128 research outputs found

    Immersive competence and immersive literacy: Exploring how users learn about immersive experiences

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    While immersive experiences mediated through near-eye displays are still a relatively immature medium, there are millions of consumer devices in use. The level of awareness of the forms of the interface and media will vary enormously across the potential audience. Users might own personal devices or might encounter immersive systems in various venues. We introduce the term immersive competence to refer to the general practical knowledge and skills that users accumulate about how typical immersive interfaces work—the ways in which buttons are used, main locomotion techniques, etc. We then introduce the term immersive literacy to refer to awareness of how immersive interfaces are unique, when they might be appropriate, typical forms of media, etc. We sketch out how users develop competence and literacy with immersive media, and then highlight various open questions that are raised

    Immersive competence and immersive literacy: Exploring how users learn about immersive experiences

    Get PDF
    While immersive experiences mediated through near-eye displays are still a relatively immature medium, there are millions of consumer devices in use. The level of awareness of the forms of the interface and media will vary enormously across the potential audience. Users might own personal devices or might encounter immersive systems in various venues. We introduce the term immersive competence to refer to the general practical knowledge and skills that users accumulate about how typical immersive interfaces work—the ways in which buttons are used, main locomotion techniques, etc. We then introduce the term immersive literacy to refer to awareness of how immersive interfaces are unique, when they might be appropriate, typical forms of media, etc. We sketch out how users develop competence and literacy with immersive media, and then highlight various open questions that are raised

    Prop-oriented world rotation: enabling passive haptic feedback by aligning real and virtual objects in virtual reality

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    Availability of data and materials: All data generated or analysed during this study are included in this published article.Code Availibility: Source code for the Unity build of the demonstration game and ’POWR’ itself can be found in the following repository: https://doi.org/10.5281/zenodo.7265808.Passive haptics have long been used to enhance the user’s experience in virtual reality (VR). However, creating props to be used in a virtual environment can be a complicated and lengthy process. Current research looks to create passive haptic props based on the layout of, or objects in, the user’s real environment. However, we identify three key limitations of current research. Firstly, procedural generation introduces many unknown variables into the design process, which complicates applying such techniques to scenarios requiring knowledge of the virtual environment’s layout ahead of time. Furthermore, such techniques limit the size and dimensions of the virtual space to that of the real space. Lastly, current research necessitates pre-scanning or real-time scanning of the user’s real environment, often requiring specialist equipment and expertise, thus limiting its generalisability. This research proposes Prop Oriented World Rotation, a technique that attempts to answer the aforementioned limitations and simplify the process of adding haptic feedback to VR applications. We implemented this technique in a demonstration game and give an overview of the steps taken to apply the technique in a real context. We analysed the demonstration system’s performance and conducted an initial user evaluation in three different physical environments. While our stress test of the system’s performance highlights the necessity for certain optimisations in complex environments, our initial user feedback suggests that users experienced a stronger sense of presence and feelings of safety in our passive haptics-enhanced environment. Hence, we conclude that our proposal has the potential to enhance experiences in VR with haptic feedback.Open Access funding enabled and organized by CAUL and its Member Institutions This research was conducted without any external funding

    Real-time Visual Representations for Mixed Reality Remote Collaboration

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    We present a prototype Mixed Reality (MR) system with a hybrid interface to support remote collaboration between a local worker and a remote expert in a large-scale work space. By combining a low-resolution 3D point-cloud of the environment surrounding the local worker with a high-resolution real-time view of small focused details, the remote expert can see a virtual copy of the local workspace with an independent viewpoint control. Meanwhile, the export can also check the current actions of the local worker through a real-time feedback view. We conducted a pilot study to evaluate the usability of our system by comparing the performance of three different interface designs (showing the real-time view in forms of 2D first-person view, a 2D third-person view and a 3D point cloud view). We found no difference in average task performance time between the three interfaces, but there was a difference in user preference

    Toward VR in VR: Assessing Engagement and Social Interaction in a Virtual Conference

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    The pandemic brought about an unprecedented number of virtual conferences, given the heavy restrictions on travel to in-person meetings. Despite all the advances in technology, people still complain about virtual events. There is Zoom fatigue, confinement malaise, and a longing for personal social interactions. This paper discusses our experience organizing the IEEE Virtual Reality Conference (IEEE VR) as a virtual event. IEEE VR was a success with 1200+ registered paying participants, dozens of workshops and tutorials, and hundreds of technical papers. We used (1) a virtual environment platform, together with (2) discussion tools and (3) videoconferencing/broadcast/online tools to further provide effective social interaction and increase engagement. In this paper, we explore the synergies between virtual environments and other online tools and assess user engagement by analyzing the messages exchanged between participants across different genders and geographical regions. To this end, we apply diverse engagement metrics for online conferences. Our analysis shows that these metrics have the potential to highlight engagement, diversity, and inclusion by combining textual messages, participant geographic and gender information, communities of participants, and visitation patterns in a virtual environment. Drawing on our results and experiences, we propose guidelines for organizing technical virtual events to increase diversity and social interaction

    Serpina3n attenuates granzyme B-mediated decorin cleavage and rupture in a murine model of aortic aneurysm

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    Granzyme B (GZMB) is a proapoptotic serine protease that is released by cytotoxic lymphocytes. However, GZMB can also be produced by other cell types and is capable of cleaving extracellular matrix (ECM) proteins. GZMB contributes to abdominal aortic aneurysm (AAA) through an extracellular, perforin-independent mechanism involving ECM cleavage. The murine serine protease inhibitor, Serpina3n (SA3N), is an extracellular inhibitor of GZMB. In the present study, administration of SA3N was assessed using a mouse Angiotensin II-induced AAA model. Mice were injected with SA3N (0–120 μg/kg) before pump implantation. A significant dose-dependent reduction in the frequency of aortic rupture and death was observed in mice that received SA3N treatment compared with controls. Reduced degradation of the proteoglycan decorin was observed while collagen density was increased in the aortas of mice receiving SA3N treatment compared with controls. In vitro studies confirmed that decorin, which regulates collagen spacing and fibrillogenesis, is cleaved by GZMB and that its cleavage can be prevented by SA3N. In conclusion, SA3N inhibits GZMB-mediated decorin degradation leading to enhanced collagen remodelling and reinforcement of the adventitia, thereby reducing the overall rate of rupture and death in a mouse model of AAA

    Producer Nutritional Quality Controls Ecosystem Trophic Structure

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    Trophic structure, or the distribution of biomass among producers and consumers, determines key ecosystem values, such as the abundance of infectious, harvestable or conservation target species, and the storage and cycling of carbon and nutrients. There has been much debate on what controls ecosystem trophic structure, yet the answer is still elusive. Here we show that the nutritional quality of primary producers controls the trophic structure of ecosystems. By increasing the efficiency of trophic transfer, higher producer nutritional quality results in steeper ecosystem trophic structure, and those changes are more pronounced in terrestrial than in aquatic ecosystems probably due to the more stringent nutritional limitation of terrestrial herbivores. These results explain why ecosystems composed of highly nutritional primary producers feature high consumer productivity, fast energy recycling, and reduced carbon accumulation. Anthropogenic changes in producer nutritional quality, via changes in trophic structure, may alter the values and functions of ecosystems, and those alterations may be more important in terrestrial ecosystems

    Reconciling carbon-cycle concepts, terminology, and methods

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    Author Posting. © The Author(s), 2006. This is the author's version of the work. It is posted here by permission of Springer for personal use, not for redistribution. The definitive version was published in Ecosystems 9 (2006): 1041-1050, doi:10.1007/s10021-005-0105-7.Recent patterns and projections of climatic change have focused increased scientific and public attention on patterns of carbon (C) cycling and its controls, particularly the factors that determine whether an ecosystem is a net source or sink of atmospheric CO2. Net ecosystem production (NEP), a central concept in C-cycling research, has been used to represent two different concepts by C-cycling scientists. We propose that NEP be restricted to just one of its two original definitions—the imbalance between gross primary production (GPP) and ecosystem respiration (ER), and that a new term—net ecosystem carbon balance (NECB)—be applied to the net rate of C accumulation in (or loss from; negative sign) ecosystems. NECB differs from NEP when C fluxes other than C fixation and respiration occur or when inorganic C enters or leaves in dissolved form. These fluxes include leaching loss or lateral transfer of C from the ecosystem; emission of volatile organic C, methane, and carbon monoxide; and soot and CO2 from fire. C fluxes in addition to NEP are particularly important determinants of NECB over long time scales. However, even over short time scales, they are important in ecosystems such as streams, estuaries, wetlands, and cities. Recent technological advances have led to a diversity of approaches to measuring C fluxes at different temporal and spatial scales. These approaches frequently capture different components of NEP or NECB and can therefore be compared across scales only by carefully specifying the fluxes included in the measurements. By explicitly identifying the fluxes that comprise NECB and other components of the C cycle, such as net ecosystem exchange (NEE) and net biome production (NBP), we provide a less ambiguous framework for understanding and communicating recent changes in the global C cycle. Key words: Net ecosystem production, net ecosystem carbon balance, gross primary production, ecosystem respiration, autotrophic respiration, heterotrophic respiration, net ecosystem exchange, net biome production, net primary production
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