48 research outputs found

    Proceedings of the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology, Volume 1

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    These proceedings are organized in the same manner as the conference's contributed sessions, with the papers grouped by topic area. These areas are as follows: VE (virtual environment) training for Space Flight, Virtual Environment Hardware, Knowledge Aquisition for ICAT (Intelligent Computer-Aided Training) & VE, Multimedia in ICAT Systems, VE in Training & Education (1 & 2), Virtual Environment Software (1 & 2), Models in ICAT systems, ICAT Commercial Applications, ICAT Architectures & Authoring Systems, ICAT Education & Medical Applications, Assessing VE for Training, VE & Human Systems (1 & 2), ICAT Theory & Natural Language, ICAT Applications in the Military, VE Applications in Engineering, Knowledge Acquisition for ICAT, and ICAT Applications in Aerospace

    Using binaural audio for inducing intersensory illusions to create illusory tactile feedback in virtual reality

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    Virtual reality has the potential to simulate a variety of real-world scenarios for training- and entertainment-purposes, as it has the ability to induce a sense of “presence”: the illusion that the user is physically transported to another location and is really “there”. VR and VR-technologies have seen a recent market resurgence due to the arrival of affordable, mass-market VR-display systems, such as the Oculus Rift, HTC Vive, PlayStation VR, Samsung GearVR, and Google Cardboard. However, the use of tactile feedback to convey information about the virtual environment is often lacking in VR applications. This study addresses this lack by proposing the use of binaural audio in VR to induce illusory tactile feedback. This is done by examining the literature on intersensory illusions as well as the relationship between audio and tactile feedback to inform the design of a software prototype that is able to induce the desired feedback. This prototype is used to test the viability of such an approach to induce illusory tactile feedback and to investigate the nature of this feedback. The software prototype is used to collect data from users regarding their experiences of this type of feedback and its underlying causes. Data collection is done through observation, questionnaires, interviews, and focus groups and the results indicate that the use of binaural audio in VR can be used to effectively induce an illusory sense of tactile feedback in the absence of real-world feedback. This study contributes insights regarding the nature of illusory sensations in VR, focusing on touch-sensations. This study also provides consolidated definitions of immersion and presence as well as a consolidated list of aspects of immersion, both of which are used to detail the relationship between immersion, presence, and illusory tactile feedback. Findings provide insight into the relationship between the design of audio in VR and its ability to alter perception in the tactile modality. Findings also provide insight into aspects of VR, such as presence and believability, and their relationship to perception across various sensory modalities.Dissertation (MIS)--University of Pretoria 2018.Information ScienceMISUnrestricte

    XR, music and neurodiversity: design and application of new mixed reality technologies that facilitate musical intervention for children with autism spectrum conditions

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    This thesis, accompanied by the practice outputs,investigates sensory integration, social interaction and creativity through a newly developed VR-musical interface designed exclusively for children with a high-functioning autism spectrum condition (ASC).The results aim to contribute to the limited expanse of literature and research surrounding Virtual Reality (VR) musical interventions and Immersive Virtual Environments (IVEs) designed to support individuals with neurodevelopmental conditions. The author has developed bespoke hardware, software and a new methodology to conduct field investigations. These outputs include a Virtual Immersive Musical Reality Intervention (ViMRI) protocol, a Supplemental Personalised, immersive Musical Experience(SPiME) programme, the Assisted Real-time Three-dimensional Immersive Musical Intervention System’ (ARTIMIS) and a bespoke (and fully configurable) ‘Creative immersive interactive Musical Software’ application (CiiMS). The outputs are each implemented within a series of institutional investigations of 18 autistic child participants. Four groups are evaluated using newly developed virtual assessment and scoring mechanisms devised exclusively from long-established rating scales. Key quantitative indicators from the datasets demonstrate consistent findings and significant improvements for individual preferences (likes), fear reduction efficacy, and social interaction. Six individual case studies present positive qualitative results demonstrating improved decision-making and sensorimotor processing. The preliminary research trials further indicate that using this virtual-reality music technology system and newly developed protocols produces notable improvements for participants with an ASC. More significantly, there is evidence that the supplemental technology facilitates a reduction in psychological anxiety and improvements in dexterity. The virtual music composition and improvisation system presented here require further extensive testing in different spheres for proof of concept

    GSGS'18 ::3rd Gamification & Serious Game Symposium : health and silver technologies, architecture and urbanism, economy and ecology, education and training, social and politics

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    The GSGS’18 conference is at the interface between industrial needs and original answers by highlighting the playful perspective to tackle technical, training, ecological, management and communication challenges. Bringing together the strengths of our country, this event provides a solid bridge between academia and industry through the intervention of more than 40 national and international actors. In parallel with the 53 presentations and demos, the public will be invited to participate actively through places of exchange and round tables

    Competitive Intelligence – Analyysin toteuttaminen toimintaympĂ€ristöstĂ€

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    This Master of Science thesis is an examination on how does the process of Competitive Intelligence work for as an approach to analyze a fresh, fast-growing and competitive market environment, and through that, for conducting a strategic knowledge product. The empirical part of the work is directed by the interests of the client, Nokia Technologies Oy. The empirical study studies the technology markets considering virtual reality. The research problem is to solve whether a CI based approach works for an analysis of a dynamic and uncertain competitive environment, or not. As a conclusion, the CI works well as a process, being a systematic way to conduct a competitive analysis in a purposeful and manageable manner. Competitive Intelligence is a term which refers to gathering, analyzing and applying competitive information that is publically, ethically and legally available, into decision-making to gain significant competitive advantages. The CI process enables one to define the key questions regarding a specific issue and answering to them in a way that bases on a strictly defined scope and objective-setting, the identification of information sources, and the selection of relevant methodological choices in terms of analytical tools. The process calls for a commitment and communication from the analyst, and from the decision-makers. The knowledge product will be distributed to the stakeholders in a chosen format, and in the end of the process, the interpretation of the results, conclusions, and the application into practice will take place. The results suggest that the use of KIT is an appropriate starting point to define a clear framework for the CI process. The process requires a constant monitoring of the emergent business environment, and an on-going information flow to keep the process timely and relevant. Value chain mapping is a slightly heavy technique to analyze the environment, yet it delivers a great platform to map the marketplace at a high level. Scenario analysis enables a flexible way to support strategic planning by enabling a firm to focus on the key factors that might shape the industry. The CI practice is at its best when it is an agile process that has short cycle times with frequent reviews and goal-setting in accordance with the strategic needs

    Exploring the role of lived time and co-presence in culturally consumptive mixed reality environments

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    This thesis considers the role of mixed reality in the culturally consumptive context of a contemporary outdoor sculpture park. It grounds the discussion of an augmented mode of experience by utilising a philosophical framework, derived from Henri Bergson and Francisco Varela, which distinguishes between two different senses of virtuality. The first of these is focussed on technology, whilst the second addresses issues of temporality and the specious present. These senses of virtuality are then applied to the development of a mediated mode of ocular and auditory experience, in an attempt to construct a syncretic experiential archive of subjective artistic encounters, that take place in the context of the park. Consideration of a syncretic mixed reality setting facilitates a need for a mode of design which can accommodate issues of embodiment alongside our sense of lived time. In this sense the thesis pushes against the abstracted and reduced forms of time and space that typically result from their technological representation or mediation. Precedents for understanding this mode of embodied temporal experience are seen in the works of Keiichi Matsuda, Janet Cardiff and George Bures Miller, Paul Trillo, and Tacita Dean. Underlying this technologically virtual structure is a more encompassing sense of temporality that likewise conditions our more subjective and ever-evolving durational experience. The thesis claims that our subjective sense of time is itself subject to variance via a myriad of factors affecting perception and cognition. This complex scenario is investigated via a practice-research mode of enquiry and incorporated into the simulated and speculative design outcomes that together constitute the thesis’s more practical dimension. The thesis’s speculative design artefacts are intended to provide a less authoritarian form of cultural commentary and contextualisation and are developed by a mode of selection and actualisation that is facilitated by Dunne and Raby’s adoption of Hancock and Bezold’s ‘cone of futures’. As a part of its enquiry, the thesis develops a novel methodology that combines a cybernetic enquiry system with more speculative cycles of making. This methodology is intended to be positioned as one of the study’s outcomes, and to be applicable in a wider context. The methodological cycles in question look to overcome the various obstacles that present themselves within the study’s technically challenging scenario. This is achieved through the development and adoption of a novel search strategy which is informed by a mode of abductive reasoning. By utilising the process of abduction, a series of artefacts are produced which gradually inculcate the notion that modes of technological virtuality can affect our sense of temporal virtuality in so far as the mediation of embodied experience, via modes of augmentation, can influence, interrupt, and affect our subjective experience of lived time. Ultimately, it is intended that the study’s methodology and its focus on speculatively designed outcomes, might be applied more broadly in the context of artistic research, as well as providing a layered system of enquiry that could be usefully adopted in the context of design for both the cultural and heritage industries

    Attention and Social Cognition in Virtual Reality:The effect of engagement mode and character eye-gaze

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    Technical developments in virtual humans are manifest in modern character design. Specifically, eye gaze offers a significant aspect of such design. There is need to consider the contribution of participant control of engagement. In the current study, we manipulated participants’ engagement with an interactive virtual reality narrative called Coffee without Words. Participants sat over coffee opposite a character in a virtual cafĂ©, where they waited for their bus to be repaired. We manipulated character eye-contact with the participant. For half the participants in each condition, the character made no eye-contact for the duration of the story. For the other half, the character responded to participant eye-gaze by making and holding eye contact in return. To explore how participant engagement interacted with this manipulation, half the participants in each condition were instructed to appraise their experience as an artefact (i.e., drawing attention to technical features), while the other half were introduced to the fictional character, the narrative, and the setting as though they were real. This study allowed us to explore the contributions of character features (interactivity through eye-gaze) and cognition (attention/engagement) to the participants’ perception of realism, feelings of presence, time duration, and the extent to which they engaged with the character and represented their mental states (Theory of Mind). Importantly it does so using a highly controlled yet ecologically valid virtual experience

    Digital Transformation

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    The amount of literature on Digital Transformation is staggering—and it keeps growing. Why, then, come out with yet another such document? Moreover, any text aiming at explaining the Digital Transformation by presenting a snapshot is going to become obsolete in a blink of an eye, most likely to be already obsolete at the time it is first published. The FDC Initiative on Digital Reality felt there is a need to look at the Digital Transformation from the point of view of a profound change that is pervading the entire society—a change made possible by technology and that keeps changing due to technology evolution opening new possibilities but is also a change happening because it has strong economic reasons. The direction of this change is not easy to predict because it is steered by a cultural evolution of society, an evolution that is happening in niches and that may expand rapidly to larger constituencies and as rapidly may fade away. This creation, selection by experimentation, adoption, and sudden disappearance, is what makes the whole scenario so unpredictable and continuously changing.The amount of literature on Digital Transformation is staggering—and it keeps growing. Why, then, come out with yet another such document? Moreover, any text aiming at explaining the Digital Transformation by presenting a snapshot is going to become obsolete in a blink of an eye, most likely to be already obsolete at the time it is first published. The FDC Initiative on Digital Reality felt there is a need to look at the Digital Transformation from the point of view of a profound change that is pervading the entire society—a change made possible by technology and that keeps changing due to technology evolution opening new possibilities but is also a change happening because it has strong economic reasons. The direction of this change is not easy to predict because it is steered by a cultural evolution of society, an evolution that is happening in niches and that may expand rapidly to larger constituencies and as rapidly may fade away. This creation, selection by experimentation, adoption, and sudden disappearance, is what makes the whole scenario so unpredictable and continuously changing
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