Adventures in mirror world: Uncovering the cognitive and sensory basis for natural behaviour in virtual reality
Lead Research Organisation:
University of Aberdeen
Department Name: Psychology
Abstract
Besides their obvious value for entertainment, VR devices are becoming increasingly attractive for the systematic experimental investigation of human perception and behaviour because they promise the possibility of experimental control over environments that approach the complexity of natural settings. If we investigate behaviour or train certain real-world tasks (e.g., in sports or medical training) with the help of VR devices, we expect that the insights we gain or the skills we acquire transfer to real-world settings. Yet, it is currently still unclear if and to what degree behaviour in virtual and natural environments is comparable.
One reason for differences between behaviour in natural and virtual environments is that currently available VR devices simulate environments that are perceptually less complex than their natural counterparts and lack many sources of information that we use to plan and execute our actions in the real world (e.g., missing or inappropriately implemented cues to depth). However, perceptual limitations of currently available VR devices may not be the only source of differences in behaviour. What has so far largely been neglected is how cognitive factors shape behaviour in VR. Particularly, the awareness of interacting with virtual objects can change expectations about the consequence of our actions. For example, while we have clear expectations regarding the immediate consequences of collisions with real objects (e.g., pain or injury and/or damage to the object), collisions with virtual objects usually do not have such direct consequences. Thus, even if VR was perceptually perfect, as long as people are cognisant of its virtual nature, the cognitive effects are likely to alter the way we act in VR (e.g., how cautiously we move). It is therefore essential to understand the exact nature of these cognitive effects.
Another feature of many VR applications that might affect our actions is that users often do not directly interact with real or virtual objects but instead use some device (e.g., a joystick) to manipulate them. In that case, the relation between biomechanical effort and resulting movement differs from their natural relation. This is crucial as we know that natural movements are shaped by biomechanical demands and the biomechanical constraints of our body.
What makes the systematic investigation of the influence of these factors difficult is that due to the limitations of currently available VR devices, it is impossible to disentangle their effects. For example, the effects of the reduced perceptual complexity on movements cannot be easily separated from those resulting from the knowledge of interacting with virtual objects.
Here, we propose a method that allows us to directly compare behaviour in natural and virtual environments independent of the limitations of currently available VR devices. We will simulate a virtual environment by using a powerful but in this kind of research underutilised tool: mirrors. Mirrors are simple and easy to use, yet they are visually the most complete and convincing virtual reality device available. Using mirrors to simulate VR has the advantage that the mirrored environment provides the same visual information as the corresponding natural environment. Therefore, we can investigate behaviour in virtual environments while being able to control the confounding effects of reduced perceptual complexity which is impossible with currently available VR devices. With this simulated virtual reality, we will systematically investigate the three features of VR influencing behaviour (i.e., reduction of perceptual complexity, virtuality of objects and virtuality of movements) using ecologically valid obstacle avoidance and grasping tasks. Our goal is to provide the scientific basis for implementations of VR that are useful for the investigation of human actions and advance knowledge on the interrelationship of perceptual, cognitive and visuomotor processes.
One reason for differences between behaviour in natural and virtual environments is that currently available VR devices simulate environments that are perceptually less complex than their natural counterparts and lack many sources of information that we use to plan and execute our actions in the real world (e.g., missing or inappropriately implemented cues to depth). However, perceptual limitations of currently available VR devices may not be the only source of differences in behaviour. What has so far largely been neglected is how cognitive factors shape behaviour in VR. Particularly, the awareness of interacting with virtual objects can change expectations about the consequence of our actions. For example, while we have clear expectations regarding the immediate consequences of collisions with real objects (e.g., pain or injury and/or damage to the object), collisions with virtual objects usually do not have such direct consequences. Thus, even if VR was perceptually perfect, as long as people are cognisant of its virtual nature, the cognitive effects are likely to alter the way we act in VR (e.g., how cautiously we move). It is therefore essential to understand the exact nature of these cognitive effects.
Another feature of many VR applications that might affect our actions is that users often do not directly interact with real or virtual objects but instead use some device (e.g., a joystick) to manipulate them. In that case, the relation between biomechanical effort and resulting movement differs from their natural relation. This is crucial as we know that natural movements are shaped by biomechanical demands and the biomechanical constraints of our body.
What makes the systematic investigation of the influence of these factors difficult is that due to the limitations of currently available VR devices, it is impossible to disentangle their effects. For example, the effects of the reduced perceptual complexity on movements cannot be easily separated from those resulting from the knowledge of interacting with virtual objects.
Here, we propose a method that allows us to directly compare behaviour in natural and virtual environments independent of the limitations of currently available VR devices. We will simulate a virtual environment by using a powerful but in this kind of research underutilised tool: mirrors. Mirrors are simple and easy to use, yet they are visually the most complete and convincing virtual reality device available. Using mirrors to simulate VR has the advantage that the mirrored environment provides the same visual information as the corresponding natural environment. Therefore, we can investigate behaviour in virtual environments while being able to control the confounding effects of reduced perceptual complexity which is impossible with currently available VR devices. With this simulated virtual reality, we will systematically investigate the three features of VR influencing behaviour (i.e., reduction of perceptual complexity, virtuality of objects and virtuality of movements) using ecologically valid obstacle avoidance and grasping tasks. Our goal is to provide the scientific basis for implementations of VR that are useful for the investigation of human actions and advance knowledge on the interrelationship of perceptual, cognitive and visuomotor processes.
People |
ORCID iD |
| Constanze Hesse (Principal Investigator) |
Publications
Giesel M
(2025)
Obstacle avoidance of physical, stereoscopic, and pictorial objects.
in Virtual reality
| Description | One of the most noteworthy findings of the award is that the accuracy of hand movements in 3D virtual settings can be enhanced by prior exposure to a closely matched real/ physical environment. We are currently investigating the question if this can be attributed to the re-scaling of ambiguous disparity cues (i.e., cues to depth) using one or several cues to absolute distance acquired during the interaction with real objects in natural environments. Secondly, we found that visual uncertainty induced by lowering illumination affects the accuracy of hand movements similarly in virtual and natural settings. Our investigations on the accuracy of hand movements and the acquisition of novel motor skills in virtual settings have sparked the interest of colleagues working in dentistry (resulting in joint supervision of one PhD student). They are particularly interested in how transferable skills can be taught to dentistry students using dental simulators in phantom heads. |
| Exploitation Route | Findings are of relevance to people using or researching the use of virtual environments to train motor skills (such as dentistry or surgery). It can be used to inform training methods, strategies and environments. |
| Sectors | Healthcare |
| Description | Open Research Area |
| Amount | £1,000,000 (GBP) |
| Funding ID | ES/X008258/1 |
| Organisation | Economic and Social Research Council |
| Sector | Public |
| Country | United Kingdom |
| Start | 05/2023 |
| End | 05/2026 |
| Title | Obstacle avoidance of physical, stereoscopic, and pictorial objects |
| Description | This data is associated with four behavioural experiments in which we systematically investigated obstacle avoidance of physical objects that varied in height, and for closely matched stereoscopic (3D), and pictorial (2D) images of the same obstacles. By using these different types of obstacles, we varied the types of visual cues to egocentric distance that were available to the participants. We tested obstacle avoidance for the images of obstacles both before and after interaction with the physical obstacles, and analysed how exposure to the physical obstacles affected performance. We found that the magnitude differences between the obstacles were initially underestimated for 2D and 3D images of the obstacles. However, after exposure to the physical obstacles, obstacle avoidance performance for the 3D images became similar to performance for the physical obstacles. No such improvement was found for 2D images. |
| Type Of Material | Database/Collection of data |
| Year Produced | 2024 |
| Provided To Others? | Yes |
| Impact | Our findings suggest that the improvement in performance for the 3D images might be the result of a calibration of the binocular disparity cues in the 3D images using information about egocentric distances picked up during the interaction with the physical objects. Our findings might have important consequences for the use of simulated environments in research and training. |
| URL | http://doi.org/10.17605/OSF.IO/6TF9R |
| Description | Fine motor skill learning in restorative dentistry |
| Organisation | University of Aberdeen |
| Department | School of Medicine & Dentistry Aberdeen |
| Country | United Kingdom |
| Sector | Academic/University |
| PI Contribution | adding knowledge about fine motor control of hand movements in real and virtual environment to inform teaching in dentistry |
| Collaborator Contribution | expertise on how fine motor skills are assessed and taught in dentistry - potential applications of our research |
| Impact | https://www.sharjah.ac.ae/en/Research/Conferences/wirf2025/Winners - winner of conference prize This is an interdisciplinary collaboration between psychology and dentistry |
| Start Year | 2022 |
| Description | Fine motor skill learning in restorative dentistry |
| Organisation | University of Sharjah |
| Country | United Arab Emirates |
| Sector | Academic/University |
| PI Contribution | adding knowledge about fine motor control of hand movements in real and virtual environment to inform teaching in dentistry |
| Collaborator Contribution | expertise on how fine motor skills are assessed and taught in dentistry - potential applications of our research |
| Impact | https://www.sharjah.ac.ae/en/Research/Conferences/wirf2025/Winners - winner of conference prize This is an interdisciplinary collaboration between psychology and dentistry |
| Start Year | 2022 |
| Description | Contribution to Psychology Conference for Pupils at Robert Gordon's College Aberdeen |
| Form Of Engagement Activity | Participation in an activity, workshop or similar |
| Part Of Official Scheme? | No |
| Geographic Reach | Local |
| Primary Audience | Schools |
| Results and Impact | Break out workshop demonstrating work of our project to puspils from Schools from across Scotland, including Strathallan School, Albyn School, Ullapool Academy, Millburn Academy, Hazelhead Academy, Kingussie High School and Meldrum Academy. |
| Year(s) Of Engagement Activity | 2024 |
| URL | https://www.rgc.aberdeen.sch.uk/newsarticles/~board/all-news/post/scottish-school-psychology |
| Description | Illusion Night - Public Outreach Event |
| Form Of Engagement Activity | Participation in an activity, workshop or similar |
| Part Of Official Scheme? | No |
| Geographic Reach | International |
| Primary Audience | Public/other audiences |
| Results and Impact | Large outreach event as part of the European Conference on Visual Perception organised in Aberdeen 2024. About 400 international participants from the conference and about 1200 participants from the general public of Aberdeen and Aberdeenshire. Increased interest in psychological research and understanding of research. |
| Year(s) Of Engagement Activity | 2024 |
| URL | https://ecvp2024.abdn.ac.uk/social-events/illusion-night/ |
| Description | Public Engagement Event at Aberdeen Art Gallery (Explorathon) |
| Form Of Engagement Activity | Participation in an activity, workshop or similar |
| Part Of Official Scheme? | No |
| Geographic Reach | Regional |
| Primary Audience | Public/other audiences |
| Results and Impact | About 300 people from the general public were shown some of our research and materials and had some hands on experiences with our research (i.e., exploring pleasantness and unpleasantness of materials, interacting with real and virtual Legoblocks etc), this raised interest in experimental psychology, the understanding of human action and visual and haptic perception and raised awareness for our research. |
| Year(s) Of Engagement Activity | 2023 |
| URL | https://www.explorathon.co.uk/events-programme/hall-of-mayhem |
| Description | STEM Research Showcase Event |
| Form Of Engagement Activity | Participation in an activity, workshop or similar |
| Part Of Official Scheme? | No |
| Geographic Reach | Local |
| Primary Audience | Schools |
| Results and Impact | About 30 S5/6 pupils attended this event in which we presented research taking place at the School of Psychology demonstrating that psychology is a science subject. This sparked questions and raised interested of the pupils in the subject area. |
| Year(s) Of Engagement Activity | 2024 |