288 research outputs found

    3D-LIVE : live interactions through 3D visual environments

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    This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination of FI testbeds and Living Labs (LL) would enable both researchers and users to explore capacities to enter the 3D Tele-Immersive (TI) application market and to establish new requirements for FI technology and infrastructure. It is expected that combining both FI technology pull and TI market pull would promote and accelerate the creation and adoption, by user communities such as sport practitioners, of innovative TI Services within sport events

    Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality

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    Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields

    3D-LIVE : live interactions through 3D visual environments

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    This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination of FI testbeds and Living Labs (LL) would enable both researchers and users to explore capacities to enter the 3D Tele-Immersive (TI) application market and to establish new requirements for FI technology and infrastructure. It is expected that combining both FI technology pull and TI market pull would promote and accelerate the creation and adoption, by user communities such as sport practitioners, of innovative TI Services within sport events

    LANGUAGE USE AND PERCEPTIONS OF ENGLISH AS A FOREIGN LANGUAGE (EFL) LEARNERS IN A TASK-BASED CLASS IN "SECOND LIFE "

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    Situated in cognitive interactionist theory and driven by task-based language teaching (TBLT), this study employed a multiple methods design to better address research questions regarding EFL learners' language use and perceptions about their language practices during task-based interaction in Second Life (SL). Findings showed that students perceived SL as a viable platform for language learning. Nine adult EFL learners worldwide were recruited to participate in this virtual course and used avatars to interact with peers via voice chat in simulated real-life tasks. Quantitative results revealed that confirmation checks, clarification requests and comprehension checks were the three most frequently used strategies. Two strategies that had not been documented in previous SL research were found--metacognitive strategy and "spell out the word." Negotiation patterns were also identified: single-layered and multi-layered trigger-resolution sequences. Additionally, the interrelationship among task types, negotiation and strategies was established--jigsaw task prompted the most instances of negotiation and strategy use whereas opinion-exchange task triggered the least. Results also indicated that EFL students had a statistically significant improvement on syntactic complexity and variety as well as on linguistic accuracy across all measured levels. Three core themes emerged from qualitative data: 1) perceptions about factors that impact virtual learning experience in SL, 2) attitudes toward learning English via avatars in SL, and 3) beliefs about the effects of task-based instruction on learning outcomes in SL. SL was endorsed as a promising learning environment owing to its conspicuous features, simulated immersion, augmented reality, tele/copresence and masked identities via avatars. This study demonstrated that implementation of task-based instruction can be maximized by 3-D, simulated features in SL, as evidenced in that 1) convergent tasks with single-outcome conditions stimulate more cognitive and linguistic processes; 2) 3-D multimodal resources in SL provide additional visual and linguistic support; 3) pre-task planning can optimize the quality of learners' linguistic performance; 4) real-life tasks that capitalize on SL features, accommodate learners' cultural/world knowledge, and simulate real-life tasks can make a difference in their virtual learning experiences; and 5) avatar identities boost learners' sense of self-image and confidence

    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

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    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London

    Tackling loneliness and isolation in older adults with virtual reality: How do we move forward?

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    Current trends in gerontology conceptualize Virtual Reality (VR) as a tool for rehabilitation, lauding its potential for cognitive rehabilitation or as an intervention to reduce cognitive function decline (D'Cunha, et al., 2019) (Bauer & Andringa, 2020) (Sayma, Tuijt, Cooper, & Walters, 2020) (Moyle, Jones, Dwan, & Petrovich, 2018). However, we must take a critical stance and identify not just the potential positive impact, but also how things may go wrong without appropriate guidelines, and the need for careful design around the interaction affordances of the technology. We conducted co-discovery and co-design workshops involving expert stakeholders and older adults (N=20) over a period of 6 month, involving practical activities including user personas and focus groups to understand the complexities of loneliness and identify possible solutions with VR. Based on our findings we focus our argument on two key factors in the conceptualization of loneliness: spaces, and activities which may take place within said spaces. we present our reconceptualization of VR as a tool for group activities instead of passive consumption of content and make a first step suggestions to the community for reducing feelings of loneliness with VR

    Virtual reality as an artistic medium: A study on creative projects using contemporary head-mounted displays

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    There has been a lack of discussion concerning virtual reality as an expressive medium. It is essential to emphasise the aesthetic dimension of virtual reality in order to develop the medium as a powerful artistic mode of expression. This thesis examines how head-mounted display-based virtual reality can be used for artistic expression, focussing on the aesthetic pleasures of the medium. Pioneering first-generation VR artworks are reviewed through the scope of artistic exploration, and four key aesthetic pleasures in VR experience are proposed: immersion, agency, navigation, and transformation. The demonstration of VR aesthetics is investigated through the qualitative content analysis of four contemporary VR installations. The study reveals following findings: (1) the coherence of a virtual environment is more crucial than a realistic representation of the physical world in inducing a sense of immersion; (2) the degree of agency is inverse in proportion to the degree of authorship in VR experiences; (3) placing constraints on participants’ movements can bring about a strong emotional impact; and (4) the participant’s attitude and behaviour changes according to the given identity in a virtual environment. It is suggested that the capacity of virtual reality is not currently used to its full extent when it comes to artistic manifestation. It is therefore the responsibility of artists, developers, and researchers to establish the language of virtual reality as an artistic medium for the future production of VR experience

    Virtual Heritage: Audio design for immersive virtual environments using researched spatializers.

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    This thesis work is based on a Virtual Heritage project being developed by the Systems of Representation research group. The objective of the project is to create a showcase demonstration on how the virtual reality (VR) could be used as an application for tourism in the heritage sector. In this context, my task was to develop a concept and prototype of how 'spatialized' sound could be used in a VR application. The initial location chosen for the concept was the ancient heritage burial site of Sammallahdenmäki, one of the Finnish heritage sites listed in the UNESCO register of World Heritage Sites. The thesis, that is written from an audio designer's perspective, focuses on three aspects of this project. First is the sound design for the Virtual Heritage project and the second is the quality of currently available 'spatializer' plug-ins used for headphone listening. In order to evaluate the process of designing 3D audio for virtual environments, the methods and principles within binaural rendering, sound design and immersion must be understood. Therefore, functions and theories within audio spatialization and 3D audio design are reviewed. Audio designers working on virtual reality content need the best possible solutions for creating believable 3D audio experiences. However, while working on the Virtual Heritage project, we did not find any comparative studies made about commercially available spatializer plug-ins for Unity. Thus, it was unknown what plug-in would have been the best possible solution for 3D audio spatialization. Consequently, two tests were conducted during this thesis work. First was an online test measuring which spatializer would be the most highly rated, in terms of perceived directional precision when utilizing head-related transfer functions without reverb or room simulations. The second was a comparative test studying if a spatialized audio rendering would increase immersion compared to non-spatialized audio rendering, when tested with the Virtual Heritage demonstration. The central aim in the showcase demonstration was to create an immersive virtual environment where users would feel as if they were travelling from the present, back to the Bronze Age, in order to understand and learn about the location’s unique history via auditory storytelling. The project was implemented utilising the Unity game engine. The research on music and other sound content used in the project’s sonic environment is explained. Finally, results of the project work are discussed.Tämä opinnäytetyö perustuu Virtual Heritage projektityöhön, joka on tehty Systems of Representation tutkimusryhmälle. Projektin tavoite on luoda malliesimerkki siitä, miten virtuaalitodellisuutta voitaisiin käyttää hyväksi turismisovelluksissa. Esimerkkikohteeksi projektille oli valittu Sammallahdenmäen hautaröykkiöt, joka on hyväksytty mukaan UNESCON maailmanperintöluetteloon. Tehtäväni oli toteuttaa Unity pelimoottorilla prototyyppi, jossa kartoitetaan virtuaalisen tilaäänen käyttömahdollisuuksia kyseisen teeman ympärillä. Opinnäyte on kirjoitettu äänisuunnittelijan näkökulmasta keskittyen kolmeen projektityöhön liittyvään keskeiseen osaan: prototyypin äänisuunnitteluun, immersion käsitteeseen sekä spatialisointi liitännäisten (plug-in) toimintaan ja laatuun. Virtuaalitodellisuuksiin sisältöä tuottavana äänisuunnittelijana tarvitsin parhaat mahdolliset työkalut uskottavan 3D äänimaailman luomiseen. Virtual Heritage projektia työstettäessä kävi kuitenkin ilmi, että ajankohtaista vertailevaa tutkimusta spatialisointi liitännäisten laatueroista ei ollut löydettävissä. Oli mahdotonta määritellä yksilöllisesti, mikä liitännäisistä on toimivin ratkaisu suurimmalle käyttäjäkunnalle. Täten oli tarpeellista toteuttaa kaksi tutkimusta. Ensimmäinen oli empiirinen verkkotutkimus, jolla arvioitiin spatialisointi liitännäisten suorituskykyä, kun mitataan subjektiivisesti äänen tilallisen sijoittumisen tarkkuutta kuulokekuuntelussa ilman kaikuprosessointeja. Tutkimuksessa parhaiten suoriutunut liitännäinen implementoitiin prototyyppiin. Toisessa kokeessa tutkittiin kuinka paljon implementoidun spatialisointi liitännäisen käyttäminen lisää virtuaalitodellisuuden immersiota verrattaessa spatialisoimattomaan ääneen, kun testialustana toimii Virtual Heritage prototyyppi. Projektin keskeisin tavoite oli luoda immersiivinen virtuaalitodellisuus, jossa käyttäjä voi kokea matkaavansa nykyajasta pronssikautiselle Sammallahdenmäelle ja oppia tällä tavoin kohteen ainutlaatuisesta historiasta äänikerronnan keinoin. Opinnäytetyössä esitellään äänikerronnan sisältöön ja toteutustapaan johtavat tutkimukset, tuotanto sekä ajatukset lopputuloksesta
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