Virtual Human Computer Interaction

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]

## Contents

* 1 Background
* 2 See also
* 3 References
* 4 External links

## Background

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

Lagos Business School

## References

1. ↑ "Welcome! – Virtual Human-Computer Interaction Lab" (in en-GB). https://vhci.lbs.edu.ng/projects/welcome/.
2. ↑ "A brief history of the VHCI Lab – Virtual Human-Computer Interaction Lab" (in en-GB). https://vhci.lbs.edu.ng/a-brief-history-of-vhci/.
3. ↑ "A brief history of the VHCI Lab – Virtual Human-Computer Interaction Lab" (in en-GB). https://vhci.lbs.edu.ng/a-brief-history-of-vhci/.
4. ↑ "The Edge of Ed: XR & the Nigerian Metaversity :: eLearning Faculty @ Bellevue College" (in en-US). 2022-08-01. https://www.bellevuecollege.edu/elearningfaculty/2022/08/01/the-edge-of-ed-xr-the-nigerian-metaversity/.
5. ↑ "Eugene Ohu's schedule for 2021 Games for Change Virtual Festival". https://2021gamesforchangevirtualfestiva.sched.com/moderator/eugene_ohu.22dfehvf.
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. doi:10.1145/3472688.3472695. ISBN 978-1-4503-8417-9. https://doi.org/10.1145/3472688.3472695.
7. ↑ Iwanger, Adzer (2020-07-21). "Nigerian Wins $234,000 Grant to Conduct Virtual Reality Research" (in en-US). https://www.sme360.ng/2020/07/21/nigerian-wins-234000-grant-to-conduct-virtual-reality-research/.
8. ↑ Akindele, Ajala Samuel. "Nigerian wins $234,000 grant to conduct Virtual Reality research". https://www.premiumtimesng.com/news/more-news/404120-nigerian-wins-234000-grant-to-conduct-virtual-reality-research.html?tztc=1.
9. ↑ "Lecturer wins $234,000 grant for Virtual Reality Research" (in en-US). 2020-07-19. https://mediacareerng.org/2020/07/19/lecturer-wins-234000-grant-for-virtual-reality-research/.
10. ↑ Omorogbe, Paul (2020-07-23). "LBS faculty wins $234,000 grant for virtual reality research" (in en-GB). https://tribuneonlineng.com/lbs-faculty-wins-234000-grant-for-virtual-reality-research/.
11. ↑ "LBS faculty bags $234,000 grant for virtual reality research" (in en-US). 2020-07-21. https://lifestyle.thecable.ng/lbs-faculty-bags-234000-grant-for-virtual-reality-research/.
12. ↑ Eleanya, Frank (2022-12-05). "LBS partners Meta on virtual reality study to curb ethnic tensions" (in en-US). https://businessday.ng/technology/article/lbs-partners-meta-on-virtual-reality-study-to-curb-ethnic-tensions/.

## External links

* Official website

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