165 research outputs found

    Real walking in virtual environments for factory planning and evaluation

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    Nowadays, buildings or production facilities are designed using specialized design software and building information modeling tools help to evaluate the resulting virtual mock-up. However, with current, primarily desktop based tools it is hard to evaluate human factors of such a design, for instance spatial constraints for workforces. This paper presents a new tool for factory planning and evaluation based on virtual reality that allows designers, planning experts, and workforces to walk naturally and freely within a virtual factory. Therefore, designs can be checked as if they were real before anything is built.ISSN:2212-827

    Propping Up Virtual Reality With Haptic Proxies

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    Enhancing User Immersion and Virtual Presence in Interactive Multiuser Virtual Environments through the Development and Integration of a Gesture-Centric Natural User Interface Developed from Existing Virtual Reality Technologies

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    Immersion, referring to the level of physical or psychological submergence of a user within a virtual space relative to that user's consciousness of the real-world environment, has predominantly been established as an indispensable part of interactive media designs. This is most prevalent in Virtual Reality (VR) platforms, as their applications are typically reliant on user believability. With a wide variation of possible methodologies for the enhancement of this feature, the collectively recognised paradigm lies on the emphasis of naturalism in the design of the virtual system [7]. Though widely used by some specialised VR applications [4] such concepts are yet to be fully explored in the more contemporary virtual systems such as Social Immersive Virtual Environment (SIVE). The focus of the study described in this paper are the techniques being developed to enhance user immersion, virtual presence and co-presence in a SIVE application, through the design and integration of a VR-based Natural User Interface (NUI) that allows users to naturally and intuitively interact with the virtual environment and other networked users through the utilisation of full body gesture controls. These gestural controls prioritise the emulation of the alternate equivalent of such real-wold interactions, whilst also providing an interface for the seamless and unobtrusive translation of the user's real-world physical state into the virtual environment through intuitive user to virtual avatar proprioceptive coordination. © Springer International Publishing Switzerland 2014

    Natural Walking in Virtual Reality:A Review

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    ARC: Alignment-based Redirection Controller for Redirected Walking in Complex Environments

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    We present a novel redirected walking controller based on alignment that allows the user to explore large and complex virtual environments, while minimizing the number of collisions with obstacles in the physical environment. Our alignment-based redirection controller, ARC, steers the user such that their proximity to obstacles in the physical environment matches the proximity to obstacles in the virtual environment as closely as possible. To quantify a controller's performance in complex environments, we introduce a new metric, Complexity Ratio (CR), to measure the relative environment complexity and characterize the difference in navigational complexity between the physical and virtual environments. Through extensive simulation-based experiments, we show that ARC significantly outperforms current state-of-the-art controllers in its ability to steer the user on a collision-free path. We also show through quantitative and qualitative measures of performance that our controller is robust in complex environments with many obstacles. Our method is applicable to arbitrary environments and operates without any user input or parameter tweaking, aside from the layout of the environments. We have implemented our algorithm on the Oculus Quest head-mounted display and evaluated its performance in environments with varying complexity. Our project website is available at https://gamma.umd.edu/arc/

    Redirected Scene Rotation for Immersive Movie Experiences

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    Virtual reality (VR) allows for immersive and natural viewing experiences; however, these often expect users to be standing and able to physically turn and move easily. Seated VR applications, specifically immersive 360-degree movies, must be appropriately designed to facilitate user comfort and prevent sickness. Our research explores a scene rotation-based method for redirecting a viewer’s gaze and its effectiveness given two parameter adjustments: rotation speed and delay/angle threshold. The research explores the feasibility and effectiveness of the technique and of variations of the parameter values. The research is important because the results will prove useful in the development of future immersive movie or virtual reality experiences. We conducted a controlled user study to determine how users responded to the scene rotation and which parameter values they preferred. Metrics for effective results are derived from user comfort, sickness, and overall preference. From our study, we discovered that users responded favorably to the scene rotation technique, especially for the slow rotation speed. The results of this research will further the understanding of how to effectively develop content for virtual reality systems

    LoCoMoTe – a framework for classification of natural locomotion in VR by task, technique and modality

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    Virtual reality (VR) research has provided overviews of locomotion techniques, how they work, their strengths and overall user experience. Considerable research has investigated new methodologies, particularly machine learning to develop redirection algorithms. To best support the development of redirection algorithms through machine learning, we must understand how best to replicate human navigation and behaviour in VR, which can be supported by the accumulation of results produced through live-user experiments. However, it can be difficult to identify, select and compare relevant research without a pre-existing framework in an ever-growing research field. Therefore, this work aimed to facilitate the ongoing structuring and comparison of the VR-based natural walking literature by providing a standardised framework for researchers to utilise. We applied thematic analysis to study methodology descriptions from 140 VR-based papers that contained live-user experiments. From this analysis, we developed the LoCoMoTe framework with three themes: navigational decisions, technique implementation, and modalities. The LoCoMoTe framework provides a standardised approach to structuring and comparing experimental conditions. The framework should be continually updated to categorise and systematise knowledge and aid in identifying research gaps and discussions

    A platform for developing and fine tuning adaptive 3D navigation techniques for the immersive web

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    Navigating through a virtual environment is one of the major user tasks in the 3D web. Although hundreds of interaction techniques have been proposed to navigate through 3D scenes in desktop, mobile and VR headset systems, 3D navigation still poses a high entry barrier for many potential users. In this paper we discuss the design and implementation of a test platform to facilitate the creation and fine-tuning of interaction techniques for 3D navigation. We support the most common navigation metaphors (walking, flying, teleportation). The key idea is to let developers specify, at runtime, the exact mapping between user actions and virtual camera changes, for any of the supported metaphors. We demonstrate through many examples how this method can be used to adapt the navigation techniques to various people including persons with no previous 3D navigation skills, elderly people, and people with disabilities.This work has been partially funded by the Spanish Ministry of Economy and Competitiveness and FEDER under grant TIN2017-88515-C2-1-R, by EU Horizon 2020, JPICH Conservation, Protection and Use initiative (JPICH-0127) and the Spanish Agencia Estatal de Investigación, grant PCI2020-111979 Enhancement of Heritage Experiences: the Middle Ages; Digital Layered Models of Architecture and Mural Paintings over Time (EHEM).Peer ReviewedPostprint (author's final draft
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