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The Disconnect between Real and Virtually Real Worlds: The Challenges of Using VR with Adolescents 真实世界和虚拟现实世界之间的脱节:青少年使用虚拟现实的挑战
Pub Date : 2018-08-01 DOI: 10.1162/PRES_a_00310
Lisa M. Castaneda;Samantha W. Bindman;Anna Cechony;Manrita Sidhu
Industry projections suggest the commercial usage of virtual reality (VR) headsets will increase steadily over the next five years, with more immersive, stand-alone headsets representing the bulk of purchases by consumers (Bolkan, 2018; Taylor, 2017; Lamkin, 2017; Orland, 2017). Whether individuals are watching 3608 videos on smartphone-based headsets or using standalone head-mounted displays (HMDs), virtual reality is becoming more widespread in healthcare, education, business, entertainment, and industry (CB Insights, 2017; Mujber, Szecsi, & Hashmi, 2004; Pantelidis, 2009; Psotka, 2013; Rizzo et al., 2013; Rizzo, Rizzo, Schultheis, Kerns, & Mateer, 2004). Increasingly, concerns have been brought up about the ethical usage of VR, both with vulnerable groups as well as the general population (Madary & Metzinger, 2016; Southgate, Smith, & Scevak, 2017). It is clear that the adolescent brain has unique features including heightened neuroplasticity, increased emotional intensity and reactivity, and increased ability to learn (Casey, Jones, & Hare, 2008; Jensen & Nutt, 2015; Southgate et al., 2017; Steinberg, 2014). Though age recommendations are given by all manufacturers of VR hardware, they vary from child-appropriate to those recommended for age 13 years or above due to concerns about effects on ocular development and maturity of content (Gent, 2016); yet at the same time, VR headsets are being marketed as educational tools for children. Often, users disregard the warnings and allow younger children to engage with content and hardware that may not be recommended for their age group. We believe there is a gap in understanding between the potential psychological, physiological, and emotional impact of virtual reality hardware on children and adolescents, and what research actually makes its way to developers, users, parents, and guardians. Through four years of applied research on learning and VR, VR focus groups with adolescents, and experimental work with adults, we have observed thousands of people using and interacting with commercial content in VR, often in everyday settings such as schools or clubs. In our work with virtual reality, particularly with adolescents, we have observed some interesting disconnects between the expected outcome of particular pieces of content versus the actual experience of the adolescent user in VR. VR presents a number of innovative elements that provide rich opportunities for the medium to be an effective learning tool including simulations, exposure to novel situations, and engagement with learners in ways not allowed for by traditional mediums (Castaneda, Cechony, Bautista, & Pacampara, 2017). At the same time, our data also suggest that research done in applied settings may usefully supplement laboratory findings by revealing validation of experimental findings, or inconsistencies which can recommend further areas for investigation in real-world environments.
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引用次数: 5
Crowd Simulation Incorporating Thermal Environments and Responsive Behaviors 结合热环境和响应行为的人群模拟
Pub Date : 2018-08-01 DOI: 10.1162/PRES_a_00308
L. Chen;C. R. Jung;S. R. Musse;M. Moneimne;C. Wang;R. Fruchter;V. Bazjanac;G. Chen;N. I. Badler
Crowd simulation addresses algorithmic approaches to steering, navigation, perception, and behavioral models. Significant progress has been achieved in modeling interactions between agents and the environment to avoid collisions, exploit empirical local decision data, and plan efficient paths to goals. We address a relatively unexplored dimension of virtual human behavior: thermal perception, comfort, and appropriate behavioral responses. Thermal comfort is associated with the ambient environment, agent density factors, and interpersonal thermal feedback. A key feature of our approach is the temporal integration of both thermal exposure and occupant density to directly influence agent movements and behaviors (e.g., clothing changes) to increase thermal comfort. Empirical thermal comfort models are incorporated as a validation basis. Simple heat transfer models are used to model environment, agent, and interpersonal heat exchange. Our model’s generality makes it applicable to any existing crowd steering algorithm as it adds additional integrative terms to any cost function. Examples illustrate distinctive emergent behaviors such as balancing agent density with thermal comfort, hysteresis in responding to localized or brief thermal events, and discomfort and likely injury produced by extreme packing densities.
群组模拟解决了转向、导航、感知和行为模型的算法方法。在建模代理和环境之间的交互以避免冲突、利用经验局部决策数据和规划实现目标的有效路径方面,已经取得了重大进展。我们讨论了虚拟人行为的一个相对未探索的维度:热感知、舒适度和适当的行为反应。热舒适性与周围环境、药剂密度因素和人际热反馈有关。我们方法的一个关键特征是热暴露和占用者密度的时间积分,以直接影响主体的运动和行为(例如,衣服的变化),从而增加热舒适性。将经验热舒适模型作为验证基础。简单的传热模型用于模拟环境、主体和人际热交换。我们的模型的通用性使其适用于任何现有的人群导向算法,因为它为任何成本函数添加了额外的综合项。示例说明了独特的突发行为,如平衡剂密度与热舒适性、对局部或短暂热事件的反应滞后,以及极端堆积密度产生的不适和可能的伤害。
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引用次数: 10
Special Issue on VR for Culture and Heritage: The Experience of Cultural Heritage with Virtual Reality (Part II): Guest Editors’ Introduction 虚拟现实文化遗产特刊:虚拟现实的文化遗产体验(下):客座编辑介绍
Pub Date : 2018-08-01 DOI: 10.1162/PRES_e_00311
Eugene Ch’ng;Yiyu Cai;Harold Thwaites
The guest editors’ introduction in the first part of this special issue (Presence 26-3) highlighted the transmutability of human culture. It also highlighted the apparent perpetuity of material culture, which will eventually decline and diminish either through time or through anthropogenic hazards and unfortunate environmental disasters. The introduction continued by emphasizing the need for the research community to progress beyond digital records by investigating, through research and applications, the utility of virtual access through virtual reality. Part I, therefore, focused on the observed shift of the use of 3D technology for documenting or reconstructing heritage sites and monuments toward the experience of past culture and heritage through immersive virtual environments. The previous volume gathered five thematic papers focusing on the virtual-reality experience of cultural heritage. Here in the second part, we continue the special issue with new methods and developments for substantiating concepts with further applications of virtual environments for cultural heritage. 2. The Scope of this Special Issue
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引用次数: 14
Evaluating Learnability in a 3D Heritage Tour 评估3D遗产之旅的可学习性
Pub Date : 2018-08-01 DOI: 10.1162/PRES_a_00305
Ronald Zamora-Musa;Jeimy Vélez;Heyder Paez-Logreira
The implementation of 3D virtual reality (VR) environments to represent human culture and heritage has been growing during the last two decades as a result of information and communication technologies (ICT) development. Precisely, regarding virtual heritage development, some weaknesses have been detected such as “lifeless“ environments lacking interaction, and research still under development on learning assessment. In this article, a VR environment is presented, through users taking a virtual tour visiting some elements of cultural heritage of the island of San Andrés, Colombia. In the tour, users participate in a 3D VR environment, answering questions and learning about the cultural heritage of the island. Also, the usability of the VR environment is assessed through SUMI (Software Usability Measurement Inventory) standard ISO9241-11 evaluating aspects such as usefulness and learnability. The results demonstrate that with the implementation of a VR environment about heritage, the users achieved optimum performance with an 80% average of correct answers and a high correlation between learning and the usability of the 3D VR environment.
在过去的二十年里,由于信息和通信技术的发展,3D虚拟现实(VR)环境的应用越来越多,以代表人类文化和遗产。确切地说,关于虚拟遗产的开发,已经发现了一些弱点,例如“没有生命”“缺乏互动的环境,学习评估的研究仍在进行中。在这篇文章中,通过用户进行虚拟游览,参观哥伦比亚圣安德鲁斯岛的一些文化遗产元素,呈现了一个VR环境。在游览中,用户参与了一个3D VR环境,回答问题并了解该岛的文化遗产。”此外,虚拟现实环境的可用性通过SUMI(软件可用性测量清单)标准ISO9241-11进行评估,评估有用性和可学习性等方面。结果表明,通过实施关于遗产的VR环境,用户获得了最佳性能,平均80%的正确答案,学习与3D VR环境的可用性之间具有高度相关性。
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引用次数: 16
Virtual Valcamonica: Collaborative Exploration of Prehistoric Petroglyphs and Their Surrounding Environment in Multi-User Virtual Reality Virtual Valcamonica:在多用户虚拟现实中协同探索史前象形文字及其周围环境
Pub Date : 2018-03-01 DOI: 10.1162/pres_a_00297
Alexander Kulik;André Kunert;Stephan Beck;Carl-Feofan Matthes;Andre Schollmeyer;Adrian Kreskowski;Bernd Fröhlich;Sue Cobb;Mirabelle D’Cruz
In this article, we present a novel, multi-user, virtual reality environment for the interactive, collaborative 3D analysis of large 3D scans and the technical advancements that were necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable display infrastructure, and a suite of collaborative 3D interaction techniques. The cultural heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14 billion points at interactive frame rates. The system design in this exemplar application results from close exchange with a small group of potential users: archaeologists with expertise in rockart. The system allows them to explore the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated interaction techniques was developed to facilitate collaborative visual analysis. A multi-display workspace supports the immediate comparison of geographically distributed artifacts. An expert review of the final demonstrator confirmed the potential for added value in rock-art research and the usability of our collaborative interaction techniques.
在这篇文章中,我们提出了一个新颖的、多用户的虚拟现实环境,用于大型3D扫描的交互式、协作3D分析,以及构建它所需的技术进步:用于大型3D点云的多视图渲染系统、合适的显示基础设施和一套协作3D交互技术。意大利瓦尔卡莫尼卡文化遗产地拥有大量史前岩石艺术收藏,是评估的典型用例。结果表明,我们的输出敏感细节级别渲染系统能够以交互帧速率可视化聚合大小超过140亿点的3D数据集。本示例应用程序中的系统设计源于与一小群潜在用户的密切交流:具有岩画专业知识的考古学家。该系统使他们能够以高度逼真的外观探索史前艺术及其空间背景。开发了一套专门的交互技术,以促进协同视觉分析。多显示器工作空间支持对地理上分布的工件进行即时比较。对最终演示者的专家评审证实了摇滚艺术研究的附加值潜力以及我们协作交互技术的可用性。
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引用次数: 19
EvoluSon: Walking through an Interactive History of Music EvoluSon:走进互动音乐史
Pub Date : 2018-03-01 DOI: 10.1162/pres_a_00298
Ronan Gaugne;Florian Nouviale;Octavia Rioual;Arnaud Chirat;Kevin Gohon;Vincent Goupil;Martin Toutirais;Bruno Bossis;Valérie Gouranton
The EvoluSon project proposes an immersive experience where the spectator explores an interactive visual and musical representation of the main periods of the history of Western music. The musical content is constituted of original musical compositions based on the theme of Bach’s Art of Fugue to illustrate the eight main musical eras from Antiquity to the contemporary epoch. The EvoluSon project contributes at the same time to the usage of VR for intangible culture representation and to interactive digital art that puts the user at the center of the experience. The EvoluSon project focuses on music through a presentation of the history of Western music, and uses virtual reality to valorize the different pieces through the ages. The user is immersed in a coherent visual and sound environment and can interact with both modalities. This project is the result of collaboration between a computer science research laboratory and a research laboratory on art and music. It was first presented to a public event on science and music organized by the computer science research laboratory.
EvoluSon项目提出了一种身临其境的体验,观众可以探索西方音乐史主要时期的互动视觉和音乐表现。音乐内容是以巴赫《赋格艺术》为主题的原创音乐作品,阐释了从古代到当代的八个主要音乐时代。EvoluSon项目同时有助于将VR用于非物质文化表现,并有助于互动数字艺术,将用户置于体验的中心。EvoluSon项目通过展示西方音乐的历史来关注音乐,并使用虚拟现实来评估各个时代的不同作品。用户沉浸在连贯的视觉和声音环境中,并且可以与这两种模式进行交互。该项目是计算机科学研究实验室与艺术和音乐研究实验室合作的结果。它首次被介绍给计算机科学研究实验室组织的一个关于科学和音乐的公共活动。
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引用次数: 7
Kilo Hōkū—Experiencing Hawaiian, Non-Instrument Open Ocean Navigation through Virtual Reality Kilo Hōkā——通过虚拟现实体验夏威夷无仪器公海导航
Pub Date : 2018-03-01 DOI: 10.1162/pres_a_00301
Patrick Karjala;Dean Lodes;Kari Noe;Anna Sikkink;Jason Leigh
In this article, we present our development of a virtual reality simulation of sailing on the Hōkūle‘a, a Polynesian double-hulled sailing canoe built in Hawai‘i in 1974, which completed its worldwide journey in 2017. The construction and sailing of this vessel is of significant importance to the Hawaiian cultural renaissance of the 1970s and 1980s; of particular relevance is Hawaiian wayfinding, the cultural practice of navigating across the open ocean to a destination without the use of maps or modern navigation instruments. By developing the simulation, we aimed to assist in the cultural preservation of the star navigation portion of Hawaiian wayfinding techniques, and to help to educate future generations of non-instrument navigators. The first implementation of Kilo Hōkū as a cultural heritage project in virtual reality was to test its viability as a tool for Modern Hawaiian wayfinders to use in classroom instruction, and its realism as an accurate reproduction of the Hōkūle‘a’s sailing experience. The reaction to the simulation from current practicing Modern Hawaiian wayfinders was positive, and indicates that further study is warranted in testing the efficacy of the simulation for teaching Hawaiian wayfinding to future navigators, as well as preserving and spreading knowledge of Hōkūle‘a and of Modern Hawaiian wayfinding beyond Hawai‘i.
在这篇文章中,我们介绍了我们开发的一种虚拟现实模拟在Hōkāle'a上航行的方法,这是一艘1974年在夏威夷建造的波利尼西亚双体帆船,于2017年完成了全球航行。该船的建造和航行对20世纪70年代和80年代的夏威夷文化复兴具有重要意义;特别相关的是夏威夷寻路,这是一种在不使用地图或现代导航仪器的情况下穿越公海到达目的地的文化实践。通过开发模拟,我们旨在帮助夏威夷寻路技术中恒星导航部分的文化保护,并帮助教育后代的非仪器导航者。Kilo Hōkā作为一个虚拟现实中的文化遗产项目的第一次实施是为了测试它作为现代夏威夷寻路者在课堂教学中使用的工具的可行性,以及它作为H 333 kīle’a帆船经历的准确再现的真实性。目前执业的现代夏威夷寻路者对模拟的反应是积极的,这表明有必要进行进一步的研究,以测试模拟在向未来的航海家教授夏威夷寻路方面的有效性,以及保存和传播Hōkúle'a和夏威夷以外的现代夏威夷找路知识。
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引用次数: 4
Cultural Presence in Virtual Archaeology: An Exploratory Analysis of Factors 虚拟考古中的文化存在因素探析
Pub Date : 2018-03-01 DOI: 10.1162/pres_a_00296
Laia Pujol-Tost
Shared between Human-Computer Interaction and Cultural Heritage, the concept of Cultural Presence may provide an encompassing theoretical and methodological framework for Virtual Archaeology. The factors underlying presence have been extensively investigated, by means of both particular analyses as well as general statistical approaches. Yet, Cultural Presence has mostly been defined theoretically, and there are no global empirical examinations of it. The goal of this study is to verify the validity of the concept and to understand its underlying factors in the field of Virtual Archaeology. To that end we established an operational definition of Cultural Presence, we built a virtual reconstruction of an archaeological site based on it, and we evaluated the environment by means of self-reports and exploratory factor analysis. The general conclusion is that the concept of Cultural Presence is sound and composed of three main factors (cultural representation and engagement, social presence, and communicational aspects of technology); yet, it is not universal, but influenced by purpose and demographic variables.
在人机交互和文化遗产之间共享,文化存在的概念可以为虚拟考古提供一个包罗万象的理论和方法框架。通过特殊分析和一般统计方法,对存在的潜在因素进行了广泛调查。然而,文化存在大多是从理论上定义的,没有全球性的实证检验。本研究的目的是验证这一概念的有效性,并了解其在虚拟考古领域的潜在因素。为此,我们建立了文化存在的操作定义,我们在此基础上对考古遗址进行了虚拟重建,并通过自我报告和探索性因素分析对环境进行了评估。总体结论是,文化存在的概念是健全的,由三个主要因素组成(文化表现和参与、社会存在和技术的传播方面);然而,它并不是普遍的,而是受到目的和人口变量的影响。
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引用次数: 8
Special Issue on VR for Culture and Heritage: The Experience of Cultural Heritage with Virtual Reality: Guest Editors’ Introduction 虚拟现实文化遗产特刊:虚拟现实的文化遗产体验:客座编辑介绍
Pub Date : 2018-03-01 DOI: 10.1162/pres_e_00302
Eugene Ch’ng;Yiyu Cai;Harold Thwaites
Human culture is profound and is always changing and evolving. Heritage, on the other hand, remains perpetually frozen in time, molded or engraved in material culture as a testament to the past. Yet some intangible heritage lives on, sewn into the intermingled fabric of present cultures, evolving, being influenced by and conforming to a highly connected modern society brought about by digital technologies. Others are at risk of diminishing as newer generations, enticed by disparate modern cultures, shun the traditions that were handed down to them. What cultural heritage contributes to our present society is that it validates our memories and provides us a physical means to connect us to past cultures. Tangible heritage may appear to be unchanging, perhaps because of the fraction of our existence within the arrow of time, yet entropy occurs and the physicality of any material will inevitably decline, eroded by the passage of time and any unfortunate disasters, including threats from deliberate destruction of monuments (CuriousTravellers, 2016). This is why digital preservation is important (Webb, 2003). Any virtual records of cultural heritage are considered good contributions, for digitized information can potentially preserve and generate more value than its physical counterpart in the longer term (Ch’ng, 2013). However, the simple record of information will not add any more value to culture and heritage than what the present existence of it already does. What are needed are accessibility and a means to contextualize and communicate digital information in a way which can bring to life past cultures, and enhance the learning of it (Ch’ng, 2012). We believe that virtual reality exists for this reason and more. The ability to simulate complete interactive virtual environments can provide a more concrete means to the experience of past cultures. How well virtual reality and Augmented Reality are doing in terms of allowing participants to truly experience past cultures remains a question. Here, we are focused not on the museum experiments (Bowen et al., 2008) in general, but on the experience of past cultures, the phenomenology (Tilley, 1994) of it, which we believe virtual reality can provide. As such, this special issue aims to gather researchers working on all aspects of culture and heritage that use virtual environments or aspects of the mixed-reality continuum to conserve, analyze and communicate contents from the past and the present. It therefore encompasses contemporary public-facing work in GLAMs (Galleries, Libraries, Archives, and Museums) and the backdrop of in-depth investigations to bring to light the contents and contexts of culture and heritage via virtual environments. The series of articles presented within this two-part issue is a continuation of the previous special issue on ‘‘Virtual Heritage: Cultural Agents, Environments, and Objects’’ (Presence: Teleoperators and Virtual Environments 24-3), which highlighted the need for a cl
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引用次数: 16
Recommending Multimedia Information in a Virtual Han Chang’an City Roaming System 虚拟汉长安城漫游系统中的多媒体信息推荐
Pub Date : 2018-03-01 DOI: 10.1162/pres_a_00299
Junmei Feng;Xiaoyi Feng;Liming Deng;Jinye Peng
This article presents a roaming system of Han Chang’an City, with both virtual reality (VR) technology and information recommendation technology. Nowadays, some new research issues in the cultural heritage domain can be achieved with the rapid development of VR technology. The ancient site of Han Chang’an City, as one of the most valuable and significant cultural heritages in China, attracts more and more attention around the world. To let more people understand Han Chang’an City and reproduce its beauty, in this article, we propose a virtual roaming system combined with information recommendation technology. First, Unity3D is selected as the three-dimensional platform to design the scenario model of Han Chang’ an City, and the virtual scene is reconstructed with VR technology, according to real historical data; then, the dynamic information recommendation module is designed to recommend hot topic information and personalized information. The former is obtained through web crawlers, including the latest released news related to Han Chang’an City for users. The latter is generated by the proposed hybrid recommendation algorithm, which combines explicit and implicit feedback. The performance of the proposed algorithm is validated on two datasets. Finally, we show some results of our system test. Our proposed system is released online now, and users can wander in the scene any time.
本文结合虚拟现实技术和信息推荐技术,提出了一个韩长安城漫游系统。如今,随着虚拟现实技术的快速发展,文化遗产领域的一些新的研究问题可以得到解决。汉长安城遗址作为中国最有价值、最重要的文化遗产之一,越来越受到世界各国的关注。为了让更多的人了解韩长安城,重现韩长安城的美丽,本文提出了一种结合信息推荐技术的虚拟漫游系统。首先,选择Unity3D作为三维平台,设计了汉长安城的场景模型,并根据真实的历史数据,利用VR技术对虚拟场景进行重构;然后,设计了动态信息推荐模块,用于推荐热门话题信息和个性化信息。前者是通过网络爬虫获得的,包括最新发布的与韩长安城相关的消息供用户使用。后者是由所提出的混合推荐算法生成的,该算法结合了显式和隐式反馈。在两个数据集上验证了该算法的性能。最后,我们展示了系统测试的一些结果。我们提出的系统现在已经在线发布,用户可以随时在场景中漫游。
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引用次数: 3
期刊
Presence
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