11 research outputs found

    eXtended Reality for Education and Training

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    L'abstract è presente nell'allegato / the abstract is in the attachmen

    A participative system for tactics analysis in sport training based on immersive virtual reality

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    The use of new technologies is becoming a common practice in many competitive sports, from soccer to football, basketball, golf, tennis, swimming, etc. In particular, virtual reality (VR) is increasingly being used to cope with a number of aspects that are essential in athletes’ preparation. Within the above context, this paper presents a platform that allows coaches to interactively create and modify game tactics, which can be then visualized simultaneously by multiple players wearing VR headsets into an immersive 3D environment

    Building trust in autonomous vehicles: Role of virtual reality driving simulators in HMI design

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    The investigation of factors contributing at making humans trust Autonomous Vehicles (AVs) will play a fundamental role in the adoption of such technology. The user's ability to form a mental model of the AV, which is crucial to establish trust, depends on effective user-vehicle communication; thus, the importance of Human-Machine Interaction (HMI) is poised to increase. In this work, we propose a methodology to validate the user experience in AVs based on continuous, objective information gathered from physiological signals, while the user is immersed in a Virtual Reality-based driving simulation. We applied this methodology to the design of a head-up display interface delivering visual cues about the vehicle' sensory and planning systems. Through this approach, we obtained qualitative and quantitative evidence that a complete picture of the vehicle's surrounding, despite the higher cognitive load, is conducive to a less stressful experience. Moreover, after having been exposed to a more informative interface, users involved in the study were also more willing to test a real AV. The proposed methodology could be extended by adjusting the simulation environment, the HMI and/or the vehicle's Artificial Intelligence modules to dig into other aspects of the user experience

    Mixed-reality robotic games: Design guidelines for effective entertainment with consumer robots

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    In recent years, there has been an increasing interest in the use of robotic technology at home. A number of service robots appeared on the market, supporting customers in the execution of everyday tasks. Roughly at the same time, consumer-level robots started to be used also as toys or gaming companions. However, gaming possibilities provided by current off-the-shelf robotic products are generally quite limited, and this fact makes them quickly loose their attractiveness. A way that has been proven capable to boost robotic gaming and related devices consists in creating playful experiences in which physical and digital elements are combined together using Mixed Reality technologies. However, these games differ significantly from digital- or physical-only experiences, and new design principles are required to support developers in their creative work. This papers addresses such need, by drafting a set of guidelines which summarize developments carried out by the research community and their findings

    A movement analysis system based on immersive virtual reality and wearable technology for sport training

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    The use of virtual reality (VR) is widespread in a growing number of application domains. Continuous technological advancements in the field of computer graphics made VR an interesting tool for learning purposes, especially in sport. Examples can be found in different sports such as rugby, baseball, soccer, golf, etc. This paper presents a VR-based training system that can be used as a self-learning tool to improve the execution of a given technical gesture. In particular, the basketball free throw gesture is considered. To assess the usefulness of the proposed system, experimental tests were carried out in a small-scale setup by involving 18 non-skilled volunteers. Results demonstrated that the designed system can improve the execution of the considered gesture in terms of both timing and spatial positioning compared to an alternative technique based on video projection

    Enabling autonomous navigation in a commercial off-the-shelf toy robot for robotic gaming

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    Commercial off-the-shelf (COTS) robots are becoming ever more ubiquitous. Among the most common applications there are toy robots. In order to keep their cost down, these robots are usually equipped with the minimum set of sensors necessary for their basic functioning. Specifically, to add entertainment value, they often feature a video camera and, in most of the games developed so far, players are basically tele-operating them through a smartphone app. The present paper aims to show how to provide existing consumer-grade robots with new capabilities to transform them in more appealing gaming companions. In particular, by considering as a test bench a wheeled, non-holonomic COTS robot whose only accessible sensor is a low-resolution camera, previously unavailable localization and autonomous navigation capabilities are developed for it by exploiting dead reckoning and artificial landmark detection algorithms. These capabilities could then be exploited to create new types of games, which can be played in free-scale unknown environments and feature new forms of interaction. Implementation details of a sorting game in which the robot acts as a referee are reported

    Investigating tangible user interaction in mixed-reality robotic games

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    Among the emerging trends in Human-Robot Interaction, some of the most frequently used paradigms of interaction involve the use of Tangible User Interfaces. This is especially true also in the field of robotic gaming and, more specifically, in application domains in which commercial off-the-shelf robots and projected Mixed Reality (MR) technology are combined together. The popularity of such interfaces, also in other domains of Human-Machine Interaction, has led to an abundance in the number of gestures that can be used to perform tangible action using these interfaces. However, there are not sufficient pieces of evidence on how these different modalities can impact the user experience, in particular when interacting with a robot in a ``phygital play'' environment. By moving from this consideration, this paper reports on the efforts that are ongoing with the aim to investigate the impact of diverse gesture sets (which can be performed with the same physical prop) on the perception of interaction with the robotic system. It also presents preliminary insights obtained, which could be exploited to orient further research about the use of such interfaces for interaction in MR-based robotic gaming and related scenarios

    Asteroid Escape: A serious game to foster teamwork abilities

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    Teamwork skills have become a fundamental asset in the labor market. Modern organizations are increasingly implementing team building activities, aimed to improve or assess their employees’ skills. Research suggests that serious games could be promising tools capable to support the creation of engaging and effective team building experiences. However, the design and development of serious games targeting these activities is still sparse and requires further investigation. This work introducesAsteroid Escape, an immersive serious game for team building, whose design was based on theoretical models on teamwork effectiveness. Although conducted on a restricted user sample, preliminary experiments suggest that tools like the devised one could positively contribute to ongoing research and implementation efforts targeting the exploitation of technology-enhanced learning methods for the development of teamwork skills and, more in general, of so-called soft skills

    Building reconfigurable passive haptic interfaces on demand using off-the-shelf construction bricks

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    Although passive haptic interfaces have been shown to be capable to enhance the user’s sense of presence in Mixed Reality experiences, their use is still constrained by the need to rely on exact replicas of virtual objects or on custom-made devices mimicking the original ones. Unfortunately, the former are not flexible enough in terms of reconfigurability, whereas the latter may be difficult to reproduce. To tackle these issues, this paper explores the possibility to build passive haptic interfaces using off-the-shelf toy construction bricks. Bricks can be assembled to provide the intended feedback in more than one task. Moreover, they may be reassembled in another application to mimic completely new objects and support totally different tasks

    An Immersive Virtual Reality Training Environment for CBRN Procedures

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    First responders are exposed to numerous hazards and must be well prepared to act under dangerous conditions. This is especially true for operators working in the domain of CBRN (Chemical, Biological, Radiological, Nuclear), who need high-quality training to avoid fatal errors and ensure the success of operations. However, CBRN practice sessions can reproduce only approximated, low-fidelity versions of real scenarios, whereas highly detailed simulations should be preferred. To address this issue, we developed a prototype of an immersive Virtual Reality (VR) training platform in cooperation with CBRN experts from the Italian Air Force. The devised platform is an improved version of an existing tool and offers a digital training ground where operators can learn CBRN procedures and test their abilities in a realistic virtual environment without facing the risks normally associated with real hazardous scenarios
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