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What Is the Relationship Among Positive Emotions, Sense of Presence, and Ease of Interaction in Virtual Reality Systems? An On-Site Evaluation of a Commercial Virtual Experience 在虚拟现实系统中,积极的情绪、存在感和互动的便利性之间有什么关系?商业虚拟体验的现场评估
Pub Date : 2020-02-17 DOI: 10.1162/pres_a_00325
Federica Pallavicini;Alessandro Pepe;Ambra Ferrari;Giacomo Garcea;Andrea Zanacchi;Fabrizia Mantovani
Scientific knowledge is still limited about the effect of commercial virtual reality content, such as experiences developed for advertising purposes, on individual emotional experience. In addition, even though correlations between emotional responses and perceived sense of presence in virtual reality have often been reported, the relationship remains unclear. Some studies have suggested an important effect of ease of interaction on both emotions and the sense of presence, but only a few studies have scientifically explored this topic. Within this context, this study aimed to: (a) test the effect of inducing positive emotions of a commercial virtual experience developed for the promotion of an urban renewal project, (b) investigate the relationship between positive emotions and the perceived sense of presence, and (c) explore the association between the ease of interaction of the virtual experience with positive emotions and the sense of presence reported by the users. Sixty-one participants were recruited from visitors to the 2017 Milan Design Week “Fuorisalone” event. A survey was administered before and after the experience to collect information about users' demographics, positive emotions, sense of presence, and the ease of interaction with the virtual content. Results give evidence that: (a) the commercial virtual reality experience was able to induce positive emotions; (b) the positive emotions reported by users were associated with the sense of presence experienced in the virtual environment, with a directional effect from emotion to sense of presence; and (c) the easier the interaction, the more the sense of presence and positive emotions were reported by users.
关于商业虚拟现实内容(如为广告目的开发的体验)对个人情感体验的影响,科学知识仍然有限。此外,尽管人们经常报道虚拟现实中的情绪反应和感知存在感之间的相关性,但这种关系仍不清楚。一些研究表明,轻松互动对情绪和在场感都有重要影响,但只有少数研究对这一主题进行了科学探索。在此背景下,本研究旨在:(a)测试为促进城市更新项目而开发的商业虚拟体验的积极情绪诱导效果,(b)调查积极情绪与感知存在感之间的关系,以及(c)探索具有积极情绪的虚拟体验的交互容易性与用户报告的存在感之间的关联。从2017年米兰设计周“Fuorisalone”活动的参观者中招募了61名参与者。在体验前后进行了一项调查,以收集有关用户人口统计、积极情绪、存在感以及与虚拟内容互动的容易程度的信息。结果表明:(a)商业虚拟现实体验能够诱发积极情绪;(b) 用户报告的积极情绪与在虚拟环境中体验到的存在感相关联,具有从情绪到存在感的定向效应;(c)互动越容易,用户报告的存在感和积极情绪就越多。
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引用次数: 23
User Behavior and the Importance of Stereo for Depth Perception in Fish Tank Virtual Reality 鱼缸虚拟现实中的用户行为和立体对深度感知的重要性
Pub Date : 2020-02-17 DOI: 10.1162/pres_a_00327
Sirisilp Kongsilp;Matthew N. Dailey
Since one of the most important aspects of a Fish Tank Virtual Reality (FTVR) system is how well it provides the illusion of depth to users, we present a study that evaluates users' depth perception in FTVR systems using three tasks. The tasks are based on psychological research on human vision and depth judgments common in VR applications. We find that participants do not perform well under motion parallax cues only, when compared with stereo only or a combination of both kinds of cues. Measurements of participants' head movement during each task prove valuable in explaining the experimental findings. We conclude that FTVR users rely on stereopsis for depth perception in FTVR environments more than they do on motion parallax, especially for tasks requiring depth acuity.
由于鱼缸虚拟现实(FTVR)系统最重要的方面之一是它如何向用户提供深度错觉,我们提出了一项研究,使用三个任务评估用户在FTVR系统中的深度感知。这些任务基于对人类视觉的心理学研究和VR应用中常见的深度判断。我们发现,与仅立体声或两种线索的组合相比,参与者仅在运动视差线索下表现不佳。在每项任务中对参与者头部运动的测量被证明对解释实验结果很有价值。我们得出的结论是,在FTVR环境中,FTVR用户更依赖立体视觉进行深度感知,而不是运动视差,尤其是在需要深度敏锐度的任务中。
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引用次数: 3
Effects of Throughput Delay on Perception of Robot Teleoperation and Head Control Precision in Remote Monitoring Tasks 远程监控任务中吞吐量延迟对机器人遥操作感知和头部控制精度的影响
Pub Date : 2020-02-17 DOI: 10.1162/pres_a_00328
Jason Orlosky;Konstantinos Theofilis;Kiyoshi Kiyokawa;Yukie Nagai
For robot teleoperators, replicating head motion in a remote environment is often necessary to complete monitoring and face-to-face service tasks. Especially in the case of a stereoscopic camera rig, remote cameras need to be moved to match the operator's head position and optical axes in order to interact with a remote entity, follow targets, or reorient. However, mechanical, computational, and network delay in such teleoperation can cause intersensory conflict, perceptual deficits, and reduction in performance, especially during activities that require head rotation. In this article, we evaluate the effects of view reconstruction on performance and perception for remote monitoring tasks. To do so, we first implemented a panoramic reconstruction method to reduce perceived latency in a humanoid robot, which allows us to compare and contrast latency. Next, we designed a bidirectional remote control system for the robot and set up a series of experiments where participants had to conduct focused head control tasks through the perspective of the robot. This allowed us to compare the effects of latency on head movement, accuracy, and subjective perception of the interface and remote teleoperation. Results showed that panoramic reconstruction significantly improved perception and comfort during teleoperation, but that performance only improved for tasks requiring slower head movements.
对于机器人遥操作器来说,在远程环境中复制头部运动通常是完成监控和面对面服务任务所必需的。特别是在立体相机装备的情况下,远程相机需要移动以匹配操作员的头部位置和光轴,以便与远程实体交互、跟踪目标或重定向。然而,这种远程操作中的机械、计算和网络延迟可能会导致传感器之间的冲突、感知缺陷和性能下降,尤其是在需要头部旋转的活动中。在本文中,我们评估了视图重建对远程监控任务的性能和感知的影响。为此,我们首先实现了一种全景重建方法,以减少人形机器人的感知延迟,这使我们能够比较和对比延迟。接下来,我们为机器人设计了一个双向远程控制系统,并设置了一系列实验,参与者必须通过机器人的视角进行集中的头部控制任务。这使我们能够比较延迟对头部运动、准确性和界面主观感知以及远程遥控操作的影响。结果表明,全景重建显著改善了遥操作过程中的感知和舒适度,但只有在需要较慢头部运动的任务中,性能才会提高。
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引用次数: 4
An Easy-to-Use Pipeline for an RGBD Camera and an AR Headset RGBD相机和AR耳机的易用管道
Pub Date : 2020-02-17 DOI: 10.1162/pres_a_00326
Hanseul Jun;Jeremy N. Bailenson;Henry Fuchs;Gordon Wetzstein
The contribution of this article lies in providing the code for a working system running with off-theshelf hardware, but not in advancing theory in computer vision or graphics. The current work presents a system which uses one RGBD camera (Microsoft Kinect v2) to capture people in places, and an AR headset (Microsoft HoloLens) to display the scene. While the fidelity of the system is relatively low compared to others which utilize multiple cameras (i.e., Orts-Escolano et al., 2016), it displays with a high frame rate, has low latency, and is mobile in that it does not require a render computer.
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引用次数: 2
Effect of Behavioral Realism on Social Interactions Inside Collaborative Virtual Environments 行为现实主义对协同虚拟环境中社交互动的影响
Pub Date : 2020-02-17 DOI: 10.1162/pres_a_00324
Fernanda Herrera;Soo Youn Oh;Jeremy N. Bailenson
Collaborative virtual environments (CVEs), wherein people can virtually interact with each other via avatars, are becoming increasingly prominent. However, CVEs differ in type of avatar representation and level of behavioral realism afforded to users. The present investigation compared the effect of behavioral realism on users' nonverbal behavior, self-presence, social presence, and interpersonal attraction during a dyadic interaction. Fifty-one dyads (aged 18 to 26) embodied either a full-bodied avatar with mapped hands and inferred arm movements, an avatar consisting of only a floating head and mapped hands, or a static full-bodied avatar. Planned contrasts compared the effect of behavioral realism against no behavioral realism, and compared the effect of low versus high behavioral realism. Results show that participants who embodied the avatar with only a floating head and hands experienced greater social presence, self-presence, and interpersonal attraction than participants who embodied a full-bodied avatar with mapped hands. In contrast, there were no significant differences on these measures between participants in the two mapped-hands conditions and those who embodied a static avatar. Participants in the static-avatar condition rotated their own physical head and hands significantly less than participants in the other two conditions during the dyadic interaction. Additionally, side-to-side head movements were negatively correlated with interpersonal attraction regardless of condition. We discuss implications of the finding that behavioral realism influences nonverbal behavior and communication outcomes.
协作虚拟环境(CVE)越来越突出,人们可以通过化身进行虚拟交互。然而,CVE在化身表示的类型和提供给用户的行为真实性水平上有所不同。本研究比较了行为现实主义对用户在二元互动中的非言语行为、自我存在、社交存在和人际吸引力的影响。51个二人组(年龄在18至26岁之间)体现了一个拥有映射的手和推断的手臂动作的丰满化身,一个仅由漂浮的头和映射的手组成的化身,或者一个静态的丰满化身。计划对比比较了行为现实主义和非行为现实主义的效果,并比较了低行为现实主义与高行为现实主义之间的效果。结果显示,与拥有映射手的丰满化身的参与者相比,只拥有浮动头和手的化身的参与者体验到了更大的社交存在、自我存在和人际吸引力。相比之下,在两种映射手部条件下的参与者和体现静态化身的参与者之间,在这些测量上没有显著差异。在二元互动过程中,静态化身条件下的参与者旋转自己的身体头部和双手的次数明显少于其他两种条件下的与会者。此外,无论情况如何,头部左右移动都与人际吸引力呈负相关。我们讨论了行为现实主义影响非言语行为和沟通结果的发现的含义。
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引用次数: 39
Depth Perception and Manipulation in Projection-Based Spatial Augmented Reality 基于投影的空间增强现实中的深度感知与操作
Pub Date : 2020-02-17 DOI: 10.1162/pres_a_00329
Susanne Schmidt;Gerd Bruder;Frank Steinicke
Spatial augmented reality (SAR) technology allows one to change the appearance of objects by projecting directly onto their surface without the requirement of wearing glasses, and therefore can be used in many practical applications. In this article, we present a human–subject study, which investigates the research question whether it is possible to use SAR to change one's perception of depth and spatial relationships among objects and humans in a real-world environment. Such projected illusions could open up new possibilities, for example, supporting people who suffer from poor depth perception by compensating distance and size misperceptions. We present three monoscopic projection-based techniques that we adapted from visual arts: (i) color temperature, (ii) luminance contrast, and (iii) blur, and show that each of them can significantly change depth perception, even in a real-world environment when displayed with other distance cues. We discuss practical implications and individual differences in the perception of depth between observers, and we outline future directions to influence and improve human depth perception in the real world.
空间增强现实(SAR)技术允许人们通过直接投影到物体表面来改变物体的外观,而不需要戴眼镜,因此可以在许多实际应用中使用。在这篇文章中,我们提出了一项人类主体研究,该研究调查了在现实世界环境中,是否有可能使用SAR来改变人们对物体和人类之间的深度和空间关系的感知的研究问题。这种投射的错觉可以开辟新的可能性,例如,通过补偿距离和大小的误解来支持深度感知不佳的人。我们提出了三种基于单视场投影的技术,它们是我们从视觉艺术中改编而来的:(i)色温,(ii)亮度对比度和(iii)模糊,并表明它们中的每一种都可以显著改变深度感知,即使在现实世界环境中,当与其他距离线索一起显示时也是如此。我们讨论了观察者之间对深度感知的实际含义和个体差异,并概述了在现实世界中影响和改善人类深度感知的未来方向。
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引用次数: 6
Augmented Reality-Based Real-Time Accurate Artifact Management System for Museums 基于增强现实的博物馆实时精确文物管理系统
Pub Date : 2019-03-01 DOI: 10.1162/pres_a_00314
Zain Abbas;Wei Chao;Chanyoung Park;Vivek Soni;Sang Hoon Hong
In this article, we present an accurate and easy to use augmented reality (AR) application for mobile devices. In addition, we show how to better organize and track artifacts using augmented reality for museum employees using both the mobile device and a 3D graphic model of the museum in a PC server. The AR mobile application can connect to the server, which maintains the status of artifacts including its 3D location and respective room location. The system relies on 3D measurements of the rooms in the museum as well as coordinates of the artifacts and reference markers in the respective rooms. The measured coordinates of the artifacts through the AR mobile application are stored in the server and displayed at the corresponding location of the 3D rendered representation of the room. The mobile application allows museum managers to add, remove, or modify artifacts' locations simply by touching the desired location on the touch screen showing live video with AR overlay. Therefore, the accuracy of the touch screen-based artifact positioning is very important. The accuracy of the proposed technique is validated by evaluating angular error measurements with respect to horizontal and vertical field of views that are 60 and 47, respectively. The worst-case angular errors in our test environment exhibited 0.60 for horizontal and 0.29 for vertical, which is calculated to be well within the error due to touch screen sensing accuracy.
在本文中,我们为移动设备提供了一个准确且易于使用的增强现实(AR)应用程序。此外,我们还展示了如何为博物馆员工使用移动设备和PC服务器中的博物馆3D图形模型,使用增强现实更好地组织和跟踪文物。AR移动应用程序可以连接到服务器,服务器维护人工制品的状态,包括其3D位置和相应的房间位置。该系统依赖于博物馆房间的3D测量以及各个房间中的人工制品和参考标记的坐标。通过AR移动应用程序测量的工件坐标存储在服务器中,并显示在房间的3D渲染表示的相应位置。该移动应用程序允许博物馆管理人员通过触摸触摸屏上显示AR覆盖实时视频的所需位置来添加、删除或修改文物的位置。因此,基于触摸屏的伪影定位的准确性是非常重要的。通过评估分别为60和47的水平和垂直视场的角误差测量,验证了所提出技术的准确性。在我们的测试环境中,最坏情况下的角度误差在水平方向上为0.60∘,在垂直方向上为0.29 8728,由于触摸屏感应精度的原因,计算结果在误差范围内。
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引用次数: 6
What We Learned from Mediated Embodiment Experiments and Why It Should Matter to Policymakers 我们从中介体现实验中学到了什么以及为什么它对政策制定者很重要
Pub Date : 2019-03-01 DOI: 10.1162/pres_a_00312
Laura Aymerich-Franch;Eduard Fosch-Villaronga
When people embody a virtual or a robotic avatar, their sense of self extends to the body of that avatar. We argue that, as a consequence, if the avatar gets harmed, the person embodied in that avatar suffers the harm in the first person. Potential scenarios involving physical or psychological harm caused to avatars gives rise to legal, moral, and policy implications that need to be considered by policymakers. We maintain that the prevailing distinction in law between “property” and “person” categories compromises the legal protection of the embodied users. We advocate for the inclusion of robotic and virtual avatars in a double category, property–person, as the property and the person mingle in one: the avatar. This hybrid category is critical to protecting users of mediated embodiment experiences both from potential physical or psychological harm and property damage.
当人们化身为虚拟或机器人化身时,他们的自我意识会延伸到化身的身体。因此,我们认为,如果化身受到伤害,化身中的人也会受到第一人称的伤害。涉及对化身造成身体或心理伤害的潜在场景会产生法律、道德和政策影响,需要决策者加以考虑。我们坚持认为,法律上“财产”和“人”类别之间的普遍区别损害了对具体用户的法律保护。我们主张将机器人和虚拟化身纳入财产-人的双重类别,因为财产和人融合在一起:化身。这种混合类别对于保护中介化身体验的用户免受潜在的身体或心理伤害和财产损失至关重要。
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引用次数: 5
The “Hyper-Presence” of Cultural Heritage in Shaping Collective Memory 文化遗产在集体记忆塑造中的“超存在”
Pub Date : 2019-03-01 DOI: 10.1162/pres_a_00321
Zhang Xiao;Yang Deling
Virtual reality (VR) uses sensorial mimetics to construct collective memory in virtual space. The regeneration of high-definition cultural heritage symbols transforms memory into an immediate experience that is constantly being renewed, strengthens the relationship between cultural heritage and contemporary society, and continually affects the persistent renewal of cultural traditions. Hyper-presence is a networked state of cognitive psychology that lies in links, interactions, and exchanges; it is the result of networked social minds and distributed cognition. In the contemporary moment, cultural heritage takes on three types of progressively developed presence: simulated restoration presence, informationally reproduced presence, and symbolically regenerated presence. Symbolic regeneration belongs to the realm of hyper-presence. Building databases with data collected on cultural heritage is the foundation of building a cognitive agent. As a platform, VR becomes an efficient mode of information dissemination, forming an independent presence for cultural heritage through the reproduction of media and information. In a network society, informatized cultural heritage becomes a source for the production of new cultural symbols, and presence is created through the continuous regeneration and dissemination of symbols. Symbols and regenerated symbols combine to constitute the hyper-presence of informatized cultural heritage; people's understanding of cultural heritage therefore exists in an ever-changing state. Intelligences with presence on the network form a complete system, and VR creates comprehensive cognition for the system through high-definition virtuality. Formed in the coordination between intelligences, collective memory creates its hyper-presence today.
虚拟现实(VR)利用感官模拟技术在虚拟空间中构建集体记忆。高清文化遗产符号的再生将记忆转化为不断更新的即时体验,强化了文化遗产与当代社会的关系,并不断影响着文化传统的持续更新。超在场是认知心理学的一种网络状态,存在于联系、互动和交流中;它是网络化社会心理和分布式认知的结果。在当代,文化遗产呈现出三种逐渐发展的存在:模拟修复存在、信息再现存在和象征性再现存在。象征性再生属于超存在的领域。利用收集到的文化遗产数据建立数据库是建立认知主体的基础。作为一个平台,虚拟现实成为一种高效的信息传播模式,通过媒体和信息的复制,形成文化遗产的独立存在。在网络社会中,信息化的文化遗产成为产生新文化符号的来源,而存在是通过符号的不断再生和传播来创造的。符号和再生符号相结合,构成了信息化文化遗产的超存在;因此,人们对文化遗产的理解存在于一种不断变化的状态中。网络上存在的智能形成了一个完整的系统,VR通过高清虚拟创造了对系统的全面认知。集体记忆是在智能之间的协调中形成的,它在今天创造了超存在。
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引用次数: 7
Personalizing Content Presentation on Large 3D Head-Up Displays 在大型3D平视显示器上进行个性化内容演示
Pub Date : 2019-03-01 DOI: 10.1162/pres_a_00315
Renate Häuslschmid;Donghao Ren;Florian Alt;Andreas Butz;Tobias Höllerer
Drivers' urge to access content on smartphones while driving causes a high number of fatal accidents every year. We explore 3D full-windshield size head-up displays as an opportunity to present such content in a safer manner. In particular, we look into how drivers would personalize such displays and whether it can be considered safe. Firstly, by means of an online survey we identify types of content users access on their smartphones while driving and whether users are interested in the same content on a head-up display. Secondly, we let drivers design personalized 3D layouts and assess how personalization impacts on driving safety. Thirdly, we compare personalized layouts to a one-fits-all layout concept in a 3D driving simulator study regarding safety. We found that drivers' content preferences diverge largely and that most of the personalized layouts do not respect safety sufficiently. The one-fits-all layout led to a better response performance but needs to be modified to consider the drivers' preferences. We discuss the implications of the presented research on road safety and future 3D information placement on head-up displays.
司机在开车时急于访问智能手机上的内容,每年都会导致大量致命事故。我们探索3D全挡风玻璃大小的平视显示器,以此作为以更安全的方式呈现此类内容的机会。特别是,我们将研究驾驶员如何对此类显示器进行个性化设置,以及它是否可以被认为是安全的。首先,通过在线调查,我们确定了用户在开车时在智能手机上访问的内容类型,以及用户是否对平视显示器上的相同内容感兴趣。其次,我们让驾驶员设计个性化的3D布局,并评估个性化对驾驶安全的影响。第三,在关于安全的3D驾驶模拟器研究中,我们将个性化布局与一刀切的布局概念进行了比较。我们发现,驾驶员的内容偏好差异很大,大多数个性化布局都没有充分尊重安全。一刀切的布局带来了更好的响应性能,但需要进行修改以考虑驾驶员的偏好。我们讨论了所提出的研究对道路安全的影响,以及未来平视显示器上的3D信息放置。
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引用次数: 17
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Presence
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