106 research outputs found

    Improving spatial orientation in virtual reality with leaning-based interfaces

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    Advancement in technology has made Virtual Reality (VR) increasingly portable, affordable and accessible to a broad audience. However, large scale VR locomotion still faces major challenges in the form of spatial disorientation and motion sickness. While spatial updating is automatic and even obligatory in real world walking, using VR controllers to travel can cause disorientation. This dissertation presents two experiments that explore ways of improving spatial updating and spatial orientation in VR locomotion while minimizing cybersickness. In the first study, we compared a hand-held controller with HeadJoystick, a leaning-based interface, in a 3D navigational search task. The results showed that leaning-based interface helped participant spatially update more effectively than when using the controller. In the second study, we designed a "HyperJump" locomotion paradigm which allows to travel faster while limiting its optical flow. Not having any optical flow (as in traditional teleport paradigms) has been shown to help reduce cybersickness, but can also cause disorientation. By interlacing continuous locomotion with teleportation we showed that user can travel faster without compromising spatial updating

    The Effects of Primary and Secondary Task Workloads on Cybersickness in Immersive Virtual Active Exploration Experiences

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    Virtual reality (VR) technology promises to transform humanity. The technology enables users to explore and interact with computer-generated environments that can be simulated to approximate or deviate from reality. This creates an endless number of ways to propitiously apply the technology in our lives. It follows that large technological conglomerates are pushing for the widespread adoption of VR, financing the creation of the Metaverse - a hypothetical representation of the next iteration of the internet. Even with VR technology\u27s continuous growth, its widespread adoption remains long overdue. This can largely be attributed to an affliction called cybersickness, an analog to motion sickness, which often manifests in users as an undesirable side-effect of VR experiences, inhibiting its sustained usage. This makes it highly important to study factors related to the malady. The tasks performed in a simulated environment provide context, purpose, and meaning to the experience. Active exploration experiences afford users control over their motion, primarily allowing them to navigate through an environment. While navigating, users may also have to engage in secondary tasks that can be distracting. These navigation and distraction tasks differ in terms of the source and magnitude of attentional demands involved, potentially influencing how cyber-sickening a simulation can be. Given the sparse literature in this area, this dissertation sets out to investigate how the interplay between these factors impacts the onset and severity of sickness, thereby contributing to the knowledge base on how the attentional demands associated with the tasks performed during navigation affect cybersickness in virtual reality

    Towards Understanding Scene Transition Techniques in Immersive 360 Movies and Cinematic Experiences

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    Many researchers have studied methods of effective travel in virtual environments, but little work has considered scene transitions, which may be important for virtual reality experiences like immersive 360-degree movies. In this research, we designed and evaluated three different scene transition techniques (Teleportation, Animated Interpolation, and Pulsed Interpolation) in two environments. Our goal was to compare these techniques and their variations to find out which works the best in different situations. We designed an experiment to evaluate how different techniques influenced sickness and the ability to maintain spatial awareness of object locations in dynamic virtual environments. With this approach, we first assessed the impact of different speeds, visual adjustments, and movement types for each of the three transition types. Next, we conducted a study comparing the best variations of each of the three techniques. Our results showed that the Teleportation technique caused the least sickness and the Animated technique was best for maintaining spatial awareness

    The Effect of Prior Virtual Reality Experience on Locomotion and Navigation in Virtual Environments

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    VirtualReality(VR) is becoming more accessible and widely utilized in crucial disciplines like training, communication, healthcare, and education. One of the important parts of VR applications is walking through virtual environments. So, researchers have broadly studied various kinds of walking in VR as it can reduce sickness, improve the sense of presence, and enhance the general user experience. Due to the recent availability of consumer Head Mounted Displays (HMDs), people are using HMDs in all sorts of different locations. It underscores the need for locomotion methods that allow users to move through large Immersive Virtual Environments (IVEs) when occupying a small physical space or even seated. Although many aspects of locomotion in VR have received extensive research, very little work has considered how locomotive behaviors might change over time as users become more experienced in IVEs. As HMDs were rarely encountered outside of a lab before 2016, most locomotion research before this was likely conducted with VR novices who had no prior experience with the technology. However, as this is no longer the case, itis important to consider whether locomotive behaviors may evolve over time with user experience. This proposal specifically studies locomotive behaviors and effects that may adjust over time. For the first study, we conducted experiments measuring novice and experienced subjects’ gait parameters in VR and real environments. Prior research has established that users’ gait in virtual and real environments differs; however, little research has evaluated how users’ gait differs as users gain more experience with VR. We conducted experiments measuring novice and experienced subjects’ gait parameters in VR and real environments. Results showed that subjects’ performance in VR and Real World was more similar in the last trials than in the first trials; their walking dissimilarity in the start trials diminished by walking more trials. We found the trials a significant variable affecting the walking speed, step length, and trunk angle for both groups of users. While the main effect of expertise was not observed, an interaction effect between expertise and the trial number was shown. The trunk angle increased over time for novices but decreased for experts. These cond study reports the results of an experiment investigating how users’ behavior with two locomotion methods changed over four weeks: teleportation and joystick-based locomotion. Twenty novice VR users (no more than 1 hour prior experience with any form of walking in VR) were recruited. They loaned an Oculus Quest for four weeks on their own time, including an activity we provided them with. Results showed that the time required to complete the navigation task decreased faster for joystick-based locomotion. Spatial memory improved with time, particularly when using teleportation (which starts disadvantaged to joystick-based locomotion). Also, overall cyber sickness decreased slightly overtime; two dimensions of cyber sickness (nausea and disorientation) increased notably over time using joystick-based navigation. The next study presents the findings of a longitudinal research study investigating the effects of locomotion methods within virtual reality on participants’ spatial awareness during VR experiences and subsequent real-world gait parameters. The study encompasses two distinct environments: the real world and VR. In the real world setting, we analyze key gait parameters, including walking speed, distance traveled, and stepcount, both pre and post-VR exposure, to perceive the influence of VR locomotion on post-VR gait behavior. Additionally, we assess participants’ spatial awareness and the occurrence of simulator sickness, considering two locomotion methods: joy stick and teleportation. Our results reveal significant changes in gait parameters associated with increased VR locomotion experience. Furthermore, we observe a remarkable reduction in cyber sickness symptoms over successive VR sessions, particularly evident among participants utilizing joy stick locomotion. This study contributes to the understanding of gait behavior influenced by VR locomotion technology and the duration of VR immersion. Together, these studies inform how locomotion and navigation behavior may change in VR as users become more accustomed to walking in virtual reality settings. Also, comparative studies on locomotion methods help VR developers to implement the better-suited locomotion method. Thus, it provides knowledge to design and develop VR systems to perform better for different applications and groups of users

    In-Place Gestures Classification via Long-term Memory Augmented Network

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    In-place gesture-based virtual locomotion techniques enable users to control their viewpoint and intuitively move in the 3D virtual environment. A key research problem is to accurately and quickly recognize in-place gestures, since they can trigger specific movements of virtual viewpoints and enhance user experience. However, to achieve real-time experience, only short-term sensor sequence data (up to about 300ms, 6 to 10 frames) can be taken as input, which actually affects the classification performance due to limited spatio-temporal information. In this paper, we propose a novel long-term memory augmented network for in-place gestures classification. It takes as input both short-term gesture sequence samples and their corresponding long-term sequence samples that provide extra relevant spatio-temporal information in the training phase. We store long-term sequence features with an external memory queue. In addition, we design a memory augmented loss to help cluster features of the same class and push apart features from different classes, thus enabling our memory queue to memorize more relevant long-term sequence features. In the inference phase, we input only short-term sequence samples to recall the stored features accordingly, and fuse them together to predict the gesture class. We create a large-scale in-place gestures dataset from 25 participants with 11 gestures. Our method achieves a promising accuracy of 95.1% with a latency of 192ms, and an accuracy of 97.3% with a latency of 312ms, and is demonstrated to be superior to recent in-place gesture classification techniques. User study also validates our approach. Our source code and dataset will be made available to the community.Comment: This paper is accepted to IEEE ISMAR202

    Historical Data Trend Analysis in Extended Reality Education Field

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    The arrival of the digital age brings Virtual Reality, Augmented Reality, and Mixed Reality technologies into our daily life. It provides a brand-new user experience to composite with real environments. Due to the development of related devices in recent years, the highly interactive connections between users and devices have gradually evolved. The paper starts from a literature review to discuss Virtual Reality, Augmented Reality, and Mixed Reality's history and social impact. The review reveals not only the traditional historical review but also contains a data research study. The research focuses on the case study paper, which proposed a bright, interactive future with technology in educational field. We compared the proposed future view and the current development. This paper collected 269 citations from 2005 to 2020 and analyzed them, assessing whether they belonged to technical or theoretical paper. The paper uses the collected data to discuss industrial developing trends and indicates the possible future view based on the data study result

    Measuring user experience for virtual reality

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    In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. These technologies have the potential to create new experiences that combine the advantages of reality and virtuality. While the technology for input as well as output devices is market ready, only a few solutions for everyday VR - online shopping, games, or movies - exist, and empirical knowledge about performance and user preferences is lacking. All this makes the development and design of human-centered user interfaces for VR a great challenge. This thesis investigates the evaluation and design of interactive VR experiences. We introduce the Virtual Reality User Experience (VRUX) model based on VR-specific external factors and evaluation metrics such as task performance and user preference. Based on our novel UX evaluation approach, we contribute by exploring the following directions: shopping in virtual environments, as well as text entry and menu control in the context of everyday VR. Along with this, we summarize our findings by design spaces and guidelines for choosing optimal interfaces and controls in VR.In den letzten Jahren haben Virtual Reality (VR) und 3D User Interfaces (3DUI) stark an Popularität gewonnen, insbesondere bei Hard- und Software im Konsumerbereich. Diese Technologien haben das Potenzial, neue Erfahrungen zu schaffen, die die Vorteile von Realität und Virtualität kombinieren. Während die Technologie sowohl für Eingabe- als auch für Ausgabegeräte marktreif ist, existieren nur wenige Lösungen für den Alltag in VR - wie Online-Shopping, Spiele oder Filme - und es fehlt an empirischem Wissen über Leistung und Benutzerpräferenzen. Dies macht die Entwicklung und Gestaltung von benutzerzentrierten Benutzeroberflächen für VR zu einer großen Herausforderung. Diese Arbeit beschäftigt sich mit der Evaluation und Gestaltung von interaktiven VR-Erfahrungen. Es wird das Virtual Reality User Experience (VRUX)- Modell eingeführt, das auf VR-spezifischen externen Faktoren und Bewertungskennzahlen wie Leistung und Benutzerpräferenz basiert. Basierend auf unserem neuartigen UX-Evaluierungsansatz leisten wir einen Beitrag, indem wir folgende interaktive Anwendungsbereiche untersuchen: Einkaufen in virtuellen Umgebungen sowie Texteingabe und Menüsteuerung im Kontext des täglichen VR. Die Ergebnisse werden außerdem mittels Richtlinien zur Auswahl optimaler Schnittstellen in VR zusammengefasst
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