23,818 research outputs found

    Navigation and interaction in a real-scale digital mock-up using natural language and user gesture

    Get PDF
    This paper tries to demonstrate a very new real-scale 3D system and sum up some firsthand and cutting edge results concerning multi-modal navigation and interaction interfaces. This work is part of the CALLISTO-SARI collaborative project. It aims at constructing an immersive room, developing a set of software tools and some navigation/interaction interfaces. Two sets of interfaces will be introduced here: 1) interaction devices, 2) natural language (speech processing) and user gesture. The survey on this system using subjective observation (Simulator Sickness Questionnaire, SSQ) and objective measurements (Center of Gravity, COG) shows that using natural languages and gesture-based interfaces induced less cyber-sickness comparing to device-based interfaces. Therefore, gesture-based is more efficient than device-based interfaces.FUI CALLISTO-SAR

    Exploring the Front Touch Interface for Virtual Reality Headsets

    Full text link
    In this paper, we propose a new interface for virtual reality headset: a touchpad in front of the headset. To demonstrate the feasibility of the front touch interface, we built a prototype device, explored VR UI design space expansion, and performed various user studies. We started with preliminary tests to see how intuitively and accurately people can interact with the front touchpad. Then, we further experimented various user interfaces such as a binary selection, a typical menu layout, and a keyboard. Two-Finger and Drag-n-Tap were also explored to find the appropriate selection technique. As a low-cost, light-weight, and in low power budget technology, a touch sensor can make an ideal interface for mobile headset. Also, front touch area can be large enough to allow wide range of interaction types such as multi-finger interactions. With this novel front touch interface, we paved a way to new virtual reality interaction methods

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

    Get PDF
    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

    Meeting the challenge of zero carbon homes : a multi-disciplinary review of the literature and assessment of key barriers and enablers

    Get PDF
    Within the built environment sector, there is an increasing pressure on professionals to consider the impact of development upon the environment. These pressures are rooted in sustainability, and particularly climate change. But what is meant by sustainability? It is a term whose meaning is often discussed, the most common definition taken from the Bruntland report as “sustainable development is development that meets the needs of the present without compromising the ability of future generations to meet their own needs” (World Commission on Environment and Development, 1987). In the built environment, the sustainability issues within the environment, social and economic spheres are often expressed through design considerations of energy, water and waste. Given the Stern Report’s economic and political case for action with respect to climate change (Stern, 2006) and the IPCC’s Fourth Assessment Report’s confirmation of the urgency of the climate change issue and it’s root causes (IPCC, 2007), the need for action to mitigate the effects of climate change is currently high on the political agenda. Excess in carbon dioxide concentrations over the natural level have been attributed to anthropogenic sources, most particularly the burning of carbon-based fossil fuels. Over 40% of Europe’s energy and 40% of Europe’s carbon dioxide emissions arise from use of energy in buildings. Energy use in buildings is primarily for space heating, water heating, lighting and appliance use. Professionals in the built environment can therefore play a significant role in meeting targets for mitigating the effects of climate change. The UK Government recently published the Code for Sustainable Homes (DCLG, 2006). Within this is the objective of development of zero carbon domestic new build dwellings by 2016. It is the domestic zero carbon homes agenda which is the focus of this report. The report is the culmination of a research project, funded by Northumbria University, and conducted from February 2008 to July 2008, involving researchers from the Sustainable Cities Research Institute (within the School of the Built Environment) and academics, also from within the School. The aim of the project was to examine, in a systematic and holistic way, the critical issues, drivers and barriers to building and adapting houses to meet zero carbon targets. The project involved a wide range of subject specialisms within the built environment and took a multi-disciplinary approach. Practitioner contribution was enabled through a workshop. The focus of this work was to review the academic literature on the built environment sector and its capabilities to meet zero carbon housing targets. It was not possible to undertake a detailed review of energy efficiency or micro-generation technologies, the focus of the research was instead in four focussed areas: policy, behaviour, supply chain and technology.What follows is the key findings of the review work undertaken. Chapter One presents the findings of the policy and regulation review. In Chapter Two the review of behavioural aspects of energy use in buildings is presented. Chapter Three presents the findings of the review of supply chain issues. Chapter Four presents the findings of the technology review, which focuses on phase change materials. A summary of the key barriers and enablers, and areas for future research work, concludes this report in Chapter Five. Research is always a work in progress, and therefore comments on this document are most welcome, as are offers of collaboration towards solutions. The School of the Built Environment at Northumbria University strives to embed its research in practical applications and solutions to the need for a low carbon economy

    Toward hyper-realistic and interactive social VR experiences in live TV scenarios

    Get PDF
    © 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Social Virtual Reality (VR) allows multiple distributed users getting together in shared virtual environments to socially interact and/or collaborate. This article explores the applicability and potential of Social VR in the broadcast sector, focusing on a live TV show use case. For such a purpose, a novel and lightweight Social VR platform is introduced. The platform provides three key outstanding features compared to state-of-the-art solutions. First, it allows a real-time integration of remote users in shared virtual environments, using realistic volumetric representations and affordable capturing systems, thus not relying on the use of synthetic avatars. Second, it supports a seamless and rich integration of heterogeneous media formats, including 3D scenarios, dynamic volumetric representation of users and (live/stored) stereoscopic 2D and 180Âș/360Âș videos. Third, it enables low-latency interaction between the volumetric users and a video-based presenter (Chroma keying), and a dynamic control of the media playout to adapt to the session’s evolution. The production process of an immersive TV show to be able to evaluate the experience is also described. On the one hand, the results from objective tests show the satisfactory performance of the platform. On the other hand, the promising results from user tests support the potential impact of the presented platform, opening up new opportunities in the broadcast sector, among others.This work has been partially funded by the European Union’s Horizon 2020 program, under agreement nÂș 762111 (VRTogether project), and partially by ACCIÓ, under agreement COMRDI18-1-0008 (ViVIM project). Work by Mario Montagud has been additionally funded by the Spanish Ministry of Science, Innovation and Universities with a Juan de la Cierva – IncorporaciĂłn grant (reference IJCI-2017-34611). The authors would also like to thank the EU H2020 VRTogether project consortium for their relevant and valuable contributions.Peer ReviewedPostprint (author's final draft

    Media and Polarization

    Get PDF
    This paper provides a model of how media environments affect political polarization. We first develop a model of how media environments, characterized by their levels of accessibility and variety of content, interact with citizens' ideological views and attitudes and political motivation. We then embed it in a model of majoritarian electoral competition in which politicians react to those media-influenced views. We show how equilibrium polarization is affected by changes in the media environment, through two channels: the variety effect, whereby a decrease in media variety leads to convergence in citizens' views and hence to lower polarization; and the composition effect, whereby a lowering of barriers to media accessibility increases turnout and hence lowers polarization, since newly motivated voters are relatively more moderate. We take the model's predictions to the data, in the US context of the introduction of broadcast TV, in the 1940s and 1950s, and radio, in the 1920s and 1930s. We show that, consistent with the model's predictions, TV decreased polarization, and exposure to (network) radio was correlated with lower polarization. The evidence suggests that the variety effect was more important than the composition effect.
    • 

    corecore