Passive haptic opportunities are scarce because they require the precise alignment of the virtual object with a physical object. Increasing the number of haptic opportunities can be done by moving the physical object ...
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ISBN:
(纸本)9798350374490;9798350374506
Passive haptic opportunities are scarce because they require the precise alignment of the virtual object with a physical object. Increasing the number of haptic opportunities can be done by moving the physical object to place it in alignment with the virtual object, i.e., through physical redirection. The physical object is moved with a robot called an encountered-type haptic device, or ETHD. Another option is virtual redirection, which manipulates the virtual object with which the user interacts with the virtual environment in a way that indirectly changes the user's physical motion to synchronize the physical and virtual contacts. This paper demonstrates that virtual and physical redirection can complement each other effectively. Indeed, the ETHD can reduce the physical to virtual gap that virtual redirection has to bridge, making the virtual redirection less noticeable. Conversely, virtual redirection can help synchronize the virtual and physical contacts when the ETHD fails to arrive at the needed position. A user study (N = 8), in which participants were asked to tap a virtual disk using a handheld stick, recorded the amount of physical and virtual redirection needed to synchronize the physical and virtual contacts. The results confirm that the faster the ETHD, the larger the physical redirection, and the smaller the virtual redirection needed. Furthermore, the ETHD provided sufficient reduction of the initial physical to virtual gap for the virtual redirection distance to remain below detectable thresholds that were measured by prior work.
This paper explores and evaluates the main limitations associated with AI-based 360 panorama generation. We make use of a free AI-based 360 panorama generator, Skybox AI, to highlight some of the current limitations p...
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ISBN:
(纸本)9798350374490;9798350374506
This paper explores and evaluates the main limitations associated with AI-based 360 panorama generation. We make use of a free AI-based 360 panorama generator, Skybox AI, to highlight some of the current limitations present in automatic panorama generation from text input. By recognizing and addressing these constraints, researchers and practitioners can pave the way for enhanced algorithms and systems capable of delivering more immersive and realistic panoramic experiences.
Recent studies investigating the role of challenge immersion caused by task demand have focused on correlating auditory event-related potentials (ERPs) to difficulty. However, traditional approaches focus on the mean ...
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ISBN:
(纸本)9798350374490;9798350374506
Recent studies investigating the role of challenge immersion caused by task demand have focused on correlating auditory event-related potentials (ERPs) to difficulty. However, traditional approaches focus on the mean amplitude of the ERPs and may be compromised by confounding variables. This study introduces a novel experimental protocol for studying challenge immersion when playing a VR jigsaw puzzle overcoming the common confounding variables by analyzing the area under the ERP curve and peak-to-peak amplitude. Although preliminary, our work shows promise for auditory ERPs as immediate markers of immersion that can be used to increase the immersion-related performance and learning transfer in VR trainings.
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.
VR applications focused on daily activities for health care, focusing on either physical or cognitive interventions, continue to gain momentum as a result of consumer-level devices. However, interactions are mainly fo...
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ISBN:
(纸本)9798350374490;9798350374506
VR applications focused on daily activities for health care, focusing on either physical or cognitive interventions, continue to gain momentum as a result of consumer-level devices. However, interactions are mainly focused on single user experiences, with little research conducted on VR and asymmetric gameplay, which refers to the fact that players play the game using different media. This article presents a preliminary study focused on how the addition of asymmetry to a house chores VR game positively influences social presence when playing the game. The preliminary results indicate that the participants experienced high behavioral engagement when playing with another person.
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.
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.
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