60 research outputs found

    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

    Multimodality in {VR}: {A} Survey

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    Virtual reality has the potential to change the way we create and consume content in our everyday life. Entertainment, training, design and manufacturing, communication, or advertising are all applications that already benefit from this new medium reaching consumer level. VR is inherently different from traditional media: it offers a more immersive experience, and has the ability to elicit a sense of presence through the place and plausibility illusions. It also gives the user unprecedented capabilities to explore their environment, in contrast with traditional media. In VR, like in the real world, users integrate the multimodal sensory information they receive to create a unified perception of the virtual world. Therefore, the sensory cues that are available in a virtual environment can be leveraged to enhance the final experience. This may include increasing realism, or the sense of presence; predicting or guiding the attention of the user through the experience; or increasing their performance if the experience involves the completion of certain tasks. In this state-of-the-art report, we survey the body of work addressing multimodality in virtual reality, its role and benefits in the final user experience. The works here reviewed thus encompass several fields of research, including computer graphics, human computer interaction, or psychology and perception. Additionally, we give an overview of different applications that leverage multimodal input in areas such as medicine, training and education, or entertainment; we include works in which the integration of multiple sensory information yields significant improvements, demonstrating how multimodality can play a fundamental role in the way VR systems are designed, and VR experiences created and consumed

    没入型テレプレゼンス環境における身体のマッピングと拡張に関する研究

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    学位の種別: 課程博士審査委員会委員 : (主査)東京大学教授 暦本 純一, 東京大学教授 坂村 健, 東京大学教授 越塚 登, 東京大学教授 中尾 彰宏, 東京大学教授 佐藤 洋一University of Tokyo(東京大学

    Autonomous Collision avoidance for Unmanned aerial systems

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    Unmanned Aerial System (UAS) applications are growing day by day and this will lead Unmanned Aerial Vehicle (UAV) in the close future to share the same airspace of manned aircraft.This implies the need for UAS to define precise safety standards compatible with operations standards for manned aviation. Among these standards the need for a Sense And Avoid (S&A) system to support and, when necessary, sub¬stitute the pilot in the detection and avoidance of hazardous situations (e.g. midair collision, controlled flight into terrain, flight path obstacles, and clouds). This thesis presents the work come out in the development of a S&A system taking into account collision risks scenarios with multiple moving and fixed threats. The conflict prediction is based on a straight projection of the threats state in the future. The approximations introduced by this approach have the advantage of high update frequency (1 Hz) of the estimated conflict geometry. This solution allows the algorithm to capture the trajectory changes of the threat or ownship. The resolution manoeuvre evaluation is based on a optimisation approach considering step command applied to the heading and altitude autopilots. The optimisation problem takes into account the UAV performances and aims to keep a predefined minimum separation distance between UAV and threats during the resolution manouvre. The Human-Machine Interface (HMI) of this algorithm is then embedded in a partial Ground Control Station (GCS) mock-up with some original concepts for the indication of the flight condition parameters and the indication of the resolution manoeuvre constraints. Simulations of the S&A algorithm in different critical scenarios are moreover in-cluded to show the algorithm capabilities. Finally, methodology and results of the tests and interviews with pilots regarding the proposed GCS partial layout are covered

    Trust-Based Control of (Semi)Autonomous Mobile Robotic Systems

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    Despite great achievements made in (semi)autonomous robotic systems, human participa-tion is still an essential part, especially for decision-making about the autonomy allocation of robots in complex and uncertain environments. However, human decisions may not be optimal due to limited cognitive capacities and subjective human factors. In human-robot interaction (HRI), trust is a major factor that determines humans use of autonomy. Over/under trust may lead to dispro-portionate autonomy allocation, resulting in decreased task performance and/or increased human workload. In this work, we develop automated decision-making aids utilizing computational trust models to help human operators achieve a more effective and unbiased allocation. Our proposed decision aids resemble the way that humans make an autonomy allocation decision, however, are unbiased and aim to reduce human workload, improve the overall performance, and result in higher acceptance by a human. We consider two types of autonomy control schemes for (semi)autonomous mobile robotic systems. The first type is a two-level control scheme which includes switches between either manual or autonomous control modes. For this type, we propose automated decision aids via a computational trust and self-confidence model. We provide analytical tools to investigate the steady-state effects of the proposed autonomy allocation scheme on robot performance and human workload. We also develop an autonomous decision pattern correction algorithm using a nonlinear model predictive control to help the human gradually adapt to a better allocation pattern. The second type is a mixed-initiative bilateral teleoperation control scheme which requires mixing of autonomous and manual control. For this type, we utilize computational two-way trust models. Here, mixed-initiative is enabled by scaling the manual and autonomous control inputs with a function of computational human-to-robot trust. The haptic force feedback cue sent by the robot is dynamically scaled with a function of computational robot-to-human trust to reduce humans physical workload. Using the proposed control schemes, our human-in-the-loop tests show that the trust-based automated decision aids generally improve the overall robot performance and reduce the operator workload compared to a manual allocation scheme. The proposed decision aids are also generally preferred and trusted by the participants. Finally, the trust-based control schemes are extended to the single-operator-multi-robot applications. A theoretical control framework is developed for these applications and the stability and convergence issues under the switching scheme between different robots are addressed via passivity based measures

    Towards Naturalistic Interfaces of Virtual Reality Systems

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    Interaction plays a key role in achieving realistic experience in virtual reality (VR). Its realization depends on interpreting the intents of human motions to give inputs to VR systems. Thus, understanding human motion from the computational perspective is essential to the design of naturalistic interfaces for VR. This dissertation studied three types of human motions, including locomotion (walking), head motion and hand motion in the context of VR. For locomotion, the dissertation presented a machine learning approach for developing a mechanical repositioning technique based on a 1-D treadmill for interacting with a unique new large-scale projective display, called the Wide-Field Immersive Stereoscopic Environment (WISE). The usability of the proposed approach was assessed through a novel user study that asked participants to pursue a rolling ball at variable speed in a virtual scene. In addition, the dissertation studied the role of stereopsis in avoiding virtual obstacles while walking by asking participants to step over obstacles and gaps under both stereoscopic and non-stereoscopic viewing conditions in VR experiments. In terms of head motion, the dissertation presented a head gesture interface for interaction in VR that recognizes real-time head gestures on head-mounted displays (HMDs) using Cascaded Hidden Markov Models. Two experiments were conducted to evaluate the proposed approach. The first assessed its offline classification performance while the second estimated the latency of the algorithm to recognize head gestures. The dissertation also conducted a user study that investigated the effects of visual and control latency on teleoperation of a quadcopter using head motion tracked by a head-mounted display. As part of the study, a method for objectively estimating the end-to-end latency in HMDs was presented. For hand motion, the dissertation presented an approach that recognizes dynamic hand gestures to implement a hand gesture interface for VR based on a static head gesture recognition algorithm. The proposed algorithm was evaluated offline in terms of its classification performance. A user study was conducted to compare the performance and the usability of the head gesture interface, the hand gesture interface and a conventional gamepad interface for answering Yes/No questions in VR. Overall, the dissertation has two main contributions towards the improvement of naturalism of interaction in VR systems. Firstly, the interaction techniques presented in the dissertation can be directly integrated into existing VR systems offering more choices for interaction to end users of VR technology. Secondly, the results of the user studies of the presented VR interfaces in the dissertation also serve as guidelines to VR researchers and engineers for designing future VR systems

    Enabling the Development and Implementation of Digital Twins : Proceedings of the 20th International Conference on Construction Applications of Virtual Reality

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    Welcome to the 20th International Conference on Construction Applications of Virtual Reality (CONVR 2020). This year we are meeting on-line due to the current Coronavirus pandemic. The overarching theme for CONVR2020 is "Enabling the development and implementation of Digital Twins". CONVR is one of the world-leading conferences in the areas of virtual reality, augmented reality and building information modelling. Each year, more than 100 participants from all around the globe meet to discuss and exchange the latest developments and applications of virtual technologies in the architectural, engineering, construction and operation industry (AECO). The conference is also known for having a unique blend of participants from both academia and industry. This year, with all the difficulties of replicating a real face to face meetings, we are carefully planning the conference to ensure that all participants have a perfect experience. We have a group of leading keynote speakers from industry and academia who are covering up to date hot topics and are enthusiastic and keen to share their knowledge with you. CONVR participants are very loyal to the conference and have attended most of the editions over the last eighteen editions. This year we are welcoming numerous first timers and we aim to help them make the most of the conference by introducing them to other participants

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 12th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2020, held in Leiden, The Netherlands, in September 2020. The 60 papers presented in this volume were carefully reviewed and selected from 111 submissions. The were organized in topical sections on haptic science, haptic technology, and haptic applications. This year's focus is on accessibility

    Workload-aware systems and interfaces for cognitive augmentation

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    In today's society, our cognition is constantly influenced by information intake, attention switching, and task interruptions. This increases the difficulty of a given task, adding to the existing workload and leading to compromised cognitive performances. The human body expresses the use of cognitive resources through physiological responses when confronted with a plethora of cognitive workload. This temporarily mobilizes additional resources to deal with the workload at the cost of accelerated mental exhaustion. We predict that recent developments in physiological sensing will increasingly create user interfaces that are aware of the user’s cognitive capacities, hence able to intervene when high or low states of cognitive workload are detected. In this thesis, we initially focus on determining opportune moments for cognitive assistance. Subsequently, we investigate suitable feedback modalities in a user-centric design process which are desirable for cognitive assistance. We present design requirements for how cognitive augmentation can be achieved using interfaces that sense cognitive workload. We then investigate different physiological sensing modalities to enable suitable real-time assessments of cognitive workload. We provide empirical evidence that the human brain is sensitive to fluctuations in cognitive resting states, hence making cognitive effort measurable. Firstly, we show that electroencephalography is a reliable modality to assess the mental workload generated during the user interface operation. Secondly, we use eye tracking to evaluate changes in eye movements and pupil dilation to quantify different workload states. The combination of machine learning and physiological sensing resulted in suitable real-time assessments of cognitive workload. The use of physiological sensing enables us to derive when cognitive augmentation is suitable. Based on our inquiries, we present applications that regulate cognitive workload in home and work settings. We deployed an assistive system in a field study to investigate the validity of our derived design requirements. Finding that workload is mitigated, we investigated how cognitive workload can be visualized to the user. We present an implementation of a biofeedback visualization that helps to improve the understanding of brain activity. A final study shows how cognitive workload measurements can be used to predict the efficiency of information intake through reading interfaces. Here, we conclude with use cases and applications which benefit from cognitive augmentation. This thesis investigates how assistive systems can be designed to implicitly sense and utilize cognitive workload for input and output. To do so, we measure cognitive workload in real-time by collecting behavioral and physiological data from users and analyze this data to support users through assistive systems that adapt their interface according to the currently measured workload. Our overall goal is to extend new and existing context-aware applications by the factor cognitive workload. We envision Workload-Aware Systems and Workload-Aware Interfaces as an extension in the context-aware paradigm. To this end, we conducted eight research inquiries during this thesis to investigate how to design and create workload-aware systems. Finally, we present our vision of future workload-aware systems and workload-aware interfaces. Due to the scarce availability of open physiological data sets, reference implementations, and methods, previous context-aware systems were limited in their ability to utilize cognitive workload for user interaction. Together with the collected data sets, we expect this thesis to pave the way for methodical and technical tools that integrate workload-awareness as a factor for context-aware systems.Tagtäglich werden unsere kognitiven Fähigkeiten durch die Verarbeitung von unzähligen Informationen in Anspruch genommen. Dies kann die Schwierigkeit einer Aufgabe durch mehr oder weniger Arbeitslast beeinflussen. Der menschliche Körper drückt die Nutzung kognitiver Ressourcen durch physiologische Reaktionen aus, wenn dieser mit kognitiver Arbeitsbelastung konfrontiert oder überfordert wird. Dadurch werden weitere Ressourcen mobilisiert, um die Arbeitsbelastung vorübergehend zu bewältigen. Wir prognostizieren, dass die derzeitige Entwicklung physiologischer Messverfahren kognitive Leistungsmessungen stets möglich machen wird, um die kognitive Arbeitslast des Nutzers jederzeit zu messen. Diese sind in der Lage, einzugreifen wenn eine zu hohe oder zu niedrige kognitive Belastung erkannt wird. Wir konzentrieren uns zunächst auf die Erkennung passender Momente für kognitive Unterstützung welche sich der gegenwärtigen kognitiven Arbeitslast bewusst sind. Anschließend untersuchen wir in einem nutzerzentrierten Designprozess geeignete Feedbackmechanismen, die zur kognitiven Assistenz beitragen. Wir präsentieren Designanforderungen, welche zeigen wie Schnittstellen eine kognitive Augmentierung durch die Messung kognitiver Arbeitslast erreichen können. Anschließend untersuchen wir verschiedene physiologische Messmodalitäten, welche Bewertungen der kognitiven Arbeitsbelastung in Realzeit ermöglichen. Zunächst validieren wir empirisch, dass das menschliche Gehirn auf kognitive Arbeitslast reagiert. Es zeigt sich, dass die Ableitung der kognitiven Arbeitsbelastung über Elektroenzephalographie eine geeignete Methode ist, um den kognitiven Anspruch neuartiger Assistenzsysteme zu evaluieren. Anschließend verwenden wir Eye-Tracking, um Veränderungen in den Augenbewegungen und dem Durchmesser der Pupille unter verschiedenen Intensitäten kognitiver Arbeitslast zu bewerten. Das Anwenden von maschinellem Lernen führt zu zuverlässigen Echtzeit-Bewertungen kognitiver Arbeitsbelastung. Auf der Grundlage der bisherigen Forschungsarbeiten stellen wir Anwendungen vor, welche die Kognition im häuslichen und beruflichen Umfeld unterstützen. Die physiologischen Messungen stellen fest, wann eine kognitive Augmentierung sich als günstig erweist. In einer Feldstudie setzen wir ein Assistenzsystem ein, um die erhobenen Designanforderungen zur Reduktion kognitiver Arbeitslast zu validieren. Unsere Ergebnisse zeigen, dass die Arbeitsbelastung durch den Einsatz von Assistenzsystemen reduziert wird. Im Anschluss untersuchen wir, wie kognitive Arbeitsbelastung visualisiert werden kann. Wir stellen eine Implementierung einer Biofeedback-Visualisierung vor, die das Nutzerverständnis zum Verlauf und zur Entstehung von kognitiver Arbeitslast unterstützt. Eine abschließende Studie zeigt, wie Messungen kognitiver Arbeitslast zur Vorhersage der aktuellen Leseeffizienz benutzt werden können. Wir schließen hierbei mit einer Reihe von Applikationen ab, welche sich kognitive Arbeitslast als Eingabe zunutze machen. Die vorliegende wissenschaftliche Arbeit befasst sich mit dem Design von Assistenzsystemen, welche die kognitive Arbeitslast der Nutzer implizit erfasst und diese bei der Durchführung alltäglicher Aufgaben unterstützt. Dabei werden physiologische Daten erfasst, um Rückschlüsse in Realzeit auf die derzeitige kognitive Arbeitsbelastung zu erlauben. Anschließend werden diese Daten analysiert, um dem Nutzer strategisch zu assistieren. Das Ziel dieser Arbeit ist die Erweiterung neuartiger und bestehender kontextbewusster Benutzerschnittstellen um den Faktor kognitive Arbeitslast. Daher werden in dieser Arbeit arbeitslastbewusste Systeme und arbeitslastbewusste Benutzerschnittstellen als eine zusätzliche Dimension innerhalb des Paradigmas kontextbewusster Systeme präsentiert. Wir stellen acht Forschungsstudien vor, um die Designanforderungen und die Implementierung von kognitiv arbeitslastbewussten Systemen zu untersuchen. Schließlich stellen wir unsere Vision von zukünftigen kognitiven arbeitslastbewussten Systemen und Benutzerschnittstellen vor. Durch die knappe Verfügbarkeit öffentlich zugänglicher Datensätze, Referenzimplementierungen, und Methoden, waren Kontextbewusste Systeme in der Auswertung kognitiver Arbeitslast bezüglich der Nutzerinteraktion limitiert. Ergänzt durch die in dieser Arbeit gesammelten Datensätze erwarten wir, dass diese Arbeit den Weg für methodische und technische Werkzeuge ebnet, welche kognitive Arbeitslast als Faktor in das Kontextbewusstsein von Computersystemen integriert
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