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Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women 虚拟现实:更好地预测全身幻觉--针对健康年轻女性的中介模型
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-10 DOI: 10.1007/s10055-024-01051-7
Franck-Alexandre Meschberger-Annweiler, Mariarca Ascione, Bruno Porras-Garcia, Maria Teresa Mendoza-Medialdea, Julia Prieto-Perpiña, Adela Fuste-Escolano, Jose Ruiz-Rodriguez, Marta Ferrer-Garcia, Jose Gutierrez-Maldonado

The application of advanced embodied technologies, particularly virtual reality (VR), has been suggested as a means to induce the full-body illusion (FBI). This technology is employed to modify different facets of bodily self-consciousness, which involves the sense of inhabiting a physical form, and is influenced by cognitive inputs, affective factors like body dissatisfaction, individual personality traits and suggestibility. Specifically, VR-based Mirror Exposure Therapies are used for the treatment of anorexia nervosa (AN). This study aims to investigate whether the “Big Five” personality dimensions, suggestibility, body dissatisfaction and/or body mass index can act as predictors for FBI, either directly or acting as a mediator, in young women of similar gender and age as most patients with AN. The FBI of 156 healthy young women immersed in VR environment was induced through visuomotor and visuo-tactile stimulations, and then assessed using the Avatar Embodiment Questionnaire, comprising four dimensions: Appearance, Ownership, Response, and Multi-Sensory. Data analysis encompassed multiple linear regressions and SPSS PROCESS macro’s mediation model. The findings revealed that the “Big Five” personality dimensions did not directly predict FBI in healthy young women, but Openness to experience, Agreeableness, and Neuroticism exerted an indirect influence on some FBI components through the mediation of suggestibility.

有人认为,应用先进的具身技术,特别是虚拟现实(VR),是诱发全身幻觉(FBI)的一种手段。这种技术被用来改变身体自我意识的不同方面,其中涉及身体形态的居住感,并受到认知输入、身体不满意等情感因素、个人人格特质和暗示性的影响。具体而言,基于虚拟现实的镜像暴露疗法被用于治疗神经性厌食症(AN)。本研究旨在调查 "五大 "人格维度、暗示性、身体不满意度和/或体重指数是否能直接或作为中介因素,对与大多数厌食症患者性别和年龄相似的年轻女性的联邦调查局起到预测作用。通过视觉运动和视觉触觉刺激,诱导 156 名健康年轻女性沉浸在 VR 环境中,然后使用 "阿凡达体现问卷 "对她们的 FBI 进行评估:阿凡达体现问卷包括四个维度:外观、所有权、响应和多感官。数据分析包括多重线性回归和 SPSS PROCESS 宏的中介模型。研究结果表明,"五大 "人格维度并不能直接预测健康年轻女性的联邦调查局,但经验开放性、宜人性和神经质通过暗示性的中介作用对联邦调查局的某些组成部分产生了间接影响。
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引用次数: 0
Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content 出版商更正:乘客在飞机上使用 VR 时的晕机现象:湍流和 VR 内容的影响
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-09 DOI: 10.1007/s10055-024-01047-3
Justin Mittelstaedt, Gerrit Huelmann, Claudia Marggraf-Micheel, Alexander Schiller, Carsten Seehof, Dirk Stelling
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引用次数: 0
Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training 利用基于研究的原位设计探索劳动力培训虚拟现实系统中学习模块的有效性和可用性
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-06 DOI: 10.1007/s10055-024-00995-0
Marjorie Zielke, Djakhangir Zakhidov, Erik DeFries, Malavika Prasad Shringarpure, Rudy Avila, Jacob Keul, Dean CarpenterTurner, Stacy Hargrove, Sabrina Bateman, Christopher Young

This study examines the implementation and effectiveness of Virtual Reality (VR) into employee communication training for Texas Department of Transportation employees. The study also explores the impact of iterative, in situ research-based design on VR system usability, and potential relationships between the usability and ergonomics of VR devices, and user receptiveness to VR content. For this work we adapt the definition of in situ to mean a learning activity that takes place in the location or environment where the participants will actually be trained. Following the pandemic, many office-based workers adopted hybrid-remote work formats (Yang, Kim, & Hong, 2023), necessitating updated approaches to employee training and instruction which VR may provide. Further, VR may offer opportunities for private role-play for employee communication practice, as well as an overall more high-fidelity learning opportunity. Findings indicate that VR is an effective and engaging solution for workforce and management communication training, and that hardware configurations influence overall employee enthusiasm for VR-based training.

本研究探讨了虚拟现实(VR)在德克萨斯州交通部员工交流培训中的实施情况和效果。本研究还探讨了基于现场研究的迭代设计对 VR 系统可用性的影响,以及 VR 设备的可用性和人体工程学与用户对 VR 内容的接受程度之间的潜在关系。在这项工作中,我们将 "原地 "的定义调整为在参与者实际接受培训的地点或环境中进行的学习活动。大流行病发生后,许多办公室工作人员采用了混合远程工作模式(Yang, Kim, & Hong, 2023),这就需要更新员工培训和指导方法,而 VR 可以提供这种培训和指导。此外,虚拟现实技术还可以为员工交流实践提供私人角色扮演的机会,以及整体上更高保真的学习机会。研究结果表明,VR 是劳动力和管理沟通培训的一种有效且吸引人的解决方案,硬件配置会影响员工对基于 VR 的培训的整体热情。
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引用次数: 0
Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images 通过语义差异探索用户在产品评估过程中的注视:虚拟现实与逼真图像的比较
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-08-30 DOI: 10.1007/s10055-024-01048-2
Almudena Palacios-Ibáñez, Santiago Castellet-Lathan, Manuel Contero

Advanced product presentation methods can enhance the product evaluation experience both during the design process and online shopping, as static images often fail to convey essential product details. Virtual Reality (VR) technologies hold great potential in this regard, becoming increasingly accessible to all users. However, the influence of display mediums on emotional responses and product assessment needs further investigation, especially using physiological measures to obtain more objective insights. In this study, we investigate the influence of VR and photorealistic images on assessing and observing virtual prototypes of game controllers. The Semantic Differential technique was employed for product assessment, while built-in eye-tracking was used to measure participants’ viewing time on various areas of interest (AOIs). Our findings show that the medium significantly affects not only product evaluation and confidence in the response but also how the user observes it, with sensory-related features being particularly influenced. These findings hold practical implications for product design and vendors, as understanding the relationship between visualization mediums and product evaluation enhances the design process and improves consumer experiences.

先进的产品展示方法可以在设计过程和在线购物中增强产品评估体验,因为静态图像往往无法传达重要的产品细节。虚拟现实(VR)技术在这方面具有巨大的潜力,越来越多的用户可以使用这种技术。然而,显示媒介对情感反应和产品评估的影响还需要进一步研究,尤其是利用生理测量来获得更客观的见解。在本研究中,我们调查了 VR 和逼真图像对评估和观察游戏控制器虚拟原型的影响。我们采用语义差异技术进行产品评估,同时使用内置眼动跟踪技术测量参与者在不同兴趣区域(AOIs)的观察时间。我们的研究结果表明,媒介不仅会极大地影响产品评估和对响应的信心,还会影响用户观察产品的方式,其中与感官相关的特征受到的影响尤为明显。这些研究结果对产品设计和供应商具有实际意义,因为了解可视化媒介与产品评价之间的关系可以强化设计过程,改善消费者体验。
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引用次数: 0
The use of CNNs in VR/AR/MR/XR: a systematic literature review 在 VR/AR/MR/XR 中使用 CNN:系统文献综述
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-08-30 DOI: 10.1007/s10055-024-01044-6
David Cortes, Belen Bermejo, Carlos Juiz

This study offers a systematic literature review on the application of Convolutional Neural Networks in Virtual Reality, Augmented Reality, Mixed Reality, and Extended Reality technologies. We categorise these applications into three primary classifications: interaction, where the networks amplify user engagements with virtual and augmented settings; creation, showcasing the networks’ ability to assist in producing high-quality visual representations; and execution, emphasising the optimisation and adaptability of apps across diverse devices and situations. This research serves as a comprehensive guide for academics, researchers, and professionals in immersive technologies, offering profound insights into the cross-disciplinary realm of network applications in these realities. Additionally, we underscore the notable contributions concerning these realities and their intersection with neural networks.

本研究对卷积神经网络在虚拟现实、增强现实、混合现实和扩展现实技术中的应用进行了系统的文献综述。我们将这些应用分为三个主要类别:交互,即卷积神经网络增强用户与虚拟和增强环境的互动;创建,展示卷积神经网络协助制作高质量视觉呈现的能力;以及执行,强调应用程序在不同设备和情况下的优化和适应性。这项研究为身临其境技术领域的学者、研究人员和专业人士提供了全面的指导,对这些现实中的网络应用的跨学科领域提供了深刻的见解。此外,我们还强调了有关这些现实及其与神经网络交叉的显著贡献。
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引用次数: 0
Exploring sex differences in collaborative virtual environments for participation equality and user experience 探索协作式虚拟环境中的性别差异,促进参与平等和用户体验
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-08-27 DOI: 10.1007/s10055-024-01022-y
Yifan Yang, Sheng Zhang, Xu Sun, Xingyi Zhang, Xiaotong Sun, Ying Jing, Canjun Yang

Communication technology plays a crucial role in facilitating remote collaborative work. This study investigated sex differences in Perceived Participation Equality and User Experience across different communication formats, i.e., face-to-face communication, conventional video conferences, and Virtual Reality (VR). An empirical study was conducted involving 15 groups, each comprising three participants, who engaged in a decision-making task. A research model was developed to evaluate the interplay between perceived participation equality, empathy, and immersion. This model was employed across three communication conditions and included both male and female participants. These findings on sex differences in user experience could help create a connected, cohesive, and productive remote collaborative work environment.

通信技术在促进远程协作工作方面发挥着至关重要的作用。本研究调查了不同交流形式(即面对面交流、传统视频会议和虚拟现实(VR))下感知参与平等性和用户体验的性别差异。实证研究涉及 15 个参与决策任务的小组,每个小组由三名参与者组成。研究建立了一个研究模型,以评估感知参与平等、移情和沉浸之间的相互作用。该模型适用于三种交流条件,参与者包括男性和女性。这些关于用户体验性别差异的研究结果有助于创建一个相互连接、具有凝聚力和生产力的远程协作工作环境。
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引用次数: 0
Phone-based virtual exploration of green space increases positive affect in students with test anxiety: a pre-post experimental study with qualitative insights 基于手机的绿色空间虚拟探索增加了考试焦虑学生的积极情绪:一项具有定性见解的前后实验研究
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-08-24 DOI: 10.1007/s10055-024-01046-4
Alison O’Meara, Tadgh Connery, Jason Chan, Cleidi Hearn, Marica Cassarino, Annalisa Setti

Nature confers a host of benefits including recovering from stress, replenishing attentional resources, improving mood, and decreasing negative thinking. Virtual nature, i.e. exposure to natural environments through technological means, has proven to also be efficacious in producing benefits, although more limitedly. Previous studies with immersive virtual reality with university students have shown that one bout of virtual nature can reduce negative affect in students with high test anxiety and can reduce feeling of worry and panic after several weeks of daily exposure. The present study aimed at replicating the effect of one bout of virtual nature on affect and extend it to cognition in a sample of university students with different levels of test anxiety. An inexpensive goggle + phone apparatus was utilized and the one bout of virtual nature was self-administered. 48 university students took part in the study, randomized between viewing a 360 degrees video of nature or of an urban environment. They completed the Positive and Negative Affect Schedule and the Cognitive Reflection Test before and after the exposure to the virtual environments and responded to open-ended questions about their experience of the intervention. Results showed improvements in positive affect in students with higher anxiety were obtained in the nature condition, no other effects were found. Qualitative appraisal indicated that participants in the nature condition felt more relaxed and focused, however the technical issues were detrimental to the benefits. In conclusion one bout of virtual nature could support students with higher test anxiety when confronted with examinations.

大自然能带来许多益处,包括从压力中恢复、补充注意力资源、改善情绪和减少负面思维。虚拟自然,即通过技术手段接触自然环境,已被证明也能产生益处,但效果有限。以前对大学生进行的沉浸式虚拟现实研究表明,对高度考试焦虑的学生来说,体验一次虚拟自然环境可以减少他们的负面情绪,并且在每天接触虚拟自然环境数周后,可以减少他们的担忧和恐慌感。本研究的目的是在具有不同程度考试焦虑的大学生样本中,复制一次虚拟现实对情绪的影响,并将其扩展到认知方面。研究使用了一种价格低廉的护目镜+手机设备,并对一次虚拟自然体验进行了自我管理。48 名大学生参加了这项研究,他们被随机分配观看 360 度自然或城市环境视频。他们在接触虚拟环境前后填写了积极和消极情绪表以及认知反思测试,并回答了有关干预体验的开放式问题。结果显示,在自然环境条件下,焦虑程度较高的学生的积极情绪有所改善,但未发现其他影响。定性评估表明,自然环境条件下的参与者感觉更加放松,注意力更加集中,但技术问题影响了效果。总之,一次虚拟自然体验可以帮助考试焦虑较高的学生应对考试。
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引用次数: 0
Continuance intention toward VR games of intangible cultural heritage: A stimulus-organism-response perspective 非物质文化遗产 VR 游戏的持续意向:刺激-机体-反应视角
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-08-23 DOI: 10.1007/s10055-024-01043-7
Ting Qiu, Hong Li, Yongkang Chen, Hui Zeng, Shufang Qian

Virtual reality (VR) games have become a popular method to preserve and transmit intangible cultural heritage in recent years. However, empirical studies pertaining to motivations behind the continuance intention to play VR games featuring intangible cultural heritage have been limited. The objective of this study focuses on answering an essential question: what factors influence user’s continuance intention to play intangible cultural heritage VR games? Both Stimulus-Organism-Response Theory and Technology Acceptance Model (TAM) are considered to develop twelve hypotheses and build the research framework. A survey of 190 respondents was conducted, and the results were analyzed by using PLS-SEM. The results show that visual attractiveness, interactivity, and immersion are significant indicators in measuring users’ continuance intention to play. Additionally, perceived usefulness, perceived ease of use, and perceived enjoyment of VR games positively influence their continuance intention. This study enriches the research of intangible cultural heritage VR games. It also provides theoretical implications for scholars and design strategies for VR developers and designers.

近年来,虚拟现实(VR)游戏已成为保护和传承非物质文化遗产的一种流行方法。然而,有关非物质文化遗产虚拟现实游戏用户持续玩下去的动机的实证研究却很有限。本研究旨在回答一个基本问题:哪些因素会影响用户继续玩非物质文化遗产 VR 游戏的意愿?研究考虑了刺激-组织-反应理论(Stimulus-Organism-Response Theory)和技术接受模型(Technology Acceptance Model,TAM),提出了十二个假设并构建了研究框架。对 190 名受访者进行了调查,并使用 PLS-SEM 对调查结果进行了分析。结果显示,视觉吸引力、互动性和沉浸感是衡量用户持续游戏意向的重要指标。此外,VR 游戏的感知有用性、感知易用性和感知愉悦性也会对用户的持续游戏意向产生积极影响。本研究丰富了非物质文化遗产 VR 游戏的研究。它还为学者们提供了理论依据,为 VR 开发者和设计者提供了设计策略。
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引用次数: 0
A framework for virtual learning in industrial engineering education: development of a reconfigurable virtual learning factory application 工业工程教育中的虚拟学习框架:开发可重新配置的虚拟学习工厂应用程序
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-08-12 DOI: 10.1007/s10055-024-01042-8
Walter Terkaj, Marcello Urgo, Péter Kovács, Erik Tóth, Marta Mondellini

Advances in digital factory technologies are offering great potential to innovate higher education, by enabling innovative learning approaches based on virtual laboratories that increase the involvement of students while delivering realistic experiences. This article introduces a framework for the development of virtual learning applications by addressing multidisciplinary requirements. The implementation of the framework can be eased by the use of the proposed virtual learning factory application (VLFA), an open-source solution that takes advantage of virtual reality to support innovative higher-education learning activities in industrial engineering. A complete design and development workflow is described, starting from the identification of the requirements, to the design of software modules and underlying technologies, up to the final implementation. The framework and the VLFA have been tested to implement a serious game related to the design and analysis of manufacturing systems, also collecting the feedback of students and teachers.

数字工厂技术的进步为高等教育的创新提供了巨大潜力,它使基于虚拟实验室的创新学习方法成为可能,在提供逼真体验的同时提高了学生的参与度。本文介绍了一个针对多学科需求的虚拟学习应用开发框架。虚拟学习工厂应用程序(VLFA)是一个开源解决方案,利用虚拟现实技术为工业工程领域的高等教育创新学习活动提供支持。本文介绍了一个完整的设计和开发工作流程,从确定需求开始,到设计软件模块和基础技术,直至最终实施。该框架和 VLFA 已通过测试,用于实施与制造系统的设计和分析有关的严肃游戏,同时还收集了学生和教师的反馈意见。
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引用次数: 0
A comparison of balance between real and virtual environments: differences, role of visual cues and full-body avatars, a quasi-experimental clinical study 真实环境与虚拟环境的平衡比较:差异、视觉线索和全身化身的作用,一项准实验性临床研究
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-08-05 DOI: 10.1007/s10055-024-01029-5
Patrice Piette, Emilie Leblong, Romain Cavagna, Albert Murienne, Bastien Fraudet, Philippe Gallien

Virtual rehabilitation using Virtual Reality (VR) technology is a promising novel approach to rehabilitation. However, postural responses in VR differ significantly from real life. The introduction of an avatar or visual cues in VR could help rectify this difference. An initial session was used to assess static and dynamic balance performances between VR and real life to set the reference values. A second session involved three VR conditions applied in a randomised order: i.e. full-body avatar, enhanced visual cues, or a combination of both conditions. Performances of the centre of pressure (COP) were recorded on a force plate. Seventy (70) people took part in the first session and 74 in the second. During the first session, a significant difference was observed in left static, right static and right dynamic COP distance (respectively SMD = − 0.40 [− 0.73, − 0.06], p = 0.02, − 0.33 [− 0.67, 0.00], p = 0.05, SMD = − 0.61 [− 0.95, − 0.27], p < 0.001) and a non-significant difference in the left dynamic, SMD = − 0.22 [− 0.56, 0.11], p = 0.19). During the second session it was observed that this difference was corrected mainly by reinforced visual information and to a lesser extent by the presence of a full-body avatar. Balance disruption triggered by the use of virtual reality can be offset by vertical visual information and/or by the presence of a full-body avatar. Further research is required on the effects of a full-body avatar.

利用虚拟现实(VR)技术进行虚拟康复是一种前景广阔的新型康复方法。然而,VR 中的姿势反应与现实生活中的姿势反应有很大不同。在 VR 中引入化身或视觉线索有助于纠正这种差异。最初的训练用于评估 VR 和现实生活中的静态和动态平衡表现,以设定参考值。第二个环节包括随机顺序应用的三种 VR 条件:即全身化身、增强视觉提示或两种条件的组合。压力中心(COP)的表现被记录在测力板上。第一阶段有 70 人参加,第二阶段有 74 人参加。在第一次训练中,观察到左侧静态、右侧静态和右侧动态 COP 距离有显著差异(分别为 SMD = - 0.40 [- 0.73, - 0.06],P = 0.02,- 0.33 [- 0.67, 0.00],p = 0.05,SMD = - 0.61 [- 0.95, - 0.27],p <0.001),左动态差异不显著,SMD = - 0.22 [- 0.56, 0.11],p = 0.19)。在第二轮训练中,观察到这种差异主要通过强化视觉信息得到纠正,其次是全身虚拟化身的存在。使用虚拟现实技术引起的平衡失调可以通过垂直视觉信息和/或全身化身的存在来抵消。关于全身化身的效果还需要进一步研究。
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引用次数: 0
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