19,344 research outputs found

    Application of Real and Virtual Radial Arm Maze Task in Human

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    Virtual Reality (VR) emerges as a promising technology capable of creating different scenarios in which the body, environment, and brain are closely related, proving enhancements in the diagnosis and treatment of several spatial memory deficits. In recent years, human spatial navigation has increasingly been studied in interactive virtual environments. However, navigational tasks are still not completely adapted in immersive 3D VR systems. We stipulate that an immersive Radial Arm Maze (RAM) is an excellent instrument, allowing the participants to be physically active within the maze exactly as in the walking RAM version in reality modality. RAM is a behavioral ecological task that allows the analyses of different facets of spatial memory, distinguishing declarative components from procedural ones. In addition to describing the characteristics of RAM, we will also analyze studies in which RAM has been used in virtual modality to provide suggestions into RAM building in immersive modality

    Haptic ankle platform for interactive walking in virtual reality.

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    This paper presents an impedance type ankle haptic interface for providing users with an immersive navigation experience in virtual reality (VR). The ankle platform actuated by an electric motor with feedback control enables the use of foot-tapping gestures to create a walking experience similar to a real one and to haptically render different types of walking terrains. Experimental studies demonstrated that the interface can be easily used to generate virtual walking and it is capable to render terrains such as hard and soft surfaces, and multi-layer complex dynamic terrains. The designed system is a seated-type VR locomotion interface, therefore allowing its user to maintain a stable seated posture to comfortably navigate a virtual scene

    COVID-19 and immersion: physical, virtual, and home spaces

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    This article considers the dramatic adaptations that have occurred in themed immersive spaces as they have dealt with the challenging dynamics of COVID-19. As COVID-19 has been a respiratory disease, it has impacted the operations of theme parks, casinos, cruise ships, and other immersive spaces, especially as such spaces have relied, traditionally, on physical forms of entertainment and immersion. The writing begins with a consideration of the COVID-19 challenges noted in the theme park and cruise ship industries. OceanMedallionTM and MyMagic+ technologies are considered for their possible positive role in addressing the operational dynamics during the pandemic. Issues of guest accessibility, environmental design, and psychological and existential conditions of guests are also discussed. The second section of the article focuses on how virtual forms of immersive design may assist in the safe operation of immersive spaces. Included is an emphasis on virtual and augmented reality technologies of rides, including those at Toy Story Mania, Fear the Walking Dead Survival, and Swamp Motel. The article concludes with a discussion of home-based immersion, including interactive media, exercise technology, and virtual tourism. Case studies that are analyzed include Faroe Islands virtual tourism, NordicTrack/iFit exercise bikes, and the Void virtual reality space

    SPATIAL SOUND SYSTEM TO AID INTERACTIVITY IN A HUMAN CENTRED DESIGN EVALUATION OF AN AIRCRAFT CABIN ENVIRONMENT

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    There is a lot of research towards the concept of 3D sound in virtual reality environments. With the incipient growth in the significance of designing more realistic and immersive experiences for a Human Centred Design (HCD) approach, sound perception is believed to add an interactive element in maximizing the human perspective. In this context, the concept of an audio-visual interaction model between a passenger and a crew member in an immersive aircraft cabin environment is studied and presented in this paper. The study focuses on the design and usability of spatial sources as an interactive component in a regional aircraft cabin design for Human in the Loop evaluation. Sound sources are placed among the virtual manikins acting as passengers with the aim of building a realistic virtual environment for the user enacting the role of a crew member. The crew member, while walking throughthe cabin can orient and identify the position of the sound source inside the immersive Cabin environment. We review the 3D sound approaches and cues for sound spatialization in a virtual environment and propose that audio-visual interactivity aids the immersive Human centred design analysis

    Behavior Analysis of Human Locomotion in Real World and Virtual Reality for Manufacturing Industry

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    Agethen P, Subramanian Sekar V, Gaisbauer F, Pfeiffer T, Otto M, Rukzio E. Behavior Analysis of Human Locomotion in Real World and Virtual Reality for Manufacturing Industry. ACM Transactions on Applied Perception (TAP). 2018;15(3): 20.With the rise of immersive visualization techniques, many domains within the manufacturing industry are increasingly validating production processes in virtual reality (VR). The validity of the results gathered in such simulations, however, is widely unknown - in particular with regard to human locomotion behavior. To bridge this gap, this paper presents an experiment, analyzing the behavioral disparity between human locomotion being performed without any equipment and in immersive virtual reality while wearing a head-mounted display (HMD). The presented study (n = 30) is split up in three sections and covers linear walking, non-linear walking and obstacle avoidance. Special care has been given to design the experiment so that findings are generally valid and can be applied to a wide range of domains beyond the manufacturing industry. The findings provide novel insights into the effect of immersive virtual reality on specific gait parameters. In total, a comprehensive sample of 18.09 km is analyzed. The results reveal that the HMD had a medium effect (up to 13%) on walking velocity, on non-linear walking towards an oriented target and on clearance distance. The overall-differences are modeled using multiple regression models, thus allowing the general usage within various domains. Summarizing, it can be concluded that VR can be used to analyze and plan human locomotion, however, specific details may have to be adjusted in order to transfer findings to the real world

    SPACE PERCEPTION IN ARCHITECTURAL VISUALIZATION THROUGH IMMERSIVE VIRTUAL REALITY

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    [EN] Immersive virtual reality constitutes a powerful tool for the vivid exploration of virtual spaces. The feeling of presence produced in the user by the action of seeing the digital space just pointing the view in any direction is greatly enhanced when adding the capability of walking physically during the experience. This paper describes aspects related with the experimentation of this hybrid space, real and virtual at the same time, that was implemented by the authors in an immersive virtual reality museum installation called ¿The Empty Museum¿.[ES] La realidad virtual inmersiva constituye una herramienta poderosa para la exploración vívida del espacio virtual. La sensación de presencia que provoca en el usuario la capacidad de observar el entorno digital dirigiendo su mirada en cualquier dirección se ve potenciada grandemente si se le añade la posibilidad real de caminar físicamente por él. En este artículo se describen aspectos relacionados con la experimentación de este espacio híbrido entre los dos mundos, implementado por los autores en la instalación museística de realidad virtual inmersiva y transitable denominada ¿El Museo Vacío¿.Hernández, L.; Taibo, J.; Seoane, A.; Jaspe, A. (2011). LA PERCEPCIÓN DEL ESPACIO EN LA VISUALIZACIÓN DE ARQUITECTURA MEDIANTE REALIDAD VIRTUAL INMERSIVA. EGA. Revista de Expresión Gráfica Arquitectónica. 16(18):252-261. doi:10.4995/ega.2011.1110SWORD252261161
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