ArticleBehavior research methods2020
Studying human behavior with virtual reality: The Unity Experiment Framework.
Article in Behavior research methods, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 73 papers, 1 of them a synthesis that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
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Who cites it
73 citing papers in PubMed, 1 synthesis or guideline pooled it, 284 citations in OpenAlex.
- Brain-computer interface robotics for hand rehabilitation after stroke: a systematic review.Journal of neuroengineering and rehabilitation · 2021Pooled it
- Off the shelf: Investigating transfer of learning using commercially available virtual reality equipment.PloS one · 2023Trial
- Episodic memory in immersive virtual reality environments: the role of affective context and navigation control.Psychological research · 2026Article
- VRrec: A zero-coding open-source VR body-motion capture tool for behavioral research.Behavior research methods · 2026Article
- Architecture and Behavior-State Classification of a WebSocket-Based IMU Stream Extraction Workflow for Pico 4 Headsets.Sensors (Basel, Switzerland) · 2026Article
- Measuring the dynamics of attentional capture in hand and eye movements with virtual reality.Behavior research methods · 2026Article
- Current applications of virtual reality in assessing social cognitive functions: a review.Cognitive processing · 2026Review
- The Unity Playback System: A tool for visualizing behavioral data in 3D Unity virtual environments.Behavior research methods · 2026Article
- Self-Generated Expectations of Hazard Prevalence Affect Virtual Search and Rescue.Human factors · 2026Article
- Proprioceptive integration in motor control.The Journal of physiology · 2026Article
- NERV: A comprehensive framework for rapid, reproducible, and hardware-synchronized neuroscience experiment design and execution.Journal of neuroscience methods · 2026Article
- The effect of unilateral cortical blindness on lane position and gaze behavior in a virtual reality steering task.Scientific reports · 2026Article
- Adult age differences in the modulation of peripersonal space after tool use in virtual reality.Scientific reports · 2026Article
- Predictive use of environmental regularities requires action relevance.Scientific reports · 2026Article
- An open-source closed-loop Virtual Reality system to investigate social interactions and collective behavior in fish.PloS one · 2026Article
- Inverse hysteresis effects in a real and virtual environment.Frontiers in sports and active living · 2026Article
- Disentangling sensory contributions to postural control regulation through sample entropy and neural modeling: A preliminary study.PloS one · 2026Article
- Graded encoding of spatial novelty scales in the human brain.Nature communications · 2025Article
- Training SONAR spatial interpretation using virtual reality.Cognitive research: principles and implications · 2025Article
- NERV: A Comprehensive Framework for Rapid, Reproducible, and Hardware-Synchronized Neuroscience Experiment Design and Execution.bioRxiv : the preprint server for biology · 2025Article
13 more citing papers are in PubMed but not listed here.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors at 1 institution in 1 country.
Funding
Abstract
Virtual reality (VR) systems offer a powerful tool for human behavior research. The ability to create three-dimensional visual scenes and to measure responses to the visual stimuli enables the behavioral researcher to test hypotheses in a manner and scale that were previously unfeasible. For example, a researcher wanting to understand interceptive timing behavior might wish to violate Newtonian mechanics so that objects can move in novel 3-D trajectories. The same researcher might wish to collect such data with hundreds of participants outside the laboratory, and the use of a VR headset makes this a realistic proposition. The difficulty facing the researcher is that sophisticated 3-D graphics engines (e.g., Unity) have been created for game designers rather than behavioral scientists. To overcome this barrier, we have created a set of tools and programming syntaxes that allow logical encoding of the common experimental features required by the behavioral scientist. The Unity Experiment Framework (UXF) allows researchers to readily implement several forms of data collection and provides them with the ability to easily modify independent variables. UXF does not offer any stimulus presentation features, so the full power of the Unity game engine can be exploited. We use a case study experiment, measuring postural sway in response to an oscillating virtual room, to show that UXF can replicate and advance upon behavioral research paradigms. We show that UXF can simplify and speed up the development of VR experiments created in commercial gaming software and facilitate the efficient acquisition of large quantities of behavioral research data.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.