25,650 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
The Impact of Immersive VR verses Desktop VR Technologies on Learning Attainment and Sense of Presence
The study examined the influence of immersive technologies and sense of presence on learning outcomes while comparing different media formats (Immersive Virtual Reality and Desktop Virtual Reality). The experiment was conducted on N=68 students that experienced a biology lesson about the human cellular system and its related processes. The current literature suggests that Immersive technologies can a powerful impact to learning, but it is crucial to identify when and how these impacts emerge. The current assumption is that presence and educational outcomes stem from the amount of engagement with the material, which is suggested to depend on the level of immersion. Currently, the question is whether technological immersion elicits this psychological state of presence and whether this feeling of presence has an influence on learning or not. Much of the literature relates to qualitative measurement techniques, such as motivational and emotional questionnaires. As well as a major issue relating to the methodology, such as sample size and inconsistency between groups. The study addressed this limitation by assessing learning outcomes quantitatively, and consistency of stimulus between experimental groups. We proposed that the largest learning gains may be seen in the iVR environment, since evidence suggest that designing active and embodied lessons with meaningful interactivity and manipulation of content may continue to induce significant influence in learning interventions. These findings may provide empirical evidence to help understand the influence of these variables on learning in iVR
Designing Map-Based Visual Storytelling for News Articles in Mixed Reality
This study investigates how we can design map-based visual storytelling of news articles for Mixed Reality Head-Mounted Displays (MR HMDs). It explores the significance of visual storytelling genres and interactive gestures in the design. The findings reveal that principles of storytelling and interaction cannot be directly transferred from traditional PC interfaces to MR HMDs due to fundamental differences in interface and interaction. The study highlights the effectiveness of the dynamic slideshow format and far-interaction in enhancing the storytelling experience. Participants favored hand interactions but expressed interest in alternative methods such as gaze- and voice-based interactions. The challenges faced during the project, including recruitment difficulties, testing environment limitations, and technical issues, influenced the findings. The study emphasizes the need for tailored design principles for MR storytelling and multiple interaction methods to cater to user preferences. Overall, the findings provide valuable insights into designing map-based interactions in MR for visual storytelling, with consideration for the encountered challenges and limitations.Masteroppgave i medie- og interaksjonsdesignMIX350MASV-MI
THE METAVERSE: A VIRTUAL WORLD IN THE PALM OF YOUR HAND
This paper explores the actual and future impact of the Metaverse as a virtual space. Thus, it focuses the probe on the technical challenges that face this everlasting emerging technology. Today, the Metaverse presents a digital environment to build collective architecture and historical heritage in a virtual space. In this digital world, the modeling and design methodology is based on individual archetypes that can puzzle new elements. Currently, traditional methods require change and adaptation in both the education and work market, especially due to the remote-work integration in the last few years. For example, many components are required to build a Virtual Reality (VR) laboratory or a VR museum. Virtual environments present us with novel opportunities to bring together the real world with a virtual extension or duplication. This technology will remove physical boundaries and design constraints and consequently will open a gate to a metaphysical world. Imagine a world with limitless space where gravity doesn’t exist, and water can float upward. There is no limit for art and architecture but even this magic has its limitation related to computer technology. Therefore, this paper surveys the state-of-the-art computational technologies and the ecosystems of the Metaverse. The paper covers the fields of Computer Vision, Human-Computer Interaction, Artificial Intelligence, Robotics, Internet of Things (IoT), Cloud Computing, and future mobile networks. In application, the Metaverse will allow users to have a fantastic experience being part of worldwide entertainment and socio-economic network
Collaborative geographic visualization
Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de
Lisboa para a obtenção do grau de Mestre em Engenharia do Ambiente, perfil Gestão e
Sistemas AmbientaisThe present document is a revision of essential references to take into account when developing ubiquitous Geographical Information Systems (GIS) with collaborative
visualization purposes.
Its chapters focus, respectively, on general principles of GIS, its multimedia components and ubiquitous practices; geo-referenced information visualization and its graphical components of virtual and augmented reality; collaborative environments, its technological requirements, architectural specificities, and models for collective information management; and some final considerations about the future and challenges of collaborative visualization of GIS in ubiquitous environment
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uC: Ubiquitous Collaboration Platform for Multimodal Team Interaction Support
A human-centered computing platform that improves teamwork and transforms the “human- computer interaction experience” for distributed teams is presented. This Ubiquitous Collaboration, or uC (“you see”), platform\u27s objective is to transform distributed teamwork (i.e., work occurring when teams of workers and learners are geographically dispersed and often interacting at different times). It achieves this goal through a multimodal team interaction interface realized through a reconfigurable open architecture. The approach taken is to integrate: (1) an intuitive speech- and video-centric multi-modal interface to augment more conventional methods (e.g., mouse, stylus and touch), (2) an open and reconfigurable architecture supporting information gathering, and (3) a machine intelligent approach to analysis and management of heterogeneous live and stored sensor data to support collaboration. The system will transform how teams of people interact with computers by drawing on both the virtual and physical environment
Virtualization in Information Technology Science and Its Integration to Develop Future Architectural Design Tools (Comparative descriptive research case study of BMW showroom building)
The increasing availability and utilization of information are the defining characteristics of the information age. While the industrial revolution focused on material production, the information revolution focuses on the production of ideas. Countries with more information are the most dominant in the world, and over the past thirty years, we have witnessed the tremendous development of the information and communication sector, leading to various changes in the modern world, including the replacement of some jobs with new technologies. This has had a profound impact on society, concepts, and beliefs, and the field of architectural engineering has been significantly affected by the advancements in information technology, resulting in changes in the way architects think, analyze, and design buildings. The digital revolution has also had a significant impact on various disciplines, giving rise to new ideas and trends in each of them. One of the most important outcomes of this revolution is virtual representation, which allows multiple applications to run on a single device. This has led to several ways of understanding and interpreting the concept in different fields. (1) The architectural product is directly influenced by digital technology in all areas, as architectural design increasingly moves into the realm of virtual reality, which is expected to become more logical and realistic. (2) Simulating virtual reality is one of the evident effects of the technological revolution on architectural design and can be referred to as "digitalizing architectural design. (3) This study presents a model for integrating the new elements resulting from the technological revolution into visions and approaches for dealing with future architecture, through the reciprocal relationship between architecture and technology
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