46 research outputs found

    Estudio y evaluación de eficiencia de operaciones con matrices dispersas (sparse) en sistemas distribuidos

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    [CASTELLÀ] El objetivo de ese proyecto es estudiar y evaluar, en sistemas distribuidos, la eficiencia de operaciones con matrices dispersas (sparse), sabiendo la forma en la cual están almacenadas y los algoritmos usados, y proponer, en la medida de lo posible, mejoras o nuevas soluciones.[ANGLÈS] The objetive of the project is study and evaluate in distributed systems the eficiency of operations with sparse matrices, knowning the format in which they are stocked, and suggest, if posible, improvement or new solutions

    Enhancing weight perception in virtual reality: an analysis of kinematic features

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    This study investigates weight perception in virtual reality without kinesthetic feedback from the real world, by means of an illusory method called pseudo-haptic. This illusory model focuses on the dissociation of visual input and somatosensory feedback and tries to induce the sensation of virtual objects' loads in VR users by manipulating visual input. For that, modifications on the control-display ratio, i.e., between the real and virtual motions of the arm, can be used to produce a visual illusionary effect on the virtual objects' positions as well. Therefore, VR users perceive it as velocity variations in the objects' displacements, helping them achieve a better sensation of virtual weight. A primary contribution of this paper is the development of a novel, holistic assessment methodology that measures the sense of the presence in virtual reality contexts, particularly when participants are lifting virtual objects and experiencing their weight. Our study examined the effect of virtual object weight on the kinematic parameters and velocity profiles of participants' upward arm motions, along with a parallel experiment conducted using real weights. By comparing the lifting of real objects with that of virtual objects, it was possible to gain insight into the variations in kinematic features observed in participants' arm motions. Additionally, subjective measurements, utilizing the Borg CR10 questionnaire, were conducted to assess participants' perceptions of hand fatigue. The analysis of collected data, encompassing both subjective and objective measurements, concluded that participants experienced similar sensations of fatigue and changes in hand kinematics during both virtual object tasks, resulting from pseudo-haptic feedback, and real weight lifting tasks. This consistency in findings underscores the efficacy of pseudo-haptic feedback in simulating realistic weight sensations in virtual environments

    Influence of Depth Cues on Eye Tracking Depth Measurement in Augmented Reality Using the Magic Leap Device

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    The eye-tracking technology is currently implemented in many mixed reality devices. However, eye-tracking measurements must be precise enough to permit correct localization in the environment; to allow, for example, linking such spatial positions to virtual objects. According to the human vision, major measurement issues would more likely occur in the depth axis rather than in the horizontal and vertical axes. In the literature, depth cues are known for improving human depth perception. In this study, our hypothesis is that, in an augmented reality environment, the more realistic virtual objects are displayed, thanks to depth cues, the more precise the eye-tracking device depth measures would be. Thus, using the MagicLeap device, we studied the effects of lighting and textures on eye-tracking depth measurement precision, by comparing the measures obtained under varying conditions of lights and textures, on both real and virtual objects. The results confirmed our general hypothesis, and we noticed a more significant influence of lights rather than textures on the precision of the measures. Moreover, we found that these depth cues reduce the measurement imprecision among observers, making the eye-tracking system more accurate when measuring depth

    A Virtual Reality and BIM Approach for Clash Resolution

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    In the Architecture, Construction and Engineering (AEC) industry, a crucial task is Building Information Modelling (BIM) models coordination. Clashes can be detected automatically by current BIM tools. Clash origins (parn et al., 2018), or avoidance (Singh et al., 2015) have been studied. But, clash resolution still needs the civil engineers’ expertise. Currently, in a computer with a 3D BIM tool, they use annotations. As previous research showed that Virtual Reality (VR) can help to perform better AEC tasks, in terms of time and accuracy (Chalhoup and Ayer, 2018), we propose an immersive VR tool to solve clashes

    Smart adaptation of BIM for virtual reality, depending on building project actors’ needs: the nursery case

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    Nowadays, virtual reality (VR) is widely used in the AEC (architecture, engineering and construction) industry. One crucial issue is how to reuse Building Information Modeling (BIM) models in VR applications. This paper presents an approach for a smart adaptation of BIM models for using in VR scene, by following the needs expressed by building projects actors. The main adaptation consists in filtering BIM data to keep the necessary ones for VR, according to the user objectives. Moreover, VR system should be chosen by taking into account the purpose of usage of the VR model. This approach is applied to a study case of a nursery building project

    Effect of material properties on emotion: a virtual reality study

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    IntroductionDesigners know that part of the appreciation of a product comes from the properties of its materials. These materials define the object’s appearance and produce emotional reactions that can influence the act of purchase. Although known and observed as important, the affective level of a material remains difficult to assess. While many studies have been conducted regarding material colors, here we focus on two material properties that drive how light is reflected by the object: its metalness and smoothness. In this context, this work aims to study the influence of these properties on the induced emotional response.MethodWe conducted a perceptual user study in virtual reality, allowing participants to visualize and manipulate a neutral object – a mug. We generated 16 material effects by varying it metalness and smoothness characteristics. The emotional reactions produced by the 16 mugs were evaluated on a panel of 29 people using James Russel’s circumplex model, for an emotional measurement through two dimensions: arousal (from low to high) and valence (from negative to positive). This scale, used here through VR users’ declarative statements allowed us to order their emotional preferences between all the virtual mugs.ResultStatistical results show significant positive effects of both metalness and smoothness on arousal and valence. Using image processing features, we show that this positive effect is linked to the increasing strength (i.e., sharpness and contrast) of the specular reflections induced by these material properties.DiscussionThe present work is the first to establish this strong relationship between specular reflections induced by material properties and aroused emotions

    BIM-based Mixed Reality Application for Supervision of Construction

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    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

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    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

    Does this virtual food make me hungry? effects of visual quality and food type in virtual reality

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    Introduction: Studies into food-related behaviors and emotions are increasingly being explored with Virtual Reality (VR). Applications of VR technologies for food science include eating disorder therapies, eating behavior studies and sensory analyzes. These applications involve 3D food stimuli intended to elicit cravings, stress, and/or emotions. However, the visual quality (i.e., the realism) of used food stimuli is heterogeneous, and this factor’s influence on the results has never been isolated and evaluated. In this context, this work aims to study how the visual quality of food stimuli, exposed in a virtual reality environment, influences the resulting desire to eat.Methods: 28 subjects without eating disorders were included in this protocol, who evaluated the desire to eat induced by 10 3D food stimuli, each duplicated in 7 quality levels (for a total of 70 stimuli).Results: Results show that visual quality influences the desire to eat, and this effect depends on the type of food and users’ eating habits. We found two significant thresholds for visual quality: the first provides the minimal quality necessary to elicit a significant desire to eat, while the second provides the ceiling value above which increasing the quality does not improve further the desire to eat.Discussion: These results allow us to provide useful recommendations for the design of experiments involving food stimuli
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