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Virtual Human Computer Interaction

From Wikipedia, the free encyclopedia

Virtual Human-Computer Interaction (VHCI) laboratory is a research laboratory focused on exploring immersive technology's cognitive, affective, and behavioral implications on humans.[1] The lab was established by Eugene Ohu, a Nigerian researcher during a visit to Gannon University.[2]

Background

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During a visit to Gannon University in 2017, Eugene had the opportunity to explore Virtual Reality technology within Professor Ikechukwu Ohu's lab.[3] This experience had an impact on him and inspired him to establish a VHCI lab in 2018 at Lagos Business School, setting a new course for his career. He has since been involved in several projects involving VR technology and has been invited to speak at several international conferences.[4][5][6][7]

The lab was granted funding in 2020 by the Templeton World Charity Foundation to promote perspective-taking, empathy, and compassion among diverse ethnic groups in Nigeria. The project will utilize game jams as a tool to achieve this objective in public schools across the country. Nigeria, with a population of over 200 million, is home to more than 250 ethnic groups and 500 languages.[8][9][10][11]

In 2022, the VCHI lab established a partnership with Meta to conduct a cross-cultural academic research study across Africa using virtual reality (VR). The research aimed to explore how participation in VR game design can increase empathy and compassion among study participants.[12]

See also

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Lagos Business School

References

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  1. ^ "Welcome! – Virtual Human-Computer Interaction Lab". Retrieved 2023-09-27.
  2. ^ "A brief history of the VHCI Lab – Virtual Human-Computer Interaction Lab". Retrieved 2023-09-27.
  3. ^ "A brief history of the VHCI Lab – Virtual Human-Computer Interaction Lab". Retrieved 2023-09-28.
  4. ^ "The Edge of Ed: XR & the Nigerian Metaversity :: eLearning Faculty @ Bellevue College". Bellevue College. 2022-08-01. Retrieved 2023-09-28.
  5. ^ "Eugene Ohu's schedule for 2021 Games for Change Virtual Festival". 2021gamesforchangevirtualfestiva.sched.com. Retrieved 2023-09-28.
  6. ^ Schrier, Karen; Ohu, Eugene; Bodunde, Ikeola; Alugo, Morenike; Emami, Cynthia; Babatunde, Adeola (2021-08-02). "Piloting a Game Jam in Nigeria to Support Empathy and Compassion". Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events. ICGJ '21. New York, NY, USA: Association for Computing Machinery. pp. 60–63. arXiv:2108.03475. doi:10.1145/3472688.3472695. ISBN 978-1-4503-8417-9. S2CID 236778555.
  7. ^ Iwanger, Adzer (2020-07-21). "Nigerian Wins $234,000 Grant to Conduct Virtual Reality Research". SME360. Retrieved 2023-09-28.
  8. ^ Akindele, Ajala Samuel. "Nigerian wins $234,000 grant to conduct Virtual Reality research". www.premiumtimesng.com. Retrieved 2023-09-28.
  9. ^ "Lecturer wins $234,000 grant for Virtual Reality Research". Media Career Services. 2020-07-19. Retrieved 2023-09-28.
  10. ^ Omorogbe, Paul (2020-07-23). "LBS faculty wins $234,000 grant for virtual reality research". Tribune Online. Retrieved 2023-09-28.
  11. ^ "LBS faculty bags $234,000 grant for virtual reality research". TheCable Lifestyle. 2020-07-21. Retrieved 2023-09-28.
  12. ^ Eleanya, Frank (2022-12-05). "LBS partners Meta on virtual reality study to curb ethnic tensions". Businessday NG. Retrieved 2023-09-28.
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