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Immersive and Interactive 3D Visualization of Large-Scale Geoscientific Data
Pub Date : 2024-07-24 DOI: 10.1162/pres_a_00417
Markus Flatken;Simon Schneegans;Riccardo Fellegara;Andreas Gerndt
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引用次数: 0
Center for Cyber-Physical Systems: Immersive Visualization and Simulation Environment 网络物理系统中心:沉浸式可视化和仿真环境
Pub Date : 2024-03-06 DOI: 10.1162/pres_a_00412
Thomas Wischgoll
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引用次数: 0
Localization and Prediction of Visual Targets' Position in Immersive Virtual Reality 沉浸式虚拟现实中视觉目标位置的定位与预测
Pub Date : 2022-12-01 DOI: 10.1162/pres_a_00373
Nicolò Dozio;Ludovico Rozza;Marek S. Lukasiewicz;Alessandro Colombo;Francesco Ferrise
Modern driver-assist and monitoring systems are severely limited by the lack of a precise understanding of how humans localize and predict the position of neighboring road users. Virtual Reality (VR) is a cost-efficient means to investigate these matters. However, human perception works differently in reality and in immersive virtual environments, with visible differences even between different VR environments. Therefore, when exploring human perception, the relevant perceptive parameters should first be characterized in the specific VR environment. In this paper, we report the results of two experiments that were designed to assess localization and prediction accuracy of static and moving visual targets in a VR setup developed using broadly available hardware and software solutions. Results of the first experiment provide a reference measure of the significant effect that distance and eccentricity have on localization error for static visual targets, while the second experiment shows the effect of time variables and contextual information on the localization accuracy of moving targets. These results provide a solid basis to test in VR the effects of different ergonomics and driver-vehicle interaction designs on perception accuracy.
由于缺乏对人类如何定位和预测相邻道路使用者位置的精确理解,现代驾驶员辅助和监控系统受到严重限制。虚拟现实(VR)是研究这些问题的一种成本效益高的手段。然而,人类感知在现实和沉浸式虚拟环境中的工作方式不同,即使在不同的VR环境之间也存在明显差异。因此,在探索人类感知时,应首先在特定的VR环境中表征相关的感知参数。在本文中,我们报告了两个实验的结果,这两个实验旨在评估使用广泛可用的硬件和软件解决方案开发的VR设置中静态和运动视觉目标的定位和预测精度。第一个实验的结果为距离和偏心率对静态视觉目标定位误差的显著影响提供了参考测量,而第二个实验显示了时间变量和上下文信息对运动目标定位精度的影响。这些结果为在虚拟现实中测试不同人机工程学和人机交互设计对感知准确性的影响提供了坚实的基础。
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引用次数: 0
A Scoping Review of the Metaverse for Software Engineering Education: Overview, Challenges, and Opportunities 软件工程教育的元宇宙综述:综述、挑战和机遇
Pub Date : 2022-12-01 DOI: 10.1162/pres_a_00371
Filipe A. Fernandes;Cláudia M. L. Werner
In the Software Engineering Education (SEE) context, virtual worlds have been used in order to improve learning outcomes. However, there is a gap in the literature in order to characterize the use of the Metaverse for SEE. The objective of this work is to characterize the state of the art of virtual worlds in SEE and provide research opportunities and challenges to fill the limitations found. We conducted a systematic literature review, and we established 8 research questions that guided the study, as well as performed data extraction. We report on 17 primary studies that deal mostly with immersive experiences in SEE. The results show some limitations: few Software Engineering (SE) topics are covered; most applications simulate environments and do not explore new ways of viewing and interacting; there is no interoperability between virtual worlds; learning analysis techniques are not applied; and biometric data are not considered in the validations of the studies. Although there are virtual worlds for SEE, the results indicate the need to develop mechanisms in order to support the integration between virtual worlds. Therefore, based on the findings of the review, we established a set of components grouped by 5 layers to enable the Metaverse for SEE through fundamental requirements. We hope that this work can motivate promising research in order to foster immersive learning experiences in SE through the Metaverse.
在软件工程教育(SEE)的背景下,虚拟世界已经被用来提高学习效果。然而,在描述元宇宙在SEE中的使用方面,文献中存在空白。这项工作的目的是描述SEE中虚拟世界的艺术现状,并提供研究机会和挑战来填补所发现的局限性。我们进行了系统的文献综述,确定了指导研究的8个研究问题,并进行了数据提取。我们报告了17项主要涉及SEE沉浸式体验的初步研究。结果显示了一些局限性:很少涉及软件工程(SE)主题;大多数应用程序模拟环境,不探索新的查看和交互方式;虚拟世界之间没有互操作性;没有应用学习分析技术;在研究的验证中没有考虑生物特征数据。尽管SEE有虚拟世界,但研究结果表明,需要开发机制来支持虚拟世界之间的集成。因此,根据审查结果,我们建立了一组按5层分组的组件,以通过基本要求实现SEE的Metaverse。我们希望这项工作能够激励有前景的研究,通过元宇宙培养SE中的沉浸式学习体验。
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引用次数: 5
Nonverbal Communication in Immersive Virtual Reality through the Lens of Presence: A Critical Review 临在镜头下沉浸式虚拟现实中的非语言交流:批判性回顾
Pub Date : 2022-12-01 DOI: 10.1162/pres_a_00387
Ioannis Xenakis;Damianos Gavalas;Vlasios Kasapakis;Elena Dzardanova;Spyros Vosinakis
The emergence of metaverse signifies the transformation of virtual reality (VR) from an isolated digital experience into a social medium, which facilitates new contexts of information exchange and communication. In fact, VR comprises the first-ever computer-mediated communication paradigm that enables the transfer of a broad range of nonverbal cues, including some unique cues which are not even known from face-to-face social encounters. This highlights the urgency to theoretically and experimentally investigate aspects of nonverbal communication (NVC) in immersive virtual environments (IVEs). We provide a critical outlook on empirical studies aiming at widening the discussion on how presence, as a core social factor, is affected by the perception of nonverbal signals and how NVC may be effectively utilized to facilitate social interactions in immersive environments. Our review proposes a classification of the most fundamental cues and modalities of NVC, which we associate with conceptualizations of presence that are more relevant to interpersonal communication. We also investigate the NVC-related aspects that are essential to construct an “active” virtual self-concept and highlight associations among NVC-related aspects through forming a complex web of research topics coming from the field of IVEs. We establish that the key research challenge is to go beyond simply studying nonverbal cues and technological settings in isolation.
元宇宙的出现意味着虚拟现实(VR)从一种孤立的数字体验转变为一种社交媒体,这有助于信息交流和沟通的新环境。事实上,虚拟现实包含了有史以来第一个以计算机为媒介的沟通范式,它能够传递广泛的非语言线索,包括一些在面对面社交中甚至不知道的独特线索。这突出了从理论和实验上研究沉浸式虚拟环境中非语言交流的紧迫性。我们对实证研究进行了批判性的展望,旨在扩大对在场作为核心社会因素如何受到非语言信号感知的影响的讨论,以及如何有效利用NVC来促进沉浸式环境中的社交互动。我们的综述提出了NVC最基本的线索和模式的分类,我们将其与与人际沟通更相关的在场概念联系起来。我们还研究了NVC相关方面,这些方面对于构建“积极”的虚拟自我概念至关重要,并通过形成来自IVE领域的复杂研究主题网络来突出NVC相关方之间的关联。我们确定,关键的研究挑战是超越简单地孤立地研究非语言线索和技术环境。
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引用次数: 0
Virtual Reality for Telecollaboration Among Teachers of an Additional Language: Insights from the Multimodal (Inter)action Analysis 虚拟现实在外语教师远程协作中的应用:来自多模态(交互)行为分析的见解
Pub Date : 2022-12-01 DOI: 10.1162/pres_a_00375
Meei-Ling Liaw
As digital communication technologies advance, newer and more sophisticated cutting-edge ICT tools are being used for telecollaboration, including virtual reality (VR). Researchers have applied different models and approaches of multimodal analysis to understand the specific features of VR on students’ language learning (Dubovi, 2022; Friend & Mills, 2021) and intercultural communication (Rustam et al., 2020). Nevertheless, very little has been done to look into language teacher telecollaboration via VR technologies. This present study recruited student teachers of an additional language (LX) (Dewaele, 2017) from different geographical locations and cultural backgrounds to participate in a project aimed at cultivating their critical views on LX teaching and intercultural communication skills. The participants interacted and discussed LX teaching/learning issues in VR environments. Their interactions were video recorded and analyzed. By applying multimodal (inter)action analysis (MIA) (Norris, 2004) as the analytical framework, this study systematically unpacked the thematical saliencies and significant moments of the participating LX teachers’ intercultural interaction in the three VR meetings. Not only did they take on different approaches when hosting the meetings, but they also shifted attention/awareness during the intercultural communication processes. As communication became complex, they were challenged to overcome differences to reach the goal of collaborative LX teacher intercultural learning. Based on the findings and limitations of the present study, suggestions and caveats for future design and research of intercultural telecollaboration in VR environments are provided.
随着数字通信技术的进步,包括虚拟现实在内的更新和更先进的尖端信通技术工具正在被用于远程协作。研究人员应用了不同的多模态分析模型和方法来理解虚拟现实对学生语言学习的具体特征(Dubovi,2022;Friend&Mills,2021)和跨文化交际(Rustam等人,2020)。然而,很少有人研究通过虚拟现实技术进行语言教师远程协作。本研究招募了来自不同地理位置和文化背景的额外语言(LX)(Dewaele,2017)的学生教师参与一个项目,旨在培养他们对LX教学和跨文化沟通技能的批判性看法。参与者互动并讨论了虚拟现实环境中的LX教学问题。对他们的互动进行了录像和分析。本研究以多模式(交互)行动分析(MIA)(Norris,2004)为分析框架,系统地揭示了参与三次虚拟现实会议的LX教师跨文化互动的主题显著性和重要时刻。他们不仅在主持会议时采取了不同的方法,而且在跨文化交流过程中转移了注意力/意识。随着沟通变得复杂,他们面临着克服差异以实现LX教师跨文化合作学习目标的挑战。基于本研究的发现和局限性,对虚拟现实环境中跨文化远程协作的未来设计和研究提出了建议和注意事项。
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引用次数: 0
Augmented Reality in Physics Education: Students with Intellectual Disabilities Inquire the Structure of Matter 增强现实在物理教育中的应用:智障学生探究物质的结构
Pub Date : 2022-12-01 DOI: 10.1162/pres_a_00374
Georgia Iatraki;Tassos A. Mikropoulos
Immersive technologies support educational activities and provide motivating contexts which are increasingly implemented in special education settings. Augmented Reality (AR) seems to improve the level of engagement in teaching and learning processes for all students, including students with Intellectual Disabilities (ID). However, there is a lack of research that investigates AR learning environments where students with ID can be involved in inquiry-based activities and acquire academic content linked to real situations. The purpose of this study was to implement a single-subject design and evaluate the effects of an AR system on students’ performance on the microscopic level of the structure of matter and especially the phase-states of water. A functional relationship was found between students’ correct responses during probe sessions and the AR inquiry-based intervention. In addition, a social validity assessment indicated that the AR glasses helped students with ID to acquire physics concepts, as well as inquiry skills in a vivid experience. The students also reported satisfaction from using the AR glasses. Suggestions for future research include the design of AR-based interventions for other science concepts for students with ID as well as other special educational needs.
沉浸式技术支持教育活动,并提供激励性的环境,这些环境越来越多地在特殊教育环境中实施。增强现实(AR)似乎提高了所有学生(包括智障学生)在教学和学习过程中的参与水平。然而,缺乏调查AR学习环境的研究,在这种环境中,ID学生可以参与基于探究的活动,并获得与真实情况相关的学术内容。本研究的目的是实现一个单一的主题设计,并评估AR系统对学生在物质结构微观层面,特别是水的相态表现的影响。研究发现,学生在探究过程中的正确反应与基于AR探究的干预之间存在功能关系。此外,社会有效性评估表明,AR眼镜有助于ID学生在生动的体验中获得物理概念和探究技能。学生们还报告了使用AR眼镜的满意度。对未来研究的建议包括为有ID的学生以及其他特殊教育需求的学生设计基于AR的干预措施,用于其他科学概念。
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引用次数: 0
Extended Reality (XR) as a Communication Medium: Special Issue Guest Editorial 扩展现实(XR)作为传播媒介:特刊特邀评论
Pub Date : 2022-12-01 DOI: 10.1162/pres_e_00388
Spyros Vosinakis;Vlasios Kasapakis;Damianos Gavalas
The explosive growth of extended reality (XR) technologies during the Covid-19 pandemic (Koumaditis et al., 2021), the recent rise of high-quality virtual and augmented reality platforms that afford collaboration in shared hybrid spaces (Pidel & Ackermann, 2020), and the increased interest of both commercial and research institutions towards the design and development of the metaverse (Dwivedi et al., 2022) highlight the potential of XR to serve as a fundamental communication medium in the future (Dzardanova et al., 2022). XR technologies connect users, whether they are far away or close by, in shared virtual environments. These immersive spaces offer rich multisensory experiences, fostering meaningful communication. XR systems allow the co-presence of individuals in immersive or hybrid spaces through high-fidelity personalized avatars, physical presence, or live video transmission (Nguyen & Bednarz, 2020). Participants of these environments may communicate in real time through spatial voice and, using advanced tracking technologies, they may incorporate a multitude of nonverbal cues such as full-body gestures, gaze, and facial expressions (Kasapakis et al., 2021; Maloney et al., 2020; Baker et al., 2021). XR enhances natural and physical interactions through embodied interfaces, enabling multiple users to collaborate in immersive and visually appealing virtual environments. (Lee & Yoo, 2021). Those features render XR the most effective alternative to face-to-face communication and collaboration but pose challenges regarding their impact on the medium’s efficiency and overall user experience. Some of these challenges include, but are not limited to, usability and user experience in multi-user XR environments, nonverbal communication in immersive virtual reality, novel system setups for co-presence and remote collaboration, impact of embodiment in user behavior and social presence, and the design and evaluation of multi-user XR systems in specific application areas. Our interest in shedding more light on these issues inspired the call for this special issue. We aimed to collect and present recent advances related to XR systems and their affordances as communication and collaboration environments. The call sought original studies or reviews that address new challenges and implications and explore the potential of XR to serve as a communication medium along with the factors which can affect its efficiency and overall user experience. The Presence: Virtual and Augmented Reality special issue on “Extended Reality (XR) as a Communication Medium” received 23 submissions contributed
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引用次数: 0
An Evaluation Study of 2D and 3D Teleconferencing for Remote Physical Therapy 远程物理治疗中2D和3D远程会议的评价研究
Pub Date : 2022-12-01 DOI: 10.1162/pres_a_00379
Hanseul Jun;Husam Shaik;Cyan DeVeaux;Michael Lewek;Henry Fuchs;Jeremy Bailenson
The present research investigates the effectiveness of using a telepresence system compared to a video conferencing system and the effectiveness of using two cameras compared to one camera for remote physical therapy. We used Telegie as our telepresence system, which allowed users to see an environment captured with RGBD cameras in 3D through a VR headset. Since both telepresence and the inclusion of a second camera provide users with additional spatial information, we examined this affordance within the relevant context of remote physical therapy. Our dyadic study across different time zones paired 11 physical therapists with 76 participants who took on the role of patients for a remote session. Our quantitative questionnaire data and qualitative interviews with therapists revealed several important findings. First, after controlling for individual differences among participants, using two cameras had a marginally significant positive effect on physical therapy assessment scores from therapists. Second, the spatial ability of patients was a strong predictor of therapist assessment. And third, the video clarity of remote communication systems mattered. Based on our findings, we offer several suggestions and insights towards the future use of telepresence systems for remote communication.
本研究调查了与视频会议系统相比使用远程呈现系统的有效性,以及与使用一台摄像机相比使用两台摄像机进行远程物理治疗的有效性。我们使用Telegie作为我们的远程呈现系统,使用户可以通过VR耳机看到RGBD相机拍摄的3D环境。由于远程呈现和第二个摄像头的加入都为用户提供了额外的空间信息,我们在远程物理治疗的相关背景下研究了这种可供性。我们在不同时区进行的二元研究将11名物理治疗师与76名参与者配对,他们在远程会话中扮演患者的角色。我们的定量问卷数据和对治疗师的定性访谈揭示了几个重要的发现。首先,在控制了参与者之间的个体差异后,使用两台相机对治疗师的物理治疗评估分数有轻微的积极影响。其次,患者的空间能力是治疗师评估的有力预测因素。第三,远程通信系统的视频清晰度很重要。基于我们的发现,我们对未来远程通信中远程呈现系统的使用提出了一些建议和见解。
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引用次数: 1
VR Dance Training System Capable of Human Motion Tracking and Automatic Dance Evaluation 具有人体运动跟踪和舞蹈自动评估功能的VR舞蹈训练系统
Pub Date : 2022-12-01 DOI: 10.1162/pres_a_00383
Kazuhiro Esaki;Katashi Nagao
In this paper, a method for 3D human body tracking using multiple cameras and an automatic evaluation method using machine learning are developed to construct a virtual reality (VR) dance self-training system for fast-moving hip-hop dance. Dancers’ movement data are input as time-series data of temporal changes in joint point positions and rotations and are categorized into instructional items that are frequently pointed out by coaches as areas for improvement in actual dance lessons. For automatic dance evaluation, contrastive learning is used to obtain better expression vectors with less data. As a result, the accuracy when using contrastive learning was 0.79, a significant improvement from 0.65 without contrastive learning. In addition, since each dance is modeled by a coach, the accuracy was slightly improved to 0.84 by using, as input, the difference between the expression vectors of the model's and the user's movement data. Eight subjects used the VR dance training system, and results of a questionnaire survey confirmed that the system is effective.
本文开发了一种使用多个摄像头进行三维人体跟踪的方法和一种使用机器学习的自动评估方法,以构建一个用于快速街舞的虚拟现实(VR)舞蹈自我训练系统。舞者的动作数据被输入为关节点位置和旋转的时间变化的时间序列数据,并被归类为教练经常指出的在实际舞蹈课中需要改进的教学项目。对于自动舞蹈评估,使用对比学习以获得较少数据的更好的表达向量。结果,使用对比学习时的准确率为0.79,与没有对比学习的0.65相比有显著提高。此外,由于每个舞蹈都是由教练建模的,因此通过使用模型的表情向量和用户的动作数据之间的差异作为输入,准确度略微提高到0.84。八名受试者使用了VR舞蹈训练系统,问卷调查结果证实了该系统的有效性。
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引用次数: 0
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Presence
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