1,678 research outputs found

    I Am The Passenger: How Visual Motion Cues Can Influence Sickness For In-Car VR

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    This paper explores the use of VR Head Mounted Displays (HMDs) in-car and in-motion for the first time. Immersive HMDs are becoming everyday consumer items and, as they offer new possibilities for entertainment and productivity, people will want to use them during travel in, for example, autonomous cars. However, their use is confounded by motion sickness caused in-part by the restricted visual perception of motion conflicting with physically perceived vehicle motion (accelerations/rotations detected by the vestibular system). Whilst VR HMDs restrict visual perception of motion, they could also render it virtually, potentially alleviating sensory conflict. To study this problem, we conducted the first on-road and in motion study to systematically investigate the effects of various visual presentations of the real-world motion of a car on the sickness and immersion of VR HMD wearing passengers. We established new baselines for VR in-car motion sickness, and found that there is no one best presentation with respect to balancing sickness and immersion. Instead, user preferences suggest different solutions are required for differently susceptible users to provide usable VR in-car. This work provides formative insights for VR designers and an entry point for further research into enabling use of VR HMDs, and the rich experiences they offer, when travelling

    Mulsemedia Communication Research Challenges for Metaverse in 6G Wireless Systems

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    Although humans have five basic senses, sight, hearing, touch, smell, and taste, most multimedia systems in current systems only capture two of them, namely, sight and hearing. With the development of the metaverse and related technologies, there is a growing need for a more immersive media format that leverages all human senses. Multisensory media(Mulsemedia) that can stimulate multiple senses will play a critical role in the near future. This paper provides an overview of the history, background, use cases, existing research, devices, and standards of mulsemedia. Emerging mulsemedia technologies such as Extended Reality (XR) and Holographic-Type Communication (HTC) are introduced. Additionally, the challenges in mulsemedia research from the perspective of wireless communication and networking are discussed. The potential of 6G wireless systems to address these challenges is highlighted, and several research directions that can advance mulsemedia communications are identified

    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

    Metaverse: A Vision, Architectural Elements, and Future Directions for Scalable and Realtime Virtual Worlds

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    With the emergence of Cloud computing, Internet of Things-enabled Human-Computer Interfaces, Generative Artificial Intelligence, and high-accurate Machine and Deep-learning recognition and predictive models, along with the Post Covid-19 proliferation of social networking, and remote communications, the Metaverse gained a lot of popularity. Metaverse has the prospective to extend the physical world using virtual and augmented reality so the users can interact seamlessly with the real and virtual worlds using avatars and holograms. It has the potential to impact people in the way they interact on social media, collaborate in their work, perform marketing and business, teach, learn, and even access personalized healthcare. Several works in the literature examine Metaverse in terms of hardware wearable devices, and virtual reality gaming applications. However, the requirements of realizing the Metaverse in realtime and at a large-scale need yet to be examined for the technology to be usable. To address this limitation, this paper presents the temporal evolution of Metaverse definitions and captures its evolving requirements. Consequently, we provide insights into Metaverse requirements. In addition to enabling technologies, we lay out architectural elements for scalable, reliable, and efficient Metaverse systems, and a classification of existing Metaverse applications along with proposing required future research directions

    Short-Term Trajectory Prediction for Full-Immersive Multiuser Virtual Reality with Redirected Walking

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    Full-immersive multiuser Virtual Reality (VR) envisions supporting unconstrained mobility of the users in the virtual worlds, while at the same time constraining their physical movements inside VR setups through redirected walking. For enabling delivery of high data rate video content in real-time, the supporting wireless networks will leverage highly directional communication links that will "track" the users for maintaining the Line-of-Sight (LoS) connectivity. Recurrent Neural Networks (RNNs) and in particular Long Short-Term Memory (LSTM) networks have historically presented themselves as a suitable candidate for near-term movement trajectory prediction for natural human mobility, and have also recently been shown as applicable in predicting VR users' mobility under the constraints of redirected walking. In this work, we extend these initial findings by showing that Gated Recurrent Unit (GRU) networks, another candidate from the RNN family, generally outperform the traditionally utilized LSTMs. Second, we show that context from a virtual world can enhance the accuracy of the prediction if used as an additional input feature in comparison to the more traditional utilization of solely the historical physical movements of the VR users. Finally, we show that the prediction system trained on a static number of coexisting VR users be scaled to a multi-user system without significant accuracy degradation.Comment: 7 pages, 9 figures, 2 table

    The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions

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    The Metaverse offers a second world beyond reality, where boundaries are non-existent, and possibilities are endless through engagement and immersive experiences using the virtual reality (VR) technology. Many disciplines can benefit from the advancement of the Metaverse when accurately developed, including the fields of technology, gaming, education, art, and culture. Nevertheless, developing the Metaverse environment to its full potential is an ambiguous task that needs proper guidance and directions. Existing surveys on the Metaverse focus only on a specific aspect and discipline of the Metaverse and lack a holistic view of the entire process. To this end, a more holistic, multi-disciplinary, in-depth, and academic and industry-oriented review is required to provide a thorough study of the Metaverse development pipeline. To address these issues, we present in this survey a novel multi-layered pipeline ecosystem composed of (1) the Metaverse computing, networking, communications and hardware infrastructure, (2) environment digitization, and (3) user interactions. For every layer, we discuss the components that detail the steps of its development. Also, for each of these components, we examine the impact of a set of enabling technologies and empowering domains (e.g., Artificial Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on its advancement. In addition, we explain the importance of these technologies to support decentralization, interoperability, user experiences, interactions, and monetization. Our presented study highlights the existing challenges for each component, followed by research directions and potential solutions. To the best of our knowledge, this survey is the most comprehensive and allows users, scholars, and entrepreneurs to get an in-depth understanding of the Metaverse ecosystem to find their opportunities and potentials for contribution
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