140,881 research outputs found

    The Role of Goals and Attention on Memory for Distance in Real and Virtual Spaces

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    Navigating in an environment generally involves a goal. However, to date, little is known about the influence of goals on immediate memory for distance and time in ‘cognitive maps.’ The main aim of the thesis is to investigate the role goals play in memory for distance and time experienced during movement through a range of types of environment, and to begin to unpack the mechanisms at play. A secondary goal of the thesis is to examine the fidelity of virtual environments with respect to memory for distance and time. There has been a recent surge in the utilisation of Virtual Reality (VR) in research and practice. However, it remains unclear to what extent spatial behaviour in virtual environments captures the experience of Real Space. The environments tested in the thesis allow direct comparison of immediate memory for distance traversed and time spent in real human mazes versus VR versions of the same mazes. The first series of experiments tested the effects of goals varying in urgency and desirability on memory immediate memory for distance and time in real and virtual straight paths and paths with multiple turns. The results show reliable effects of goals on memory for distance and time. Moreover, the studies discount the influence of arousal and mood as an explanation for these effects, and suggest that goals may mediate attention to the environment. The second series of experiments investigated the role of attention in memory for distance and time in VR and in mentally simulated environments using verbal, visual, and auditory cues. The results of these studies show some evidence that attention in one’s environment influences memory for that environment. Overall, the results reveal that both goals and deployment of attention affect the representations people construct of their environments (cognitive maps) and subsequent recall. Implications are discussed more broadly with regard to research in spatial cognition

    Using trails to improve map generation for virtual agents in large scale, online environments

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    This thesis looks at improving the generation of maps for intelligent virtual agents in large scale environments. Virtual environments are growing larger in size and becoming more complex. There is a major challenge in providing agents that are able to autonomously generate their own map representations of the environment for use in navigation. Currently, map generation for agents in large scale virtual environments is performed either by hand or requires a lengthy pre-processing step where the map is built online. We are interested in environments where this process is not possible, such as those that encourage user generated content. We look at improving map generation in these environments by using trails. Trails are a set of observations of how a user navigates an environment over time. By observing trails an agent is able to identify free space in an environment and how to navigate between points without needing to perform any collision checking. We found that trails in a virtual environments are a useful source of information for an agent's map building process. Trails can be used to improve rapidly exploring randomised tree and probabilistic roadmap generation, as well as being used as a source of information for segmenting maps in very large scale environments

    Museums and the Metaverse: Emerging Technologies to Promote Inclusivity and Engagement

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    Over the past two decades, museums have increasingly sought to build connections with the community and increase inclusivity of visitors. At the same time, emerging technologies, such as extended reality (XR) and virtual museums (VM) are increasingly adopted to engage with different generational expectations but also for the purposes of supporting inclusivity and neurodiverse populations. First such technologies were adopted to augment exhibitions in the physical museum space for edutainment. Since then, XR has expanded from room-size environments (CAVEs) and augmented exhibitions to the creation of entire virtual museums, such as The Museum of Pure Form and The Virtual Museum of Sculpture. Digital twins of museums are increasingly common, along with UNESCO World Heritage Sites. Such virtual experiences can be leveraged to prepare neurodiverse visitors prior to visiting a museum. This chapter will outline how existing approaches to social stories and sensory maps may be combined with XR experiences to support neurodiverse visitors and their families. While onsite, immersive technologies can be used both for engagement and to provide accommodations for greater inclusivity and diversity

    Applying spatio-chemical analysis to grassland ecosystems for the illustration of chemoscapes and creation of healthscapes

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    Grasslands are heterogeneous landscapes composed of a diversity of herbaceous and shrub vegetation that varies not only taxonomically, but biochemically in terms of primary and secondary compounds. Plant Secondary Compounds (PSC) have specific nutritional, medicinal, and prophylactic properties, to which benefits depend upon dosage, type, arrangements, and concentration that changes between and within plants across time and space. The knowledge of the plant content of PSC and their distribution in grazing environments would therefore contribute to the design and creation of healthier foodscapes for ruminants; in other words, healthscapes. Geographic information systems (GIS) have been used extensively for landscape visualization and assessment, through several spatial analysis techniques applied for the creation of virtual maps to add valuable information to a particular environment. Given the knowledge of plants and their composition, GIS emerges as a readily available and low-cost tool to assess and evaluate the distribution of plants with beneficial PSC in large and heterogeneous foodscapes. We present and propose for the very first time, the application and use of GIS to determine the spatial distribution of PSC rich plants with nutraceutical properties to illustrate, visualize, and generate healthscapes for grazing ruminants. We present healthscape maps created using botanical composition analyses and advanced image classification methods to illustrate the distribution of plants regarding their PSC and nutraceutical properties. Such maps add an extra dimension and perspective to plant chemical composition, enabling graziers to visualize in space and time centers of nutrition and prophylactics or medicines, contributing to advanced grazing management decisions toward more productive, sustainable, and healthy grazing systems. The valuable information behind the mapped PSC advances the understanding of the nutritional ecology of grazing environments and foodscapes, introducing a new dimension to the holistic management of pastoral livestock production systems

    Exploring the Design Space of Immersive Urban Analytics

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    Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology of urban visual analytics by providing critical 3D context information and creating a sense of presence. In this paper, we propose an theoretical model to characterize the visualizations in immersive urban analytics. Further more, based on our comprehensive and concise model, we contribute a typology of combination methods of 2D and 3D visualizations that distinguish between linked views, embedded views, and mixed views. We also propose a supporting guideline to assist users in selecting a proper view under certain circumstances by considering visual geometry and spatial distribution of the 2D and 3D visualizations. Finally, based on existing works, possible future research opportunities are explored and discussed.Comment: 23 pages,11 figure

    Effects of hyperlinks on navigation in virtual environments

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    Hyperlinks introduce discontinuities of movement to 3-D virtual environments (VEs). Nine independent attributes of hyperlinks are defined and their likely effects on navigation in VEs are discussed. Four experiments are described in which participants repeatedly navigated VEs that were either conventional (i.e. obeyed the laws of Euclidean space), or contained hyperlinks. Participants learned spatial knowledge slowly in both types of environment, echoing the findings of previous studies that used conventional VEs. The detrimental effects on participants' spatial knowledge of using hyperlinks for movement were reduced when a time-delay was introduced, but participants still developed less accurate knowledge than they did in the conventional VEs. Visual continuity had a greater influence on participants' rate of learning than continuity of movement, and participants were able to exploit hyperlinks that connected together disparate regions of a VE to reduce travel time

    Using Wii technology to explore real spaces via virtual environments for people who are blind

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    Purpose - Virtual environments (VEs) that represent real spaces (RSs) give people who are blind the opportunity to build a cognitive map in advance that they will be able to use when arriving at the RS. Design - In this research study Nintendo Wii based technology was used for exploring VEs via the Wiici application. The Wiimote allows the user to interact with VEs by simulating walking and scanning the space. Finding - By getting haptic and auditory feedback the user learned to explore new spaces. We examined the participants' abilities to explore new simple and complex places, construct a cognitive map, and perform orientation tasks in the RS. Originality – To our knowledge, this finding presents the first virtual environment for people who are blind that allow the participants to scan the environment and by this to construct map model spatial representations

    Enabling scalability by partitioning virtual environments using frontier sets

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    We present a class of partitioning scheme that we have called frontier sets. Frontier sets build on the notion of a potentially visible set (PVS). In a PVS, a world is subdivided into cells and for each cell all the other cells that can be seen are computed. In contrast, a frontier set considers pairs of cells, A and B. For each pair, it lists two sets of cells (two frontiers), FAB and FBA. By definition, from no cell in FAB is any cell in FBA visible and vice versa. Our initial use of frontier sets has been to enable scalability in distributed networking. This is possible because, for example, if at time t0 Player1 is in cell A and Player2 is in cell B, as long as they stay in their respective frontiers, they do not need to send update information to each other. In this paper we describe two strategies for building frontier sets. Both strategies are dynamic and compute frontiers only as necessary at runtime. The first is distance-based frontiers. This strategy requires precomputation of an enhanced potentially visible set. The second is greedy frontiers. This strategy is more expensive to compute at runtime, however it leads to larger and thus more efficient frontiers. Network simulations using code based on the Quake II engine show that frontiers have significant promise and may allow a new class of scalable peer-to-peer game infrastructures to emerge
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