23 research outputs found
An exploration from virtual to augmented reality gaming
Computer games are continuously improving graphics capabilities and game play, but the market demands show that more compelling gaming applications are required. In this article, the requirements of modern gaming applications are investigated and a classification of the most significant game design issues is presented. To understand the issues related to video and virtual reality gaming, an interactive game engine is designed and, as a case study, a traditional two-dimensional arcade game, called Breakout, is ported. Collision detection is supported between the graphics components of the application based on Newtonian laws of physics. To test the effectiveness of our approach, a tangible platform for playing interactive three-dimensional games using video see-through augmented reality techniques is proposed. To evaluate the effectiveness of each application, a pilot study was performed and the initial results of this study are presented
Augmented Reality techniques for museum environments
Research into indoor exhibition systems associated with the use of augmented reality technologies is very limited. In this paper, we propose an architecture that is capable of generating accurate 3D models using as input only a few photographs and then merging real and virtual information in a seamless way. We have experimentally applied two simple but effective ways of visualising incomplete or broken real objects as they were in their original state by superimposing their missing parts. To enhance the immersion and realism of the simulated environment, the system allows augmented exhibition of other modes of multimedia content such as textual and pictorial information within the 3D world space. Finally, human-computer interaction techniques are implemented to allow users to naturally manipulate the augmented scenarios
Interacting with virtual reality scenes on mobile devices
This paper discusses alternative approaches for interacting with virtual reality scenes on mobile devices, based upon work conducted as part of the locus project [4]. Three prototypes are introduced that adopt different interaction paradigms for mobile virtual reality scenes: interaction can be via the screen only, movement and gestures within the real world environment, or a mixture of these two approaches. The paper concludes by suggesting that interaction via movement and gestures within the may be a more intuitive approach for mobile virtual reality scenes
Digital heritage systems
This chapter describes the evaluation methods conducted for a digital heritage system, called ARCO (Augmented Representation of Cultural Objects), which examines the tools and methods used for its evaluation. The case study describes the knowledge acquired from several user requirement assessments, and further describes how to use this specific knowledge to provide a general framework for a holistic virtual museum evaluation. This approach will facilitate designers to determine the flaws of virtual museum environments, fill the gap between the technologies they use and those the users prefer and improve them in order to provide interactive and engaging virtual museums. The proposed model used not only quantitative, but also qualitative evaluation methods, and it is based on the extensive evaluations of the ARCO system by simple end-users, usability experts and domain experts. The main evaluation criteria were usability, presence, and learning.</p
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Digital heritage systems
This chapter describes the evaluation methods conducted for a digital heritage system, called ARCO (Augmented Representation of Cultural Objects), which examines the tools and methods used for its evaluation. The case study describes the knowledge acquired from several user requirement assessments, and further describes how to use this specific knowledge to provide a general framework for a holistic virtual museum evaluation. This approach will facilitate designers to determine the flaws of virtual museum environments, fill the gap between the technologies they use and those the users prefer and improve them in order to provide interactive and engaging virtual museums. The proposed model used not only quantitative, but also qualitative evaluation methods, and it is based on the extensive evaluations of the ARCO system by simple end-users, usability experts and domain experts. The main evaluation criteria were usability, presence, and learning.</p
Video_1_Progressive Training for Motor Imagery Brain-Computer Interfaces Using Gamification and Virtual Reality Embodiment.MP4
This paper presents a gamified motor imagery brain-computer interface (MI-BCI) training in immersive virtual reality. The aim of the proposed training method is to increase engagement, attention, and motivation in co-adaptive event-driven MI-BCI training. This was achieved using gamification, progressive increase of the training pace, and virtual reality design reinforcing body ownership transfer (embodiment) into the avatar. From the 20 healthy participants performing 6 runs of 2-class MI-BCI training (left/right hand), 19 were trained for a basic level of MI-BCI operation, with average peak accuracy in the session = 75.84%. This confirms the proposed training method succeeded in improvement of the MI-BCI skills; moreover, participants were leaving the session in high positive affect. Although the performance was not directly correlated to the degree of embodiment, subjective magnitude of the body ownership transfer illusion correlated with the ability to modulate the sensorimotor rhythm.</p
Data_Sheet_1_Progressive Training for Motor Imagery Brain-Computer Interfaces Using Gamification and Virtual Reality Embodiment.PDF
This paper presents a gamified motor imagery brain-computer interface (MI-BCI) training in immersive virtual reality. The aim of the proposed training method is to increase engagement, attention, and motivation in co-adaptive event-driven MI-BCI training. This was achieved using gamification, progressive increase of the training pace, and virtual reality design reinforcing body ownership transfer (embodiment) into the avatar. From the 20 healthy participants performing 6 runs of 2-class MI-BCI training (left/right hand), 19 were trained for a basic level of MI-BCI operation, with average peak accuracy in the session = 75.84%. This confirms the proposed training method succeeded in improvement of the MI-BCI skills; moreover, participants were leaving the session in high positive affect. Although the performance was not directly correlated to the degree of embodiment, subjective magnitude of the body ownership transfer illusion correlated with the ability to modulate the sensorimotor rhythm.</p
Exploring urban environments using virtual and Augmented Reality
In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location and orientation of the user, while the augmented reality interface uses computer vision techniques to capture patterns from the real environment and overlay additional way-finding information, aligned with real imagery, in real-time. The knowledge obtained from the evaluation of the virtual reality navigational experience has been used to inform the design of the augmented reality interface. Initial results of the user testing of the experimental augmented reality system for navigation are presented
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Multimedia Augmented Reality Interface for E-Learning (MARIE)
An interactive Multimedia Augmented Reality Interface for E-Learning (MARIE) is presented in the article. Its application for engineering education is discussed in order to enhance traditional teaching and learning methods; however, it is equally applicable to other areas. The authors have developed and implemented a user-friendly interface to experimentally explore the potential of augmented reality by superimposing Virtual Multimedia Content (VMC) information in an Augmented Reality (AR) tabletop environment, such as a student desk workspace. The user can interact with the VMC, which is composed of three-dimensional objects, images, animations, text (ASCII or three-dimensional) and sound. To prove the feasibility of the system only a small part of the teaching material was digitised and some experimental results are presented in the article
