Real-time communication with immersive 360 degrees video can enable users to be telepresent within a remotely streamed environment. Increasingly, users are shifting to mobile devices and connecting to the Internet via...
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Real-time communication with immersive 360 degrees video can enable users to be telepresent within a remotely streamed environment. Increasingly, users are shifting to mobile devices and connecting to the Internet via mobile-cellular networks. As the ideal media for 360 degrees videos, some VR headsets now also come with cellular capacity, giving them potential for mobile applications. However, streaming high-quality 360 degrees live video poses challenges for network bandwidth, particularly on cellular connections. To reduce bandwidth requirements, videos can be compressed using viewport-adaptive streaming or foveated rendering techniques. Such approaches require very low latency in order to be effective, which has previously limited their applications on traditional cellular networks. In this work, we demonstrate an end-to-end virtual reality telepresence system that streams similar to 6K 360 degrees video over 5G millimeter-wave (mmW) radio. Our use of 5G technologies, in conjunction with mobile edge compute nodes, substantially reduces latency when compared with existing 4G networks, enabling high-efficiency foveated compression over modern cellular networks on par with WiFi. We performed a technical evaluation of our system's visual quality post-compression with peak signal-to-noise ratio (PSNR) and FOVVideoVDP. We also conducted a user study to evaluate users' sensitivity to compressed video. Our findings demonstrate that our system achieves visually indistinguishable video streams while using up to 80% less data when compared with un-foveated video. We demonstrate our video compression system in the context of an immersive, telepresent video calling application.
Emotions are multifaceted phenomena that affect our behaviour, perception, and cognition. Increasing evidence indicates that induction mechanisms play a crucial role in triggering emotions by simulating the sensations...
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Emotions are multifaceted phenomena that affect our behaviour, perception, and cognition. Increasing evidence indicates that induction mechanisms play a crucial role in triggering emotions by simulating the sensations required for an experimental design. Over the years, many reviews have evaluated a passive elicitation mechanism where the user is an observer, ignoring the importance of self-relevance in emotional experience. So, in response to the gap in the literature, this study intends to explore the possibility of using virtual reality (VR) as an active mechanism for emotion induction. VR can simulate controlled environments with high immersion, presence, and interaction to induce intense emotions. Therefore, researchers can evaluate emotional experiences in a realistic context. For the success and quality of research settings, VR must select the appropriate material to effectively evoke emotions. Therefore, in the present review, we evaluated to what extent VR virtual environments, videos, games, tasks, avatar, images, and 360-degree panoramas can elicit emotions. Further, we present public datasets, discuss challenges and recommendations, and review emotion-sensing interfaces related to VR research. The conclusions reveal the VR's potential to evoke emotions effectively and naturally by generating motivational and empathy mechanisms, which makes it an ecologically valid paradigm to study emotions.
This work is a thorough account of virtual reality's (VR) historical change from vision to commodity. The technology's manifestations are organized into the pre-Sutherland era, beginning approximately in the 1...
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This work is a thorough account of virtual reality's (VR) historical change from vision to commodity. The technology's manifestations are organized into the pre-Sutherland era, beginning approximately in the 18th century, the post-Sutherland milestones of the 70s and the 80s, and the pop culture of the 80s and 90s that triggered its short-lived industrious rise, followed by a spectacular fall. Although the timeline of the evolution of the VR apparatus has been previously documented, little has been said regarding milestone continuity and how technological and market progression relate to the underlying forces that keep propelling VR's slow-burning development and cultural diffusion. Those forces aim toward the "ultimate display";however, our analysis rejects this goal and examines how, instead, the VR experience has gradually developed.
We present the benefits of advanced multimodality imaging and virtual reality modelling in the diagnosis and treatment planning of a child with aneurysms after numerous interventions for treatment of a hypoplastic aor...
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We present the benefits of advanced multimodality imaging and virtual reality modelling in the diagnosis and treatment planning of a child with aneurysms after numerous interventions for treatment of a hypoplastic aortic arch and coarctation.
Medical graduates lack procedural skills experience required to manage emergencies. Recent advances in virtual reality (VR) technology enable the creation of highly immersive learning environments representing easy-to...
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Medical graduates lack procedural skills experience required to manage emergencies. Recent advances in virtual reality (VR) technology enable the creation of highly immersive learning environments representing easy-to-use and affordable solutions for training with simulation. However, the feasibility in compulsory teaching, possible side effects of immersion, perceived stress, and didactic benefits have to be investigated systematically. VR-based training sessions using head-mounted displays alongside a real-time dynamic physiology system were held by student assistants for small groups followed by debriefing with a tutor. In the pilot study, 36 students rated simulation sickness. In the main study, 97 students completed a virtual scenario as active participants (AP) and 130 students as observers (OBS) from the first-person perspective on a monitor. Participants completed questionnaires for evaluation purposes and exploratory factor analysis was performed on the items. The extent of simulation sickness remained low to acceptable among participants of the pilot study. In the main study, students valued the realistic environment and guided practical exercise. AP perceived the degree of immersion as well as the estimated learning success to be greater than OBS and proved to be more motivated post training. With respect to AP, the factor "sense of control" revealed a typical inverse U-shaped relationship to the scales "didactic value" and "individual learning benefit". Summing up, curricular implementation of highly immersive VR-based training of emergencies proved feasible and found a high degree of acceptance among medical students. This study also provides insights into how different conceptions of perceived stress distinctively moderate subjective learning success.
Intraoral radiography (IOR) practice education is essential for dental students. However, the risk of radiation exposure has resulted in the use of textbooks to learn IOR. Thus, a new educational tool that can effecti...
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Intraoral radiography (IOR) practice education is essential for dental students. However, the risk of radiation exposure has resulted in the use of textbooks to learn IOR. Thus, a new educational tool that can effectively use fewer shots or provide indirect experience when practice is not feasible is needed. In this study, we developed a new educational tool called "educational media for the bisecting angle technique" using virtual reality (EMBAT-VR) and evaluated the user experience among students. IOR was divided into 12 steps for 14 teeth, and a scenario was prepared from the perspectives of the operator and patient. On the basis of this scenario, the IOR was reenacted and recorded using a 360 degrees camera. The tool was built on a head-mounted display using the Unity Engine. Eighty-four students were enrolled to evaluate the task performance, browsing search, and satisfaction on a 5-point Likert scale;the corresponding values for the tests were 3. 78 +/- 0.70, 3.88 +/- 0.76, and 4.01 +/- 0.71, respectively. EMBAT-VR was used to investigate the satisfaction (user experience). Responses to 21 questions from 24 students who used traditional textbooks (control group) and 22 students who used the VR educational tool (experimental group) were statistically analyzed using the Mann-Whitney U test. A statistically significant difference was observed between the experimental (4.16 +/- 0.64) and control (2.69 +/- 0.54) groups. In the usability evaluation, EMBAT-VR presented with a higher score than traditional textbooks. Nonetheless, its effect when performing actual IOR imaging needs follow-up research.
BACKGROUND: The COVID-19 pandemic has resulted in increased psychological pressure on mental health since 2019. The resulting anxiety and stress have permeated every aspect of life during confinement. OBJECTIVE: To pr...
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BACKGROUND: The COVID-19 pandemic has resulted in increased psychological pressure on mental health since 2019. The resulting anxiety and stress have permeated every aspect of life during confinement. OBJECTIVE: To provide psychologists with an unbiased measure that can aid in the preliminary diagnosis of anxiety disorders and be used as an initial treatment in cognitive-behavioral therapy, this article introduces automated recognition of three levels of anxiety. METHODS: Anxiety was elicited by exposing participants to virtual environments inspired by social situations in reference to the Liebowitz social anxiety scale. Relevant parameters, such as heart rate variability and vasoconstriction were derived from the measurement of the blood volume pulse (BVP) signal. RESULTS: A long short-term memory architecture achieved an accuracy of approximately 98% on the training and test set. CONCLUSION: The generated model allowed for careful study of the state of seven phobic participants during virtual reality exposure (VRE).
Individuals with Autism Spectrum Disorder (ASD) often exhibit difficulty in movement preparation and allocating attention towards different Regions of Interest (ROIs) of a visual stimulus. Though research has alluded ...
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Individuals with Autism Spectrum Disorder (ASD) often exhibit difficulty in movement preparation and allocating attention towards different Regions of Interest (ROIs) of a visual stimulus. Though research has alluded to differences in movement preparation for aiming tasks between individuals with ASD and typically developing (TD) individuals, there is limited evidence (true for near-aiming tasks) on the contribution of the window (i.e., time duration) of movement preparation (i.e., the planning window preceding movement initiation) on one's aiming performance. However, investigation of the contribution of this planning window on one's performance in far-aiming task remains as majorly unexplored. Again, often one's eye movement leads the initiation of hand movement (for task execution) indicating the importance of monitoring one's eye movement in the planning stage, critical for far-aiming task. Most of the studies (in conventional settings) examining the role of gaze behavior on aiming performance have involved TD individuals and only a few involving individuals with ASD. Here, we have designed virtual reality (VR)-based Gaze-sensitive far-aiming (dart throw) task and monitored the looking pattern of participants while they interacted with the task environment. We carried out a study with 40 participants (20 in each of ASD and TD groups) to understand how the participant groups differed in task performance and gaze fixation within the movement planning window. We observed difference in the scan path and last fixation within the movement planning window before triggering the release of the dart with relevance to task performance.
The present article explores the most popular approaches and the best practices for the design and implementation of cognitive gaming interventions that combine Brain Computer Interface (BCI) systems with virtual Real...
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The present article explores the most popular approaches and the best practices for the design and implementation of cognitive gaming interventions that combine Brain Computer Interface (BCI) systems with virtual reality (VR). We focus on interventions that target cognitive skills related to perception, visuospatial attention and visuospatial memory. To this purpose, we review the techniques and algorithms that are commonly used for data pre-processing, feature extraction, and classification in such interventions. We discuss issues related to BCI-VR Cognitive Gaming, including the BCI paradigms, the action tasks and environments, user characteristics, algorithms, channels, accuracy, and the most prominent findings. We conclude with a discussion of the current challenges, limitations, future research directions, and the potential commercial applications of BCI-VR in cognitive gaming.
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