735 research outputs found

    How can Extended Reality Help Individuals with Depth Misperception?

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    Despite the recent actual uses of Extended Reality (XR) in treatment of patients, some areas are less explored. One gap in research is how XR can improve depth perception for patients. Accordingly, the depth perception process in XR settings and in human vision are explored and trackers, visual sensors, and displays as assistive tools of XR settings are scrutinized to extract their potentials in influencing users’ depth perception experience. Depth perception enhancement is relying not only on depth perception algorithms, but also on visualization algorithms, display new technologies, computation power enhancements, and vision apparatus neural mechanism knowledge advancements. Finally, it is discussed that XR holds assistive features not only for the improvement of vision impairments but also for the diagnosis part. Although, each specific patient requires a specific set of XR setting due to different neural or cognition reactions in different individuals with same the disease

    Exploring the effectiveness of wall and floor mounted guiding light systems in an underground parking evacuation scenario

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    Abstract. The usage of virtual reality (VR) in all kinds of applications has been on the rise for several years now. The technology and its applications have matured to a state where it is possible to create realistic and immersive simulations to easily and affordably train people for certain activities that could otherwise be dangerous or costly to implement. These activities include dealing with hazardous materials, evacuating structures or performing surgeries to name a few. The focus of this thesis is on evaluating two types of differently placed guiding light systems using a VR simulation. The effectiveness of these light systems is examined using an evacuation scenario occurring in an underground parking garage during an emergency. The collected data consisted of heart rate measurements and various performance metrics such as completion time, walk distance, and average speed that were recorded during the simulation, and a questionnaire that was conducted before and after the simulation. The participants were divided into three groups consisting of a baseline group with no assistive lighting and two experiment groups with different types of assistive lights. The simulation was run using a VR HMD (head mounted display) in a glass-walled cubicle. All the performance results and measurements are discussed and conclusions are made about the lighting system performances, user experiences and the heart rate measurements. The performance results as well as the heart rate measurements showed differences between the three groups. Furthermore, when comparing the participants by their gaming experience, the results showed significantly better performance for those with more gaming experience. Finally, the experiment as a whole is analysed and improvement suggestion are made to it as well as for possible further research into the topic.Tutkielma seinÀ- ja lattia-asennettujen avustusvalojen vaikutuksesta maanalaisen parkkihallin evakuointiskenaariossa. TiivistelmÀ. Virtuaalitodellisuuden (VR) kÀyttö kaikenlaisissa sovelluksissa on ollut kasvussa viime vuosien aikana. Itse tekniikka ja sitÀ kÀyttÀvÀt sovellukset ovat kehittyneet siihen pisteeseen, ettÀ niiden avulla on mahdollista luoda realistisia ja immersiivisiÀ simulaatioita, joilla voidaan helposti ja edullisesti kouluttaa ihmisiÀ aktiviteetteihin, jotka voisivat muuten olla vaarallisia tai kalliita toteuttaa. TÀllaisia aktiviteetteja ovat mm. toimiminen vaarallisten aineiden kanssa, rakennusten evakuointi ja leikkausten tekeminen. TÀmÀn diplomityön fokus on kahden eri tavalla asennettujen avustusvalojen vertailu VR- simulaatiossa. NÀiden valaistussysteemien vaikutusta arvioidaan maanalaisessa parkkihallissa tapahtuneen vaaratilanteen jÀlkeistÀ evakuointia mallintavan VR-simulaation avulla. KerÀtty data koostui sykkeenmittauksesta ja useista suorituskykymittareista kuten suoritusajasta, kÀvellystÀ matkasta ja keskinopeudesta, jotka tallennettiin simulaation ajalta, sekÀ kysymysosioista, joista ensimmÀinen tÀytettiin ennen simulaatiota ja toinen sen jÀlkeen. Testiin osallistujat jaettiin kolmeen ryhmÀÀn, joista kahdella testiryhmÀllÀ oli molemmilla apunaan toinen testattavista avustusvalojÀrjestelmistÀ ja verrokkiryhmÀÀn, jolla ei ollut minkÀÀnlaisia avustusvaloja. Simulaatiossa kÀytettiin virtuaalitodellisuuslaseja ja ne tehtiin suljetussa lasikopissa. Simulaatiosta suoriutuminen ja mittaustulokset kÀydÀÀn lÀpi ja niiden perusteella tehdÀÀn johtopÀÀtökset valaistusjÀrjestelmien suorituskyvystÀ, kÀyttÀjien kokemuksista ja sykkeenmittauksen tuloksista. SekÀ suoritusten- ettÀ sykkeenmittauksen tuloksissa oli eroja ryhmien vÀlillÀ. LisÀksi verrattaessa osallistujia nÀiden pelikokemuksen perusteella, osoittivat tulokset selkeÀsti parempaa suorituskykyÀ niillÀ, joilla oli enemmÀn kokemusta tietokonepeleistÀ. Lopuksi tutkimuksen onnistuminen kokonaisuudessaan analysoidaan ja tehdÀÀn parannusehdotuksia jo tehtyyn tutkimukseen sekÀ ehdotuksia mahdolliseen jatkotutkimukseen

    Measuring user experience for virtual reality

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    In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. These technologies have the potential to create new experiences that combine the advantages of reality and virtuality. While the technology for input as well as output devices is market ready, only a few solutions for everyday VR - online shopping, games, or movies - exist, and empirical knowledge about performance and user preferences is lacking. All this makes the development and design of human-centered user interfaces for VR a great challenge. This thesis investigates the evaluation and design of interactive VR experiences. We introduce the Virtual Reality User Experience (VRUX) model based on VR-specific external factors and evaluation metrics such as task performance and user preference. Based on our novel UX evaluation approach, we contribute by exploring the following directions: shopping in virtual environments, as well as text entry and menu control in the context of everyday VR. Along with this, we summarize our findings by design spaces and guidelines for choosing optimal interfaces and controls in VR.In den letzten Jahren haben Virtual Reality (VR) und 3D User Interfaces (3DUI) stark an PopularitĂ€t gewonnen, insbesondere bei Hard- und Software im Konsumerbereich. Diese Technologien haben das Potenzial, neue Erfahrungen zu schaffen, die die Vorteile von RealitĂ€t und VirtualitĂ€t kombinieren. WĂ€hrend die Technologie sowohl fĂŒr Eingabe- als auch fĂŒr AusgabegerĂ€te marktreif ist, existieren nur wenige Lösungen fĂŒr den Alltag in VR - wie Online-Shopping, Spiele oder Filme - und es fehlt an empirischem Wissen ĂŒber Leistung und BenutzerprĂ€ferenzen. Dies macht die Entwicklung und Gestaltung von benutzerzentrierten BenutzeroberflĂ€chen fĂŒr VR zu einer großen Herausforderung. Diese Arbeit beschĂ€ftigt sich mit der Evaluation und Gestaltung von interaktiven VR-Erfahrungen. Es wird das Virtual Reality User Experience (VRUX)- Modell eingefĂŒhrt, das auf VR-spezifischen externen Faktoren und Bewertungskennzahlen wie Leistung und BenutzerprĂ€ferenz basiert. Basierend auf unserem neuartigen UX-Evaluierungsansatz leisten wir einen Beitrag, indem wir folgende interaktive Anwendungsbereiche untersuchen: Einkaufen in virtuellen Umgebungen sowie Texteingabe und MenĂŒsteuerung im Kontext des tĂ€glichen VR. Die Ergebnisse werden außerdem mittels Richtlinien zur Auswahl optimaler Schnittstellen in VR zusammengefasst

    AmĂ©liorer les interactions homme-machine et la prĂ©sence sociale avec l’informatique physiologique

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    This thesis explores how physiological computing can contribute to human-computer interaction (HCI) and foster new communication channels among the general public. We investigated how physiological sensors, such as electroencephalography (EEG), could be employed to assess the mental state of the users and how they relate to other evaluation methods. We created the first brain-computer interface that could sense visual comfort during the viewing of stereoscopic images and shaped a framework that could help to assess the over all user experience by monitoring workload, attention and error recognition.To lower the barrier between end users and physiological sensors,we participated in the software integration of a low-cost and open hardware EEG device; used off-the shelf webcams to measure heart rate remotely, crafted we arables that can quickly equip users so that electrocardiography, electrodermal activity or EEG may be measured during public exhibitions. We envisioned new usages for our sensors, that would increase social presence. In a study about human-agent interaction, participants tended to prefer virtual avatars that were mirroring their own internal state. A follow-up study focused on interactions between users to describe how physiological monitoringcould alter our relationships. Advances in HCI enabled us to seam lesslyintegrate biofeedback to the physical world. We developped Teegi, apuppet that lets novices discover by themselves about their brain activity. Finally, with Tobe, a toolkit that encompasses more sensors and give more freedom about their visualizations, we explored how such proxy shifts our representations, about our selves as well as about the others.Cette thĂšse explore comment l’informatique physiologique peut contribuer aux interactions homme-machine (IHM) et encourager l’apparition de nouveaux canaux de communication parmi le grand public. Nous avons examinĂ© comment des capteurs physiologiques,tels que l’électroencĂ©phalographie (EEG), pourraient ĂȘtre utilisĂ©s afin d’estimer l’état mental des utilisateurs et comment ils se positionnent par rapport Ă  d’autres mĂ©thodes d’évaluation. Nous avons crĂ©Ă© la premiĂšre interface cerveau-ordinateur capable de discriminer le confort visuel pendant le visionnage d’images stĂ©rĂ©oscopiques et nous avons esquissĂ© un systĂšme qui peux aider Ă  estimer l’expĂ©rience utilisateur dans son ensemble, en mesurant charge mentale, attention et reconnaissance d’erreur. Pour abaisser la barriĂšre entre utilisateurs finaux et capteurs physiologiques, nous avons participĂ© Ă  l’intĂ©gration logicielle d’un appareil EEG bon marchĂ© et libre, nous avons utilisĂ© des webcams du commerce pour mesurer le rythme cardiaque Ă  distance, nous avons confectionnĂ© des wearables dont les utilisateurs peuvent rapidement s’équiper afin qu’électrocardiographie, activitĂ© Ă©lectrodermale et EEG puissent ĂȘtre mesurĂ©es lors de manifestations publiques. Nous avons imaginĂ© de nouveaux usages pour nos capteurs, qui augmenteraient la prĂ©sence sociale. Dans une Ă©tude autour de l’interaction humain agent,les participants avaient tendance Ă  prĂ©fĂ©rer les avatars virtuels rĂ©pliquant leurs propres Ă©tats internes. Une Ă©tude ultĂ©rieure s’est concentrĂ©e sur l’interaction entre utilisateurs, profitant d’un jeu de plateau pour dĂ©crire comment l’examen de la physiologie pourrait changer nos rapports. Des avancĂ©es en IHM ont permis d’intĂ©grer de maniĂšre transparente du biofeedback au monde physique. Nous avons dĂ©veloppĂ© Teegi, une poupĂ©e qui permet aux novices d’en dĂ©couvrir plus sur leur activitĂ© cĂ©rĂ©brale, par eux-mĂȘmes. Enfin avec Tobe, un toolkit qui comprend plus de capteurs et donne plus de libertĂ© quant Ă  leurs visualisations, nous avons explorĂ© comment un tel proxy dĂ©calenos reprĂ©sentations, tant de nous-mĂȘmes que des autres

    Is it worthwhile going immersive? : evaluating the performance of virtual simulated stores for shopper research : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Marketing at Massey University, Albany, New Zealand

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    Listed in 2020 Dean's List of Exceptional ThesesAdvances in simulation technology offer the possibility of more authentic shopper environments for virtual store experiments. Criticisms of subjective measures of consumer behavior previously led to the use of test markets or simulated stores for consumer experimental research. As cost implications made such experiments unavailable to the wider market research community, virtual simulated stores (VSSs) were developed as an alternative. However, the adoption of VSSs has been slow as traditional desktop-operated VSSs do not provide an authentic multicategory shopper experience. New simulation technologies offer the opportunity for more immersive and authentic VSS environments. Yet there has been little research on how authenticity of VSSs is impacted by newly available technology such as head-mounted displays, motion tracking, force feedback controllers, and application of place and plausibility cues. Thus, this dissertation asks whether immersive technologies have potential to provide highly authentic VSS environments. Of the many factors that may determine authenticity, this dissertation examines three; participants’ sense of telepresence, the realism of shopper behaviour, and the effects of shopper locomotion alternatives. An immersive VSS incorporating new virtual technologies was specifically designed and built for this research. Three studies were undertaken. The first compared perceived telepresence and usability between a desktop-operated VSS and an equivalent immersive walk-around VSS. The second examined the authenticity of shopper behaviour in the immersive walk-around VSS by comparing observed shopping patterns to those previously reported in the marketing literature. The third tested whether walk-around locomotion was necessary for authenticity, or whether a simpler teleportation method would result in equivalent shopper behaviour and emotions. Results showed that immersive VSS systems are preferable to traditional desktop-operated systems with regards to telepresence and usability. Further, authentic behavioural patterns can be found in immersive walk-around store experiments, including plausibility of private label shares, pack inspection times, shelf-height effects and impulse purchases. Lastly, there were no differences in shopper emotions and purchase behaviour between walk-around locomotion and controller-based instant teleportation, implying that the teleportation technique can be used, thereby reducing the required physical footprint for immersive VSS simulations. Collectively, the findings imply that marketers who study in-store shopper behavior can be confident using immersive VSS for their research as opposed to outdated desktop VSS technology

    Virtual Reality Engine Development

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    With the advent of modern graphics and computing hardware and cheaper sensor and display technologies, virtual reality is becoming increasingly popular in the fields of gaming, therapy, training and visualization. Earlier attempts at popularizing VR technology were plagued by issues of cost, portability and marketability to the general public. Modern screen technologies make it possible to produce cheap, light head-mounted displays (HMDs) like the Oculus Rift, and modern GPUs make it possible to create and deliver a seamless real-time 3D experience to the user. 3D sensing has found an application in virtual and augmented reality as well, allowing for a higher level of interaction between the real and the simulated. There are still issues that persist, however. Many modern graphics/game engines still do not provide developers with an intuitive or adaptable interface to incorporate these new technologies. Those that do, tend to think of VR as a novelty afterthought, and even then only provide tailor-made extensions for specific hardware. The goal of this paper is to design and implement a functional, general-purpose VR engine using abstract interfaces for much of the hardware components involved to allow for easy extensibility for the developer

    Development of Immersive and Interactive Virtual Reality Environment for Two-Player Table Tennis

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    Although the history of Virtual Reality (VR) is only about half a century old, all kinds of technologies in the VR field are developing rapidly. VR is a computer generated simulation that replaces or augments the real world by various media. In a VR environment, participants have a perception of “presence”, which can be described by the sense of immersion and intuitive interaction. One of the major VR applications is in the field of sports, in which a life-like sports environment is simulated, and the body actions of players can be tracked and represented by using VR tracking and visualisation technology. In the entertainment field, exergaming that merges video game with physical exercise activities by employing tracking or even 3D display technology can be considered as a small scale VR. For the research presented in this thesis, a novel realistic real-time table tennis game combining immersive, interactive and competitive features is developed. The implemented system integrates the InterSense tracking system, SwissRanger 3D camera and a three-wall rear projection stereoscopic screen. The Intersense tracking system is based on ultrasonic and inertia sensing techniques which provide fast and accurate 6-DOF (i.e. six degrees of freedom) tracking information of four trackers. Two trackers are placed on the two players’ heads to provide the players’ viewing positions. The other two trackers are held by players as the racquets. The SwissRanger 3D camera is mounted on top of the screen to capture the player’

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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