1,678 research outputs found
I Am The Passenger: How Visual Motion Cues Can Influence Sickness For In-Car VR
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
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
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
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
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
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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