| Literature DB >> 30734158 |
David Peeters1,2,3.
Abstract
This paper introduces virtual reality as an experimental method for the language sciences and provides a review of recent studies using the method to answer fundamental, psycholinguistic research questions. It is argued that virtual reality demonstrates that ecological validity and experimental control should not be conceived of as two extremes on a continuum, but rather as two orthogonal factors. Benefits of using virtual reality as an experimental method include that in a virtual environment, as in the real world, there is no artificial spatial divide between participant and stimulus. Moreover, virtual reality experiments do not necessarily have to include a repetitive trial structure or an unnatural experimental task. Virtual agents outperform experimental confederates in terms of the consistency and replicability of their behavior, allowing for reproducible science across participants and research labs. The main promise of virtual reality as a tool for the experimental language sciences, however, is that it shifts theoretical focus towards the interplay between different modalities (e.g., speech, gesture, eye gaze, facial expressions) in dynamic and communicative real-world environments, complementing studies that focus on one modality (e.g., speech) in isolation.Entities:
Keywords: Ecological validity; Multimodal communication; Psycholinguistics; Virtual reality
Mesh:
Year: 2019 PMID: 30734158 PMCID: PMC6557875 DOI: 10.3758/s13423-019-01571-3
Source DB: PubMed Journal: Psychon Bull Rev ISSN: 1069-9384
Fig. 1Ecological validity and experimental control in the language sciences perceived as two extremes on a continuum (Panel A) or as two orthogonal factors (Panel B)
Fig. 2Example of a CAVE setting in which an experimental participant can be immersed into a virtual environment to interact with virtual objects and avatars. Participants wear shutter glasses that present the virtual world in 3D. Infrared cameras continuously track the position of the glasses to align the virtual environment with the gaze position of the participant