首页 > 最新文献

Presence最新文献

英文 中文
Making the Visual Tangible: Substituting Lifting Speed Limits for Object Weight in VR 让视觉变得有形:用VR中的物体重量代替提升速度限制
Pub Date : 2019-03-01 DOI: 10.1162/pres_a_00319
Veronica Weser;Dennis R. Proffitt
We developed a novel interaction technique that allows virtual reality (VR) users to experience “weight” when hefting virtual, weightless objects. With this technique the perception of weight is evoked via constraints on the speed with which objects can be lifted. When hefted, heavier virtual objects move slower than lighter virtual objects. If lifters move faster than the lifted object, the object will fall. This constraint causes lifters to move slowly when lifting heavy objects. In two studies we showed that the size-weight illusion (SWI) is evoked when this technique is employed. The SWI occurs when two items of identical weight and different size are lifted and the smaller item is perceived as heavier than the larger item. The persistence of this illusion in VR indicates that participants bring their real-world knowledge of the relationship between size and weight to their virtual experience, and suggests that our interaction technique succeeds in making the visible tangible.
我们开发了一种新颖的交互技术,允许虚拟现实(VR)用户在举起虚拟失重物体时体验“重量”。通过这种技术,可以通过对物体提升速度的限制来唤起对重量的感知。当有重量时,较重的虚拟对象比较轻的虚拟对象移动得慢。如果升降机的移动速度比被举起的物体快,物体就会坠落。此约束会导致举升器在举升重物时移动缓慢。在两项研究中,我们发现当使用这种技术时,会引发尺寸-重量错觉(SWI)。当两个重量相同、尺寸不同的物品被举起,并且较小的物品被认为比较大的物品更重时,就会发生SWI。这种错觉在虚拟现实中的持续存在表明,参与者将他们对尺寸和重量之间关系的真实世界知识带到了他们的虚拟体验中,并表明我们的交互技术成功地使可见的东西变得有形。
{"title":"Making the Visual Tangible: Substituting Lifting Speed Limits for Object Weight in VR","authors":"Veronica Weser;Dennis R. Proffitt","doi":"10.1162/pres_a_00319","DOIUrl":"https://doi.org/10.1162/pres_a_00319","url":null,"abstract":"<para>We developed a novel interaction technique that allows virtual reality (VR) users to experience “weight” when hefting virtual, weightless objects. With this technique the perception of weight is evoked via constraints on the speed with which objects can be lifted. When hefted, heavier virtual objects move slower than lighter virtual objects. If lifters move faster than the lifted object, the object will fall. This constraint causes lifters to move slowly when lifting heavy objects. In two studies we showed that the size-weight illusion (SWI) is evoked when this technique is employed. The SWI occurs when two items of identical weight and different size are lifted and the smaller item is perceived as heavier than the larger item. The persistence of this illusion in VR indicates that participants bring their real-world knowledge of the relationship between size and weight to their virtual experience, and suggests that our interaction technique succeeds in making the visible tangible.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 1","pages":"68-79"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/pres_a_00319","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50225422","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Fostering User Acceptance and Trust in Fully Automated Vehicles: Evaluating the Potential of Augmented Reality 培养全自动汽车用户的接受度和信任度:评估增强现实的潜力
Pub Date : 2019-03-01 DOI: 10.1162/pres_a_00320
Philipp Wintersberger;Anna-Katharina Frison;Andreas Riener;Tamara von Sawitzky
Lack of trust in or acceptance of technology are some of the fundamental problems that might prevent the dissemination of automated driving. Technological advances, such as augmented reality aids like full-sized windshield displays or AR contact lenses, could be of help to provide a better system understanding to the user. In this work, we picked up on the question of whether augmented reality assistance has the potential to increase user acceptance and trust by communicating system decisions (i.e., transparent system behavior). To prove our hypothesis, we conducted two driving simulator studies to investigate the benefit of scenario augmentation in fully automated driving—first in normal (N=26) and then in rearward viewing (N=18) direction. Quantitative results indicate that the augmentation of traffic objects/participants otherwise invisible (e.g., due to dense fog), or the presentation of upcoming driving maneuvers while sitting backwards, is a feasible approach to increase user acceptance and trust. Results are further backed by qualitative findings from semistructured interviews and UX curves (a method to retrospectively report experience over time). We conclude that the application of augmented reality, in particular with the emergence of more powerful, lightweight, or integrated devices, is a good opportunity with high potential for automated driving.
对技术缺乏信任或接受是可能阻碍自动驾驶传播的一些根本问题。技术进步,如全尺寸挡风玻璃显示器或AR隐形眼镜等增强现实辅助设备,可能有助于为用户提供更好的系统理解。在这项工作中,我们提出了增强现实辅助是否有潜力通过传达系统决策(即透明的系统行为)来提高用户的接受度和信任度的问题。为了证明我们的假设,我们进行了两项驾驶模拟器研究,以调查场景增强在全自动驾驶中的好处——首先是在正常方向(N=26),然后是在后视方向(N=18)。定量结果表明,增加不可见的交通物体/参与者(例如,由于大雾),或在向后坐时展示即将到来的驾驶动作,是提高用户接受度和信任度的可行方法。半结构化访谈和用户体验曲线(一种回顾性报告经验的方法)的定性结果进一步支持了这一结果。我们的结论是,增强现实的应用,特别是随着更强大、更轻或更集成的设备的出现,是自动驾驶的一个很好的机会,具有很高的潜力。
{"title":"Fostering User Acceptance and Trust in Fully Automated Vehicles: Evaluating the Potential of Augmented Reality","authors":"Philipp Wintersberger;Anna-Katharina Frison;Andreas Riener;Tamara von Sawitzky","doi":"10.1162/pres_a_00320","DOIUrl":"https://doi.org/10.1162/pres_a_00320","url":null,"abstract":"<para>Lack of trust in or acceptance of technology are some of the fundamental problems that might prevent the dissemination of automated driving. Technological advances, such as augmented reality aids like full-sized windshield displays or AR contact lenses, could be of help to provide a better system understanding to the user. In this work, we picked up on the question of whether augmented reality assistance has the potential to increase user acceptance and trust by communicating system decisions (i.e., transparent system behavior). To prove our hypothesis, we conducted two driving simulator studies to investigate the benefit of scenario augmentation in fully automated driving—first in normal (<inline-formula><mml:math><mml:mrow><mml:mi>N</mml:mi><mml:mo>=</mml:mo><mml:mn>26</mml:mn></mml:mrow></mml:math></inline-formula>) and then in rearward viewing (<inline-formula><mml:math><mml:mrow><mml:mi>N</mml:mi><mml:mo>=</mml:mo><mml:mn>18</mml:mn></mml:mrow></mml:math></inline-formula>) direction. Quantitative results indicate that the augmentation of traffic objects/participants otherwise invisible (e.g., due to dense fog), or the presentation of upcoming driving maneuvers while sitting backwards, is a feasible approach to increase user acceptance and trust. Results are further backed by qualitative findings from semistructured interviews and UX curves (a method to retrospectively report experience over time). We conclude that the application of augmented reality, in particular with the emergence of more powerful, lightweight, or integrated devices, is a good opportunity with high potential for automated driving.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 1","pages":"46-62"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/pres_a_00320","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50351704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 82
Special Issue of Presence: Virtual and Augmented Reality Virtual and Augmented Reality for Autonomous Driving and Intelligent Vehicles: Guest Editors' Introduction 《存在》特刊:虚拟与增强现实自动驾驶与智能汽车的虚拟与增强实境:客座编辑介绍
Pub Date : 2019-03-01 DOI: 10.1162/pres_e_00323
Andreas Riener;Joe Gabbard;Mohan Trivedi
According to statistics published in IEEE Spectrum (Prins, Gunkel, Stokking, & Niamut, 2018), the total revenue for virtual reality hardware and software will grow 200-fold from the 2014 basic value by 2020. According to the latest update of the IDC Worldwide Semiannual Augmented and Virtual Reality Spending Guide, the automotive domain will be one beneficiary of augmented reality (AR) and virtual reality (VR) technology with spending expected to reach $12.8 billion by 2020. Another 2017 study by the German Association for the Digital Economy (BVDW) and Accenture (Lucas, 2017) outlines the opportunities and challenges of AR and VR in the automotive industry. AR/VR technology will increase road safety, bring intuitive activities to driving, and finally enhance driving experience. AR/VR technology may also help on the transition toward automated driving. AR head-up displays (HUDs) may soon overlay 3D navigation instructions onto road geometry,
{"title":"Special Issue of Presence: Virtual and Augmented Reality Virtual and Augmented Reality for Autonomous Driving and Intelligent Vehicles: Guest Editors' Introduction","authors":"Andreas Riener;Joe Gabbard;Mohan Trivedi","doi":"10.1162/pres_e_00323","DOIUrl":"https://doi.org/10.1162/pres_e_00323","url":null,"abstract":"According to statistics published in IEEE Spectrum (Prins, Gunkel, Stokking, & Niamut, 2018), the total revenue for virtual reality hardware and software will grow 200-fold from the 2014 basic value by 2020. According to the latest update of the IDC Worldwide Semiannual Augmented and Virtual Reality Spending Guide, the automotive domain will be one beneficiary of augmented reality (AR) and virtual reality (VR) technology with spending expected to reach $12.8 billion by 2020. Another 2017 study by the German Association for the Digital Economy (BVDW) and Accenture (Lucas, 2017) outlines the opportunities and challenges of AR and VR in the automotive industry. AR/VR technology will increase road safety, bring intuitive activities to driving, and finally enhance driving experience. AR/VR technology may also help on the transition toward automated driving. AR head-up displays (HUDs) may soon overlay 3D navigation instructions onto road geometry,","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 1","pages":"i-iv"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/pres_e_00323","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50351813","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
The First Original Copy and the Role of Blockchain in the Reproduction of Cultural Heritage 第一份原件与区块链在文化遗产复制中的作用
Pub Date : 2019-03-01 DOI: 10.1162/pres_a_00313
Eugene Ch'ng
The First Original Copy refers to any first true 3D facsimile of a digitally reproduced physical object. The notion of a copy being the first and original implies that it is unique and therefore the approach used for managing rights and ownership influences its value. Whilst virtual goods traded within virtual worlds are subject to rules and policies, the production of digital objects in the real world does not have a mechanism from which rarity and uniqueness can be guaranteed. Digital copies are subject to further copying and thus, the value of even an exact copy can never be perceived to be equivalent to its original. Through what means can we imbue 3D reproductions of cultural objects with value that is at least asymptotic to their originals? There may be a candidate solution. Discussed in this article is a possible approach for resolving a long-term issue related to authenticity, ownership, perpetuity, and the quantitative tracking of value associated with 3D copies. Blockchains essentially bring the systemic management of virtual objects within virtual worlds into the real world. This forum article examines the candidate solution by answering the questions above, and discusses the issues associated with the concept of the First Original Copy.
第一份原件是指数字复制实物的任何第一份真正的3D传真件。副本是第一个和原始的概念意味着它是独一无二的,因此用于管理权利和所有权的方法会影响其价值。虽然在虚拟世界中交易的虚拟商品受到规则和政策的约束,但在现实世界中生产数字物品并没有一种可以保证稀有性和独特性的机制。数字拷贝会被进一步复制,因此,即使是精确拷贝的价值也永远不会被认为与原件相等。通过什么方式,我们可以为文化物品的3D复制品注入至少与原始物品渐近的价值?可能有一个候选解决方案。本文讨论的是解决与真实性、所有权、永久性和3D副本相关价值的定量跟踪相关的长期问题的可能方法。区块链本质上是将虚拟世界中虚拟对象的系统管理带入现实世界。这篇论坛文章通过回答上述问题来考察候选解决方案,并讨论与第一份原件概念相关的问题。
{"title":"The First Original Copy and the Role of Blockchain in the Reproduction of Cultural Heritage","authors":"Eugene Ch'ng","doi":"10.1162/pres_a_00313","DOIUrl":"https://doi.org/10.1162/pres_a_00313","url":null,"abstract":"<para>The First Original Copy refers to any first true 3D facsimile of a digitally reproduced physical object. The notion of a copy being the first and original implies that it is unique and therefore the approach used for managing rights and ownership influences its value. Whilst virtual goods traded within virtual worlds are subject to rules and policies, the production of digital objects in the real world does not have a mechanism from which rarity and uniqueness can be guaranteed. Digital copies are subject to further copying and thus, the value of even an exact copy can never be perceived to be equivalent to its original. Through what means can we imbue 3D reproductions of cultural objects with value that is at least asymptotic to their originals? There may be a candidate solution. Discussed in this article is a possible approach for resolving a long-term issue related to authenticity, ownership, perpetuity, and the quantitative tracking of value associated with 3D copies. Blockchains essentially bring the systemic management of virtual objects within virtual worlds into the real world. This forum article examines the candidate solution by answering the questions above, and discusses the issues associated with the concept of the First Original Copy.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 1","pages":"151-162"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/pres_a_00313","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50225426","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
An Investigation of the Effects of Driver Age When Using Novel Navigation Systems in a Head-Up Display 在平视显示器中使用新型导航系统时驾驶员年龄影响的研究
Pub Date : 2019-03-01 DOI: 10.1162/pres_a_00317
Sanna M. Pampel;Katherine Lamb;Gary Burnett;Lee Skrypchuk;Chrisminder Hare;Alex Mouzakitis
Although drivers gain experience with age, many older drivers are faced with age-related deteriorations that can lead to a higher crash risk. Head-Up Displays (HUDs) have been linked to significant improvements in driving performance for older drivers by tackling issues related to aging. For this study, two Augmented Reality (AR) HUD virtual car navigation solutions were tested (one screen-fixed, one world-fixed), aiming to improve navigation performance and reduce the discrepancy between younger and older drivers by aiding the appropriate allocation of attention and easing interpretation of navigational information. Twenty-five participants (12 younger, 13 older) undertook a series of drives within a medium-fidelity simulator with three different navigational conditions (virtual car HUD, static HUD arrow graphic, and traditional head-down satnav). Results showed that older drivers tended to achieve navigational success rates similar to the younger group, but experienced higher objective mental workload. Solely for the static HUD arrow graphic, differences in most workload questionnaire items and objective workload between younger and older participants were not significant. The virtual car led to improved navigation performance of all drivers, compared to the other systems. Hence, both AR HUD systems show potential for older drivers, which needs to be further investigated in a real-world driving context.
尽管驾驶员随着年龄的增长而积累经验,但许多年长的驾驶员都面临着与年龄相关的恶化,这可能会导致更高的撞车风险。平视显示器(HUD)通过解决与衰老相关的问题,与老年驾驶员驾驶性能的显著改善有关。在这项研究中,测试了两种增强现实(AR)HUD虚拟汽车导航解决方案(一个屏幕固定,一个世界固定),旨在通过帮助适当分配注意力和简化导航信息的解释,提高导航性能,减少年轻和老年驾驶员之间的差异。25名参与者(12名年轻人,13名年长人)在中等逼真度的模拟器中进行了一系列驾驶,模拟器具有三种不同的导航条件(虚拟汽车HUD、静态HUD箭头图形和传统的平视卫星导航)。结果显示,年龄较大的驾驶员倾向于获得与年轻组相似的导航成功率,但经历了更高的客观心理工作量。仅就静态HUD箭头图而言,年轻和老年参与者在大多数工作量问卷项目和客观工作量方面的差异并不显著。与其他系统相比,虚拟汽车提高了所有驾驶员的导航性能。因此,这两种AR HUD系统都显示出对老年驾驶员的潜力,这需要在现实世界的驾驶环境中进一步研究。
{"title":"An Investigation of the Effects of Driver Age When Using Novel Navigation Systems in a Head-Up Display","authors":"Sanna M. Pampel;Katherine Lamb;Gary Burnett;Lee Skrypchuk;Chrisminder Hare;Alex Mouzakitis","doi":"10.1162/pres_a_00317","DOIUrl":"https://doi.org/10.1162/pres_a_00317","url":null,"abstract":"<para>Although drivers gain experience with age, many older drivers are faced with age-related deteriorations that can lead to a higher crash risk. Head-Up Displays (HUDs) have been linked to significant improvements in driving performance for older drivers by tackling issues related to aging. For this study, two Augmented Reality (AR) HUD virtual car navigation solutions were tested (one screen-fixed, one world-fixed), aiming to improve navigation performance and reduce the discrepancy between younger and older drivers by aiding the appropriate allocation of attention and easing interpretation of navigational information. Twenty-five participants (12 younger, 13 older) undertook a series of drives within a medium-fidelity simulator with three different navigational conditions (virtual car HUD, static HUD arrow graphic, and traditional head-down satnav). Results showed that older drivers tended to achieve navigational success rates similar to the younger group, but experienced higher objective mental workload. Solely for the static HUD arrow graphic, differences in most workload questionnaire items and objective workload between younger and older participants were not significant. The virtual car led to improved navigation performance of all drivers, compared to the other systems. Hence, both AR HUD systems show potential for older drivers, which needs to be further investigated in a real-world driving context.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 1","pages":"32-45"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/pres_a_00317","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50351703","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Calling while Driving Using Augmented Reality: Blessing or Curse? 使用增强现实开车时打电话:祝福还是诅咒?
Pub Date : 2019-03-01 DOI: 10.1162/pres_a_00316
Andrew L. Kun;Hidde van der Meulen;Christian P. Janssen
We report on an experiment on the distracting effects of in-car conversations through augmented-reality glasses. Previous research showed that in-car phone conversations can be distracting, but that the distraction might be reduced if the remote caller receives visual information about the driving context. However, what happens if such video sharing becomes bidirectional? The recent introduction of commercial augmented-reality glasses in particular might allow drivers to engage in video-supported conversations while driving. We investigate how distracting such video-based conversations are in an experiment. Our participants operated a simulated vehicle, while also playing a conversational game (Taboo) with a remote conversant. The driver either only heard the remote conversant (speech-only condition), or was also able to see the remote person in a virtual window that was presented through augmented reality (video call condition). Results show that our participants did not spend time looking at the video of the remote conversant. We hypothesize that this was due to the fact that in our experiment participants had to turn their head to get a full view of the virtual window. Our results imply that we need further studies on the effects of augmented reality on the visual attention of the driver, before the technology is used on the road.
我们报道了一项关于通过增强现实眼镜进行车内对话的分散注意力效果的实验。先前的研究表明,车内电话交谈可能会分散注意力,但如果远程来电者收到有关驾驶环境的视觉信息,这种分散注意力的情况可能会减少。然而,如果这种视频共享变成双向的,会发生什么?特别是最近推出的商用增强现实眼镜可能会让驾驶员在驾驶时进行视频支持的对话。我们在一项实验中调查了这种基于视频的对话是如何分散注意力的。我们的参与者操作一辆模拟车辆,同时还与一名远程健谈者玩对话游戏(禁忌)。驾驶员要么只听到远程熟悉者的声音(仅限于语音),要么也能够在通过增强现实呈现的虚拟窗口中看到远程人(视频通话条件)。结果显示,我们的参与者没有花时间看远程交谈者的视频。我们假设这是因为在我们的实验中,参与者必须转头才能看到虚拟窗口的全貌。我们的研究结果表明,在增强现实技术在道路上使用之前,我们需要进一步研究增强现实对驾驶员视觉注意力的影响。
{"title":"Calling while Driving Using Augmented Reality: Blessing or Curse?","authors":"Andrew L. Kun;Hidde van der Meulen;Christian P. Janssen","doi":"10.1162/pres_a_00316","DOIUrl":"https://doi.org/10.1162/pres_a_00316","url":null,"abstract":"<para>We report on an experiment on the distracting effects of in-car conversations through augmented-reality glasses. Previous research showed that in-car phone conversations can be distracting, but that the distraction might be reduced if the remote caller receives visual information about the driving context. However, what happens if such video sharing becomes bidirectional? The recent introduction of commercial augmented-reality glasses in particular might allow drivers to engage in video-supported conversations while driving. We investigate how distracting such video-based conversations are in an experiment. Our participants operated a simulated vehicle, while also playing a conversational game (Taboo) with a remote conversant. The driver either only heard the remote conversant (speech-only condition), or was also able to see the remote person in a virtual window that was presented through augmented reality (video call condition). Results show that our participants did not spend time looking at the video of the remote conversant. We hypothesize that this was due to the fact that in our experiment participants had to turn their head to get a full view of the virtual window. Our results imply that we need further studies on the effects of augmented reality on the visual attention of the driver, before the technology is used on the road.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 1","pages":"1-14"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/pres_a_00316","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50351814","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
A Survey on Simulation Sickness in Driving Applications with Virtual Reality Head-Mounted Displays 虚拟现实头戴式显示器在驾驶应用中的模拟疾病综述
Pub Date : 2019-03-01 DOI: 10.1162/pres_a_00318
Stanislava Rangelova;Elisabeth Andre
This article discusses factors related to simulation sickness in virtual reality driving simulations with head-mounted displays. Simulation sickness is a well-known phenomenon that has physiological effects on users, such as disorientation, headache, and nausea. There are three major theories why simulation sickness arises. Previous research on this phenomenon has mostly concentrated on driving or flying simulators with standard computer displays. It is, therefore, possible to conclude that any simulated environment could have such an effect, and virtual reality should not be considered an exception to such problems. While virtual reality has had and will continue to have a positive impact on the development and testing of new automotive interior concepts, simulation sickness is a significant drawback. Despite the advances in technology, discomfort from using head-mounted displays has yet to be resolved. A review of these displays in the context of virtual reality driving applications over the recent years will be presented. Moreover, characterization and comparison of approaches to mitigate simulation sickness will be given in the text. Concluding suggestions for future work on the correlation between simulation sickness and a virtual driving environment will be provided.
本文讨论了头戴式显示器虚拟现实驾驶模拟中与模拟病态相关的因素。模拟病是一种众所周知的现象,对用户有生理影响,如定向障碍、头痛和恶心。模拟病产生的原因主要有三种理论。此前对这一现象的研究大多集中在具有标准计算机显示器的驾驶或飞行模拟器上。因此,可以得出结论,任何模拟环境都可能产生这种影响,虚拟现实不应被视为此类问题的例外。虽然虚拟现实已经并将继续对新汽车内饰概念的开发和测试产生积极影响,但模拟病是一个重大缺陷。尽管技术进步,但使用头戴式显示器带来的不适尚未得到解决。将介绍近年来在虚拟现实驾驶应用背景下对这些显示器的回顾。此外,文中将对减轻模拟病的方法进行描述和比较。将为未来关于模拟疾病和虚拟驾驶环境之间相关性的工作提供结论性建议。
{"title":"A Survey on Simulation Sickness in Driving Applications with Virtual Reality Head-Mounted Displays","authors":"Stanislava Rangelova;Elisabeth Andre","doi":"10.1162/pres_a_00318","DOIUrl":"https://doi.org/10.1162/pres_a_00318","url":null,"abstract":"<para>This article discusses factors related to simulation sickness in virtual reality driving simulations with head-mounted displays. Simulation sickness is a well-known phenomenon that has physiological effects on users, such as disorientation, headache, and nausea. There are three major theories why simulation sickness arises. Previous research on this phenomenon has mostly concentrated on driving or flying simulators with standard computer displays. It is, therefore, possible to conclude that any simulated environment could have such an effect, and virtual reality should not be considered an exception to such problems. While virtual reality has had and will continue to have a positive impact on the development and testing of new automotive interior concepts, simulation sickness is a significant drawback. Despite the advances in technology, discomfort from using head-mounted displays has yet to be resolved. A review of these displays in the context of virtual reality driving applications over the recent years will be presented. Moreover, characterization and comparison of approaches to mitigate simulation sickness will be given in the text. Concluding suggestions for future work on the correlation between simulation sickness and a virtual driving environment will be provided.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 1","pages":"15-31"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/pres_a_00318","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50351815","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 17
Can Remote Virtual Simulation Improve Practice-Based Training? Presence and Performance in Incident Commander Education 远程虚拟仿真能改善基于实践的训练吗?事件指挥员教育中的存在与表现
Pub Date : 2019-01-01 DOI: 10.1162/pres_a_00346
Cecilia Hammar Wijkmark;Ilona Heldal;Maria-Monika Metallinou
Abstract An incident commander (IC) is expected to take command in any incident to mitigate consequences for humans, property, and the environment. To prepare for this, practice-based training in realistic simulated situations is necessary. Usually this is conducted in live simulation (LS) at dedicated (physical) training grounds or in virtual simulation (VS) situations at training centers, where all participants are present at the same geographical space. COVID-19-induced restrictions on gathering of people motivated the development and use of remote virtual simulation (RVS) solutions. This article aims to provide an increased understanding of the implementation of RVS in the education of Fire Service ICs in Sweden. Data from observations, questionnaires, and interviews were collected during an RVS examination of two IC classes (43 participants) following an initial pilot study (8 participants). Experienced training values, presence, and performance were investigated. The results indicated that students experienced higher presence in RVS, compared with previous VS studies. This is likely due to the concentration of visual attention to the virtual environment and well-acted verbal counterplay. Although all three training methods (LS, VS, and RVS) are valuable, future research is needed to reveal their respective significant compromises, compared with real-life incidents.
{"title":"Can Remote Virtual Simulation Improve Practice-Based Training? Presence and Performance in Incident Commander Education","authors":"Cecilia Hammar Wijkmark;Ilona Heldal;Maria-Monika Metallinou","doi":"10.1162/pres_a_00346","DOIUrl":"https://doi.org/10.1162/pres_a_00346","url":null,"abstract":"Abstract An incident commander (IC) is expected to take command in any incident to mitigate consequences for humans, property, and the environment. To prepare for this, practice-based training in realistic simulated situations is necessary. Usually this is conducted in live simulation (LS) at dedicated (physical) training grounds or in virtual simulation (VS) situations at training centers, where all participants are present at the same geographical space. COVID-19-induced restrictions on gathering of people motivated the development and use of remote virtual simulation (RVS) solutions. This article aims to provide an increased understanding of the implementation of RVS in the education of Fire Service ICs in Sweden. Data from observations, questionnaires, and interviews were collected during an RVS examination of two IC classes (43 participants) following an initial pilot study (8 participants). Experienced training values, presence, and performance were investigated. The results indicated that students experienced higher presence in RVS, compared with previous VS studies. This is likely due to the concentration of visual attention to the virtual environment and well-acted verbal counterplay. Although all three training methods (LS, VS, and RVS) are valuable, future research is needed to reveal their respective significant compromises, compared with real-life incidents.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"28 ","pages":"127-152"},"PeriodicalIF":0.0,"publicationDate":"2019-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/iel7/6720227/10159601/10159614.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50328191","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
A Spatial Informance Design Method to Elicit Early Interface Prototypes for Augmented Reality 增强现实早期界面原型的空间信息设计方法
Pub Date : 2019-01-01 DOI: 10.1162/pres_a_00344
Joe Cowlyn;Nick Dalton
Abstract Designing for augmented reality (AR) applications is difficult and expensive. A rapid system for the early design process of spatial interfaces is required. Previous research has used video for mobile AR design, but this is not extensible to head-mounted AR. AR is an emergent technology with no prior design precedent, requiring designers to allow free speculation or risk the pitfalls of “path dependence.” In this article, a participatory elicitation method we call “spatial informance design” is presented. We found combining “informance design,” “Wizard of Oz,” improvisation, and “paper prototyping,” to be a fast and lightweight solution for ideation of rich designs for spatial interfaces. A study using our method with 11 participants, produced similar and wildly different interface configurations and interactions for an augmented reality email application. Based on our findings, we propose design implications and an evaluation of our method using spatial informance for the design of head-mounted AR applications.
{"title":"A Spatial Informance Design Method to Elicit Early Interface Prototypes for Augmented Reality","authors":"Joe Cowlyn;Nick Dalton","doi":"10.1162/pres_a_00344","DOIUrl":"https://doi.org/10.1162/pres_a_00344","url":null,"abstract":"Abstract Designing for augmented reality (AR) applications is difficult and expensive. A rapid system for the early design process of spatial interfaces is required. Previous research has used video for mobile AR design, but this is not extensible to head-mounted AR. AR is an emergent technology with no prior design precedent, requiring designers to allow free speculation or risk the pitfalls of “path dependence.” In this article, a participatory elicitation method we call “spatial informance design” is presented. We found combining “informance design,” “Wizard of Oz,” improvisation, and “paper prototyping,” to be a fast and lightweight solution for ideation of rich designs for spatial interfaces. A study using our method with 11 participants, produced similar and wildly different interface configurations and interactions for an augmented reality email application. Based on our findings, we propose design implications and an evaluation of our method using spatial informance for the design of head-mounted AR applications.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"28 ","pages":"207-226"},"PeriodicalIF":0.0,"publicationDate":"2019-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50328194","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games 立体视图改善了VR游戏中的空间存在,但不能改善空间学习
Pub Date : 2019-01-01 DOI: 10.1162/pres_a_00349
Cigdem Uz-Bilgin;Meredith Thompson;Eric Klopfer
Abstract A key affordance of virtual reality is the capability of immersive VR to prompt spatial presence resulting from the stereoscopic lenses in the head-mounted display (HMD). We investigated the effect of a stereoscopic view of a game, Cellverse, on users’ perceived spatial presence, knowledge of cells, and learning in three levels of spatial knowledge: route, landmark, and survey knowledge. Fifty-one participants played the game using the same game controllers but with different views; 28 had a stereoscopic view (HMD), and 23 had a non-stereoscopic view (computer monitor). Participants explored a diseased cell for clues to diagnose the disease type and recommend a therapy. We gathered surveys, drawings, and spatial tasks conducted in the game environment to gauge learning. Participants’ spatial knowledge of the cell environment and knowledge of cell concepts improved after gameplay in both conditions. Spatial presence scores in the stereoscopic condition were higher than the non-stereoscopic condition with a large effect size; however, there was no significant difference in levels of spatial knowledge between the two groups. Most drawings showed a change in cell knowledge; yet some participants only changed in spatial knowledge of the cell, and some changed in both cell knowledge and spatial knowledge. Evidence suggests that a stereoscopic view has a significant effect on users’ experience of spatial presence, but that increased presence does not directly translate into spatial learning.
{"title":"Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games","authors":"Cigdem Uz-Bilgin;Meredith Thompson;Eric Klopfer","doi":"10.1162/pres_a_00349","DOIUrl":"https://doi.org/10.1162/pres_a_00349","url":null,"abstract":"Abstract A key affordance of virtual reality is the capability of immersive VR to prompt spatial presence resulting from the stereoscopic lenses in the head-mounted display (HMD). We investigated the effect of a stereoscopic view of a game, Cellverse, on users’ perceived spatial presence, knowledge of cells, and learning in three levels of spatial knowledge: route, landmark, and survey knowledge. Fifty-one participants played the game using the same game controllers but with different views; 28 had a stereoscopic view (HMD), and 23 had a non-stereoscopic view (computer monitor). Participants explored a diseased cell for clues to diagnose the disease type and recommend a therapy. We gathered surveys, drawings, and spatial tasks conducted in the game environment to gauge learning. Participants’ spatial knowledge of the cell environment and knowledge of cell concepts improved after gameplay in both conditions. Spatial presence scores in the stereoscopic condition were higher than the non-stereoscopic condition with a large effect size; however, there was no significant difference in levels of spatial knowledge between the two groups. Most drawings showed a change in cell knowledge; yet some participants only changed in spatial knowledge of the cell, and some changed in both cell knowledge and spatial knowledge. Evidence suggests that a stereoscopic view has a significant effect on users’ experience of spatial presence, but that increased presence does not directly translate into spatial learning.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"28 ","pages":"227-245"},"PeriodicalIF":0.0,"publicationDate":"2019-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50328195","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
期刊
Presence
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1