31 research outputs found
Application of a Relative Visual Performance Model in a Virtual Reality Immersive System
As part of an evaluation process of user experience realism in a Virtual Reality (VR) system, we focus in this paper on one of the core characteristics of vision: the relationship between contrast and luminance. The experiment aims at validating in VR reaction time predictions given by Rea and Ouellette's model. The subjects have to distinguish, as fast as they can, a target object from an uniform background. Our results did not match the predictions of the model. Our subjects showed higher performance in performing the task than expected. At low level of contrast, our subjects could easily perceive a target they should not have been able to see at all. This is explained by the size of the visual field surrounding the target: at low level of visibility, the larger the surrounding, the easier perception the is. We conclude that the Rea and Ouellette's model could be applied in VR if a specific visual field size factor was added
Evaluating Telecollaboration Modalities for the Realization of an Industrial Maintenance Operation in a Constrained Environment
The continuous improvement of reactivity and resilience of the maintenance teams is one of many industrial companies’ priorities, especially in the scope of urgent interventions. To save valuable time usually lost travelling, it is possible to mobilize a technician near the defective infrastructure, and an experienced technician to guide him entirely remotely. Teleassistance, or telecollaboration, is a subject whose interest has grown widely in recent years in line with the evolution of digital technologies. Our study brings a new eye towards the current state of the art with an important focus on the industrial aspect of the operation; in terms of constraints but also of tasks to be realized. We present an interface of telecollaboration specially developed for Android tablets in order to evaluate the quality of the communication as well as the performance of an industrial maintenance operation on the operator-assistant format. The raised problematic is related to the methodology for finding the most optimal methods and formats of communication according to the quality of the available Internet network. The results of this study intend to provide relevant information on the use of teleassistance in an industrial environment according to different levels of available Internet speeds, or different work constraints such as noise or the use of safety equipment. Our work proves that it is essential to provide some form of audio communication to the collaborators to ensure the proper execution of the operation; and solutions are presented in the case where it is impossible to do so, depending on the cause, whether it is related to the work environment or connectivity
RemoteAR : Reconstruction d'environnement pour la collaboration en Réalité Augmentée
NE PAS DEPOSER SUR HAL (déjà déposé par ailleurs)La restitution d’environnements réels au sein d’un espace virtuel partagé est un enjeu majeur pour la collaboration en réalité étendue. L’objectif de cette recherche est de proposer un système de captation d’un environnement réel grâce aux seuls capteurs d’un casque de réalité augmentée, afin de le transmettre et de le restituer au sein d’un espace virtuel partagé. Dans cet article, nous explorons différentes méthodes de captation et de restitution de l’environnement, afin d’établir un système simple, mais de qualité suffisante pour faciliter les échanges. Nous avons réalisé une pré-expérience dans le but d’identifier les axes d’amélioration importants, avec pour objectif une future expérience utilisateur centrée sur les interactions entre les collaborateurs
The Effects of the Use of Serious Game in Eco-Driving Training
International audienceSerious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice messages, etc.). The results demonstrate that the serious game influences positively the behavior of inexperienced drivers in ecological driving, leading to a significant reduction (up to 10%) of their CO2 emission. This work brings also some guidelines for the design process. The experiences lead to a determination of the best eco-driving rules allowing a significant reduction of CO2 emission
BIM-based Mixed Reality Application for Supervision of Construction
International audienceBuilding Information Modelling (BIM) is an up-and-coming methodology and technology used in the Architecture, Engineering and Construction (AEC) industry, that allows data centralization and stakeholders' collaboration. But to check the accuracy of the work done on the worksite, it is necessary first to go on site and then to modify the BIM model. This paper presents a mixed reality (MR) application based on BIM data and drone videos, allowing off-site construction supervision. It permits to make annotations about differences between what has been planned in BIM and what has been built, using superimposition of the two sources. Then these ones can be transferred to the BIM model for corrections. Finally, we evaluate our work with building construction experts, providing to them a questionnaire to grade the application and to get feedback. Our major result is that as for them the application does really help to do construction supervisions; however, they suggest that the application should provide more interactions with the 3D model and with the videos
A Task-Centred Methodology to Evaluate the Design of Virtual Reality User Interactions: A Case Study on Hazard Identification
Virtual reality (VR) is a computer-based technology that can be used by professionals of many different fields to simulate an environment with a high feeling of presence and immersion. Nonetheless, one main issue when designing such environments is to provide user interactions that are adapted to the tasks performed by the users. Thus, we propose here a task-centred methodology to design and evaluate these user interactions. Our methodology allows for the determination of user interaction designs based on previous VR studies, and for user evaluations based on a task-related computation of usability. Here, we applied it on the hazard identification case study, since VR can be used in a preventive approach to improve worksite safety. Once this task and its related user interactions were analysed with our methodology, we obtained two possible designs of interaction techniques for the worksite exploration subtask. About their usability evaluation, we proposed in this study to compare our task-centred evaluation approach to a non-task-centred one. Our hypothesis was that our approach could lead to different interpretations of user study results than a non-task-centred one. Our results confirmed our hypothesis by comparing weighted usability scores from our task-centred approach to unweighted ones for our two interaction techniques.Conseil régional de Bourgogne-Franche-Comté (reference: CDBOBI
The Influence of Virtual Forest Walk on Physiological and Psychological Responses
The authors of this paper sought to investigate the impact of virtual forest therapy based on realistic versus dreamlike environments on reducing stress levels. Today, people are facing an increase in stress levels in everyday life, which may be due to personal life, work environment, or urban area expansion. Previous studies have reported that urban environments demand more attention and mental workload than natural environments. However, evidence for the effects of natural environments as virtual forest therapy on stress levels has not yet been fully explored. In this study, a total of 20 healthy participants completed a letter-detection test to increase their stress level and were then randomly assigned to two different virtual environments representing realistic and dreamlike graphics. The participants’ stress levels were assessed using two physiological methods that measured heart rate and skin conductance levels and one psychological method through the Profile of Mood States (POMS) questionnaire. These indicators were analyzed using a sample t-test and a one-way analysis of variance. The results showed that virtual forest environments could have positive stress-relieving effects. However, realistic graphics were more efficient in reducing stress. These findings contribute to growing forest therapy concepts and provide new directions for future forest therapy research.Yayasan Universiti Teknologi PETRONAS through YUTP Fundamental Research Grant No. 015LC0-00
Study of the Acute Stress Effects on Decision Making Using Electroencephalography and Functional Near-Infrared Spectroscopy: A Systematic Review
This systematic review provides a comprehensive analysis of studies that use electroencephalography (EEG) and functional near-infrared spectroscopy (fNIRS) to investigate how acute stress affects decision-making processes. The primary goal of this systematic review was to examine the influence of acute stress on decision making in challenging or stressful situations. Furthermore, we aimed to identify the specific brain regions affected by acute stress and explore the feature extraction and classification methods employed to enhance the detection of decision making under pressure. Five academic databases were carefully searched and 27 papers that satisfied the inclusion criteria were found. Overall, the results indicate the potential utility of EEG and fNIRS as techniques for identifying acute stress during decision-making and for gaining knowledge about the brain mechanisms underlying stress reactions. However, the varied methods employed in these studies and the small sample sizes highlight the need for additional studies to develop more standardized approaches for acute stress effects in decision-making tasks. The implications of the findings for the development of stress induction and technology in the decision-making process are also explained
Proposed Conceptual Design Model of Persuasive Game for Upper limb for Stroke Rehabilitation
The gamification of stroke rehabilitation may increase patient's motivation and engagement towards their rehabilitation activity and hence contributes to faster recovery. Apart from the interactive experience that games offer, it also may be used as a persuasive tool. In this view, games may be used to persuade stroke patients in shaping a good behavior towards their rehabilitation activity. This paper reports our proposed conceptual design model of building persuasive game for stroke patients that follows the Persuasive System Design Model. We incorporate the persuasive software features that includes reduction, tailoring, self-monitoring, and rewards. The proposed game architecture is also discussed in this paper
Sensory Feedback and Interactivity: Enhancing Motivation and Engagement for VR Stroke Rehabilitation
Stroke is a condition that happens when the brain is cut off from blood supply. Patients are at risk of disabilities. To help patient recover, gain mobility, and independence, rehabilitation starts as soon as possible. Unfortunately for some patients, they are forced to undergo long-term rehabilitation period. Since the activities during therapy are repetitive, many patient losses their motivation to continue therapy thus unable to recover. Virtual reality has been found to increase motivation for stroke rehabilitation. Its key elements, especially sensory feedback and interactivity have been found to increase motivation and engagement especially when applied to gamification. However, practitioners in related field have raised concern on the relevancy of some VR elements used for rehabilitation. Inappropriate elements may not be effective for the program; thus, requires further investigation. This paper explores various elements that could encourage motivation, bring better engagement, and enhance task performance of stroke patients via VR-based rehabilitation. A literature survey was conducted. The findings signal for the importance of sensory feedback and interactivity when used in VR environment for stroke patients in their rehabilitation programme