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...
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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.
As indoor self-training in sports has grown in popularity, yoga has become one of the most popular in-home exercise methods. However, yoga practitioners progress slowly or risk injury without qualified supervision. To...
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ISBN:
(纸本)9798350374490;9798350374506
As indoor self-training in sports has grown in popularity, yoga has become one of the most popular in-home exercise methods. However, yoga practitioners progress slowly or risk injury without qualified supervision. To address this issue, we propose a low-cost, camera-based exergame, 3D avatar-based feedback system for yoga self-practice. To assess our system, we performed a pilot study with eleven yoga students whose self-training was subsequently assessed by six professional yoga teachers. The results of this study hint that such an exergame-based approach has the potential to support yoga self-practice efficiently.
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...
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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...
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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...
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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...
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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...
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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...
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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.
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...
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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 ...
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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.
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