12 research outputs found

    Walking with virtual humans : understanding human response to virtual humanoids' appearance and behaviour while navigating in immersive VR

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    In this thesis, we present a set of studies whose results have allowed us to analyze how to improve the realism, navigation, and behaviour of the avatars in an immersive virtual reality environment. In our simulations, participants must perform a series of tasks and we have analyzed perceptual and behavioural data. The results of the studies have allowed us to deduce what improvements are needed to be incorporated to the original simulations, in order to enhance the perception of realism, the navigation technique, the rendering of the avatars, their behaviour or their animations. The most reliable technique for simulating avatars’ behaviour in a virtual reality environment should be based on the study of how humans behave within the environment. For this purpose, it is necessary to build virtual environments where participants can navigate safely and comfortably with a proper metaphor and, if the environment is populated with avatars, simulate their behaviour accurately. All these aspects together will make the participants behave in a way that is closer to how they would behave in the real world. Besides, the integration of these concepts could provide an ideal platform to develop different types of applications with and without collaborative virtual reality such as emergency simulations, teaching, architecture, or designing. In the first contribution of this thesis, we carried out an experiment to study human decision making during an evacuation. We were interested to evaluate to what extent the behaviour of a virtual crowd can affect individuals' decisions. From the second contribution, in which we studied the perception of realism with bots and humans performing just locomotion or varied animations, we can conclude that the combination of having human-like avatars with animation variety can increase the overall realism of a crowd simulation, trajectories and animation. The preliminary study presented in the third contribution of this thesis showed that realistic rendering of the environment and the avatars do not appear to increase the perception of realism in the participants, which is consistent with works presented previously. The preliminary results in our walk-in-place contribution showed a seamless and natural transition between walk-in-place and normal walk. Our system provided a velocity mapping function that closely resembles natural walk. We observed through a pilot study that the system successfully reduces motion sickness and enhances immersion. Finally, the results of the contribution related to locomotion in collaborative virtual reality showed that animation synchronism and footstep sound of the avatars representing the participants do not seem to have a strong impact in terms of presence and feeling of avatar control. However, in our experiment, incorporating natural animations and footstep sound resulted in smaller clearance values in VR than previous work in the literature. The main objective of this thesis was to improve different factors related to virtual reality experiences to make the participants feel more comfortable in the virtual environment. These factors include the behaviour and appearance of the virtual avatars and the navigation through the simulated space in the experience. By increasing the realism of the avatars and facilitating navigation, high scores in presence are achieved during the simulations. This provides an ideal framework for developing collaborative virtual reality applications or emergency simulations that require participants to feel as if they were in real life.En aquesta tesi, es presenta un conjunt d'estudis els resultats dels quals ens han permès analitzar com millorar el realisme, la navegació i el comportament dels avatars en un entorn de realitat virtual immersiu. En les nostres simulacions, els participants han de realitzar una sèrie de tasques i hem analitzat dades perceptives i de comportament mentre les feien. Els resultats dels estudis ens han permès deduir quines millores són necessàries per a ser incorporades a les simulacions originals, amb la finalitat de millorar la percepció del realisme, la tècnica de navegació, la representació dels avatars, el seu comportament o les seves animacions. La tècnica més fiable per simular el comportament dels avatars en un entorn de realitat virtual hauria de basar-se en l'estudi de com es comporten els humans dins de l¿entorn virtual. Per a aquest propòsit, és necessari construir entorns virtuals on els participants poden navegar amb seguretat i comoditat amb una metàfora adequada i, si l¿entorn està poblat amb avatars, simular el seu comportament amb precisió. Tots aquests aspectes junts fan que els participants es comportin d'una manera més pròxima a com es comportarien en el món real. A més, la integració d'aquests conceptes podria proporcionar una plataforma ideal per desenvolupar diferents tipus d'aplicacions amb i sense realitat virtual col·laborativa com simulacions d'emergència, ensenyament, arquitectura o disseny. En la primera contribució d'aquesta tesi, vam realitzar un experiment per estudiar la presa de decisions durant una evacuació. Estàvem interessats a avaluar en quina mesura el comportament d'una multitud virtual pot afectar les decisions dels participants. A partir de la segona contribució, en la qual estudiem la percepció del realisme amb robots i humans que realitzen només una animació de caminar o bé realitzen diverses animacions, vam arribar a la conclusió que la combinació de tenir avatars semblants als humans amb animacions variades pot augmentar la percepció del realisme general de la simulació de la multitud, les seves trajectòries i animacions. L'estudi preliminar presentat en la tercera contribució d'aquesta tesi va demostrar que la representació realista de l¿entorn i dels avatars no semblen augmentar la percepció del realisme en els participants, que és coherent amb treballs presentats anteriorment. Els resultats preliminars de la nostra contribució de walk-in-place van mostrar una transició suau i natural entre les metàfores de walk-in-place i caminar normal. El nostre sistema va proporcionar una funció de mapatge de velocitat que s'assembla molt al caminar natural. Hem observat a través d'un estudi pilot que el sistema redueix amb èxit el motion sickness i millora la immersió. Finalment, els resultats de la contribució relacionada amb locomoció en realitat virtual col·laborativa van mostrar que el sincronisme de l'animació i el so dels avatars que representen els participants no semblen tenir un fort impacte en termes de presència i sensació de control de l'avatar. No obstant això, en el nostre experiment, la incorporació d'animacions naturals i el so de passos va donar lloc a valors de clearance més petits en RV que treballs anteriors ja publicats. L'objectiu principal d'aquesta tesi ha estat millorar els diferents factors relacionats amb experiències de realitat virtual immersiva per fer que els participants se sentin més còmodes en l'entorn virtual. Aquests factors inclouen el comportament i l'aparença dels avatars i la navegació a través de l'entorn virtual. En augmentar el realisme dels avatars i facilitar la navegació, s'aconsegueixen altes puntuacions en presència durant les simulacions. Això proporciona un marc ideal per desenvolupar aplicacions col·laboratives de realitat virtual o simulacions d'emergència que requereixen que els participants se sentin com si estiguessin en la vida realPostprint (published version

    The impact of animations in the perception of a simulated crowd

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    Simulating virtual crowds is an important challenge in many areas such as games and virtual reality applications. A lot of effort has been dedicated to improving pathfinding, collision avoidance, or decision making, to achieve more realistic human-like behavior. However, crowd simulation will be far from appearing realistic as long as virtual humans are limited to walking animations. Including animation variety could greatly enhance the plausibility of the populated environment. In this paper, we evaluated to what extend animation variety can affect the perceived level of realism of a crowd, regardless of the appearance of the virtual agents (bots vs. humanoids). The goal of this study is to provide recommendations for crowd animation and rendering when simulating crowds. Our results show that the perceived realism of the crowd trajectories and animations is significantly higher when using a variety of animations as opposed to simply having locomotion animations, but only if we render realistic humanoids. If we can only render agents as bots, then there is no much gain from having animation variety, in fact, it could potentially lower the perceived quality of the trajectories.Peer ReviewedPostprint (author's final draft

    Exploration of the Shoulder Internal Rotation’s Influence on Throwing Velocity in Handball Players: A Pilot Study

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    The main objective of this study was to test the relationship between shoulder internal rotation strength and standing throwing velocity. A repeated measures cross-sectional study was conducted with 20 professional handball players (mean +/- SD; age: 19.28 +/- 2.55 years, weight: 81.52 +/- 9.66 kg, height: 185 +/- 6 cm, BMI: 23.74 +/- 1.69). The participants were instructed to perform eight standing throws from the 7 m line of the handball court at maximum velocity to calculate the mean and maximum throwing velocity. An incremental test was performed to calculate the repetition maximum (1-RM) of internal rotation shoulder strength. A Pearson's correlation analysis with a 95% confidence interval (95% CI) was performed to determine whether correlations existed between dominant arm internal rotation strength characteristics and maximum and mean ball-throwing velocity. There is no correlation between the internal rotation strength of the throwing shoulder and the velocity of the ball in the standing handball throw.FEDER/Junta de Andalucia- Consejeria de Transformacion Economica, Industria, Conocimiento y UniversidadesEuropean Commission B-CTS-184-UGR2

    Effect of sit-to-stand-based training on muscle quality in sedentary adults: a randomized controlled trial

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    The aim of this study was to compare the effects of sit-to-stand (STS) training programs with 5 vs. 10 repetitions on muscle architecture and muscle function in sedentary adults. Sixty participants were randomly assigned into three groups: five-repetition STS (5STS), 10-repetition STS (10STS), or a control group (CG). Participants performed three sets of five or 10 repetitions of the STS exercise three times per week for 8 weeks. Before and after 8 weeks, all groups performed ultrasound measures to evaluate muscle thickness (MT), pennation angle (PA), and fascicle length (FL), and the five-repetition STS test to estimate the relative STS power and muscle quality index (MQI). After 8 weeks, both experimental groups improved MQI (40–45%), relative STS power (29–38%), and MT (8–9%) (all p < 0.001; no differences between the 5STS vs. 10STS groups). These improvements in both groups resulted in differences regarding the CG, which did not present any change. In addition, only the 5STS group improved PA (15%; p = 0.008) without differences to the 10STS and CG.This suggests that STS training is time-effective and low-cost for improving muscle function and generating adaptations in muscle architectureRecualificación del Profesorado Universitario. Modalidad Margarita Salas”, Universidad de Granada/ Ministerio de Universidades y Fondos Next Generation de la Unión Europe

    Muscle Quality and Functional and Conventional Ratios of Trunk Strength in Young Healthy Subjects: A Pilot Study

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    Background: The trunk strength conventional ratio (CR) has been evaluated. However, the functional ratio and the ratio of strength to body weight (BW) or muscle mass (MM) have been poorly explored. Relative strength is a measure of muscle quality. Objectives: To analyze the trunk strength ratio normalized by BW and MM and compare the trunk's conventional and functional ratios collected in isokinetic and isometric conditions. Methods: Twenty-seven healthy males (21.48 +/- 2.08 years, 70.22 +/- 7.65 kg) were evaluated for trunk isometric and isokinetic strength using a functional electromechanical dynamometer. Results: The extensor's strength was greater than the flexors, with a CR of 0.41 +/- 0.10 to 0.44 +/- 0.10. Muscle quality was higher in eccentric contraction and high velocity for flexors and extensors. The functional flexor ratio (FFR) ranged between 0.41 +/- 0.09 and 0.92 +/- 0.27. The functional extensor ratio (FER) ranged between 2.53 +/- 0.65 and 4.92 +/- 1.26. The FFR and FER showed significant differences between velocities when considering the peak strength (p = 0.001) and mean strength (p = 0.001). Conclusions: Trunk extensors were stronger than the flexors; thus, the CR was less than one. Muscle quality was higher at a high velocity. Unlike CR, FFR and FER behaved differently at distinct velocities. This finding highlights the need to explore the behavior of the functional ratio in different populations.DGI-University Andres Bello DI-08-CBC/22FEDER/Ministry of Science, Innovation, and Universities-State Research Agency RTI2018-099723-B-I0

    Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality

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    In the era of the metaverse, self-avatars are gaining popularity, as they can enhance presence and provide embodiment when a user is immersed in Virtual Reality. They are also very important in collaborative Virtual Reality to improve communication through gestures. Whether we are using a complex motion capture solution or a few trackers with inverse kinematics (IK), it is essential to have a good match in size between the avatar and the user, as otherwise mismatches in self-avatar posture could be noticeable for the user. To achieve such a correct match in dimensions, a manual process is often required, with the need for a second person to take measurements of body limbs and introduce them into the system. This process can be time-consuming, and prone to errors. In this paper, we propose an automatic measuring method that simply requires the user to do a small set of exercises while wearing a Head-Mounted Display (HMD), two hand controllers, and three trackers. Our work provides an affordable and quick method to automatically extract user measurements and adjust the virtual humanoid skeleton to the exact dimensions. Our results show that our method can reduce the misalignment produced by the IK system when compared to other solutions that simply apply a uniform scaling to an avatar based on the height of the HMD, and make assumptions about the locations of joints with respect to the trackers.This work was funded by the Spanish Ministry of Science and Innovation (PID2021-122136OB-C21). Jose Luis Ponton was also funded by the Spanish Ministry of Universities (FPU21/01927).Peer ReviewedPostprint (published version

    Chicamocha Canyon Geopark project: A novel strategy for the socio-economic development of Santander (Colombia) through geoeducation, geotourism and geoconservation

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    The proposed Chicamocha Canyon Geopark project is starting its way for nomination as a UNESCO Global Geopark under the recognition of the Global Geoparks Network. This paper aims to present the justifications of establishing this geopark. It also assesses the potential role of a geopark figure in Santander as an urgent measure to promote the geoconservation of the Chicamocha Canyon territory. The success of this project will not only improve the living conditions of local communities, but also will be a reference model in terms of geological conservation at national and international level. The Chicamocha Canyon, where is proposed to develop this project, has a great potential for the development of the tourism industry due to climatic conditions of the region, besides possessing a rich cultural and natural heritage that needs to be enhanced and protected. Undoubtedly, this initiative should satisfy all the requirements to be a UNESCO Global Geopark, which include a delimited area that defines a territory, the occurrence of geological features of international importance with scientific, educational and aesthetic value, the presence of other types of heritage such as archaeological sites, as well as a proper access infrastructure that favors the socio-economic development of the region. In order to guarantee the successful consolidation of the proposed geopark within the defined territory, this initiative must count the strong support of the local communities and must involve stakeholders such as government authorities, academic and research institutions, and local businesses

    Smooth transitioning between two walking metaphors for virtual reality applications

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    Virtual navigation should be as similar as possible to how we move in the real world, however the limitations of hardware and physical space make this a challenging problem. Tracking natural walk is only feasible when the dimensions of the virtual environment match those of the real world. The problem of most navigation techniques is that they produce motion sickness because the optical flow observed does not match the vestibular and proprioceptive information that appears during real physical movement. Walk in place is a technique that can successfully reduce motion sickness without losing presence in the virtual environment. It is suitable for navigating in a very large virtual environment but it is not usually needed in small virtual spaces. Most current work focuses on one specific navigation metaphor, however in our experience we have observed that if users are given the possibility to use walk in place for large distances, they tend to switch to normal walk when they are in a confined virtual area (such as a small room). Therefore, in this paper we present our ongoing work to seamlessly switch between two navigation metaphors based on leg and head tracking to achieve a more intuitive and natural virtual navigation.Peer ReviewedPostprint (published version

    Avatars rendering and its effect on perceived realism in virtual reality

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    Immersive virtual environments have proven to be a plausible platform to be used by multiple disciplines to simulate different types of scenarios and situations at a low cost. When participants are immersed in a virtual environment experience presence, they are more likely to behave as if they were in the real world. Improving the level of realism should provide a more compelling scenario so that users will experience higher levels of presence, and thus be more likely to behave as if they were in the real world. This paper presents preliminary results of an experiment in which participants navigate through two versions of the same scenario with different levels of realism of both the environment and the avatars. Our current results, from a between subjects experiment, show that the reported levels of quality in the visualization are not significantly different, which means that other aspects of the virtual environment and/or avatars must be taken into account in order to improve the perceived level of realism.Peer ReviewedPostprint (author's final draft

    Dynamometric Strength Profile of Hip Muscles in Youth Soccer Players

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    Background: Soccer is the most widely practiced sport in the world, demanding high-speed activities such as jumps, sprints and changes of direction. Therefore, having optimal levels of muscle strength improves performance and reduces the injury rate. Objectives: The objectives of our study were (i) to determine the dynamometric profile of hip muscle strength in young soccer players by position, evaluated at different isokinetic speeds, (ii) to describe the conventional and functional unilateral muscle strength ratios, (iii) to analyze the bilateral balance. Methods: Thirty-seven male soccer players (age 17.02 +/- 0.92 years) participated in the study. Strength assessment was performed with a functional electromechanical dynamometer, and concentric and eccentric strength of abductors, adductors, extensors and hip flexors were measured bilaterally at 0.5 m/s and 1 m/s. Results: For eccentric right hip abduction at 0.5 m/s, defenders are significantly stronger than midfielders (p = 0.013) and stronger than forwards (p = 0.140). For eccentric right hip adduction at 0.5 m/s, defenders are significantly stronger than midfielders (p = 0.005) and stronger than forwards (p = 0.253), as for eccentric right hip adduction at 1 m/s, defenders are significantly stronger than midfielders (p = 0.014) and stronger than forwards (p = 0.084). There is a significant effect for the conventional strength ratio of left abduction/adduction at 1 m/s. The conventional strength ratio of forwards is significantly higher than that of defenders (p = 0.045) and higher than that of midfielders (p = 0.152). Conclusions: Concentric and eccentric hip strength values differ according to playing position.Universidad de Los Lagos, Health Sciences and Physical Activity Research Competition S10/20European Commissio
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