59 research outputs found

    Creating Bio-adaptive Visual Cues for a Social Virtual Reality Meditation Environment

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    This thesis examines designing and implementing adaptive visual cues for a social virtual reality meditation environment. The system described here adapts into user’s bio- and neurofeedback and uses that data in visual cues to convey information of physiological and affective states during meditation exercises supporting two simultaneous users. The thesis shows the development process of different kinds of visual cues and attempts to pinpoint best practices, design principles and pitfalls regarding the visual cue development in this context. Also examined are the questions regarding criteria for selecting correct visual cues and how to convey information of biophysical synchronization between users. The visual cues examined here are created especially for a virtual reality environment which differs as a platform from traditional two dimensional content such as user interfaces on a computer display. Points of interests are how to embody the visual cues into the virtual reality environment so that the user experience remains immersive and the visual cues convey information correctly and in an intuitive manner

    Best practices and metrics for virtual reality user interfaces

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    Master's Project (M.S.) University of Alaska Fairbanks, 2019Virtual Reality (VR) technology has become increasingly effective and accessible within the past decade [15]. With this increase in the technology’s prevalence and cultural significance, certain interaction techniques and design choices have emerged as the most widely used and recommended. This research effort employs a VR experiment in which multiple selection methods, interface placements, and navigation techniques are compared side-by-side, and performance metrics and preference data are collected. Both best practice and to-be-avoided methods are examined, and the performance and preference data is analyzed. Determinations made based on the data gathered are partly in-line with expectations according to best practices, partly inconclusive, and partly contrary to the expected performance and preference results. Results suggest that virtual laser pointers and tapping are equally recommendable selection methods for most VR experiences, hand-mounted menus produce the best results overall, and despite performance advantages, joystick navigation should be avoided in VR due to user comfort concerns

    A virtual reality classroom to teach and explore crystal solid state structures

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    We present an educational application of virtual reality that we created to help students gain an in-depth understanding of the internal structure of crystals and related key concepts. Teachers can use it to give lectures to small groups (10-15) of students in a shared virtual environment, both remotely (with teacher and students in different locations) and locally (while sharing the same physical space). Lectures can be recorded, stored in an online repository, and shared with students who can either review a recorded lecture in the same virtual environment or can use the application for self-studying by exploring a large collection of available crystal structures. We validated our application with human subjects receiving positive feedback

    Social Virtual Reality Platform Comparison and Evaluation Using a Guided Group Walkthrough Method

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    As virtual reality (VR) headsets become more commercially accessible, a range of social platforms have been developed that exploit the immersive nature of these systems. There is a growing interest in using these platforms in social and work contexts, but relatively little work into examining the usability choices that have been made. We developed a usability inspection method based on cognitive walkthrough that we call guided group walkthrough. Guided group walkthrough is applied to existing social VR platforms by having a guide walk the participants through a series of abstract social tasks that are common across the platforms. Using this method we compared six social VR platforms for the Oculus Quest. After constructing an appropriate task hierarchy and walkthrough question structure for social VR, we ran several groups of participants through the walkthrough process. We undercover usability challenges that are common across the platforms, identify specific design considerations and comment on the utility of the walkthrough method in this situation

    Gamification of Education and Learning: Heuristic Elements, Player Types, and Learning Outcomes for Art History Games

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    The technology of virtual reality (VR) and the gamification of education and learning has had proven educational benefits, especially in secondary education. However, there remains little to no research on the heuristic elements and mechanics that contribute to learning at the postsecondary level of education. Most research conducted has been refined to science programs, but even in these instances, a study of the effects and interests of different demographics has yet to be considered. Given the visual nature of how the discipline of art history has traditionally been taught, there are a number of virtual reality (VR) applications to assist instructors in the field better engage students in immersive environments to provide a more accurate understanding of subjects covered. In order to capitalize on the strengths of the new digital medium, including immersion, engagement, and presence, the end user needs to be considered. This heuristic study investigates the different experiences, preferences, learning styles, and expectations relating to educational gaming of art history students at a private, Midwestern college. Results demonstrate that effective game design and development need consider the target audience to optimize user experience and learning outcomes

    Collaborative Interaction Techniques in Virtual Reality for Emergency Management

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    Virtual Reality (VR) technology has had many interesting applications over the last decades. It can be seen in a multitude of industries: entertainment, education, tourism to crisis management among others. Many of them, feature collaborative uses of VR technology. This thesis presents the design, development and evaluation of a multi-user VR system, aimed at collaborative usage focused on a crisis scenario based on real-life wildfire as the use case. The system also features a dual-map interface to display geographical information, providing both two-dimensional and three-dimensional views over the region and data relevant to the scenario. The main goals of this thesis are to understand how people can collaborate in VR, test which interface is preferred, as well as what kinds of notification mechanisms are more user friendly. The Virtual Environment (VE) displays relevant geo-located information, such as roads, towns, vehicles and the wildfire itself, in a dual-map setup, in two and three dimensions. Users are able to share the environment and, simultaneously, use available tools to interact with the maps and communicate with each other, while controlling the wildfire playback time to understand how it propagates. Actions such as drawing, measuring distances, directing vehicles and notifying other users are available. Users can propose actions that can then be accepted or denied. Eighteen subjects took part in a user study to evaluate the application. Participants were asked to perform several tasks, using the tools available, while sharing that same environment with the researcher. Upon analyzing data from the testing sessions, it is possible to state that most users agree they would be able to use the system to collaborate. The results also support the presence of both types of map interfaces, two-dimensional and three-dimensional, as they are objectively better suited for different tasks; users, subjectively, affirmed preference for both of them, depending on the task at hand.A Realidade Virtual (RV) tem demonstrado ter várias aplicações interessantes ao longo das últimas décadas. Faz parte de múltiplas indústrias, tais como entertenimento, educação, turismo, gestão de crises, entre outras. Muitas delas usam a tecnologia num contexto colaborativo. Nesta tese é apresentado o design, desenvolvimento e avaliação de um sistema multiutilizador de RV, dedicado ao uso colaborativo durante um cenário de crise baseado num fogo real. É também implementada uma interface dual-map que visualiza informação geográfica, providenciando duas vistas (2D e 3D) sobre a região e dados relevantes ao cenário descrito. Perceber como podem as pessoas colaborar em RV, testar qual a interface preferida e quais os tipos de mecanismos de notificação preferíveis são os objectivos principais desta tese. O Ambiente Virtual (AV) apresenta informação geo-referenciada relevante, como estradas, povoações, veículos e o próprio incêndio, através da interface dual. Utilizadores podem partilhar o ambiente e, simultaneamente, usar as ferramentas disponíveis para interagir com os mapas e comunicar entre si, enquanto controlam o progresso do incêndio para melhor entender como se propaga. Ações como desenhar, medir distâncias, direcionar veículos e notificar outros utilizadores estão disponíveis. Utilizadores podem também propor ações que serão aceites ou recusadas. Dezoito pessoas fizeram parte do estudo de utilizador para avaliar a aplicação. Os participantes executaram múltiplas tarefas, usando as ferramentas disponíveis, enquanto partilhavam o mesmo AV que o investigador. Após análise dos dados gerados, é possível afirmar que a maioria dos participantes consideram que seriam capazes de usar o sistema para colaborar. Os resultados também suportam a presença de ambos os tipos de mapas, 2D e 3D, pois ambos são objectivamente melhores para tarefas distintas; participantes, subjectivamente, afirmam preferência por ambas, dependendo da tarefa a executar

    Learning Through Surgeon's Eyes: Design, Development, and Evaluation of an Immersive Virtual Reality Training Tool for Oral and Maxillofacial Surgery

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    Background: Reduced training hours, over-crowded operating rooms, and lack of focus on non-technical skills are severely affecting surgical training. In specialities such as Oral and Maxillofacial Surgery, there is an increasing need for innovation in training. On the other hand, despite the application of technological advancements including virtual reality (VR) and augmented reality (AR), twenty-eight to forty percent of novice trainees are not confident in performing major surgery. The current research aims to address these challenges by finding a suitable way to develop an evidence-based immersive virtual reality (iVR) experience. Further, the research investigates the impact of this solution on the learning and confidence of trainees. This research introduces VR Surgery, an iVR experience, to address the gaps in the knowledge. VR Surgery is the first multi-sensory, holistic surgical training experience demonstrating Le Fort I osteotomy, a type of maxillofacial surgery, using Oculus Rift and Leap Motion devices. This research demonstrates the design, development and evaluation of VR Surgery and provides a way for future studies on the use of immersive technologies for surgical education. Methods: A design science research approach was followed to identify the problem, build the solution in collaboration with expert surgeons and evaluate it. Using a combination of multimedia, VR Surgery enables trainee surgeons to experience a realistic operating room environment, and interact with the patient’s anatomy while watching the surgery in a close-up stereoscopic 3D view. Consultant oral and maxillofacial surgeons in the UK evaluated VR Surgery for Face and Content validity. Surgeons commented on the content, usability and applicability of VR Surgery to surgical training. Further, to investigate the impact of VR Surgery on the perceived self-confidence of trainees, a single-blinded, parallel, randomised controlled trial (RCT) was performed. Surgical trainees (95) from seven dental schools took part in one of the first experiments to test the role of iVR on self-confidence. Experimental group participants learnt about the Le Fort I procedure using VR Surgery on an Oculus Rift. The control group used similar content in a standard PowerPoint presentation. The primary outcome measures were the self-assessment scores of trainees’ confidence as measured on a Likert scale and objective assessment based on the knowledge. Outcomes: The expert surgeons agreed with the validity of VR Surgery. The participants of the RCT were randomly divided into the experimental (51) and control (44) groups. Trainees had a mean age of 27∙14, and they were 45∙3% female students and 50∙5% male students. A repeated measures multivariate ANOVA was applied to the data to assess the overall impact of receiving the VR surgery intervention over conventional means on the confidence of trainees. Experimental group participants showed higher perceived self-confidence levels compared to those in the control group (p=0∙034, =0∙05). Novices in the first year of their training showed the highest improvement in their confidence, compared to those in the second and third year. Interpretation: Surgical trainees improve their knowledge and self-confidence levels after using an iVR training experience. The study proves that virtual reality applications such as VR Surgery have a substantial potential to bridge the differences in the quality of global surgical training. This research provides a framework for future researchers who use mixed reality for healthcare

    Leveraging eXtented Reality & Human-Computer Interaction for User Experi- ence in 360◦ Video

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    EXtended Reality systems have resurged as a medium for work and entertainment. While 360o video has been characterized as less immersive than computer-generated VR, its realism, ease of use and affordability mean it is in widespread commercial use. Based on the prevalence and potential of the 360o video format, this research is focused on improving and augmenting the user experience of watching 360o video. By leveraging knowledge from Extented Reality (XR) systems and Human-Computer Interaction (HCI), this research addresses two issues affecting user experience in 360o video: Attention Guidance and Visually Induced Motion Sickness (VIMS). This research work relies on the construction of multiple artifacts to answer the de- fined research questions: (1) IVRUX, a tool for analysis of immersive VR narrative expe- riences; (2) Cue Control, a tool for creation of spatial audio soundtracks for 360o video, as well as enabling the collection and analysis of captured metrics emerging from the user experience; and (3) VIMS mitigation pipeline, a linear sequence of modules (including optical flow and visual SLAM among others) that control parameters for visual modi- fications such as a restricted Field of View (FoV). These artifacts are accompanied by evaluation studies targeting the defined research questions. Through Cue Control, this research shows that non-diegetic music can be spatialized to act as orientation for users. A partial spatialization of music was deemed ineffective when used for orientation. Addi- tionally, our results also demonstrate that diegetic sounds are used for notification rather than orientation. Through VIMS mitigation pipeline, this research shows that dynamic restricted FoV is statistically significant in mitigating VIMS, while mantaining desired levels of Presence. Both Cue Control and the VIMS mitigation pipeline emerged from a Research through Design (RtD) approach, where the IVRUX artifact is the product of de- sign knowledge and gave direction to research. The research presented in this thesis is of interest to practitioners and researchers working on 360o video and helps delineate future directions in making 360o video a rich design space for interaction and narrative.Sistemas de Realidade EXtendida ressurgiram como um meio de comunicação para o tra- balho e entretenimento. Enquanto que o vídeo 360o tem sido caracterizado como sendo menos imersivo que a Realidade Virtual gerada por computador, o seu realismo, facili- dade de uso e acessibilidade significa que tem uso comercial generalizado. Baseado na prevalência e potencial do formato de vídeo 360o, esta pesquisa está focada em melhorar e aumentar a experiência de utilizador ao ver vídeos 360o. Impulsionado por conhecimento de sistemas de Realidade eXtendida (XR) e Interacção Humano-Computador (HCI), esta pesquisa aborda dois problemas que afetam a experiência de utilizador em vídeo 360o: Orientação de Atenção e Enjoo de Movimento Induzido Visualmente (VIMS). Este trabalho de pesquisa é apoiado na construção de múltiplos artefactos para res- ponder as perguntas de pesquisa definidas: (1) IVRUX, uma ferramenta para análise de experiências narrativas imersivas em VR; (2) Cue Control, uma ferramenta para a criação de bandas sonoras de áudio espacial, enquanto permite a recolha e análise de métricas capturadas emergentes da experiencia de utilizador; e (3) canal para a mitigação de VIMS, uma sequência linear de módulos (incluindo fluxo ótico e SLAM visual entre outros) que controla parâmetros para modificações visuais como o campo de visão restringido. Estes artefactos estão acompanhados por estudos de avaliação direcionados para às perguntas de pesquisa definidas. Através do Cue Control, esta pesquisa mostra que música não- diegética pode ser espacializada para servir como orientação para os utilizadores. Uma espacialização parcial da música foi considerada ineficaz quando usada para a orientação. Adicionalmente, os nossos resultados demonstram que sons diegéticos são usados para notificação em vez de orientação. Através do canal para a mitigação de VIMS, esta pesquisa mostra que o campo de visão restrito e dinâmico é estatisticamente significante ao mitigar VIMS, enquanto mantem níveis desejados de Presença. Ambos Cue Control e o canal para a mitigação de VIMS emergiram de uma abordagem de Pesquisa através do Design (RtD), onde o artefacto IVRUX é o produto de conhecimento de design e deu direcção à pesquisa. A pesquisa apresentada nesta tese é de interesse para profissionais e investigadores tra- balhando em vídeo 360o e ajuda a delinear futuras direções em tornar o vídeo 360o um espaço de design rico para a interação e narrativa

    VR Storytelling

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    The question of cinematic VR production has been on the table for several years. This is due to the peculiarity of VR language which, even if it is de ned by an image that surrounds and immerses the viewer rather than placing them, as in the classic cinematic situation, in front of a screen, relies decisively on an audiovisual basis that cannot help but refer to cinematic practices of constructing visual and auditory experience. Despite this, it would be extremely reductive to consider VR as the mere transposition of elements of cinematic language. The VR medium is endowed with its own speci city, which inevitably impacts its forms of narration. We thus need to investigate the narrative forms it uses that are probably related to cinematic language, and draw their strength from the same basis, drink from the same well, but develop according to di erent trajectories, thus displaying di erent links and a nities
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