32,388 research outputs found

    AUXie: Initial evaluation of a blind-accessible virtual museum tour

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    Remotely accessible audio-based virtual tours can offer great utility for blind or vision impaired persons, eliminating the difficulties posed by travel to unfamiliar locations, and allowing truly independent exploration. This paper draws upon sonification techniques used in previous implementations of audio-based 3D environments to develop a prototype of blind-accessible virtual tours specifically tailored to the needs of cultural sites. A navigable 3D world is presented using spatially positioned musical earcons, accompanied by synthesised speech descriptions and navigation aids. The worlds are read from X3D models enhanced with metadata to identify and describe the rooms and exhibits, thus enabling an audio modality for existing 3D worlds and simplifying the tour creation process. The prototype, named AUXie, was evaluated by 11 volunteers with total blindness to establish a proof of concept and identify the problematic aspects of the interface. The positive response obtained confirmed the validity of the approach and yielded valuable insight into how such tours can be further improved. Copyright the author(s) and CHISIG

    Virtual reality: Theoretical basis, practical applications

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    Virtual reality (VR) is a powerful multimedia visualization technique offering a range of mechanisms by which many new experiences can be made available. This paper deals with the basic nature of VR, the technologies needed to create it, and its potential, especially for helping disabled people. It also offers an overview of some examples of existing VR systems

    The virtual Tate

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    Identifying immersive environments’ most relevant research topics: an instrument to query researchers and practitioners

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    This paper provides an instrument for ascertaining researchers’ perspectives on the relative relevance of technological challenges facing immersive environments in view of their adoption in learning contexts, along three dimensions: access, content production, and deployment. It described its theoretical grounding and expert-review process, from a set of previously-identified challenges and expert feedback cycles. The paper details the motivation, setup, and methods employed, as well as the issues detected in the cycles and how they were addressed while developing the instrument. As a research instrument, it aims to be employed across diverse communities of research and practice, helping direct research efforts and hence contribute to wider use of immersive environments in learning, and possibly contribute towards the development of news and more adequate systems.The work presented herein has been partially funded under the European H2020 program H2020-ICT-2015, BEACONING project, grant agreement nr. 687676.info:eu-repo/semantics/publishedVersio

    Visualising mixed reality simulation for multiple users

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    Cowling, MA ORCiD: 0000-0003-1444-1563Blended reality seeks to encourage co-presence in the classroom, blending student experience across virtual and physical worlds. In a similar way, Mixed Reality, a continuum between virtual and real environments, is now allowing learners to work in both the physical and the digital world simultaneously, especially when combined with an immersive headset experience. This experience provides innovative new experiences for learning, but faces the challenge that most of these experiences are single user, leaving others outside the new environment. The question therefore becomes, how can a mixed reality simulation be experienced by multiple users, and how can we present that simulation effectively to users to create a true blended reality environment? This paper proposes a study that uses existing screen production research into the user and spectator to produce a mixed reality simulation suitable for multiple users. A research method using Design Based Research is also presented to assess the usability of the approach

    The Development and Failure of Social Norms in Second Life

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    This Note analyzes the development and efficacy of social norms in maximizing the welfare of participants in the virtual community of Second Life. Although some of these norms developed appropriately in response to the objectives and purposes of this virtual world, Second Life is so thoroughly steeped in conditions that have impeded the development of successful social norms in other communities that any system of social norms in Second Life will ultimately fail. Because social norms will likely,fail to successfully maximize resident welfare, regulatory schemes imposed both by the operators of the virtual world and by real-world governing institutions are needed to enhance the functioning of this particular alternative reality inhabited by millions

    The Development and Failure of Social Norms in Second Life

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    This Note analyzes the development and efficacy of social norms in maximizing the welfare of participants in the virtual community of Second Life. Although some of these norms developed appropriately in response to the objectives and purposes of this virtual world, Second Life is so thoroughly steeped in conditions that have impeded the development of successful social norms in other communities that any system of social norms in Second Life will ultimately fail. Because social norms will likely,fail to successfully maximize resident welfare, regulatory schemes imposed both by the operators of the virtual world and by real-world governing institutions are needed to enhance the functioning of this particular alternative reality inhabited by millions

    Virual world users evaluated according to environment design, task based adn affective attention measures

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    This paper presents research that engages with virtual worlds for education users to understand design of these applications for their needs. An in-depth multi-method investigation from 12 virtual worlds participants was undertaken in three stages; initially a small scale within-subjects eye-tracking comparison was made between the role playing game 'RuneScape' and the virtual social world 'Second Life', secondly an in-depth evaluation of eye-tracking data for Second Life tasks (i.e. avatar, object and world based) was conducted, finally a qualitative evaluation of Second Life tutorials in comparative 3D situations (i.e. environments that are; realistic to surreal, enclosed to open, formal to informal) was conducted. Initial findings identified increased users attention within comparable gaming and social world interactions. Further analysis identified that 3D world focused interactions increased participants' attention more than object and avatar tasks. Finally different 3D situation designs altered levels of task engagement and distraction through perceptions of comfort, fun and fear. Ultimately goal based and environment interaction tasks can increase attention and potentially immersion. However, affective perceptions of 3D situations can negatively impact on attention. An objective discussion of the limitations and benefits of virtual world immersion for student learning is presented

    Using Wii technology to explore real spaces via virtual environments for people who are blind

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    Purpose - Virtual environments (VEs) that represent real spaces (RSs) give people who are blind the opportunity to build a cognitive map in advance that they will be able to use when arriving at the RS. Design - In this research study Nintendo Wii based technology was used for exploring VEs via the Wiici application. The Wiimote allows the user to interact with VEs by simulating walking and scanning the space. Finding - By getting haptic and auditory feedback the user learned to explore new spaces. We examined the participants' abilities to explore new simple and complex places, construct a cognitive map, and perform orientation tasks in the RS. Originality – To our knowledge, this finding presents the first virtual environment for people who are blind that allow the participants to scan the environment and by this to construct map model spatial representations
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