16 research outputs found
Remote Monitoring and Teleoperation of Autonomous Vehicles : is Virtual Reality an Option?
While the promise of autonomous vehicles has led to significant scientific and industrial progress, fully automated, SAE level 5 conform cars will likely not see mass adoption anytime soon. Instead, in many applications, human supervision, such as remote monitoring and teleoperation, will be required for the foreseeable future. While Virtual Reality (VR) has been proposed as one potential interface for teleoperation, its benefits and drawbacks over physical monitoring and teleoperation solutions have not been thoroughly investigated. To this end, we contribute three user studies, comparing and quantifying the performance of and subjective feedback for a VR-based system with an existing monitoring and teleoperation system, which is in industrial use today. Through these three user studies, we contribute to a better understanding of future virtual monitoring and teleoperation solutions for autonomous vehicles. The results of our first user study (n= 16) indicate that a VR interface replicating the physical interface does not outperform the physical interface. It also quantifies the negative effects that combined monitoring and teleoperating tasks have on users irrespective of the interface being used. The results of the second user study (n= 24) indicate that the perceptual and ergonomic issues caused by VR outweigh its benefits, like better concentration through isolation. The third follow-up user study (n= 24) specifically targeted the perceptual and ergonomic issues of VR; the subjective feedback of this study indicates that newer-generation VR headsets have the potential to catch up with the current physical displays
Remote Monitoring and Teleoperation of Autonomous Vehicles Is Virtual Reality an Option?
While the promise of autonomous vehicles has led to significant scientific
and industrial progress, fully automated, SAE level 5 conform cars will likely
not see mass adoption anytime soon. Instead, in many applications, human
supervision, such as remote monitoring and teleoperation, will be required for
the foreseeable future. While Virtual Reality (VR) has been proposed as one
potential interface for teleoperation, its benefits and drawbacks over physical
monitoring and teleoperation solutions have not been thoroughly investigated.
To this end, we contribute three user studies, comparing and quantifying the
performance of and subjective feedback for a VR-based system with an existing
monitoring and teleoperation system, which is in industrial use today. Through
these three user studies, we contribute to a better understanding of future
virtual monitoring and teleoperation solutions for autonomous vehicles. The
results of our first user study (n=16) indicate that a VR interface replicating
the physical interface does not outperform the physical interface. It also
quantifies the negative effects that combined monitoring and teleoperating
tasks have on users irrespective of the interface being used. The results of
the second user study (n=24) indicate that the perceptual and ergonomic issues
caused by VR outweigh its benefits, like better concentration through
isolation. The third follow-up user study (n=24) specifically targeted the
perceptual and ergonomic issues of VR; the subjective feedback of this study
indicates that newer-generation VR headsets have the potential to catch up with
the current physical displays
VocabulARy : learning vocabulary in AR supported by keyword visualizations
This research was supported by European Commission through the InnoRenew CoE project (Grant Agreement 739574) under the Horizon2020 Widespread-Teaming program and the Republic of Slovenia (investment funding of the Republic of Slovenia and the European Union of the European Regional Development Fund). We also acknowledge support from the Slovenian research agency ARRS (program no. BI-DE/20-21-002, P1-0383, J1-9186, J1-1715, J5-1796, and J1-1692).Learning vocabulary in a primary or secondary language is enhanced when we encounter words in context. This context can be afforded by the place or activity we are engaged with. Existing learning environments include formal learning, mnemonics, flashcards, use of a dictionary or thesaurus, all leading to practice with new words in context. In this work, we propose an enhancement to the language learning process by providing the user with words and learning tools in context, with VocabulARy. VocabulARy visually annotates objects in AR, in the user's surroundings, with the corresponding English (first language) and Japanese (second language) words to enhance the language learning process. In addition to the written and audio description of each word, we also present the user with a keyword and its visualisation to enhance memory retention. We evaluate our prototype by comparing it to an alternate AR system that does not show an additional visualisation of the keyword, and, also, we compare it to two non-AR systems on a tablet, one with and one without visualising the keyword. Our results indicate that AR outperforms the tablet system regarding immediate recall, mental effort and task-completion time. Additionally, the visualisation approach scored significantly higher than showing only the written keyword with respect to immediate and delayed recall and learning efficiency, mental effort and task-completion time.PostprintPeer reviewe
Hold Tight: Identifying Behavioral Patterns During Prolonged Work in VR through Video Analysis
VR devices have recently been actively promoted as tools for knowledge
workers and prior work has demonstrated that VR can support some knowledge
worker tasks. However, only a few studies have explored the effects of
prolonged use of VR such as a study observing 16 participant working in VR and
a physical environment for one work-week each and reporting mainly on
subjective feedback. As a nuanced understanding of participants' behavior in VR
and how it evolves over time is still missing, we report on the results from an
analysis of 559 hours of video material obtained in this prior study. Among
other findings, we report that (1) the frequency of actions related to
adjusting the headset reduced by 46% and the frequency of actions related to
supporting the headset reduced by 42% over the five days; (2) the HMD was
removed 31% less frequently over the five days but for 41% longer periods; (3)
wearing an HMD is disruptive to normal patterns of eating and drinking, but not
to social interactions, such as talking. The combined findings in this work
demonstrate the value of long-term studies of deployed VR systems and can be
used to inform the design of better, more ergonomic VR systems as tools for
knowledge workers
Remote Monitoring and Teleoperation of Autonomous Vehicles : is Virtual Reality an Option?
While the promise of autonomous vehicles has led to significant scientific and industrial progress, fully automated, SAE level 5 conform cars will likely not see mass adoption anytime soon. Instead, in many applications, human supervision, such as remote monitoring and teleoperation, will be required for the foreseeable future. While Virtual Reality (VR) has been proposed as one potential interface for teleoperation, its benefits and drawbacks over physical monitoring and teleoperation solutions have not been thoroughly investigated. To this end, we contribute three user studies, comparing and quantifying the performance of and subjective feedback for a VR-based system with an existing monitoring and teleoperation system, which is in industrial use today. Through these three user studies, we contribute to a better understanding of future virtual monitoring and teleoperation solutions for autonomous vehicles. The results of our first user study (n= 16) indicate that a VR interface replicating the physical interface does not outperform the physical interface. It also quantifies the negative effects that combined monitoring and teleoperating tasks have on users irrespective of the interface being used. The results of the second user study (n= 24) indicate that the perceptual and ergonomic issues caused by VR outweigh its benefits, like better concentration through isolation. The third follow-up user study (n= 24) specifically targeted the perceptual and ergonomic issues of VR; the subjective feedback of this study indicates that newer-generation VR headsets have the potential to catch up with the current physical displays
Extended reality for knowledge work in everyday environments
Virtual and augmented reality (VR and AR) have the potential to change information work. The ability to modify the workers senses can transform everyday environments into a productive office, using portable head-mounted displays (HMDs) combined with conventional interaction devices, such as keyboards and tablets. While a stream of better, cheaper, and lighter HMDs has been introduced for consumers in recent years, there are still many challenges to be addressed to allow this vision to become reality. This chapter gives an overview of the state of the art in the field of extended reality for knowledge work in everyday environments, identifies challenges and proposes steps to address the open challenges
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Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers.
Virtual Reality (VR) has the potential to transform knowledge work. One
advantage of VR knowledge work is that it allows extending 2D displays into the
third dimension, enabling new operations, such as selecting overlapping objects
or displaying additional layers of information. On the other hand, mobile
knowledge workers often work on established mobile devices, such as tablets,
limiting interaction with those devices to a small input space. This challenge
of a constrained input space is intensified in situations when VR knowledge
work is situated in cramped environments, such as airplanes and touchdown
spaces.
In this paper, we investigate the feasibility of interacting jointly between
an immersive VR head-mounted display and a tablet within the context of
knowledge work. Specifically, we 1) design, implement and study how to interact
with information that reaches beyond a single physical touchscreen in VR; 2)
design and evaluate a set of interaction concepts; and 3) build example
applications and gather user feedback on those applications
Interactive Molecular Graphics for Augmented Reality Using HoloLens
Immersive technologies like stereo rendering, virtual reality, or augmented reality (AR) are often used in the field of molecular visualisation. Modern, comparably lightweight and affordable AR headsets like Microsoft’s HoloLens open up new possibilities for immersive analytics in molecular visualisation. A crucial factor for a comprehensive analysis of molecular data in AR is the rendering speed. HoloLens, however, has limited hardware capabilities due to requirements like battery life, fanless cooling and weight. Consequently, insights from best practises for powerful desktop hardware may not be transferable. Therefore, we evaluate the capabilities of the HoloLens hardware for modern, GPU-enabled, high-quality rendering methods for the space-filling model commonly used in molecular visualisation. We also assess the scalability for large molecular data sets. Based on the results, we discuss ideas and possibilities for immersive molecular analytics. Besides more obvious benefits like the stereoscopic rendering offered by the device, this specifically includes natural user interfaces that use physical navigation instead of the traditional virtual one. Furthermore, we consider different scenarios for such an immersive system, ranging from educational use to collaborative scenarios