This method can help answer key questions in the decision science and spatial cognition fields, such as how to use desktop virtual reality to conduct wayfinding studies with multiple participants. The main advantage of this technique is that the experimental protocol can be adapted and applied by other researchers in order to set up a network desktop virtual reality laboratory. The implications of this technique extend toward behavioral science and spatial cognition, because experimenters can efficiently monitor the behavior of participants that are simultaneously immersed in a desktop virtual environment.
Generally individuals new to this method will struggle because such a laboratory requires maintenance and strict protocols to collect data in a controlled setting. The visual demonstration of this method is critical because of difficulties associated with multi-user desktop virtual reality experiments, such as setting up the experiment and managing participants. Demonstrating this procedure will be Alvaro Ingold, a technician from our laboratory.
Begin by turning on the server and the lights in the control room at the lab. Set up the testing rooms according to the required number of participants. Copy the executable experiment program and its corresponding configuration files on the network drive.
Then open PowerShell Integrated Scripting Environment on the Windows desktop. In the PowerShell console, specify an array of computer names to create a client pool object. Type Start-Pool pool to start the client computers, and Register-Pool pool to connect the server to the client computers.
Next, prepare the computers on the client side before launching the program. Type Invoke-Pool Mount-NetworkShare path}to direct the computers to enter the right folder path. Then, execute the prepared functions on the server by typing in Start-GameServer, and typing on the client's computer Invoke-Pool Start-GameClient}Specify the IP Address of the server as parameter of the function.
Wait for a message on the server's monitor that indicates a successful connection. Finally, distribute the consent forms and pens in each cubicle. Shuffle the deck of seating cards that indicate the seating arrangement of the participants.
Five minutes before the official start time, start checking each participant's ID to ensure that they match the list of registered participants. Then let the participants pick a card that indicates their seat number. Have the participants walk to the corresponding cubicle, and to read and sign the consent forms.
Pick up these before conducting the experiment. Broadcast the instructions with a microphone to all the participants. Inform them of the basic rules, including no communication to other participants, and no personal electronic devices permitted.
Ask the participants to raise their hands if they have any questions regarding the experiment. Begin the experiment by presenting the demographic questionnaire. Deploy the training scene to teach the participants how to maneuver through the virtual environment and monitor progress by looking at screenshots from all computers until all participants have finished the training session.
After the training session, begin the testing phase of the experiment. Ensure that there is a short waiting period before each trial for loading the next scene and allowing the participants to read the instructions. Observe the participants'behaviors from the birds-eye interface on the server computer.
After the experiment is complete, close the server and client program by typing Stop-GameClient and Stop-GameServer in the PowerShell console. Then, ask the participants to remain seated until their number is called over the microphone. Extract the participants'final scores from the file score.
txt in the Project Folder on the server's computer, and convert their scores into a monetary payment. Copy and save the experiment data from the server to an external disk for future analysis. Then, call the cubicle numbers one at at time, and meet each participant at the reception desk.
Thank the participant and give them the corresponding payment. Finally, examine the empty cubicles and collect any remaining pens or forms. Here, the maximum and minimum times are the times required by the fastest and slowest participants to reach the destination on each trial.
These descriptive statistics indicate the extent to which the participants became familiar with the environment over trials. The obtained data also allows for the visualization of trajectories generated but the virtual crowd in Trial 1 and Trial 16. Spatial statistics can then be used to analyze the changes in trajectories over trials.
While attempting this procedure, it's important to remember to always follow the strict steps of the designed experiments because of the cost associated with each experimental session.