The fusion of generative Artificial Intelligence (AI) like ChatGPT and Virtual Reality (VR) can unlock new interaction capabilities through natural language. We introduce GPT-VR Nexus, a novel framework creating a tru...
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ISBN:
(纸本)9798350374490;9798350374506
The fusion of generative Artificial Intelligence (AI) like ChatGPT and Virtual Reality (VR) can unlock new interaction capabilities through natural language. We introduce GPT-VR Nexus, a novel framework creating a truly immersive VR experience driven by an underlying generative AI engine. It employs a two-step prompt strategy and robust post-processing procedures, without fine-tuning the complex AI model. Our experimental results show quick responses to various user audio requests/inputs.
We describe the design and preliminary findings of an experiment that aims to elucidate the cost of omitting accurate haptic and olfactory stimulation from VR nature immersion experiences. Across four separate session...
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ISBN:
(纸本)9798350374490;9798350374506
We describe the design and preliminary findings of an experiment that aims to elucidate the cost of omitting accurate haptic and olfactory stimulation from VR nature immersion experiences. Across four separate sessions, participants are immersed in virtual urban and forest environments, while seated both outside in real nature and indoors, with the correspondence of virtual environment to real environment and the order of presentation counterbalanced. We compare multiple restorative outcome measures between the four conditions, including physiological data (EDA and HR), subjective surveys of stress and contentment, and objective performance on tests of visual and auditory attentional resources.
Haptic feedback in Virtual Reality (VR) facilitates the transfer of virtual experiences into the physical world. In particular, haptic feedback in architectural design enables designers to feel the materiality of thei...
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ISBN:
(纸本)9798350374490;9798350374506
Haptic feedback in Virtual Reality (VR) facilitates the transfer of virtual experiences into the physical world. In particular, haptic feedback in architectural design enables designers to feel the materiality of their creations, with the possibility to apply different materials, refine designs based on the haptic experience, and assess requirements at an early stage. In this paper, we assess an innovative end-effector based on an origami structure and a robotic gripper that can provide a real-time simulation of material elasticity and stiffness without requiring a prop change, offering a cost-effective and energy-efficient solution. The evaluation consisted of a perceptual study where participants used the origami end-effector and had to push a thin virtual wall in VR. We tested three types of stiffness rendering (Soft, Medium, and Stiff). Participants had to answer how stiff the rendering was and which type of material they could refer to when touching the virtual wall. Results showed that although the stiffness perception across conditions was not significant, participants reported different types of materials depending on the condition. We also discuss the potential of origami-based end-effectors for improving haptic interaction for architectural design in VR.
Today, technology plays a pivotal role in our daily lives, significantly impacting individuals. Individuals with muscular dystrophy, such as Amyotrophic Lateral Sclerosis (ALS), benefit from eye-tracking technology, a...
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ISBN:
(纸本)9798400714092
Today, technology plays a pivotal role in our daily lives, significantly impacting individuals. Individuals with muscular dystrophy, such as Amyotrophic Lateral Sclerosis (ALS), benefit from eye-tracking technology, allowing them to interact with computers. This technology empowers them to control computer functions using only their eye movements, eliminating the need for traditional mouse and keyboard inputs. Despite these advancements, ALS patients still face challenges with certain tasks. Our study focuses on a specific individual with ALS who utilizes eye-tracking technology to navigate Adobe Premiere's video editing software. Our objective is to address these challenges by providing a solution that leverages the shortcut commands already available in Adobe Premiere Pro while also creating a simplified interface tailored for the individual we are designing for. This approach facilitates easier access to these shortcuts during his work. Our research emphasizes the potential to adapt and personalize assistive eye-tracking technology, creating more opportunities for individuals with disabilities.
Recent years have seen a sharp increase in the number of underage users in virtual reality (VR), where security and privacy (S&P) risks such as data surveillance and self-disclosure in social interaction have been...
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ISBN:
(纸本)9798350331318;9798350331301
Recent years have seen a sharp increase in the number of underage users in virtual reality (VR), where security and privacy (S&P) risks such as data surveillance and self-disclosure in social interaction have been increasingly prominent. Prior work shows children largely rely on parents to mitigate S&P risks in their technology use. Therefore, understanding parents' S&P knowledge, perceptions, and practices is critical for identifying the gaps for parents, technology designers, and policymakers to enhance children's S&P. While such empirical knowledge is substantial in other consumer technologies, it remains largely unknown in the context of VR. To address the gap, we conducted in-depth semi-structured interviews with 20 parents of children under the age of 18 who use VR at home. Our findings highlight parents generally lack S&P awareness due to the perception that VR is still in its infancy. To protect their children's interactions with VR, parents currently primarily rely on active strategies such as verbal education about S&P. Passive strategies such as using parental controls in VR are not commonly used among our interviewees, mainly due to their perceived technical constraints. Parents also highlight that a multi-stakeholder ecosystem must be established towards more S&P support for children in VR. Based on the findings, we propose actionable S&P recommendations for critical stakeholders, including parents, educators, VR companies, and governments.
This project addresses the pressing need for improved trammg methodologies for M1 Armor Crewmen in the U.S. Army and Marine Corps, motivated by a significant history of non-combat accidents. Utilizing virtnal reality ...
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ISBN:
(纸本)9798350374490;9798350374506
This project addresses the pressing need for improved trammg methodologies for M1 Armor Crewmen in the U.S. Army and Marine Corps, motivated by a significant history of non-combat accidents. Utilizing virtnal reality (VR) technology, we adapted a commercially available tank simulation game, Steel Crew, to investigate the impact of cognitive load and stress on team dynamics and performance. The simulation varies task difficulty by altering the number of enemy tanks, targeting different operator roles: gunner, commander, and driver. Employing Polar HRV sensors to measure physiological responses, we aim to correlate these with perceived stress and cognitive load. Our hypothesis suggests that increased task difficulty elevates cognitive load and arousal in all roles, with role-specific variations anticipated. This research is pivotal in shaping effective, customized training programs for tank operators, aiming to enhance both technical proficiency and emotional resilience in high-pressure situations.
This article introduces an innovative Mixed Reality (MR) system designed explicitly for calligraphy learning and practice. Learners must prepare numerous copies of calligraphy works and character templates in traditio...
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ISBN:
(纸本)9798350374490;9798350374506
This article introduces an innovative Mixed Reality (MR) system designed explicitly for calligraphy learning and practice. Learners must prepare numerous copies of calligraphy works and character templates in traditional calligraphy study and practice. They often rely on oral guidance from teachers in person for their calligraphy practice. However, with the progress of digital technology, we envision leveraging MR wearable glasses combined with image capture and analysis techniques to assist calligraphy learners in improving their practice in a more flexible time.
This research explores the use of quantum machine learning-more specifically, the Quantum Support Vector Machine (QSVM)-to predict emotional reactions triggered in virtual reality (VR) settings. The study's experi...
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ISBN:
(纸本)9798350374490;9798350374506
This research explores the use of quantum machine learning-more specifically, the Quantum Support Vector Machine (QSVM)-to predict emotional reactions triggered in virtual reality (VR) settings. The study's experimental setup involved provoking different emotional states via VR gameplay elements and capturing the physiological signals of participants. These signals were paired with the subjects' self-reported emotions, measured through the Self-Assessment Manikin. The study then employed both conventional Support Vector Machines (SVM) and QSVM to classify the data. Notably, QSVM surpassed the traditional SVM in accurately predicting the levels of arousal and valence, achieving higher precision with a reduced set of features. This enhanced efficiency is likely due to QSVM's superior handling of the intricate patterns in emotional data and the quantum models' more effective computational resource usage. These results hold considerable potential for the field of affective computing within VR environments, indicating the advantageous prospects of quantum machine learning for the domain.
Projector-based selective lighting effectively addresses the limitations of optical see-through mixed reality systems caused by their inability to occlude real-world light. This study introduces a method for rapid and...
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ISBN:
(纸本)9798331506926;9798331506919
Projector-based selective lighting effectively addresses the limitations of optical see-through mixed reality systems caused by their inability to occlude real-world light. This study introduces a method for rapid and precise projector pose estimation to establish a hybrid system. The approach involves initial projector calibration using projected QR codes, followed by tracking and illuminating specific objects to achieve selective lighting. Experimental validation confirms the accuracy of the calibration process and demonstrates enhanced virtual object perception with the integration of an unilluminated aperture. Future research will focus on optimizing calibration and illumination techniques, as well as conducting user studies to assess improvements in virtual content perception across diverse scenarios.
With the progression of VR tech, virtual interactive environments are becoming increasingly realistic and controllable. Research has substantiated the influence of VR environmental variables on user experience and eng...
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ISBN:
(纸本)9798350374025;9798350374032
With the progression of VR tech, virtual interactive environments are becoming increasingly realistic and controllable. Research has substantiated the influence of VR environmental variables on user experience and engagement. Concurrently, real-time user status monitoring advancements have unlocked dynamic adjustments to VR environments through user interaction with real-time status and feedback, increasing researchers' focus on enhancing user experience and engagement by adjusting VR environmental variables. This paper introduces an interactive paradigm for VR environments called the Dynamic Scene Adjustment (DSA) mechanism, which seeks to modify the VR environmental variables in real-time according to the user's status and performance to enhance user engagement and experience. We selected the perspective of the impact of visual environment variables on player status, embedding the DSA mechanism into a music VR game with brain-computer interaction for specific VR tasks. Experimental findings affirm that incorporating the DSA mechanism into the VR game enhances the user's engagement and performance, thereby strongly validating the rationality of the proposed DSA approach. This work can assist researchers think about dynamic regulation in VR environments from a new perspective and will shed light on the design of VR healing, VR education, VR games, and other fields.
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