11 research outputs found

    Pervasive Radio Mapping of Industrial Environments Using a Virtual Reality Approach

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    Wireless communications in industrial environments are seriously affected by reliability and performance issues, due to the multipath nature of obstacles within such environments. Special attention needs to be given to planning a wireless industrial network, so as to find the optimum spatial position for each of the nodes within the network, and especially for key nodes such as gateways or cluster heads. The aim of this paper is to present a pervasive radio mapping system which captures (senses) data regarding the radio spectrum, using low-cost wireless sensor nodes. This data is the input of radio mapping algorithms that generate electromagnetic propagation profiles. Such profiles are used for identifying obstacles within the environment and optimum propagation pathways. With the purpose of further optimizing the radio planning process, the authors propose a novel human-network interaction (HNI) paradigm that uses 3D virtual environments in order to display the radio maps in a natural, easy-to-perceive manner. The results of this approach illustrate its added value to the field of radio resource planning of industrial communication systems

    Virtual humans in cultural heritage ICT applications: A review

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    Abstract Virtual Reality (VR) is becoming an increasingly important tool for the research, the communication and the popularization of cultural heritage. A great deal of 3D interactive reconstructions of artefacts, monuments and entire sites have been realized which meet the consent of both specialist and public at large. However, until a few years ago most of these reconstructions were basically static and often missing an important factor: human presence. Thanks to the advancements in the technology, in latest years Virtual Humans (VHs) have started being used in a variety of cultural-related VR applications. From simple 2D characters to complex 3D avatars, technology continues to evolve and so is the adoption of virtual assistants in digital heritage. The acceptance of such tools deserves a greater attention from the scientific community. When designing such applications, researchers need to take into consideration not only motivations and constraints, but also the type of virtual human fitting in the scenario. In this paper we aim at providing a state-of-the-art on this subject, focusing specifically on the cultural heritage area, underlining the technological challenges and also analyzing the effects of avatar interaction on user engagement, sense of immersion and learning effectiveness. This review also presents the usage of VHs from user's perspective and from the design point of view. We finally discuss the strengths and weaknesses of current approaches and point out unsolved issues, identifying a set of recommendations and good practices to follow when designing VR-based cultural heritage applications including VHs

    A virtual travel in Leonardo's codex of flight

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    This paper presents a museum exhibition based on Immersive Multimedia (IM) and Virtual Reality (VR). Several researches showed that the use of IM and VR in exhibition increase the involvement of the visitor and improve communication with the public. The goal of our project is relive the ancient Leonardo's manuscript Codex of Flight using immersive multimedia, video projection systems and VR technology. In a museum tour, the visitors contemplate projections and 3D installation and become aware of the historical research process which led to the birth of the Leonardo's manuscript and the subsequent achievements

    Time-travelling with mobile augmented reality: A case study on the piazza dei Miracoli

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    This paper presents a new application in the field of cultural heritage, allowing outdoor site exploration throughout different periods of time, based on Mobile Augmented Reality (MAR) technology. The purpose of this research is to allow a free interaction metaphor between users and heritage landmarks, and to enrich their travel experience with important historic facts. We use Metaio SDK to implement this concept within an Android application. We take the specific case of the Leaning Tower of Pisa, the Cathedral and the Baptistery, all key landmarks from Piazza dei Miracoli in Pisa, to prove the usefulness of this paradigm. Five epochs are presented within the application, together with key data about each of them. We assess the usability and engagement of this application by conducting a study with 15 users. The results obtained from the user evaluation show that the concept is not only valid, but also attracting to most of the people. The findings suggest that this kind of applications may attract more visitors while also enhancing their visiting experience

    An immersive VR experience to learn the craft of printmaking

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    This paper presents the AMICA VR system, aiming at exploiting immersive visualization paradigms enabling visitors to be physically and emotionally involved in a virtual experience conceived for the dissemination of the activities related to craftsmanship of printmaking. The developed platform aims at spreading a better knowledge about printmaking by appropriately using Interactive Digital Storytelling and Immersive Virtual Environments, exploiting their features in terms of presence, immersion, interaction and multi-modality

    Study of Social Presence While Interacting in Metaverse with an Augmented Avatar during Autonomous Driving

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    In this paper, we studied the effects of using Microsoft HoloLens 2 in a Metaverse-based collaborative mixed reality environment on the driver’s social presence while using an autonomous driving system. In (semi-) autonomous vehicles the driver is the system’s monitor, and the driving process becomes a secondary task. Our approach is motivated by the advent of Microsoft Mesh XR technology that enables immersion in multi-person, shared mixed reality environments. We conducted a user study comparing the effects on social presence in two scenarios: baseline and mixed reality collaboration. During the baseline condition, participants communicated and interacted with another person using Skype/Meet which was installed on a mobile tablet. In the second scenario the participants used the Microsoft Mesh application installed on HoloLens 2 to collaborate in a mixed reality environment where each user is represented by an augmented 3D avatar. During the experiment, the participant had to perform a social interaction tell-a-lie task and a remote collaborative tic-tac-toe game, while also monitoring the vehicle’s behavior. The social presence was measured using the Harms and Biocca questionnaire, one of the most widely used tools for evaluating the user’s experience. We found that there are significant statistical differences for Co-presence, Perceived Emotional Interdependence, and Perceived Behavioral Interdependence, and participants were able to easily interact with the avatar in the mixed reality scenario. The proposed study procedure could be taken further to assess the driver’s performance during handover procedures, especially when the autonomous driving system encounters a critical situation

    Mobile augmented reality for cultural heritage: Following the footsteps of Ovid among different locations in Europe

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    There are many examples of cultural events that distinguish people nationally. Celebrating this can bring people closer, as inhabitants of different countries share similar cultural values. This study investigates a sustainable way to enhance these types of events. On the occasion of the 2000-year anniversary of the death of the Roman poet Ovid, we propose a mobile augmented reality (MAR) application that contains historical information related to his life. As Ovid often stated in his last poems, he feared his work would be forgotten after his exile from Rome. This paper focuses on assessing whether this is the case, while also disseminating factual, historic data to people who tested the application. Experiments were conducted in Italy and Romania, in three different cities: Sulmona, Rome, and Constanta. Based on the results collected, four constructs were investigated: comprehensibility, manipulability, enjoyment, and usefulness. The results revealed that the usability of the MAR application, and the interaction metaphor, are appropriate for the general public. The MAR application provided a positive experience, and thus, increased the extent of the occasion

    Study of Social Presence While Interacting in Metaverse with an Augmented Avatar during Autonomous Driving

    No full text
    In this paper, we studied the effects of using Microsoft HoloLens 2 in a Metaverse-based collaborative mixed reality environment on the driver’s social presence while using an autonomous driving system. In (semi-) autonomous vehicles the driver is the system’s monitor, and the driving process becomes a secondary task. Our approach is motivated by the advent of Microsoft Mesh XR technology that enables immersion in multi-person, shared mixed reality environments. We conducted a user study comparing the effects on social presence in two scenarios: baseline and mixed reality collaboration. During the baseline condition, participants communicated and interacted with another person using Skype/Meet which was installed on a mobile tablet. In the second scenario the participants used the Microsoft Mesh application installed on HoloLens 2 to collaborate in a mixed reality environment where each user is represented by an augmented 3D avatar. During the experiment, the participant had to perform a social interaction tell-a-lie task and a remote collaborative tic-tac-toe game, while also monitoring the vehicle’s behavior. The social presence was measured using the Harms and Biocca questionnaire, one of the most widely used tools for evaluating the user’s experience. We found that there are significant statistical differences for Co-presence, Perceived Emotional Interdependence, and Perceived Behavioral Interdependence, and participants were able to easily interact with the avatar in the mixed reality scenario. The proposed study procedure could be taken further to assess the driver’s performance during handover procedures, especially when the autonomous driving system encounters a critical situation
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