Virtual reality offers new possibilities for social skills training. In fact, with virtual reality, it is possible to get immersed and train to various social situations, including job interviews. In this paper, we in...
详细信息
ISBN:
(纸本)9798350374490;9798350374506
Virtual reality offers new possibilities for social skills training. In fact, with virtual reality, it is possible to get immersed and train to various social situations, including job interviews. In this paper, we investigate the effect of virtual recruiters' social status and social attitudes on participants' stress during a job interview. Results show that negative recruiter attitudes led to higher subjective stress compared to neutral attitudes, and that participants with high social anxiety react differently to positive feedback compared to participants with low social anxiety. The mechanisms of social stress induction in virtual reality are complex and deserve further study.
In everyday interactions with others, we often affect each other's space through shared physical objects. Despite the commonality of such bidirectional interactions in real life, few have explored this form of int...
详细信息
ISBN:
(纸本)9798350374025;9798350374032
In everyday interactions with others, we often affect each other's space through shared physical objects. Despite the commonality of such bidirectional interactions in real life, few have explored this form of interaction in virtual reality. This paper explores bidirectional embodied tangible interaction between a human and a virtual human through shared objects that span the real-virtual boundary in world-fixed virtual reality. The shared objects extend from the real world into the virtual world (and vice versa). We discuss the novel interaction concept and implementation details and present the results of a between-subjects user study with 40 participants where we compared the developed novel real-virtual shared object interaction with a control version where the shared objects were separated as completely physical and virtual. In summary, the results showed that presence and co-presence were increased with the real-virtual object interaction, along with affective attraction to the virtual human and enjoyment of interaction.
The integration of Virtual Reality (VR) into mathematics education is an expanding area of interest driven by the importance of visualizations for understanding mathematical concepts. We hope to contribute to this are...
详细信息
ISBN:
(纸本)9798350374490;9798350374506
The integration of Virtual Reality (VR) into mathematics education is an expanding area of interest driven by the importance of visualizations for understanding mathematical concepts. We hope to contribute to this area by focusing on the domain of multidimensional calculus, specifically solids of revolution. Through our VR application, we aim to deepen understanding through interactive features for 3D visualizations. By directly addressing what we have identified as solids of revolution's three most challenging-to-visualize concepts, our tool seeks to enhance users' comprehension and improve engagement in this complex mathematical domain.
This study explores the potential of metaverse technologies for virtual education, comparing four platforms: Workrooms, Spatial, Mozilla Hubs, and Arthur. We evaluate factors like avatars, spatial arrangement, mobilit...
详细信息
ISBN:
(纸本)9798350374490;9798350374506
This study explores the potential of metaverse technologies for virtual education, comparing four platforms: Workrooms, Spatial, Mozilla Hubs, and Arthur. We evaluate factors like avatars, spatial arrangement, mobility, and functionalities' impact on concentration, usability, presence, and learning. While learning outcomes show no significant differences, substantial variations in the classroom experience emerge. Metaverses with limited movement and functionalities exhibit higher immersion, concentration, and presence. Moreover, avatars with enhanced facial expressiveness positively influence the overall learning experience.
Recent work on VR meeting spaces for presentations suggests that some presenters prefer to use desktop interfaces for comfort or other factors. We designed and compared cross-reality desktop interfaces that allow a de...
详细信息
ISBN:
(纸本)9798350374490;9798350374506
Recent work on VR meeting spaces for presentations suggests that some presenters prefer to use desktop interfaces for comfort or other factors. We designed and compared cross-reality desktop interfaces that allow a desktop user, with a 3D avatar, to present lecture-style content to a headset-immersed audience. In contrast to previous work, we now evaluate the presenter's experience with different interfaces, rather than the audience experience. Our SDesk interface, with an audience-type viewpoint and eye-tracked gaze gestures, is preferred over a standard VR-simulating desktop interface.
A fade-to-black animation enhances the transition during teleportation, yet its duration has not been systematically explored even though it is one of the central parameters. To fill this gap, we conducted a small stu...
详细信息
ISBN:
(纸本)9798350374490;9798350374506
A fade-to-black animation enhances the transition during teleportation, yet its duration has not been systematically explored even though it is one of the central parameters. To fill this gap, we conducted a small study to determine a preferred duration. We find a short duration of 0.3 s to be the average preference, contrasting durations used previously in the literature. This research contributes to the systematic parameterization of discontinuous travel.
This position paper explores the potential of WebXR compatibility for increased impact from large-scale visualization environments housed in immersive visualization laboratories. In a rapidly evolving landscape of hig...
详细信息
ISBN:
(纸本)9798350374490;9798350374506
This position paper explores the potential of WebXR compatibility for increased impact from large-scale visualization environments housed in immersive visualization laboratories. In a rapidly evolving landscape of highly performant extended reality (XR) head-mounted displays (HMDs), the ability to develop software which can meaningfully utilize relative strengths of different visualization tools is paramount. We explore how use of standards such as WebXR for broadly platform-agnostic immersive visualization compares to traditional methods of more tailored development, noting costs and benefits of each approach.
In the field of healthcare education, including medical and nursing education, realistic and interactive simulations of various clinical scenes are required to mimic real-life situations, necessitating more than just ...
详细信息
ISBN:
(纸本)9798350374490;9798350374506
In the field of healthcare education, including medical and nursing education, realistic and interactive simulations of various clinical scenes are required to mimic real-life situations, necessitating more than just a procedural experience. There has been a recent surge in demand for virtual/mixed reality (VR/MR) due to its advantages in providing diverse simulation environments. However, several challenges still remain to be addressed to advance to the next level of VR/MR-based clinical simulation. In this paper, I introduce the research that I have conducted on creating immersive clinical nursing scenes in VR/MR-based learning and training simulation systems, focusing on key elements such as multi-modal interaction, virtual agents, and learner performance assessment. Furthermore, I will discuss future research aimed at fostering collaboration in various healthcare fields, including nursing, and developing VR/MR simulation systems that enable learners to experience and learn from personalized clinical situations. These topics and questions will be further discussed at the IEEE VR 2024 Doctoral Consortium.
With the increasing attention to collaboration in Serious Games, particularly in immersive virtual environments, a novel approach of virtual co-embodiment (e.g., one avatar controlled by multiple users) in recent stud...
详细信息
ISBN:
(纸本)9798350374490;9798350374506
With the increasing attention to collaboration in Serious Games, particularly in immersive virtual environments, a novel approach of virtual co-embodiment (e.g., one avatar controlled by multiple users) in recent studies has the potential to contribute to the research on collaborative motion in multiplayer games. This pilot study investigates the usability and the agency of collaborative motion modes in a virtual cycling game under the virtual co-embodiment system. Results showed that these new collaborative modes reported a higher perceived usability. Besides, based on quantitative and qualitative findings, co-embodiment modes in this virtual serious game might evoke an enhanced users' agency.
HiLoTEL is a flexible virtual-reality framework for executing and learning tasks in virtual and physical environments. It enables human experts to collaborate with learning agents and intervene when necessary through ...
详细信息
ISBN:
(纸本)9798350374490;9798350374506
HiLoTEL is a flexible virtual-reality framework for executing and learning tasks in virtual and physical environments. It enables human experts to collaborate with learning agents and intervene when necessary through human-in-the-loop imitation learning. HiLoTEL reduces the need to carry out repetitive tasks, providing the user with an intuitive supervision interface. The system is tested on Pick-and-Place task, considering both teleoperated and passthrough interaction modalities. The results show that HiLoTEL improves success rates while maintaining human-level completion time and providing users with 71% hands free supervision time, thus enabling effective human-robot collaboration.
暂无评论