20,750 research outputs found
Individual differences in embodied distance estimation in virtual reality
There are important individual differences when experiencing VR setups. We ran a study with 20 participants who got a scale-matched avatar and were asked to blind-walk to a VR target placed 2.5 meters away. In such setups, people typically underestimate distances by approximately 10% when virtual environments are viewed through head mounted displays. Consistent with previous studies we found that the underestimation was significantly reduced the more embodied the participants were. However, not all participants developed the same level of embodiment when exposed to the exact same conditions
Evolving a Behavioral Repertoire for a Walking Robot
Numerous algorithms have been proposed to allow legged robots to learn to
walk. However, the vast majority of these algorithms is devised to learn to
walk in a straight line, which is not sufficient to accomplish any real-world
mission. Here we introduce the Transferability-based Behavioral Repertoire
Evolution algorithm (TBR-Evolution), a novel evolutionary algorithm that
simultaneously discovers several hundreds of simple walking controllers, one
for each possible direction. By taking advantage of solutions that are usually
discarded by evolutionary processes, TBR-Evolution is substantially faster than
independently evolving each controller. Our technique relies on two methods:
(1) novelty search with local competition, which searches for both
high-performing and diverse solutions, and (2) the transferability approach,
which com-bines simulations and real tests to evolve controllers for a physical
robot. We evaluate this new technique on a hexapod robot. Results show that
with only a few dozen short experiments performed on the robot, the algorithm
learns a repertoire of con-trollers that allows the robot to reach every point
in its reachable space. Overall, TBR-Evolution opens a new kind of learning
algorithm that simultaneously optimizes all the achievable behaviors of a
robot.Comment: 33 pages; Evolutionary Computation Journal 201
Mixed reality participants in smart meeting rooms and smart home enviroments
Human–computer interaction requires modeling of the user. A user profile typically contains preferences, interests, characteristics, and interaction behavior. However, in its multimodal interaction with a smart environment the user displays characteristics that show how the user, not necessarily consciously, verbally and nonverbally provides the smart environment with useful input and feedback. Especially in ambient intelligence environments we encounter situations where the environment supports interaction between the environment, smart objects (e.g., mobile robots, smart furniture) and human participants in the environment. Therefore it is useful for the profile to contain a physical representation of the user obtained by multi-modal capturing techniques. We discuss the modeling and simulation of interacting participants in a virtual meeting room, we discuss how remote meeting participants can take part in meeting activities and they have some observations on translating research results to smart home environments
The Effects of Finger-Walking in Place (FWIP) on Spatial Knowledge Acquisition in Virtual Environments
Spatial knowledge, necessary for efficient navigation, comprises route knowledge (memory of landmarks along a route) and survey knowledge (overall representation like a map). Virtual environments (VEs) have been suggested as a power tool for understanding some issues associated with human navigation, such as spatial knowledge acquisition. The Finger-Walking-in-Place (FWIP) interaction technique is a locomotion technique for navigation tasks in immersive virtual environments (IVEs). The FWIP was designed to map a human’s embodied ability overlearned by natural walking for navigation, to finger-based interaction technique. Its implementation on Lemur and iPhone/iPod Touch devices was evaluated in our previous studies. In this paper, we present a comparative study of the joystick’s flying technique versus the FWIP. Our experiment results show that the FWIP results in better performance than the joystick’s flying for route knowledge acquisition in our maze navigation tasks
Virtual Meeting Rooms: From Observation to Simulation
Virtual meeting rooms are used for simulation of real meeting behavior and can show how people behave, how they gesture, move their heads, bodies, their gaze behavior during conversations. They are used for visualising models of meeting behavior, and they can be used for the evaluation of these models. They are also used to show the effects of controlling certain parameters on the behavior and in experiments to see what the effect is on communication when various channels of information - speech, gaze, gesture, posture - are switched off or manipulated in other ways. The paper presents the various stages in the development of a virtual meeting room as well and illustrates its uses by presenting some results of experiments to see whether human judges can induce conversational roles in a virtual meeting situation when they only see the head movements of participants in the meeting
Illusory ownership of a virtual child body causes overestimation of object sizes and implicit attitude changes
An illusory sensation of ownership over a surrogate limb or whole body can be induced through specific forms of multisensory stimulation, such as synchronous visuotactile tapping on the hidden real and visible rubber hand in the rubber hand illusion. Such methods have been used to induce ownership over a manikin and a virtual body that substitute the real body, as seen from firstperson perspective, through a head-mounted display. However, the perceptual and behavioral consequences of such transformed body ownership have hardly been explored. In Exp. 1, immersive virtual reality was used to embody 30 adults as a 4-y-old child (condition C), and as an adult body scaled to the same height as the child (condition A), experienced from the first-person perspective, and with virtual and real body movements synchronized. The result was a strong body-ownership illusion equally for C and A. Moreover there was an overestimation of the sizes of objects compared with a nonembodied baseline, which was significantly greater for C compared with A. An implicit association test showed that C resulted in significantly faster reaction times for the classification of self with child-like compared with adult-like attributes. Exp. 2 with an additional 16 participants extinguished the ownership illusion by using visuomotor asynchrony, with all else equal. The size-estimation and implicit association test differences between C and A were also extinguished. We conclude that there are perceptual and probably behavioral correlates of bodyownership illusions that occur as a function of the type of body in which embodiment occurs
Improving spatial orientation in virtual reality with leaning-based interfaces
Advancement in technology has made Virtual Reality (VR) increasingly portable, affordable and accessible to a broad audience. However, large scale VR locomotion still faces major challenges in the form of spatial disorientation and motion sickness. While spatial updating is automatic and even obligatory in real world walking, using VR controllers to travel can cause disorientation. This dissertation presents two experiments that explore ways of improving spatial updating and spatial orientation in VR locomotion while minimizing cybersickness. In the first study, we compared a hand-held controller with HeadJoystick, a leaning-based interface, in a 3D navigational search task. The results showed that leaning-based interface helped participant spatially update more effectively than when using the controller. In the second study, we designed a "HyperJump" locomotion paradigm which allows to travel faster while limiting its optical flow. Not having any optical flow (as in traditional teleport paradigms) has been shown to help reduce cybersickness, but can also cause disorientation. By interlacing continuous locomotion with teleportation we showed that user can travel faster without compromising spatial updating
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