Optional practice after the tutorial. No headset, account or personal information needed. Your answers stay in this page and reset when it closes. This is a concept activity, not a VR experience or a treatment.
Research connection and sources
Kineta's DPhil project explores conversational AI in virtual reality and beliefs about other people (Tober, n.d.). The examples here are fictional teaching activities. They do not show that a treatment works.
Place illusion concerns feeling located in a virtual place. Plausibility illusion concerns events seeming to happen, despite knowing the experience is virtual. Head-tracked views and relevant events can support these feelings (Slater, 2009). A relevant reply is one cue, not proof that an illusion occurs.
Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549-3557. https://doi.org/10.1098/rstb.2009.0138
Tober, K. (n.d.). Integrating conversational AI into virtual reality to treat paranoia: Initial development studies [Unpublished research proposal].