TAI Hosts Dr. Gi Woong Yun for Lecture on Virtual Reality Use and Effects

TAI faculty attending Dr. Yun’s presentation.

Friday, October 27, Associate Professor and Director of the Center for Advanced Media Studies at the University of Nevada Reno, Dr. Gi Woong Yun, made a visit to SMU campus and presented his research as part of TAI’s Visiting Scholar Lecture Series. The main title of his presentation was “Measurement Development of Virtual Reality Use and Its Effects.”

First, Dr. Yun provided his current research on the levels of student stress and psychopathology. Preemptive interventions that proactively address personal well-being using new technology were tested in his VR mediation study. The rationale for this study is that the VR tools may be able to provide a unique opportunity to promote student health through an affordable and immersive meditative platform. This project examines the effectiveness of VR immersive mindfulness meditation through a longitudinal, quasi-experimental research design. Biometric feedback (e.g., heart rate), combined with Cohen’s Perceived Stress Scale and participant self-reports, informed the potential for VR interventions on college campuses. Results indicated that VR could be an effective intervention method. But, the quantitative measurements could be improved to detect long-term effects of the meditation sessions.

TAI faculty trying out the VR equipment after the presentation.

The second study was VR and mobile EEG measurement. Dr. Yun presented research methods in implementing a two-by-two experimental design using both repeated measures (exciting VR content vs. experiential VR content) and between subject stimulus (social vs. no social). The effects were measured with a mobile EEG tool, Emotiv EPOC, and post-test surveys. The mobile EEG tool was able to detect stimulus content showing increased brain activities in some areas of the brain. However, social interaction stimulus did not make a difference in EEG measurements and showed no interaction effect. The framework developed can be adopted in areas of research on contemporary VR production, audience research, content regulation, and game development, to name a few.

Dr. Yun’s presentation was attended by many TAI faculty members, all of whom enjoyed his lecture and the opportunity to use the VR equipment following the lecture.

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