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  2. Running Virtual Reality Experiments Online: A Brief Introduction And Tutorial.
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  2. Running Virtual Reality Experiments Online: A Brief Introduction And Tutorial.

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Running virtual reality experiments online: A brief introduction and tutorial.

Levi Kumle1, Alfie Brazier2, Joel Kovoor2

  • 1Department of Experimental Psychology, University of Oxford, Oxford, UK. levi.kumle@psy.ox.ac.uk.

Behavior Research Methods
|April 29, 2026

View abstract on PubMed

Summary
This summary is machine-generated.

This study presents a practical method for conducting virtual reality (VR) experiments online. The developed tools and tutorial enable scalable, representative, and externally valid behavioral research using VR technology.

Keywords:
Online data collectionOnlineVR-toolboxVirtual reality

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Area of Science:

  • Cognitive and Behavioral Science
  • Human-Computer Interaction
  • Virtual Reality Applications

Background:

  • Conducting representative cognitive and behavioral research requires both realistic experimental settings and diverse participant samples.
  • Virtual reality (VR) enhances experimental realism and control, while online testing expands participant pools.
  • Integrating VR with online testing is compelling but faces technical challenges due to tool incompatibilities.

Purpose of the Study:

  • To provide a practical solution for conducting virtual reality (VR) experiments online.
  • To bridge the gap between lab-based VR studies and remote data collection.
  • To facilitate scalable, inclusive, and externally valid behavioral science research.

Main Methods:

  • Developed a step-by-step tutorial for converting lab-based VR studies to remote deployments using Unity and Steam.
  • Created an open-source onlineVR-toolbox with code, workflows, and Notebooks for participant management and data transfer.
  • Validated the approach through a proof-of-concept case study replicating a known memory effect.
  • Main Results:

    • Demonstrated the technical feasibility of remote data collection for VR experiments via Steam.
    • Showcased that online VR study results are consistent with traditional laboratory-based findings.
    • Validated the effectiveness of the open-source toolbox in facilitating online VR research.

    Conclusions:

    • Online VR studies are both possible and practical, overcoming previous technical hurdles.
    • The developed resources enable more scalable, inclusive, and externally valid behavioral science.
    • This approach opens new avenues for diverse and representative data collection in cognitive and behavioral research.