of the virtual goalkeeper relied on a high-quality model and realistic, motion-captured movements. A regression model based on Kriging was used to predict in real-time the shooter's behavior in order to trigger the blocking moves of the virtual goalkeeper at the right time. Our model provided accurate predicted values as well as an estimation of the reliability of these values, which allowed us to optimize the behavioral animation of the virtual goalkeeper. We then ran a validation experiment testing the effectiveness of our simulator. The simulator proved very useful both to assess the initial performance of the players and to train and improve this performance. In particular, training as little as 3 hours with our simulator gave rise to substantial and significant improvements (up to 22 percent) of the redirection threshold, i.e., the minimum time required to successfully redirect a shot during movement execution when the outcome is imperiled. Importantly, in comparison with ‘classical’ training methods, our simulator better triggers (precisely and timely) the movements of the goalkeeper based on the movements of the shooter.
Virtual reality immerses individuals in 3D environments where spatial properties are similar to those of real life. Virtual reality can therefore be effective and relevant in the study of memory processing, especially when spatial properties are involved. We studied the effect of a 20-minute rest period on memory performance for associative and relational learnings. Eighty-one participants were placed in a virtual environment in which they learned 24 associations implicating objects and their respective precise location. As expected, the performance of associative memory was improved by a rest period between study and test phases. We discuss these results and the benefits of using an immersive virtual environment for such memory investigation. In addition, elaborating our environment was highly informative and led to several recommendations that we believe could be useful for researchers who would like to rely on virtual reality for investigating memory.