39 research outputs found

    Effects of Local Latency on Games

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    Video games are a major type of entertainment for millions of people, and feature a wide variety genres. Many genres of video games require quick reactions, and in these games it is critical for player performance and player experience that the game is responsive. One of the major contributing factors that can make games less responsive is local latency โ€” the total delay between input and a resulting change to the screen. Local latency is produced by a combination of delays from input devices, software processing, and displays. Due to latency, game companies spend considerable time and money play-testing their games to ensure the game is both responsive and that the in-game difficulty is reasonable. Past studies have made it clear that local latency negatively affects both player performance and experience, but there is still little knowledge about local latencyโ€™s exact effects on games. In this thesis, we address this problem by providing game designers with more knowledge about local latencyโ€™s effects. First, we performed a study to examine latencyโ€™s effects on performance and experience for popular pointing input devices used with games. Our results show significant differences between devices based on the task and the amount of latency. We then provide design guidelines based on our findings. Second, we performed a study to understand latencyโ€™s effects on โ€˜atomsโ€™ of interaction in games. The study varied both latency and game speed, and found game speed to affect a taskโ€™s sensitivity to latency. Third, we used our findings to build a model to help designers quickly identify latency-sensitive game atoms, thus saving time during play-testing. We built and validated a model that predicts errors rates in a game atom based on latency and game speed. Our work helps game designers by providing new insight into latencyโ€™s varied effects and by modelling and predicting those effect

    Room of Errors - Feasibility and Design of a Simulation Training Concept in VR with Intentional Simulation Errors

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    In 2020, 13.1 percent of somatic hospital stays in Norway led to hospital-acquired complications or injuries. One way of working to prevent these events may be found in the education of health personnel. Nursing study programs have seen increased use of simulation training and Virtual Reality (VR). One method for simulation training is the โ€œRoom of Errors,โ€ which asks participants to look for pre-established errors. Implementing this concept in VR introduces additional challenges: How should such an application be designed so that users recognize and accept the errors as part of the simulation and do not see them as the result of a faulty application? Previous studies have not considered cooperative Room of Errors simulation training in VR, which has added benefits in non-VR simulations. How feasible is it to support multiple concurrent users? This thesis addresses these questions by developing a VR Room of Errors application. Nine lecturers for Nurse Anesthetist, Intensive Care Nursing, and Operating Room Nursing study programs evaluated the application. They confirm its usability and that they would consider using the application as part of their simulation-based education. Importantly, the virtual environment is accepted by users, including intended and unintended simulation errors. Evaluations with two cooperating participants shows an added layer of communication and confirms the feasibility of multiple concurrent users. The concept is viable in VR, and development is practically and financially feasible.Masteroppgave i Programutvikling samarbeid med HVLPROG399MAMN-PRO

    A Utility Framework for Selecting Immersive Interactive Capability and Technology for Virtual Laboratories

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    There has been an increase in the use of virtual reality (VR) technology in the education community since VR is emerging as a potent educational tool that offers students with a rich source of educational material and makes learning exciting and interactive. With a rise of popularity and market expansion in VR technology in the past few years, a variety of consumer VR electronics have boosted educators and researchersโ€™ interest in using these devices for practicing engineering and science laboratory experiments. However, little is known about how such devices may be well-suited for active learning in a laboratory environment. This research aims to address this gap by formulating a utility framework to help educators and decision-makers efficiently select a type of VR device that matches with their design and capability requirements for their virtual laboratory blueprint. Furthermore, a framework use case is demonstrated by not only surveying five types of VR devices ranging from low-immersive to full-immersive along with their capabilities (i.e., hardware specifications, cost, and availability) but also considering the interaction techniques in each VR device based on the desired laboratory task. To validate the framework, a research study is carried out to compare these five VR devices and investigate which device can provide an overall best-fit for a 3D virtual laboratory content that we implemented based on the interaction level, usability and performance effectiveness

    ๊ฐ€์ƒํ˜„์‹ค์—์„œ ๋ชธ์˜ ์ž์„ธ์™€ ๊ณต๊ฐ„์ธ์ง€, ๊ณต๊ฐ„์ด๋™๋ฐฉ๋ฒ•, ์กด์žฌ๊ฐ, ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ์˜ ์ƒํ˜ธ์ž‘์šฉ์— ๋Œ€ํ•œ ์—ฐ๊ตฌ

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    ํ•™์œ„๋…ผ๋ฌธ (๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ์ธ๋ฌธ๋Œ€ํ•™ ํ˜‘๋™๊ณผ์ • ์ธ์ง€๊ณผํ•™์ „๊ณต, 2021. 2. ์ด๊ฒฝ๋ฏผ.๊ฐ€์ƒํ˜„์‹ค์€ ๋ชธ๊ณผ ๋งˆ์Œ์ด ๊ณต๊ฐ„์— ํ•จ๊ป˜ ์กด์žฌํ•œ๋‹ค๋Š” ์ผ์ƒ์  ๊ฒฝํ—˜์— ๋Œ€ํ•ด ์ƒˆ๋กœ์šด ๊ด€์ ์„ ์ œ์‹œํ•œ๋‹ค. ์ปดํ“จํ„ฐ๋กœ ๋งค๊ฐœ๋œ ์ปค๋ฎค๋‹ˆ์ผ€์ด์…˜์—์„œ ๋งŽ์€ ๊ฒฝ์šฐ ์‚ฌ์šฉ์ž๋“ค์€ ๋ชธ์€ ๋ฐฐ์ œ๋˜๋ฉฐ ๋งˆ์Œ์˜ ์กด์žฌ๊ฐ€ ์ค‘์š”ํ•˜๋‹ค๊ณ  ๋Š๋ผ๊ฒŒ ๋œ๋‹ค. ์ด์™€ ๊ด€๋ จํ•˜์—ฌ ๊ฐ€์ƒํ˜„์‹ค์€ ์‚ฌ์šฉ์ž๋“ค์—๊ฒŒ ์ปค๋ฎค๋‹ˆ์ผ€์ด์…˜์— ์žˆ์–ด ๋ฌผ๋ฆฌ์  ๋ชธ์˜ ์—ญํ• ๊ณผ ๋น„์ฒดํ™”๋œ ์ƒํ˜ธ์ž‘์šฉ์˜ ์ค‘์š”์„ฑ์— ๋Œ€ํ•ด ์—ฐ๊ตฌํ•  ์ˆ˜ ์žˆ๋Š” ๊ธฐํšŒ๋ฅผ ์ œ๊ณตํ•œ๋‹ค. ๊ธฐ์กด ์—ฐ๊ตฌ์— ์˜ํ•˜๋ฉด ์‹คํ–‰, ์ฃผ์˜์ง‘์ค‘, ๊ธฐ์–ต, ์ง€๊ฐ๊ณผ ๊ฐ™์€ ์ธ์ง€๊ธฐ๋Šฅ๋“ค์ด ๋ชธ์˜ ์ž์„ธ์— ๋”ฐ๋ผ ๋‹ค๋ฅด๊ฒŒ ์ž‘์šฉํ•œ๋‹ค๊ณ  ํ•œ๋‹ค. ํ•˜์ง€๋งŒ ์ด์™€ ๊ฐ™์€ ์ธ์ง€๊ธฐ๋Šฅ๋“ค๊ณผ ๋ชธ ์ž์„ธ์˜ ์ƒํ˜ธ์—ฐ๊ด€์„ฑ์€ ์—ฌ์ „ํžˆ ๋ช…ํ™•ํžˆ ๋ฐํ˜€์ง€๊ณ  ์žˆ์ง€ ์•Š๋‹ค. ํŠนํžˆ ๊ฐ€์ƒํ˜„์‹ค์—์„œ ๋ชธ์˜ ์ž์„ธ๊ฐ€ ์ง€๊ฐ๋ฐ˜์‘์— ๋Œ€ํ•œ ์ธ์ง€๊ณผ์ •์— ์–ด๋–ค ์ž‘์šฉ์„ ํ•˜๋Š”์ง€์— ๋Œ€ํ•œ ์ดํ•ด๋Š” ๋งค์šฐ ๋ถ€์กฑํ•œ ์ƒํ™ฉ์ด๋‹ค. ๊ฐ€์ƒํ˜„์‹ค ์—ฐ๊ตฌ์ž๋“ค์€ ์กด์žฌ๊ฐ์„ ๊ฐ€์ƒํ˜„์‹ค์˜ ํ•ต์‹ฌ ๊ฐœ๋…์œผ๋กœ ์ •์˜ํ•˜์˜€์œผ๋ฉฐ ํšจ์œจ์ ์ธ ๊ฐ€์ƒํ˜„์‹ค ์‹œ์Šคํ…œ ๊ตฌ์„ฑ๊ณผ ๋ฐ€์ ‘ํ•œ ๊ด€๊ณ„๊ฐ€ ์žˆ๋‹ค๊ณ  ํ•œ๋‹ค. ์กด์žฌ๊ฐ์€ ๊ฐ€์ƒ๊ณต๊ฐ„์— ์žˆ๋‹ค๊ณ  ๋Š๋ผ๋Š” ์˜์‹์ƒํƒœ๋ฅผ ๋งํ•œ๋‹ค. ๊ตฌ์ฒด์ ์œผ๋กœ ๊ฐ€์ƒํ˜„์‹ค ์† ๊ฒฝํ—˜์„ ์‹ค์žฌ ์กด์žฌํ•œ๋‹ค๊ณ  ๋Š๋ผ๋Š” ์˜์‹์ƒํƒœ๋ฅผ ๋งํ•œ๋‹ค. ์ด๋Ÿฐ ์กด์žฌ๊ฐ์ด ๋†’์„ ์ˆ˜๋ก ํ˜„์‹ค์ฒ˜๋Ÿผ ์ธ์ง€ํ•˜๊ธฐ์— ์กด์žฌ๊ฐ์€ ๊ฐ€์ƒํ˜„์‹ค ๊ฒฝํ—˜์„ ์ธก์ •ํ•˜๋Š” ์ค‘์š”ํ•œ ์ง€ํ‘œ์ด๋‹ค. ๋”ฐ๋ผ์„œ ๊ฐ€์ƒ๊ณต๊ฐ„์— ์กด์žฌํ•˜๊ณ  ์žˆ๋‹ค๋Š” ์˜์‹์  ๊ฒฝํ—˜ ((๊ฑฐ๊ธฐ์— ์žˆ๋‹ค(being there)), ์ฆ‰ ์กด์žฌ๊ฐ์€ ๋งค๊ฐœ๋œ ๊ฐ€์ƒ๊ฒฝํ—˜๋“ค์˜ ์ธ์ง€ ์—ฐ๊ตฌ์— ์ค‘์š”ํ•œ ๊ฐœ๋…์ด๋‹ค. ๊ฐ€์ƒํ˜„์‹ค์€ ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ๋ฅผ ์œ ๋ฐœํ•˜๋Š” ๊ฒƒ์œผ๋กœ ์•Œ๋ ค์ ธ ์žˆ๋‹ค. ์ด ์ฆ์ƒ์€ ๊ฐ€์ƒํ˜„์‹ค์˜ ์‚ฌ์šฉ์„ฑ์„ ์ œ์•ฝํ•˜๋Š” ์ฃผ์š” ์š”์ธ์œผ๋กœ ํšจ๊ณผ์ ์ธ ๊ฐ€์ƒํ˜„์‹ค ๊ฒฝํ—˜์„ ์œ„ํ•ด ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ์— ๋Œ€ํ•œ ๋‹ค์–‘ํ•œ ์—ฐ๊ตฌ๊ฐ€ ํ•„์š”ํ•˜๋‹ค. ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ๋Š” ๊ฐ€์ƒํ˜„์‹ค ์‹œ์Šคํ…œ์„ ์‚ฌ์šฉํ• ๋•Œ ๋‚˜ํƒ€๋‚˜๋ฉฐ ์–ด์ง€๋Ÿฌ์›€, ๋ฐฉํ–ฅ์ƒ์‹ค, ๋‘ํ†ต, ๋•€ํ˜๋ฆผ, ๋ˆˆํ”ผ๋กœ๋„๋“ฑ์˜ ์ฆ์ƒ์„ ํฌํ•จํ•œ๋‹ค. ์ด๋Ÿฐ ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ์—๋Š” ๊ฐœ์ธ์ฐจ, ์‚ฌ์šฉ๋œ ๊ธฐ์ˆ , ๊ณต๊ฐ„๋””์ž์ธ, ์ˆ˜ํ–‰๋œ ์—…๋ฌด๋“ฑ ๋งค์šฐ ๋‹ค์–‘ ์š”์ธ๋“ค์ด ๊ด€์—ฌํ•˜๊ณ  ์žˆ์–ด ๋ช…ํ™•ํ•œ ์›์ธ์„ ๊ทœ์ •ํ•  ์ˆ˜ ์—†๋‹ค. ์ด๋Ÿฐ ๋ฐฐ๊ฒฝ์œผ๋กœ ์ธํ•ด ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ ์ €๊ฐ๊ณผ ๊ด€๋ จํ•œ ๋‹ค์–‘ํ•œ ์—ฐ๊ตฌ๋“ค์ด ํ•„์š”ํ•˜๋ฉฐ ์ด๋Š” ๊ฐ€์ƒํ˜„์‹ค ๋ฐœ์ „์— ์ค‘์š”ํ•œ ์˜๋ฏธ๋ฅผ ๊ฐ–๋Š”๋‹ค. ๊ณต๊ฐ„์ธ์ง€๋Š” 3์ฐจ์› ๊ณต๊ฐ„์—์„œ ์‹ ์ฒด ์›€์ง์ž„๊ณผ ๋Œ€์ƒ๊ณผ์˜ ์ƒํ˜ธ์ž‘์šฉ์— ์ค‘์š”ํ•œ ์—ญํ• ์„ ํ•˜๋Š” ์ธ์ง€์‹œ์Šคํ…œ์ด๋‹ค. ๊ฐ€์ƒ๊ณต๊ฐ„์—์„œ ์‹ ์ฒด ์›€์ง์ž„์€ ๋„ค๋น„๊ฒŒ์ด์…˜, ์‚ฌ๋ฌผ์กฐ์ž‘, ๋‹ค๋ฅธ ์—์ด์ „ํŠธ๋“ค๊ณผ ์ƒํ˜ธ์ž‘์šฉ์— ๊ด€์—ฌํ•œ๋‹ค. ํŠนํžˆ ๊ฐ€์ƒ๊ณต๊ฐ„์—์„œ ๋„ค๋น„๊ฒŒ์ด์…˜์€ ์ž์ฃผ ์‚ฌ์šฉ๋˜๋Š” ์ค‘์š”ํ•œ ์ƒํ˜ธ์ž‘์šฉ ๋ฐฉ์‹์ด๋‹ค. ์ด์— ๊ฐ€์ƒ๊ณต๊ฐ„์„ ๋„ค๋น„๊ฒŒ์ด์…˜ ํ• ๋•Œ ์กด์žฌ๊ฐ์— ์˜ํ–ฅ์„ ์ฃผ์ง€ ์•Š๊ณ  ๋ฉ€๋ฏธ์ฆ์ƒ์„ ์œ ๋ฐœํ•˜์ง€ ์•Š๋Š” ํšจ๊ณผ์ ์ธ ๊ณต๊ฐ„์ด๋™ ๋ฐฉ๋ฒ•์— ๋Œ€ํ•œ ๋‹ค์–‘ํ•œ ์—ฐ๊ตฌ๋“ค์ด ์ด๋ฃจ์–ด์ง€๊ณ  ์žˆ๋‹ค. ์ด์ „ ์—ฐ๊ตฌ๋“ค์— ์˜ํ•˜๋ฉด ์‹œ์ ์ด ์กด์žฌ๊ฐ๊ณผ ์ฒดํ™”๊ฐ์— ์˜ํ–ฅ์„ ์ค€๋‹ค๊ณ  ํ•œ๋‹ค. ์ด๋Š” ์‹œ์ ์— ๋”ฐ๋ผ ์‚ฌ์šฉ์ž์˜ ํ–‰๋™๊ณผ ๋Œ€์ƒ๋“ค๊ณผ์˜ ์ƒํ˜ธ์ž‘์šฉ ๋ฐฉ์‹์— ๋‹ฌ๋ผ์ง€๊ธฐ ๋•Œ๋ฌธ์ด๋‹ค. ๋”ฐ๋ผ์„œ ๊ฐ€์ƒ๊ณต๊ฐ„์—์„œ ๊ฒฝํ—˜ ๋˜ํ•œ ์‹œ์ ์— ๋”ฐ๋ผ ๋‹ฌ๋ผ์ง„๋‹ค. ์ด๋Ÿฐ ๋ฐฐ๊ฒฝ์œผ๋กœ ๋ชธ์˜ ์ž์„ธ, ๊ณต๊ฐ„์ธ์ง€, ์ด๋™๋ฐฉ๋ฒ•, ์กด์žฌ๊ฐ, ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ์˜ ์ƒํ˜ธ ์—ฐ๊ด€์„ฑ์— ๋Œ€ํ•œ ์—ฐ๊ตฌ๋ฅผ ์‹œ์ ์— ๋”ฐ๋ผ ๋ถ„๋ฅ˜ํ•ด์„œ ์—ฐ๊ตฌํ•  ํ•„์š”๊ฐ€ ์žˆ๋‹ค. ์ด๋ฅผ ํ†ตํ•ด ๊ฐ€์ƒํ˜„์‹ค ์† ๊ณต๊ฐ„ ๋„ค๋น„๊ฒŒ์ด์…˜์— ๋Œ€ํ•œ ์ธ์ง€๊ณผ์ •์„ ๋ณด๋‹ค ๋‹ค๊ฐ์ ์œผ๋กœ ์ดํ•ด ํ•  ์ˆ˜ ์žˆ์„ ๊ฒƒ์ด๋‹ค. ๊ทธ๋™์•ˆ ์กด์žฌ๊ฐ๊ณผ ์‚ฌ์ด๋ฒ„ ๋ฉ€๋ฏธ์— ๋‚ด์žฌ๋œ ๋งค์ปค๋‹ˆ์ฆ˜์„ ์ดํ•ดํ•˜๊ธฐ ์œ„ํ•ด ๋‹ค์–‘ํ•œ ์—ฐ๊ตฌ๋“ค์ด ์ง„ํ–‰๋˜์–ด ์™”๋‹ค. ํ•˜์ง€๋งŒ ๋ชธ์˜ ์ž์„ธ์— ๋”ฐ๋ฅธ ์ธ์ง€์ž‘์šฉ์ด ์กด์žฌ๊ฐ๊ณผ ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ์— ์–ด๋–ค ์˜ํ–ฅ์„ ์ฃผ๋Š”์ง€์— ๋Œ€ํ•œ ์—ฐ๊ตฌ๋Š” ๊ฑฐ์˜ ์ด๋ฃจ์–ด์ง€์ง€ ์•Š์•˜๋‹ค. ์ด์— ๋ณธ ํ•™์œ„๋…ผ๋ฌธ์—์„œ๋Š” 1์ธ์นญ๊ณผ 3์ธ์นญ ์‹œ์ ์œผ๋กœ ๋ถ„๋ฅ˜๋œ ๋ณ„๋„์˜ ์‹คํ—˜๊ณผ ์—ฐ๊ตฌ๋ฅผ ์ง„ํ–‰ํ•˜์—ฌ ๊ฐ€์ƒํ˜„์‹ค์—์„œ ๋ชธ์˜ ์ž์„ธ์™€ ๊ณต๊ฐ„์ธ์ง€, ๊ณต๊ฐ„์ด๋™๋ฐฉ๋ฒ•, ์กด์žฌ๊ฐ, ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ์˜ ์ƒํ˜ธ์—ฐ๊ด€์„ฑ์„ ๋ณด๋‹ค ์‹ฌ์ธต์ ์œผ๋กœ ์ดํ•ดํ•˜๊ณ ์ž ํ•œ๋‹ค. ์ œ3์žฅ์—์„œ๋Š” 3์ธ์นญ์‹œ์ ์˜ ์‹คํ—˜๊ณผ ๊ฒฐ๊ณผ์— ๋Œ€ํ•œ ๋‚ด์šฉ์„ ๊ธฐ์ˆ ํ–ˆ๋‹ค. 3์ธ์นญ์‹œ์  ์‹คํ—˜์—์„œ๋Š” ๊ฐ€์ƒ๊ณต๊ฐ„์—์„œ ๋ชธ์˜ ์ž์„ธ์™€ ์กด์žฌ๊ฐ์˜ ์ƒํ˜ธ์—ฐ๊ด€์„ฑ ์—ฐ๊ตฌ๋ฅผ ์œ„ํ•ด ์„ธ๊ฐ€์ง€ ๋ชธ์˜ ์ž์„ธ (์„œ์žˆ๋Š” ์ž์„ธ, ์•‰์€ ์ž์„ธ, ๋‹ค๋ฆฌ๋ฅผ ํŽด๊ณ  ์•‰์€ ์ž์„ธ)์™€ 2๊ฐ€์ง€ ํƒ€์ž…์˜ ๊ณต๊ฐ„์ด๋™ ์ž์œ ๋„ (๋ฌดํ•œ, ์œ ํ•œ)๋ฅผ ์ƒํ˜ธ ๋น„๊ตํ–ˆ๋‹ค. ์‹คํ—˜๊ฒฐ๊ณผ์— ์˜ํ•˜๋ฉด ๊ณต๊ฐ„์ด๋™ ์ž์œ ๋„๊ฐ€ ๋ฌดํ•œํ•œ ๊ฒฝ์šฐ ์„œ์žˆ๋Š” ์ž์„ธ์—์„œ ์กด์žฌ๊ฐ์ด ๋†’๊ฒŒ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ์ถ”๊ฐ€์ ์œผ๋กœ ๊ฐ€์ƒ๊ณต๊ฐ„์—์„œ ๋ชธ์˜ ์ž์„ธ์™€ ์กด์žฌ๊ฐ์€ ๊ณต๊ฐ„์ด๋™์ž์œ ๋„์™€ ๊ด€๋ จ์ด ์žˆ๋Š” ๊ฒƒ์œผ๋กœ ๋‚˜ํƒ€๋‚ฌ์œผ๋ฉฐ ์—ฌ๋Ÿฌ ์ธ์ง€๊ธฐ๋Šฅ ์ค‘ ์ฃผ์˜์ง‘์ค‘์ด ๋ชธ์˜ ์ž์„ธ, ์กด์žฌ๊ฐ, ๊ณต๊ฐ„์ธ์ง€์˜ ํ†ตํ•ฉ์  ์ƒํ˜ธ์ž‘์šฉ์„ ์ด๋Œ์–ด ๋‚ธ ๊ฒƒ์œผ๋กœ ํŒŒ์•…๋˜์—ˆ๋‹ค. 3์ธ์นญ์‹œ์ ์˜ ๊ฒฐ๊ณผ๋“ค์„ ์ข…ํ•ฉํ•ด ๋ณด๋ฉด ๋ชธ ์ž์„ธ์˜ ์ธ์ง€์  ์˜ํ–ฅ์€ ๊ณต๊ฐ„์ด๋™์ž์œ ๋„์™€ ์ƒ๊ด€๊ด€๊ณ„๊ฐ€ ์žˆ๋Š” ๊ฒƒ์œผ๋กœ ์ถ”์ธกํ•  ์ˆ˜ ์žˆ๋‹ค. ์ œ4์žฅ์—์„œ๋Š” 1์ธ์นญ์‹œ์ ์˜ ์‹คํ—˜๊ณผ ๊ฒฐ๊ณผ์— ๋Œ€ํ•œ ๋‚ด์šฉ์„ ๊ธฐ์ˆ ํ–ˆ๋‹ค. 1์ธ์นญ์‹œ์  ์‹คํ—˜์—์„œ๋Š” ๊ฐ€์ƒ๊ณต๊ฐ„์—์„œ ๋ชธ์˜ ์ž์„ธ, ๊ณต๊ฐ„์ด๋™๋ฐฉ๋ฒ•, ์กด์žฌ๊ฐ, ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ์˜ ์ƒํ˜ธ์—ฐ๊ด€์„ฑ ์—ฐ๊ตฌ๋ฅผ ์œ„ํ•ด ๋‘ ์กฐ๊ฑด์˜ ๋ชธ์˜ ์ž์„ธ (์„œ์žˆ๋Š” ์ž์„ธ, ์•‰์•„ ์žˆ๋Š” ์ž์„ธ)์™€ ๋„ค๊ฐ€์ง€ ํƒ€์ž…์˜ ์ด๋™๋ฐฉ๋ฒ• (์Šคํ‹ฐ์–ด๋ง + ๋ชธ์„ ํ™œ์šฉํ•œ ํšŒ์ „, ์Šคํ‹ฐ์–ด๋ง + ๋„๊ตฌ๋ฅผ ํ™œ์šฉํ•œ ํšŒ์ „, ํ…”๋ ˆํฌํ…Œ์ด์…˜ + ๋ชธ์„ ์ด์šฉํ•œ ํšŒ์ „, ํ…”๋ ˆํฌํ…Œ์ด์…˜ + ๋„๊ตฌ๋ฅผ ํ™œ์šฉํ•œ ํšŒ์ „)์˜ ์ƒํ˜ธ ๋น„๊ต๊ฐ€ ์ด๋ฃจ์–ด ์กŒ๋‹ค. ์‹คํ—˜๊ฒฐ๊ณผ์— ์˜ํ•˜๋ฉด ์œ„์น˜์ด๋™๋ฐฉ์‹๊ณผ ํšŒ์ „๋ฐฉ์‹์— ๋”ฐ๋ฅธ ๊ณต๊ฐ„์ด๋™์ž์œ ๋„๋Š” ์„ฑ๊ณต์ ์ธ ๋„ค๋น„๊ฒŒ์ด์…˜๊ณผ ๊ด€๋ จ์ด ์žˆ์œผ๋ฉฐ ์กด์žฌ๊ฐ์— ์˜ํ–ฅ์„ ์ฃผ๋Š” ๊ฒƒ์œผ๋กœ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ์ถ”๊ฐ€์ ์œผ๋กœ ์—ฐ์†์ ์œผ๋กœ ์‹œ๊ฐ์ •๋ณด๊ฐ€ ์ž…๋ ฅ๋˜๋Š” ์Šคํ‹ฐ์–ด๋ง ๋ฐฉ๋ฒ•์€ ์ž๊ฐ€์šด๋™์„ ๋†’์—ฌ ๋น„์—ฐ์†์  ๋ฐฉ๋ฒ•์ธ ํ…”๋ ˆํฌํ…Œ์ด์…˜๋ณด๋‹ค ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ๋ฅผ ๋” ์œ ๋ฐœํ•˜๋Š” ๊ฒƒ์œผ๋กœ ๋‚˜ํƒ€๋‚ฌ๋‹ค. 1์ธ์นญ์‹œ์ ์˜ ๊ฒฐ๊ณผ๋“ค์„ ์ข…ํ•ฉํ•ด ๋ณด๋ฉด ๊ฐ€์ƒ๊ณต๊ฐ„์—์„œ ๋„ค๋น„๊ฒŒ์ด์…˜์„ ํ• ๋•Œ ์กด์žฌ๊ฐ๊ณผ ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ๋Š” ๊ณต๊ฐ„์ด๋™๋ฐฉ๋ฒ•๊ณผ ๊ด€๋ จ์ด ์žˆ๋Š” ๊ฒƒ์œผ๋กœ ๊ฐ€์ •ํ•  ์ˆ˜ ์žˆ๋‹ค. ์ œ3์žฅ์˜ 3์ธ์นญ ์‹œ์  ์‹คํ—˜๊ฒฐ๊ณผ์— ์˜ํ•˜๋ฉด ๋ชธ์˜ ์ž์„ธ์™€ ์กด์žฌ๊ฐ์€ ์ƒ๊ด€๊ด€๊ณ„๊ฐ€ ์žˆ๋Š” ๊ฒƒ์œผ๋กœ ์ œ์‹œ๋˜์—ˆ๋‹ค. ๋ฐ˜๋ฉด ์ œ4์žฅ์˜ ์‹คํ—˜๊ฒฐ๊ณผ์— ์˜ํ•˜๋ฉด 1์ธ์นญ์‹œ์ ์œผ๋กœ ๊ฐ€์ƒ๊ณต๊ฐ„์„ ๋„ค๋น„๊ฒŒ์ด์…˜ ํ•  ๋•Œ๋Š” ๊ณต๊ฐ„์ด๋™๋ฐฉ๋ฒ•์ด ์กด์žฌ๊ฐ๊ณผ ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ์— ์˜ํ–ฅ์„ ์ฃผ๋Š” ๊ฒƒ์œผ๋กœ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ์ด ๋‘ ์‹คํ—˜์— ๋Œ€ํ•œ ์—ฐ๊ตฌ ๊ฒฐ๊ณผ๋ฅผ ํ†ตํ•ด ๊ฐ€์ƒํ˜„์‹ค์—์„œ ๋ชธ์˜ ์ž์„ธ์™€ ๊ณต๊ฐ„์ธ์ง€ (๋„ค๋น„๊ฒŒ์ด์…˜)์˜ ์ƒํ˜ธ์—ฐ๊ด€์„ฑ์— ๋Œ€ํ•œ ์ดํ•ด๋ฅผ ํ™•๋Œ€ํ•˜๊ณ  ์กด์žฌ๊ฐ ๋ฐ ์‚ฌ์ด๋ฒ„๋ฉ€๋ฏธ์™€ ๊ณต๊ฐ„์ด๋™๋ฐฉ๋ฒ•์˜ ๊ด€๋ จ์„ฑ์„ ๋ฐํž ์ˆ˜ ์žˆ์„ ๊ฒƒ์œผ๋กœ ๊ธฐ๋Œ€ํ•œ๋‹ค.Immersive virtual environments (VEs) can disrupt the everyday connection between where our senses tell us we are and where we are actually located. In computer-mediated communication, the user often comes to feel that their body has become irrelevant and that it is only the presence of their mind that matters. However, virtual worlds offer users an opportunity to become aware of and explore both the role of the physical body in communication, and the implications of disembodied interactions. Previous research has suggested that cognitive functions such as execution, attention, memory, and perception differ when body position changes. However, the influence of body position on these cognitive functions is still not fully understood. In particular, little is known about how physical self-positioning may affect the cognitive process of perceptual responses in a VE. Some researchers have identified presence as a guide to what constitutes an effective virtual reality (VR) system and as the defining feature of VR. Presence is a state of consciousness related to the sense of being within a VE; in particular, it is a โ€˜psychological state in which the virtuality of the experience is unnoticedโ€™. Higher levels of presence are considered to be an indicator of a more successful media experience, thus the psychological experience of โ€˜being thereโ€™ is an important construct to consider when investigating the association between mediated experiences on cognition. VR is known to induce cybersickness, which limits its application and highlights the need for scientific strategies to optimize virtual experiences. Cybersickness refers to the sickness associated with the use of VR systems, which has a range of symptoms including nausea, disorientation, headaches, sweating and eye strain. This is a complicated problem because the experience of cybersickness varies greatly between individuals, the technology being used, the design of the environment, and the task being performed. Thus, avoiding cybersickness represents a major challenge for VR development. Spatial cognition is an invariable precursor to action because it allows the formation of the necessary mental representations that code the positions of and relationships among objects. Thus, a number of bodily actions are represented mentally within a depicted VR space, including those functionally related to navigation, the manipulation of objects, and/or interaction with other agents. Of these actions, navigation is one of the most important and frequently used interaction tasks in VR environments. Therefore, identifying an efficient locomotion technique that does not alter presence nor cause motion sickness has become the focus of numerous studies. Though the details of the results have varied, past research has revealed that viewpoint can affect the sense of presence and the sense of embodiment. VR experience differs depending on the viewpoint of a user because this vantage point affects the actions of the user and their engagement with objects. Therefore, it is necessary to investigate the association between body position, spatial cognition, locomotion method, presence, and cybersickness based on viewpoint, which may clarify the understanding of cognitive processes in VE navigation. To date, numerous detailed studies have been conducted to explore the mechanisms underlying presence and cybersickness in VR. However, few have investigated the cognitive effects of body position on presence and cybersickness. With this in mind, two separate experiments were conducted in the present study on viewpoint within VR (i.e., third-person and first-person perspectives) to further the understanding of the effects of body position in relation to spatial cognition, locomotion method, presence, and cybersickness in VEs. In Chapter 3 (Experiment 1: third-person perspective), three body positions (standing, sitting, and half-sitting) were compared in two types of VR game with a different degree of freedom in navigation (DFN; finite and infinite) to explore the association between body position and the sense of presence in VEs. The results of the analysis revealed that standing has the most significant effect on presence for the three body positions that were investigated. In addition, the outcomes of this study indicated that the cognitive effect of body position on presence is associated with the DFN in a VE. Specifically, cognitive activity related to attention orchestrates the cognitive processes associated with body position, presence, and spatial cognition, consequently leading to an integrated sense of presence in VR. It can thus be speculated that the cognitive effects of body position on presence are correlated with the DFN in a VE. In Chapter 4 (Experiment 2: first-person perspective), two body positions (standing and sitting) and four types of locomotion method (steering + embodied control [EC], steering + instrumental control [IC], teleportation + EC, and teleportation + IC) were compared to examine the relationship between body position, locomotion method, presence, and cybersickness when navigating a VE. The results of Experiment 2 suggested that the DFN for translation and rotation is related to successful navigation and affects the sense of presence when navigating a VE. In addition, steering locomotion (continuous motion) increases self-motion when navigating a VE, which results in stronger cybersickness than teleportation (non-continuous motion). Overall, it can be postulated that presence and cybersickness are associated with the method of locomotion when navigating a VE. In this dissertation, the overall results of Experiment 1 suggest that the cognitive influence of presence is body-dependent in the sense that mental and brain processes rely on or are affected by the physical body. On the other hand, the outcomes of Experiment 2 illustrate the significant effects of locomotion method on the sense of presence and cybersickness during VE navigation. Taken together, the results of this study provide new insights into the cognitive effects of body position on spatial cognition (i.e., navigation) in VR and highlight the important implications of locomotion method on presence and cybersickness in VE navigation.Chapter 1. Introduction 1 1.1. An Introductory Overview of the Conducted Research 1 1.1.1. Presence and Body Position 1 1.1.2. Navigation, Cybersickness, and Locomotion Method 3 1.2. Research Objectives 6 1.3. Research Experimental Approach 7 Chapter 2. Theoretical Background 9 2.1. Presence 9 2.1.1. Presence and Virtual Reality 9 2.1.2. Presence and Spatiality 10 2.1.3. Presence and Action 12 2.1.4. Presence and Attention 14 2.2. Body Position 16 2.2.1. Body Position and Cognitive Effects 16 2.2.2. Body Position and Postural Control 18 2.2.3. Body Position and Postural Stability 19 2.3. Spatial Cognition: Degree of Freedom in Navigation 20 2.3.1. Degree of Freedom in Navigation and Decision-Making 20 2.4. Cybersickness 22 2.4.1. Cybersickness and Virtual Reality 22 2.4.2. Sensory Conflict Theory 22 2.4.3. Postural Instability Theory 23 2.5. Self-Motion 25 2.5.1. Vection and Virtual Reality 25 2.5.2. Self-Motion and Navigation in a VE 27 2.6. Navigation in Virtual Environments 29 2.6.1. Translation and Rotation in Navigation 29 2.6.2. Spatial Orientation and Embodiment 32 2.6.3. Locomotion Methods 37 2.6.4. Steering and Teleportation 38 Chapter 3. Experiment 1: Third-Person Perspective 40 3.1. Quantification of the Degree of Freedom in Navigation 40 3.2. Experiment 3.2.1. Experimental Design and Participants 41 3.2.2. Stimulus Materials 42 3.2.2.1. First- and Third-person Perspectives in Gameplay 43 3.2.3. Experimental Setup and Process 44 3.2.4. Measurements 45 3.3. Results 45 3.3.1. Presence: two-way ANOVA 45 3.3.2. Presence: one-way ANOVA 46 3.3.2.1. Finite Navigation Freedom 46 3.3.2.2. Infinite Navigation Freedom 47 3.3.3. Summary of the Results 48 3.4. Discussion 49 3.4.1. Presence and Body Position 49 3.4.2. Degree of Freedom in Navigation and Decision-Making 50 3.4.3. Gender Difference and Gameplay 51 3.5. Limitations 52 Chapter 4. Experiment 2: First-Person Perspective 53 4.1. Experiment 53 4.1.1. Experimental Design and Participants 53 4.1.2. Stimulus Materials 54 4.1.3. Experimental Setup and Process 55 4.1.4. Measurements 56 4.2. Results 57 4.2.1. Presence: two-way ANOVA 58 4.2.2. Cybersickness: two-way ANOVA 58 4.2.3. Presence: one-way ANOVA 60 4.2.3.1. Standing Position 60 4.2.3.2. Sitting Position 60 4.2.4. Cybersickness: one-way ANOVA 62 4.2.4.1. Standing Position 62 4.2.4.2. Sitting Position 62 4.2.5. Summary of the Results 63 4.3. Discussion 65 4.3.1. Presence 4.3.1.1. Presence and Locomotion Method 66 4.3.1.2. Presence and Body Position 68 4.3.2. Cybersickness 4.3.2.1. Cybersickness and Locomotion Method 69 4.3.2.2. Cybersickness and Body Position 70 4.4. Limitations 71 Chapter 5. Conclusion 72 5.1. Summary of Findings 72 5.2. Future Research Direction 73 References 75 Appendix A 107 Appendix B 110 ๊ตญ๋ฌธ์ดˆ๋ก 111Docto

    Dynamic virtual reality user interface for teleoperation of heterogeneous robot teams

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    This research investigates the possibility to improve current teleoperation control for heterogeneous robot teams using modern Human-Computer Interaction (HCI) techniques such as Virtual Reality. It proposes a dynamic teleoperation Virtual Reality User Interface (VRUI) framework to improve the current approach to teleoperating heterogeneous robot teams

    Master of Science

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    thesisHaptic interactions with smartphones are generally restricted to vibrotactile feedback that offers limited distinction between delivered tactile cues. The lateral movement of a small, high-friction contactor at the fingerpad can be used to induce skin stretch tangent to the skin's surface. This method has been demonstrated to reliably communicate four cardinal directions with 1 mm translations of the device's contactor, when finger motion is properly restrained. While earlier research has used a thimble to restrain the finger, this interface has been made portable by incorporating a simple conical hole as a finger restraint. An initial portable device design used RC hobby servos and the conical hole finger restraint, but the shape and size of this portable device wasn't compatible with smartphone form factors. This design also had significant compliance and backlash that must be compensated for with additional control schemes. In contrast, this thesis presents the design, fabrication, and testing of a low-profile skin-stretch display (LPSSD) with a novel actuation design for delivering complex tactile cues with minimal backlash or hysteresis of the skin contactor or "tactor." This flatter mechanism features embedded sensors for fingertip cursor control and selection. This device's nonlinear tactor motions are compensated for using table look-up and high-frequency open-loop control to create direction cues with 1.8 mm radial tactor displacements in 16 directions (distributed evenly every 22.5ยฐ) before returning to center. Two LPSSDs are incorporated into a smartphone peripheral and used in single-handed and bimanual tests to identify 16 directions. Users also participated in "relative" identification tests where they were first provided a reference direction cue in the forward/north direction followed by the cue direction that they were to identify. Tests were performed with the user's thumbs oriented in the forward direction and with thumbs angled inward slightly, similar to the angledthumb orientation console game controllers. Users are found to have increased performance with an angled-thumb orientation. They performed similarly when stimuli were delivered to their right or left thumbs, and had significantly better performance judging direction cues with both thumbs simultaneously. Participants also performed slightly better in identifying the relative direction cues than the absolute

    Determining principles for the development of virtual environments for future clinical applications

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    The aim of the present research was to determine a range of principles for the development of virtual natural environments (VNEs), using low-cost commercial-off-the-shelf simulation technologies, for bedside and clinical healthcare applications. A series of studies have been conducted to systematically investigate different aspects of the VNEs on a wide variety of participants, ranging from undergraduate and postgraduate students, hospital patients and clinicians, to West Country villagers. The results of these studies suggest that naturalistic environmental spatial sounds can have a positive impact on user ratings of presence and stress levels. High visual fidelity and real-world-based VNEs can increase participantsโ€™ reported ratings of presence, quality and realism. The choice of input devices also has a significant impact on usability with these types of virtual environment (VE). Overall, the findings provide a strong set of principles supporting the future development of VNEs. Highly transferrable tools and techniques have also been developed in order to investigate the exploitation of new digital technology approaches in the generation of believable and engaging real-time, interactive virtual natural environments that can be modified and updated relatively easily, thereby delivering a system that can be regularly modified and updated to meet the needs of individual patients

    Use of robotic systems on airport management optimization

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    Given the chip and processor size reduction given in the last decades, added to the cheaper and more computational power of them, digitalization and automation of processes has been a nowadays topic that is slowly but steadily increasing and having bigger presence, creating big extended concepts like Industry 4.0 and all the related topics like robotics or artificial intelligence. For the other side, the aerospatial sector, each time wiht a bigger presene, goes inside a big problem where the actual infrastructure is getting small and they need, from one side, optimize the system and from the other, reduce pollutant emissions to the minimum to reach the net-zero 2050 goal for 2050, when the greenhouse effect emissions are expected to be zero o that the created emissions are re-absorbed by the nature and not emitted. Given this situation, in this project it will be shown actual situation of both the aerospace sector and the robotics, and the possible applications can be done on this sector. Also, a little study will allow us to corroborate that the robotic systems have big importance to accomplis the incoming challenges on the aerospatial sector. Also, a series of prototypes, starting from a simple one without graphical interface, going through another with a graphical interface and finally to one controlled by using virtual reality glasses, will be developed and tested as a proof of concept of a robot with applications on the sector, using always technologies that allow an easie reproduccion or platform change to agilize all the future development. All of this with the objective of proving that nowadays robotics does not present a big challenge for solutions development to the aerospace sector.Objectius de Desenvolupament Sostenible::7 - Energia Assequible i No ContaminantObjectius de Desenvolupament Sostenible::9 - Indรบstria, Innovaciรณ i Infraestructur
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