22 research outputs found

    Modelling Physical Activity in Virtual Reality Games

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    This thesis was inspired by the possibility that virtual reality (VR) games, which are designed primarily to be fun, could also provide exercise. It aimed to gain insights about this by exploring whether people can gain beneficial levels of exercise while playing VR games and how they might use VR games for exercise over several weeks. Furthermore, this work also focuses on how the level of physical activity that can be captured during gameplay and how a long-term user model can be created for individual players, as a foundation for supporting the user in gaining personal informatics insights about their exertion as well as being used for personalisation and external recommendation for VR games. The key contributions of this research are: • The first study of a diverse set of commercial VR games to gain insights about the level of actual and perceived exertion players have. • The first long-term study of VR games in a sedentary workplace to gain insights about the ways people utilise it and the levels of exertion they gain. • Based on reflections on the above studies, this thesis presents a framework and guidelines for designing physical activity VR games. • The systematic creation of a user model for representing a person’s long-term fitness and their VR gameplay, exertion and preferences. • A study of the ways that people can scrutinise their long-term personal informatics user model of exertion from VR game play and incidental walking. These contributions provide a foundation for future researchers and industry practitioners to design VR games that provide beneficial levels of exertion and allow people to gain insights into the relative contribution of the exercise from gameplay

    The Effect of Luminance on Depth Perception in Augmented Reality Guided Laparoscopic Surgery

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    Depth perception is a major issue in surgical augmented reality (AR) with limited research conducted in this scientific area. This study establishes a relationship between luminance and depth perception. This can be used to improve visualisation design for AR overlay in laparoscopic surgery, providing surgeons a more accurate perception of the anatomy intraoperatively. Two experiments were conducted to determine this relationship. First, an online study with 59 participants from the general public, and second, an in-person study with 10 surgeons as participants. We developed 2 open-source software tools utilising SciKit-Surgery libraries to enable these studies and any future research. Our findings demonstrate that the higher the relative luminance, the closer a structure is perceived to the operating camera. Furthermore, the higher the luminance contrast between the two structures, the higher the depth distance perceived. The quantitative results from both experiments are in agreement, indicating that online recruitment of the general public can be helpful in similar studies. An observation made by the surgeons from the in-person study was that the light source used in laparoscopic surgery plays a role in depth perception. This is due to its varying positioning and brightness which could affect the perception of the overlaid AR. We found that luminance directly correlates with depth perception for both surgeons and the general public, regardless of other depth cues. Future research may focus on comparing different colours used in surgical AR and using a mock operating room (OR) with varying light sources and positions

    Designing Digital COVID-19 Screening: Insights and Deliberations

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    Due to the global COVID-19 pandemic, public health control and screening measures have been introduced at healthcare facilities, including those housing our most vulnerable populations. These warning measures situated at hospital entrances are presently labour-intensive, requiring additional staff to conduct manual temperature checks and risk-assessment questionnaires of every individual entering the premises. To make this process more efficient, we present eGate, a digital COVID-19 health-screening smart Internet of Things system deployed at multiple entry points around a children's hospital. This paper reports on design insights based on the experiences of concierge screening staff stationed alongside the eGate system. Our work contributes towards social-technical deliberations on how to improve design and deploy of digital health-screening systems in hospitals. It specifically outlines a series of design recommendations for future health screening interventions, key considerations relevant to digital screening control systems and their implementation, and the plausible effects on the staff who work alongside them

    Enhanced Surgeons: Understanding the Design of Augmented Reality Instructions for Keyhole Surgery

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    It is important to understand how to design AR content for surgical contexts to mitigate the risk of distracting the surgeons. In this work, we test information overlays for AR guidance during keyhole surgery. We performed a preliminary evaluation of a prototype, focusing on the effects of colour, opacity, and information representation. Our work contributes insights into the design of AR guidance in surgery settings and a foundation for future research on visualisation design for surgical AR

    Towards an Inclusive and Accessible Metaverse

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    The push towards a Metaverse is growing, with companies such as Meta developing their own interpretation of what it should look like. The Metaverse at its conceptual core promises to remove boundaries and borders, becoming a decentralised entity for everyone to use - forming a digital virtual layer over our own "real"world. However, creation of a Metaverse or "new world"presents the opportunity to create one which is inclusive and accessible to all. This challenge is explored and discussed in this workshop, with an aim of understanding how to create a Metaverse which is open and inclusive to people with physical and intellectual disabilities, and how interactions can be designed in a way to minimise disadvantage. The key outcomes of this workshop outline new opportunities for improving accessibility in the Metaverse, methodologies for designing and evaluating accessibility, and key considerations for designing accessible Metaverse environments and interactions

    The value of Augmented Reality in surgery — A usability study on laparoscopic liver surgery

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    Augmented Reality (AR) is considered to be a promising technology for the guidance of laparoscopic liver surgery. By overlaying pre-operative 3D information of the liver and internal blood vessels on the laparoscopic view, surgeons can better understand the location of critical structures. In an effort to enable AR, several authors have focused on the development of methods to obtain an accurate alignment between the laparoscopic video image and the pre-operative 3D data of the liver, without assessing the benefit that the resulting overlay can provide during surgery. In this paper, we present a study that aims to assess quantitatively and qualitatively the value of an AR overlay in laparoscopic surgery during a simulated surgical task on a phantom setup. We design a study where participants are asked to physically localise pre-operative tumours in a liver phantom using three image guidance conditions — a baseline condition without any image guidance, a condition where the 3D surfaces of the liver are aligned to the video and displayed on a black background, and a condition where video see-through AR is displayed on the laparoscopic video. Using data collected from a cohort of 24 participants which include 12 surgeons, we observe that compared to the baseline, AR decreases the median localisation error of surgeons on non-peripheral targets from 25.8 mm to 9.2 mm. Using subjective feedback, we also identify that AR introduces usability improvements in the surgical task and increases the perceived confidence of the users. Between the two tested displays, the majority of participants preferred to use the AR overlay instead of navigated view of the 3D surfaces on a separate screen. We conclude that AR has the potential to improve performance and decision making in laparoscopic surgery, and that improvements in overlay alignment accuracy and depth perception should be pursued in the future

    Augmenting Cities and Architecture with Immersive Technologies

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    Immersive technologies such as augmented reality (AR), virtual reality (VR), and mixed reality (MR) have the potential to augment experiences within cities and the process of designing architecture. However, more work is needed to understand specific applications within these areas and how they can be designed. Therefore, the main aim of the workshop is to discuss and ideate use-cases for creating situated immersive AR, VR, and MR applications for the purpose of making cities more engaging and to help design the cities of the future

    Nurse, Give Me the News! Understanding Support for and Opposition to a COVID-19 Health Screening System

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    Helping the sick and protecting the vulnerable has long been the credo of the health profession. In response to the coronavirus-disease-2019 (COVID-19 pandemic), hospitals and healthcare institutions have rapidly employed public health measures to mitigate patient and staff infection. This paper investigates staff and visitor responses to the COVID-19 eGate health screening system; a self-service technology (SST) which aims to protect health care workers and facilities from COVID-19. Our study evaluates the in situ deployment of the eGate, and employs a System Usability Scale (SUS) and questionnaire (n = 220) to understand staff and visitor’s acceptance of the eGate. In detailing the themes relevant to those who advocate for the system and those who oppose it, we contribute towards a more detailed understanding of the use and non-use of health-screening SSTs. We conclude with a series of considerations for the design of future interactive screening systems within hospitals
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