1,229 research outputs found

    Walking with virtual humans : understanding human response to virtual humanoids' appearance and behaviour while navigating in immersive VR

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    In this thesis, we present a set of studies whose results have allowed us to analyze how to improve the realism, navigation, and behaviour of the avatars in an immersive virtual reality environment. In our simulations, participants must perform a series of tasks and we have analyzed perceptual and behavioural data. The results of the studies have allowed us to deduce what improvements are needed to be incorporated to the original simulations, in order to enhance the perception of realism, the navigation technique, the rendering of the avatars, their behaviour or their animations. The most reliable technique for simulating avatars’ behaviour in a virtual reality environment should be based on the study of how humans behave within the environment. For this purpose, it is necessary to build virtual environments where participants can navigate safely and comfortably with a proper metaphor and, if the environment is populated with avatars, simulate their behaviour accurately. All these aspects together will make the participants behave in a way that is closer to how they would behave in the real world. Besides, the integration of these concepts could provide an ideal platform to develop different types of applications with and without collaborative virtual reality such as emergency simulations, teaching, architecture, or designing. In the first contribution of this thesis, we carried out an experiment to study human decision making during an evacuation. We were interested to evaluate to what extent the behaviour of a virtual crowd can affect individuals' decisions. From the second contribution, in which we studied the perception of realism with bots and humans performing just locomotion or varied animations, we can conclude that the combination of having human-like avatars with animation variety can increase the overall realism of a crowd simulation, trajectories and animation. The preliminary study presented in the third contribution of this thesis showed that realistic rendering of the environment and the avatars do not appear to increase the perception of realism in the participants, which is consistent with works presented previously. The preliminary results in our walk-in-place contribution showed a seamless and natural transition between walk-in-place and normal walk. Our system provided a velocity mapping function that closely resembles natural walk. We observed through a pilot study that the system successfully reduces motion sickness and enhances immersion. Finally, the results of the contribution related to locomotion in collaborative virtual reality showed that animation synchronism and footstep sound of the avatars representing the participants do not seem to have a strong impact in terms of presence and feeling of avatar control. However, in our experiment, incorporating natural animations and footstep sound resulted in smaller clearance values in VR than previous work in the literature. The main objective of this thesis was to improve different factors related to virtual reality experiences to make the participants feel more comfortable in the virtual environment. These factors include the behaviour and appearance of the virtual avatars and the navigation through the simulated space in the experience. By increasing the realism of the avatars and facilitating navigation, high scores in presence are achieved during the simulations. This provides an ideal framework for developing collaborative virtual reality applications or emergency simulations that require participants to feel as if they were in real life.En aquesta tesi, es presenta un conjunt d'estudis els resultats dels quals ens han permès analitzar com millorar el realisme, la navegació i el comportament dels avatars en un entorn de realitat virtual immersiu. En les nostres simulacions, els participants han de realitzar una sèrie de tasques i hem analitzat dades perceptives i de comportament mentre les feien. Els resultats dels estudis ens han permès deduir quines millores són necessàries per a ser incorporades a les simulacions originals, amb la finalitat de millorar la percepció del realisme, la tècnica de navegació, la representació dels avatars, el seu comportament o les seves animacions. La tècnica més fiable per simular el comportament dels avatars en un entorn de realitat virtual hauria de basar-se en l'estudi de com es comporten els humans dins de l¿entorn virtual. Per a aquest propòsit, és necessari construir entorns virtuals on els participants poden navegar amb seguretat i comoditat amb una metàfora adequada i, si l¿entorn està poblat amb avatars, simular el seu comportament amb precisió. Tots aquests aspectes junts fan que els participants es comportin d'una manera més pròxima a com es comportarien en el món real. A més, la integració d'aquests conceptes podria proporcionar una plataforma ideal per desenvolupar diferents tipus d'aplicacions amb i sense realitat virtual col·laborativa com simulacions d'emergència, ensenyament, arquitectura o disseny. En la primera contribució d'aquesta tesi, vam realitzar un experiment per estudiar la presa de decisions durant una evacuació. Estàvem interessats a avaluar en quina mesura el comportament d'una multitud virtual pot afectar les decisions dels participants. A partir de la segona contribució, en la qual estudiem la percepció del realisme amb robots i humans que realitzen només una animació de caminar o bé realitzen diverses animacions, vam arribar a la conclusió que la combinació de tenir avatars semblants als humans amb animacions variades pot augmentar la percepció del realisme general de la simulació de la multitud, les seves trajectòries i animacions. L'estudi preliminar presentat en la tercera contribució d'aquesta tesi va demostrar que la representació realista de l¿entorn i dels avatars no semblen augmentar la percepció del realisme en els participants, que és coherent amb treballs presentats anteriorment. Els resultats preliminars de la nostra contribució de walk-in-place van mostrar una transició suau i natural entre les metàfores de walk-in-place i caminar normal. El nostre sistema va proporcionar una funció de mapatge de velocitat que s'assembla molt al caminar natural. Hem observat a través d'un estudi pilot que el sistema redueix amb èxit el motion sickness i millora la immersió. Finalment, els resultats de la contribució relacionada amb locomoció en realitat virtual col·laborativa van mostrar que el sincronisme de l'animació i el so dels avatars que representen els participants no semblen tenir un fort impacte en termes de presència i sensació de control de l'avatar. No obstant això, en el nostre experiment, la incorporació d'animacions naturals i el so de passos va donar lloc a valors de clearance més petits en RV que treballs anteriors ja publicats. L'objectiu principal d'aquesta tesi ha estat millorar els diferents factors relacionats amb experiències de realitat virtual immersiva per fer que els participants se sentin més còmodes en l'entorn virtual. Aquests factors inclouen el comportament i l'aparença dels avatars i la navegació a través de l'entorn virtual. En augmentar el realisme dels avatars i facilitar la navegació, s'aconsegueixen altes puntuacions en presència durant les simulacions. Això proporciona un marc ideal per desenvolupar aplicacions col·laboratives de realitat virtual o simulacions d'emergència que requereixen que els participants se sentin com si estiguessin en la vida realPostprint (published version

    Virtual reality obstacle crossing: adaptation, retention and transfer to the physical world

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    Virtual reality (VR) paradigms are increasingly being used in movement and exercise sciences with the aim to enhance motor function and stimulate motor adaptation in healthy and pathological conditions. Locomotor training based in VR may be promising for motor skill learning, with transfer of VR skills to the physical world in turn required to benefit functional activities of daily life. This PhD project aims to examine locomotor adaptations to repeated VR obstacle crossing in healthy young adults as well as transfers to the untrained limb and the physical world, and retention potential of the learned skills. For these reasons, the current thesis comprises three studies using controlled VR obstacle crossing interventions during treadmill walking. In the first and second studies we investigated adaptation to crossing unexpectedly appearing virtual obstacles, with and without feedback about crossing performance, and its transfer to the untrained leg. In the third study we investigated transfer of virtual obstacle crossing to physical obstacles of similar size to the virtual ones, that appeared at the same time point within the gait cycle. We also investigated whether the learned skills can be retained in each of the environments over one week. In all studies participants were asked to walk on a treadmill while wearing a VR headset that represented their body as an avatar via real-time synchronised optical motion capture. Participants had to cross virtual and/or physical obstacles with and without feedback about their crossing performance. If applicable, feedback was provided based on motion capture immediately after virtual obstacle crossing. Toe clearance, margin of stability, and lower extremity joint angles in the sagittal plane were calculated for the crossing legs to analyse adaptation, transfer, and retention of obstacle crossing performance. The main outcomes of the first and second studies were that crossing multiple virtual obstacles increased participants’ dynamic stability and led to a nonlinear adaptation of toe clearance that was enhanced by visual feedback about crossing performance. However, independent of the use of feedback, no transfer to the untrained leg was detected. Moreover, despite significant and rapid adaptive changes in locomotor kinematics with repeated VR obstacle crossing, results of the third study revealed limited transfer of learned skills from virtual to physical obstacles. Lastly, despite full retention over one week in the virtual environment we found only partial retention when crossing a physical obstacle while walking on the treadmill. In summary, the findings of this PhD project confirmed that repeated VR obstacle perturbations can effectively stimulate locomotor skill adaptations. However, these are not transferable to the untrained limb irrespective of enhanced awareness and feedback. Moreover, the current data provide evidence that, despite significant adaptive changes in locomotion kinematics with repeated practice of obstacle crossing under VR conditions, transfer to and retention in the physical environment is limited. It may be that perception-action coupling in the virtual environment, and thus sensorimotor coordination, differs from the physical world, potentially inhibiting retained transfer between those two conditions. Accordingly, VR-based locomotor skill training paradigms need to be considered carefully if they are to replace training in the physical world

    VR-assisted architectural design in a heritage site: the Sagrada Família case study

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    Virtual Reality (VR) simulations have long been proposed to allow users to explore both yet-to-built buildings in architectural design, and ancient, remote or disappeared buildings in cultural heritage. In this paper we describe an on-going VR project on an UNESCO World Heritage Site that simultaneously addresses both scenarios: supporting architects in the task of designing the remaining parts of a large unfinished building, and simulating existing parts that define the environment that new designs must conform to. The main challenge for the team of architects is to advance towards the project completion being faithful to the original Gaudí’s project, since many plans, drawings and plaster models were lost. We analyze the main requirements for collaborative architectural design in such a unique scenario, describe the main technical challenges, and discuss the lessons learned after one year of use of the system.Peer ReviewedPostprint (published version

    Motion-based technology to support motor skills screening in developing children: A scoping review

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    Background. Acquiring motor skills is fundamental for children's development since it is linked to cognitive development. However, access to early detection of motor development delays is limited. Aim. This review explores the use and potential of motion-based technology (MBT) as a complement to support and increase access to motor screening in developing children. Methods. Six databases were searched following the PRISMA guidelines to search, select, and assess relevant works where MBT recognised the execution of children's motor skills. Results. 164 studies were analysed to understand the type of MBT used, the motor skills detected, the purpose of using MBT and the age group targeted. Conclusions. There is a gap in the literature aiming to integrate MBT in motor skills development screening and assessment processes. Depth sensors are the prevailing technology offering the largest detection range for children from age 2. Nonetheless, the motor skills detected by MBT represent about half of the motor skills usually observed to screen and assess motor development. Overall, research in this field is underexplored. The use of multimodal approaches, combining various motion-based sensors, may support professionals in the health domain and increase access to early detection programmes.Funding for open access charge: Universidad de Málaga / CBUA

    How a Diverse Research Ecosystem Has Generated New Rehabilitation Technologies: Review of NIDILRR’s Rehabilitation Engineering Research Centers

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    Over 50 million United States citizens (1 in 6 people in the US) have a developmental, acquired, or degenerative disability. The average US citizen can expect to live 20% of his or her life with a disability. Rehabilitation technologies play a major role in improving the quality of life for people with a disability, yet widespread and highly challenging needs remain. Within the US, a major effort aimed at the creation and evaluation of rehabilitation technology has been the Rehabilitation Engineering Research Centers (RERCs) sponsored by the National Institute on Disability, Independent Living, and Rehabilitation Research. As envisioned at their conception by a panel of the National Academy of Science in 1970, these centers were intended to take a “total approach to rehabilitation”, combining medicine, engineering, and related science, to improve the quality of life of individuals with a disability. Here, we review the scope, achievements, and ongoing projects of an unbiased sample of 19 currently active or recently terminated RERCs. Specifically, for each center, we briefly explain the needs it targets, summarize key historical advances, identify emerging innovations, and consider future directions. Our assessment from this review is that the RERC program indeed involves a multidisciplinary approach, with 36 professional fields involved, although 70% of research and development staff are in engineering fields, 23% in clinical fields, and only 7% in basic science fields; significantly, 11% of the professional staff have a disability related to their research. We observe that the RERC program has substantially diversified the scope of its work since the 1970’s, addressing more types of disabilities using more technologies, and, in particular, often now focusing on information technologies. RERC work also now often views users as integrated into an interdependent society through technologies that both people with and without disabilities co-use (such as the internet, wireless communication, and architecture). In addition, RERC research has evolved to view users as able at improving outcomes through learning, exercise, and plasticity (rather than being static), which can be optimally timed. We provide examples of rehabilitation technology innovation produced by the RERCs that illustrate this increasingly diversifying scope and evolving perspective. We conclude by discussing growth opportunities and possible future directions of the RERC program

    Combining motion matching and orientation prediction to animate avatars for consumer-grade VR devices

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    The animation of user avatars plays a crucial role in conveying their pose, gestures, and relative distances to virtual objects or other users. Self-avatar animation in immersive VR helps improve the user experience and provides a Sense of Embodiment. However, consumer-grade VR devices typically include at most three trackers, one at the Head Mounted Display (HMD), and two at the handheld VR controllers. Since the problem of reconstructing the user pose from such sparse data is ill-defined, especially for the lower body, the approach adopted by most VR games consists of assuming the body orientation matches that of the HMD, and applying animation blending and time-warping from a reduced set of animations. Unfortunately, this approach produces noticeable mismatches between user and avatar movements. In this work we present a new approach to animate user avatars that is suitable for current mainstream VR devices. First, we use a neural network to estimate the user's body orientation based on the tracking information from the HMD and the hand controllers. Then we use this orientation together with the velocity and rotation of the HMD to build a feature vector that feeds a Motion Matching algorithm. We built a MoCap database with animations of VR users wearing a HMD and used it to test our approach on both self-avatars and other users’ avatars. Our results show that our system can provide a large variety of lower body animations while correctly matching the user orientation, which in turn allows us to represent not only forward movements but also stepping in any direction.This project has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska-Curie grant agreement No. 860768 (CLIPE project) and the Spanish Ministry of Science and Innovation (PID2021-122136OB-C21).Peer ReviewedPostprint (published version

    Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality

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    Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields
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