59 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

    Immersive Interfaces for Engagement and Learning: Cognitive Implications

    Get PDF
    International audienceImmersive Virtual Environments are distinct from other types of multimedia learning environments. But, if immersion defined the subjective impression that one is participating in a comprehensive and a realistic experience, immersive-ness is generally defined only from a systemic point of view (e.g., capacity to track users' movements, facial expressions and gestures, quality of appearance, combination of multi-sensory information, design of the virtual world). Moreover, nowadays, it does not exist a robust theoretical framework to describe and to predict immersive-ness from a user-point of view. So this paper is aiming to assume that (a) immersive-ness should be defined from a cognitive user point of view, and that (b) the cognitive architecture called MHP/RT (for Model Human Processor with Realtime Constraints) is relevant to understand and to predict immersive-ness. After a presentation of the MHP/RT model and the distributed memory system related to conscious and unconscious processes, we present the conditions necessary to produce an "immersive experience" for the user, and a case study is described as an example. Theoretical and method-ological perspectives are discussed

    Immersive Interfaces for Engagement and Learning: Cognitive Implications

    Get PDF
    International audienceImmersive Virtual Environments are distinct from other types of multimedia learning environments. But, if immersion defined the subjective impression that one is participating in a comprehensive and a realistic experience, immersive-ness is generally defined only from a systemic point of view (e.g., capacity to track users' movements, facial expressions and gestures, quality of appearance, combination of multi-sensory information, design of the virtual world). Moreover, nowadays , it does not exist a robust theoretical framework to describe and to predict immersive-ness from a user-point of view. So this paper is aiming to assume that (a) immersive-ness should be defined from a cognitive user point of view, and that (b) the cognitive architecture called MHP/RT (for Model Human Processor with Realtime Constraints) is relevant to understand and to predict immersive-ness. After a presentation of the MHP/RT model and the distributed memory system related to conscious and unconscious processes , we present the conditions necessary to produce an " immersive experience " for the user, and a case study is described as an example. Theoretical and methodological perspectives are discussed

    From Driving Simulation to Virtual Reality

    Get PDF
    Driving simulation from the very beginning of the advent of VR technology uses the very same technology for visualization and similar technology for head movement tracking and high end 3D vision. They also share the same or similar difficulties in rendering movements of the observer in the virtual environments. The visual-vestibular conflict, due to the discrepancies perceived by the human visual and vestibular systems, induce the so-called simulation sickness, when driving or displacing using a control device (ex. Joystick). Another cause for simulation sickness is the transport delay, the delay between the action and the corresponding rendering cues. Another similarity between driving simulation and VR is need for correct scale 1:1 perception. Correct perception of speed and acceleration in driving simulation is crucial for automotive experiments for Advances Driver Aid System (ADAS) as vehicle behavior has to be simulated correctly and anywhere where the correct mental workload is an issue as real immersion and driver attention is depending on it. Correct perception of distances and object size is crucial using HMDs or CAVEs, especially as their use is frequently involving digital mockup validation for design, architecture or interior and exterior lighting. Today, the advents of high resolution 4K digital display technology allows near eye resolution stereoscopic 3D walls and integrate them in high performance CAVEs. High performance CAVEs now can be used for vehicle ergonomics, styling, interior lighting and perceived quality. The first CAVE in France, built in 2001 at Arts et Metiers ParisTech, is a 4 sided CAVE with a modifiable geometry with now traditional display technology. The latest one is Renault’s 70M 3D pixel 5 sides CAVE with 4K x 4K walls and floor and with a cluster of 20 PCs. Another equipment recently designed at Renault is the motion based CARDS driving simulator with CAVE like 4 sides display system providing full 3D immersion for the driver. The separation between driving simulation and digital mockup design review is now fading though different uses will require different simulation configurations. New application domains, such as automotive AR design, will bring combined features of VR and driving simulation technics, including CAVE like display system equipped driving simulators

    Nectar: Multi-user Spatial Augmented Reality for everyone: Three live demonstrations of educative applications

    Get PDF
    International audienceIn this demonstration we showcase a new spatial augmented reality device (interactive projection) with three applications: education and experimentation of color models, map exploration for visually impaired people and scientific vulgarization of machine learning. The first exhibition is an interactive exploration about the nature of light. Visitors can experiment with additive subtractive color models. We engage them with questions, and they have to reply using cards to find out answers. This exhibit is suitable for children. The second exhibition is about map exploration and creation for Visually Impaired Persons (VIP). VIP generally use tactile maps with braille to learn about an unknown environment. However, these maps are not accessible to the 80% of VIP who don't read braille. Our prototype augments raised-line maps with audio output. The third exhibition is destined to be used for scientific outreach. It enables the creation of artificial neural networks (ANN) using tangible interfaces. Neurons are represented by laser-cut diamond shaped tokens, and the data to learn is printed on cards. The ANN learns to differentiate shapes, and the whole learning process is made visible and interactive. These three applications demonstrate the capabilities of our hardware and software development kit in different scenarios. At ReVo, each demonstration will have its own setup and interactive space

    A Classification of Human-to-Human Communication during the Use of Immersive Teleoperation Interfaces

    Get PDF

    Comparing Different Performance Factors of Conventional VS Immersive Service Prototypes

    Get PDF
    Service prototyping is an innovative iterative process envisioned to enhance the service development process while refining the anticipated service experience. Immersive technologies, such as: Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), in service prototyping have the potential to enhancing the co-creation of service ideas. It is intended to transform intangible service aspects into an experience, even before the service exists. However, there is a lack of research studies comparing different forms of service prototype. Such studies would help to find out the most appropriate Service Prototype (SP) form for exploring, communicating and evaluating new service ideas. Several SP experiment sessions were conducted in France and Germany within an academic context in 2018 to compare different performance factors of conventional Service Prototypes (CSP) versus Immersive Service Prototypes (ISP). The participants have to disassemble and then reassemble a simple three-part mechanical element with the aid of four different SP forms. This paper presents the results of the experiment sessions, involving 38 participants, conducted at Furtwangen University campus in Germany. These results reveal that participants preferred ISP forms rather than CSP forms. However, it also confirms that there are still some difficulties in applying and using VR or AR devices.This complete empirical study has been carried out successively at the Furtwangen University and then at ENSAM Laval and Angers Campuses. Authors wish to acknowledge their gratitude and appreciation to ENSAM and Furtwangen University, as well as all experiment participants that contributed to this study

    Exploring Mixed-methods Instruments for Performance Evaluation of Immersive Collaborative Environments

    Get PDF
    Presently, there is a clear trend for both businesses and public institutions to move towards open or collaborative innovation. Nevertheless, engaging all stakeholders, especially users, for cocreating innovative solutions and usage scenarios is, as revealed in previous studies, not so obvious. We do believe that Immersive and Collaborative Environments (ICEs) based on the use of Virtual, Augmented and Mixed Reality technologies would be the right place for co-creating, exploring, experimenting and evaluating innovative ideas and concepts in order to quickly reach a common understanding. However, there is a need to design a proper method and instruments that would allow evaluating and comparing ICEs. Our previous paper presented the outcomes of an investigation to identifying and disentangling factors characterising a group immersion and collaboration in the context of co-creation. As a step further, this paper reports about our exploratory study towards the design of mixed methods quantitative and qualitative instruments for the evaluation of Immersive and Collaborative Environments (ICE) based on previously identified factors

    Information and communication in a networked infosphere: a review of concepts and application in social branding

    Get PDF
    This paper aims at providing a contribution to the comprehensive review of the impact of information and communication, and their supporting technologies, in the current transformation of human life in the infosphere. The paper also offers an ex- ample of the power of new social approaches to the use of information and commu- nication technologies to foster new working models in organizations by presenting the main outcomes of a research project on social branding. A discussion about some trends of the future impact of new information and communication technologies in the infosphere is also included
    • …
    corecore