Abstract In response to the pandemic, many countries have had multiple lockdowns punctuated by partial freedoms limiting physically being together. In 2020–2021, during the COVID-19 pandemic, parents were stressed and exhausted by the challenges of work, home schooling, and barriers to typical childcare arrangements. Children were missing one another, their social lives, and the variety of experiences that the world beyond the home brings. Immersive Virtual Reality (IVR) offers tried and tested ways to enable children to maintain beyond-household family activities and dynamics. However, it is not viewed as a solution. Instead, as demonstrated through a multiple method study involving a Rapid Evidence Assessment, workshops with 91 teenagers, interviews with 15 experts, a Delphi study with 21 experts, 402 parent questionnaires pre-pandemic, 232 parent questionnaires during the pandemic, and longitudinal interviews with 13 parents during the first UK lockdown in 2020, IVR is not viewed as having value in the home beyond gaming. Results highlight limited consideration of IVR as a way to enhance family life or the home, with a lack of evidence and direction from current research, innovation, and policy. The article empirically demonstrates that experts, teenagers, and parents have limited expectations for VR. Further, with parental resistance to adoption and a lack of ideas or innovations in how IVR could be used, the likelihood of VR-headset adoption remains low as does its potential as a means of educating, entertaining, and socially engaging children and teenagers.
{"title":"When Will Immersive Virtual Reality Have Its Day? Challenges to IVR Adoption in the Home as Exposed in Studies with Teenagers, Parents, and Experts","authors":"Lynne Hall;Samiullah Paracha;Nicole Mitsche;Tom Flint;Fiona Stewart;Kate MacFarlane;Gill Hagan-Green;Yvonne Dixon-Todd","doi":"10.1162/pres_a_00347","DOIUrl":"https://doi.org/10.1162/pres_a_00347","url":null,"abstract":"Abstract In response to the pandemic, many countries have had multiple lockdowns punctuated by partial freedoms limiting physically being together. In 2020–2021, during the COVID-19 pandemic, parents were stressed and exhausted by the challenges of work, home schooling, and barriers to typical childcare arrangements. Children were missing one another, their social lives, and the variety of experiences that the world beyond the home brings. Immersive Virtual Reality (IVR) offers tried and tested ways to enable children to maintain beyond-household family activities and dynamics. However, it is not viewed as a solution. Instead, as demonstrated through a multiple method study involving a Rapid Evidence Assessment, workshops with 91 teenagers, interviews with 15 experts, a Delphi study with 21 experts, 402 parent questionnaires pre-pandemic, 232 parent questionnaires during the pandemic, and longitudinal interviews with 13 parents during the first UK lockdown in 2020, IVR is not viewed as having value in the home beyond gaming. Results highlight limited consideration of IVR as a way to enhance family life or the home, with a lack of evidence and direction from current research, innovation, and policy. The article empirically demonstrates that experts, teenagers, and parents have limited expectations for VR. Further, with parental resistance to adoption and a lack of ideas or innovations in how IVR could be used, the likelihood of VR-headset adoption remains low as does its potential as a means of educating, entertaining, and socially engaging children and teenagers.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"28 ","pages":"169-201"},"PeriodicalIF":0.0,"publicationDate":"2019-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50328193","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}
Abstract Locomotion in virtual environments presents challenges due to the discrepancy between the virtual and the real-world space. Teleportation has been suggested for rapid transit and low cybersickness. However, users often find the method disorienting and difficult over short distances. This is problematic in many gaming scenarios where moderate distances are common. We examined three methods of self-directed, steering locomotion for short to mid-range distances. The methods were pointing, head, and semi-decoupled head and controller. The decoupled method was to explore if game console navigation would be preferred due to familiarity. The experiment focused on user preference and accuracy and had 19 participants. We anticipated that more intuitive methods would be preferred. The pointing method had the greatest impact on accuracy. History of motion sickness susceptibility and prior use of video games did not affect preference with participants favoring the pointing method twice as often over the head method and with none preferring the semi-decoupled method. The pointing method also had lower average illness scores, although not statistically significant. The results suggest that pointing provides an accurate method of locomotion while also being a lower cybersickness option for steering navigation.
{"title":"The Effects of Steering Locomotion on User Preference and Accuracy in Virtual Environments","authors":"Lisa Rebenitsch;Delaina Engle","doi":"10.1162/pres_a_00345","DOIUrl":"https://doi.org/10.1162/pres_a_00345","url":null,"abstract":"Abstract Locomotion in virtual environments presents challenges due to the discrepancy between the virtual and the real-world space. Teleportation has been suggested for rapid transit and low cybersickness. However, users often find the method disorienting and difficult over short distances. This is problematic in many gaming scenarios where moderate distances are common. We examined three methods of self-directed, steering locomotion for short to mid-range distances. The methods were pointing, head, and semi-decoupled head and controller. The decoupled method was to explore if game console navigation would be preferred due to familiarity. The experiment focused on user preference and accuracy and had 19 participants. We anticipated that more intuitive methods would be preferred. The pointing method had the greatest impact on accuracy. History of motion sickness susceptibility and prior use of video games did not affect preference with participants favoring the pointing method twice as often over the head method and with none preferring the semi-decoupled method. The pointing method also had lower average illness scores, although not statistically significant. The results suggest that pointing provides an accurate method of locomotion while also being a lower cybersickness option for steering navigation.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"28 ","pages":"153-168"},"PeriodicalIF":0.0,"publicationDate":"2019-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50328192","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}
{"title":"The Experience of Presence in the Mars Exploration Rover Mission","authors":"Dan Chiappe;John Vervaeke","doi":"10.1162/pres_a_00337","DOIUrl":"10.1162/pres_a_00337","url":null,"abstract":"","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 4","pages":"400-409"},"PeriodicalIF":0.0,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138544111","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}
{"title":"The Effects of Cinematic Virtual Reality on Viewing Experience and the Recollection of Narrative Elements","authors":"Kata Szita;Pierre Gander;David Wallstén","doi":"10.1162/pres_a_00338","DOIUrl":"10.1162/pres_a_00338","url":null,"abstract":"","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 4","pages":"410-425"},"PeriodicalIF":0.0,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10801209","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117232520","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}
{"title":"A Novel Integrated Information Processing Model of Presence","authors":"Maxine Berthiaume;Giulia Corno;Kevin Nolet;Stéphane Bouchard","doi":"10.1162/pres_a_00336","DOIUrl":"10.1162/pres_a_00336","url":null,"abstract":"","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 4","pages":"378-399"},"PeriodicalIF":0.0,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132834817","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}
In this article, we describe a project on the use of Virtual Reality Continuum (VRC) for applications in culture and heritage. Haw Par Villa, a local heritage site in Singapore, is selected to demonstrate the entire process of VRC-enhanced digitization from laser scanning to 3D mapping and to 3D prototyping, using Madam Snake White as an example. The objective of the research is to investigate an effective and integrated solution to developing VRC applications for culture and heritage. Efforts are made for fidelity in the 3D modeling of the existing heritage for multiple applications, with the aim to popularize them in a simple and effective manner. In particular, in the case of Madam Snake White, we investigate the feasibility and effectiveness of digitization, 3D mapping, and 3D printing. We also discuss the use of online and interactive Madam Snake White as VRC heritage. A small group of volunteers were invited to a trial and their feedback was positive. Future work includes the application of VRC-enabled heritage for humanities education in local schools.
在这篇文章中,我们描述了一个使用虚拟现实连续体(VRC)在文化和遗产中应用的项目。Haw Par Villa是新加坡当地的一个遗产地,它以蛇女士为例,展示了VRC增强数字化的整个过程,从激光扫描到3D地图绘制和3D原型制作。本研究的目的是研究开发文化和遗产VRC应用程序的有效综合解决方案。致力于在现有遗产的3D建模中为多个应用程序提供逼真度,目的是以简单有效的方式推广这些遗产。特别是,在蛇女的案例中,我们研究了数字化、3D地图绘制和3D打印的可行性和有效性。我们还讨论了使用在线和互动的蛇女作为VRC遗产。一小群志愿者被邀请参加试验,他们的反馈是积极的。未来的工作包括将VRC支持的遗产应用于当地学校的人文教育。
{"title":"Madam Snake White: A Case Study on Virtual Reality Continuum Applications for Singaporean Culture and Heritage at Haw Par Villa","authors":"Yiyu Cai;Jianmin Zheng;Yuzhe Zhang;Xiaoqun Wu;Yong Chen;Bingquan Tan;Bianyue Yang;Tianrui Liu;Nadia Thalmann","doi":"10.1162/PRES_a_00303","DOIUrl":"https://doi.org/10.1162/PRES_a_00303","url":null,"abstract":"<para>In this article, we describe a project on the use of Virtual Reality Continuum (VRC) for applications in culture and heritage. Haw Par Villa, a local heritage site in Singapore, is selected to demonstrate the entire process of VRC-enhanced digitization from laser scanning to 3D mapping and to 3D prototyping, using Madam Snake White as an example. The objective of the research is to investigate an effective and integrated solution to developing VRC applications for culture and heritage. Efforts are made for fidelity in the 3D modeling of the existing heritage for multiple applications, with the aim to popularize them in a simple and effective manner. In particular, in the case of Madam Snake White, we investigate the feasibility and effectiveness of digitization, 3D mapping, and 3D printing. We also discuss the use of online and interactive Madam Snake White as VRC heritage. A small group of volunteers were invited to a trial and their feedback was positive. Future work includes the application of VRC-enabled heritage for humanities education in local schools.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"26 4","pages":"378-388"},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/PRES_a_00303","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50325179","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}
In this article, the challenges facing museums to offer more ways to provide information for learning have been reviewed. The use of social robotics has been explored within a museum setting, for guiding tours as well as for learning heritage languages and cultures. The article focuses on the design and development of two social robots for a heritage museum. The first robot is a virtual human character mounted on a mobile robotic platform. It has been implemented to serve as a museum guide. The second robot is a humanoid. It is programmed for bilingualism, which injected elements of culture learning and education. The objective was to develop robots as well as robotic and virtual reality applications primarily, and to explore the usability of these technologies in a heritage museum. The implemented robots have been deployed to validate the development work and to evaluate the feasibility of using these robots for cultural education among young children. Finally, we discuss our deployment experiences and offer suggestions for future work to improve the viability of the robots for a more elaborated deployment at public museums.
{"title":"Exploring the Use of Robots for Museum Settings and for Learning Heritage Languages and Cultures at the Chinese Heritage Centre","authors":"Wee-Ching Pang;Choon-Yue Wong;Gerald Seet","doi":"10.1162/PRES_a_00306","DOIUrl":"https://doi.org/10.1162/PRES_a_00306","url":null,"abstract":"<para>In this article, the challenges facing museums to offer more ways to provide information for learning have been reviewed. The use of social robotics has been explored within a museum setting, for guiding tours as well as for learning heritage languages and cultures. The article focuses on the design and development of two social robots for a heritage museum. The first robot is a virtual human character mounted on a mobile robotic platform. It has been implemented to serve as a museum guide. The second robot is a humanoid. It is programmed for bilingualism, which injected elements of culture learning and education. The objective was to develop robots as well as robotic and virtual reality applications primarily, and to explore the usability of these technologies in a heritage museum. The implemented robots have been deployed to validate the development work and to evaluate the feasibility of using these robots for cultural education among young children. Finally, we discuss our deployment experiences and offer suggestions for future work to improve the viability of the robots for a more elaborated deployment at public museums.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"26 4","pages":"420-435"},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/PRES_a_00306","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50325020","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}
Pu Ren;Yan Wang;Mingquan Zhou;Zhongke Wu;Pengbo Zhou;Juan Zhang
The existing 3D modeling studies of Chinese ancient architecture are mostly procedure driven and rely on fixed construction rules. Therefore, these methods have limited applications in virtual reality (VR) engineering. We propose a data-driven approach to synthesize 3D models from existing 3D data that provides more flexibility and fills the gap between academic studies and VR engineering. First, 3D architecture models were preprocessed and decomposed into components, and the components were clustered by their geometric features. Second, a Bayesian network was generated by learning from the dataset to represent the internal relationships between the architectural components. Third, the inference results of the trained network were utilized to generate a reasonable relationship matching to support the synthesis of the structural components. The proposed method can be used in 3D content creation for VR development and directly supports VR applications in practice.
{"title":"Data-Driven Modeling for Chinese Ancient Architecture","authors":"Pu Ren;Yan Wang;Mingquan Zhou;Zhongke Wu;Pengbo Zhou;Juan Zhang","doi":"10.1162/PRES_a_00304","DOIUrl":"https://doi.org/10.1162/PRES_a_00304","url":null,"abstract":"<para>The existing 3D modeling studies of Chinese ancient architecture are mostly procedure driven and rely on fixed construction rules. Therefore, these methods have limited applications in virtual reality (VR) engineering. We propose a data-driven approach to synthesize 3D models from existing 3D data that provides more flexibility and fills the gap between academic studies and VR engineering. First, 3D architecture models were preprocessed and decomposed into components, and the components were clustered by their geometric features. Second, a Bayesian network was generated by learning from the dataset to represent the internal relationships between the architectural components. Third, the inference results of the trained network were utilized to generate a reasonable relationship matching to support the synthesis of the structural components. The proposed method can be used in 3D content creation for VR development and directly supports VR applications in practice.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"26 4","pages":"389-401"},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/PRES_a_00304","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50325180","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}
An industrial heritage provides one of the most important records of urban development and of the progress of human civilization in the last two centuries. Monumental industrial buildings reflect extraordinary technical and economic development and progress in science and technology. Even after the termination of their original function, industrial heritage buildings and equipment, along with their architecture, still participate in a significant way in the atmosphere of many cities. The research process in our study used the methods of industrial archaeology. In combination with the identified preserved and still valuable parts of the building and preserved original equipment and archival plans, it was possible to reconstruct the hypothetical virtual appearance of the historical monument. For this purpose, the article examines the case study: virtual reality reconstruction of the Old Power Plant in the city of Piešt’any. The contribution of a brief experience in the VR scene of Machinery Hall in the exhibition with its high immersion, located in the historical environment of the original Machinery Hall, had an educational effect (understanding by experience), bringing out the look and functionality of the lost industrial heritage. This effect appears to be an appropriate and meaningful use of VR in practice.
{"title":"Forgotten Industrial Heritage in Virtual Reality—Case Study: Old Power Plant in Piešt’any, Slovakia","authors":"Vladimír Hain;Michal Ganobjak","doi":"10.1162/PRES_a_00309","DOIUrl":"https://doi.org/10.1162/PRES_a_00309","url":null,"abstract":"<para>An industrial heritage provides one of the most important records of urban development and of the progress of human civilization in the last two centuries. Monumental industrial buildings reflect extraordinary technical and economic development and progress in science and technology. Even after the termination of their original function, industrial heritage buildings and equipment, along with their architecture, still participate in a significant way in the atmosphere of many cities. The research process in our study used the methods of industrial archaeology. In combination with the identified preserved and still valuable parts of the building and preserved original equipment and archival plans, it was possible to reconstruct the hypothetical virtual appearance of the historical monument. For this purpose, the article examines the case study: virtual reality reconstruction of the Old Power Plant in the city of Piešt’any. The contribution of a brief experience in the VR scene of Machinery Hall in the exhibition with its high immersion, located in the historical environment of the original Machinery Hall, had an educational effect (understanding by experience), bringing out the look and functionality of the lost industrial heritage. This effect appears to be an appropriate and meaningful use of VR in practice.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"26 4","pages":"355-365"},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/PRES_a_00309","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50325177","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}
Virtual and augmented reality technologies are increasingly utilized by public-facing galleries, libraries, archives, and museums (GLAM) institutions to convey both heritage and contemporary stories, information, and experiences. However, within these media, the visitors are often overwhelmed by the virtual environment, resulting in the cultural heritage content being pushed to the background. In this article, we present the alternating reality (AltR) narrative that supports the communication of cultural heritage as an interweaving experience that alternates between real and virtual environments. AltR allows both the cultural heritage content and digital technology to play an equal role in augmenting, highlighting, or explicating each other and conveying a shared narrative to the visitors of GLAM institutions. We introduce the AltR experience through an exhibition highlighting the physical replica and contemporary reimagining of one of Walter and Marion Griffin’s buildings. We conducted a study of the AltR experience during the exhibition using a low-cost virtual reality cardboard viewer that lends itself to an intuitive transition between the two environments. The findings showed that the interweaving experiences between the physical replica of cultural heritage and its virtual reimagining allows the visitors to draw the connection between the two sources of information. The narrative is created and controlled by the visitors, leading to an enjoyable experience. Finally, we reflect on the design implications of an AltR narrative for cultural heritage applications derived from the findings of the study.
{"title":"Alternating Reality: An Interweaving Narrative of Physical and Virtual Cultural Exhibitions","authors":"Thuong N. Hoang;Travis N. Cox","doi":"10.1162/PRES_a_00307","DOIUrl":"https://doi.org/10.1162/PRES_a_00307","url":null,"abstract":"<para>Virtual and augmented reality technologies are increasingly utilized by public-facing galleries, libraries, archives, and museums (GLAM) institutions to convey both heritage and contemporary stories, information, and experiences. However, within these media, the visitors are often overwhelmed by the virtual environment, resulting in the cultural heritage content being pushed to the background. In this article, we present the alternating reality (AltR) narrative that supports the communication of cultural heritage as an interweaving experience that alternates between real and virtual environments. AltR allows both the cultural heritage content and digital technology to play an equal role in augmenting, highlighting, or explicating each other and conveying a shared narrative to the visitors of GLAM institutions. We introduce the AltR experience through an exhibition highlighting the physical replica and contemporary reimagining of one of Walter and Marion Griffin’s buildings. We conducted a study of the AltR experience during the exhibition using a low-cost virtual reality cardboard viewer that lends itself to an intuitive transition between the two environments. The findings showed that the interweaving experiences between the physical replica of cultural heritage and its virtual reimagining allows the visitors to draw the connection between the two sources of information. The narrative is created and controlled by the visitors, leading to an enjoyable experience. Finally, we reflect on the design implications of an AltR narrative for cultural heritage applications derived from the findings of the study.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"26 4","pages":"402-419"},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/PRES_a_00307","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50325019","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}