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Reaching further in VR: a comparative study with a novel velocity-based technique. 在虚拟现实中更进一步:一种基于速度的新技术的比较研究。
IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-01 Epub Date: 2025-11-27 DOI: 10.1007/s10055-025-01189-y
Filip Škola, Fotis Liarokapis

Out-of-reach interaction in virtual reality has primarily relied on raycasting (selection using the laser pointer metaphor). However, as bare-hand tracking becomes increasingly prevalent, there is a growing need to explore and optimize hand-based out-of-reach interaction techniques. To address this, we introduce Hand Gliding and Laser Gliding, novel out-of-reach interaction techniques that use velocity-to-velocity mapping to control virtual hands through physical movements, and implement Go-Go and HOMER, position-to-position methods. First, a pilot study evaluated the feasibility of Hand Gliding. Next, we conducted a within-subject comparison of the four interaction techniques using selection and translation tasks while assessing speed, comfort, and subjective responses. The best results were achieved with both raycasting-aided techniques (HOMER, Laser Gliding) in terms of both performance and user comfort. Position-to-position mapping performed slightly better in tasks requiring rapid selection, while velocity-to-velocity techniques facilitated interaction at greater distances. The feasibility of velocity-to-velocity approaches to out-of-reach interaction was confirmed by this study. Due to their simple implementation (compared to position-based techniques, they do not require torso tracking data), velocity-based interaction methods have the potential for wide adoption in current VR systems.

虚拟现实中遥不可及的交互主要依赖于光线投射(使用激光笔比喻的选择)。然而,随着徒手跟踪变得越来越普遍,越来越需要探索和优化基于手的遥不可及的交互技术。为了解决这个问题,我们介绍了Hand Gliding和Laser Gliding,这是一种新颖的遥不可及的交互技术,使用速度到速度映射通过物理运动来控制虚拟的手,并实现了Go-Go和HOMER,位置到位置方法。首先,一项试点研究评估了手动滑翔的可行性。接下来,我们使用选择和翻译任务对四种交互技术进行了主题内比较,同时评估了速度、舒适度和主观反应。在性能和用户舒适度方面,两种射线浇铸辅助技术(HOMER, Laser Gliding)都取得了最好的效果。位置到位置映射在需要快速选择的任务中表现稍好,而速度到速度技术促进了远距离的交互。本研究证实了用速度-速度方法研究非接触相互作用的可行性。由于实现简单(与基于位置的技术相比,它们不需要躯干跟踪数据),基于速度的交互方法在当前的VR系统中具有广泛采用的潜力。
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引用次数: 0
The effect of virtual reality modality level of immersion and locomotion on Spatial learning and gaze measures. 虚拟现实模式的沉浸和运动水平对空间学习和凝视测量的影响。
IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-01 Epub Date: 2025-12-31 DOI: 10.1007/s10055-025-01297-9
Michal Gabay, Tom Schonberg

The widespread adoption of head-mounted display (HMD) virtual reality (VR) systems has emerged in various fields, including spatial learning research. This study investigated the effects of VR modality level of immersion, locomotion interface, and proprioception on spatial learning and physiological measures using eye-tracking (ET) in VR. We translated the classic T-maze task from Barnes et al. (Can J Psychol 34:29-39, 1980. https://doi.org/10.1037/h0081022) to humans for the first time, comparing three VR modalities: 3D HMD VR with physical walking, 3D HMD VR with controller-based movement, and 2D desktop VR. Eighty-eight participants were recruited, and recruitment was stopped once 75 valid participants were obtained (25 per experimental condition) in the powered sample, as preregistered. Results of generalized mixed linear models with binomial distribution to assess learning outcomes revealed that human participants employed a mixture of cue, place, and response strategies when navigating the virtual T-maze, mirroring rodent behavior. In both samples, mixed linear models showed no significant differences between the two HMD VR conditions in learning performance, nor consistent ones in strategy choices. However, 2D desktop navigation was associated with slower initial learning, though this discrepancy diminished in subsequent sessions. These results were supported by spatial presence, immersion, and naturalness reports. Gaze measures showed that participants who physically walked devoted more visual attention to environmental cues compared to controller users. Predictive models for identifying spatial learning strategies based on ET and behavioral measures demonstrated significant accuracy in permutation tests in some models, particularly in the VR walking condition and second session. Our findings enhance the understanding of spatial learning strategies and the effects of VR modality on cognition and gaze behavior. This work demonstrates the potential of integrated ET data and holds implications for early detection and personalized rehabilitation of neurodegenerative conditions related to spatial cognition.

Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01297-9.

头戴式显示器(HMD)虚拟现实(VR)系统已广泛应用于包括空间学习研究在内的各个领域。本研究利用眼动追踪技术(eye-tracking, ET)研究了沉浸状态、运动界面和本体感觉水平对虚拟现实空间学习和生理测量的影响。我们翻译了Barnes等人的经典T-maze任务(Can J Psychol 34:29- 39,1980)。https://doi.org/10.1037/h0081022),比较了三种VR模式:3D HMD VR与物理行走,3D HMD VR与基于控制器的运动,以及2D桌面VR。招募了88名参与者,当在动力样本中获得75名有效参与者(每个实验条件25名)作为预注册时,招募停止。基于二项分布的广义混合线性模型评估学习效果的结果显示,人类参与者在虚拟t型迷宫中使用线索、地点和反应混合策略,反映了啮齿动物的行为。在这两个样本中,混合线性模型显示两种HMD VR条件在学习表现上没有显著差异,在策略选择上也不一致。然而,2D桌面导航与较慢的初始学习有关,尽管这种差异在随后的学习中逐渐减弱。这些结果得到了空间存在、沉浸和自然度报告的支持。凝视测量显示,与控制器使用者相比,身体行走的参与者对环境线索的视觉关注更多。基于ET和行为测量的识别空间学习策略的预测模型在一些模型的排列测试中显示出显著的准确性,特别是在VR行走条件和第二阶段。我们的研究结果增强了对空间学习策略和VR模式对认知和凝视行为的影响的理解。这项工作证明了综合ET数据的潜力,并对与空间认知相关的神经退行性疾病的早期检测和个性化康复具有重要意义。补充资料:在线版本包含补充资料,下载地址:10.1007/s10055-025-01297-9。
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引用次数: 0
Towards user-centered interactive medical image segmentation in VR with an assistive AI agent. 基于辅助AI代理的VR中以用户为中心的交互式医学图像分割。
IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-01 Epub Date: 2025-12-25 DOI: 10.1007/s10055-025-01284-0
Pascal Spiegler, Arash Harirpoush, Yiming Xiao

Crucial in disease analysis and surgical planning, manual segmentation of volumetric medical scans (e.g. MRI, CT) is laborious, error-prone, and challenging to master, while fully automatic algorithms can benefit from user feedback. Therefore, with the complementary power of the latest radiological AI foundation models and virtual reality (VR)'s intuitive data interaction, we propose SAMIRA, a novel conversational AI agent for medical VR that assists users with localizing, segmenting, and visualizing 3D medical concepts. Through speech-based interaction, the agent helps users understand radiological features, locate clinical targets, and generate segmentation masks that can be refined with just a few point prompts. The system also supports true-to-scale 3D visualization of segmented pathology to enhance patient-specific anatomical understanding. Furthermore, to determine the optimal interaction paradigm under near-far attention-switching for refining segmentation masks in an immersive, human-in-the-loop workflow, we compare VR controller pointing, head pointing, and eye tracking as input modes. With a user study, evaluations demonstrated a high usability score (SUS = 90.0 ± 9.0), low overall task load, as well as strong support for the proposed VR system's guidance, training potential, and integration of AI in radiological segmentation tasks.

在疾病分析和手术计划中至关重要的是,体积医学扫描(例如MRI, CT)的手动分割是费力的,容易出错的,并且很难掌握,而全自动算法可以从用户反馈中受益。因此,借助最新放射AI基础模型和虚拟现实(VR)直观数据交互的互补力量,我们提出了SAMIRA,这是一种用于医疗VR的新型会话AI代理,可帮助用户定位,分割和可视化3D医疗概念。通过基于语音的交互,代理帮助用户理解放射特征,定位临床目标,并生成分割掩码,这些掩码可以通过几个点提示进行细化。该系统还支持分段病理的真实比例3D可视化,以增强对患者特定解剖的理解。此外,为了确定在近距离注意力切换下的最佳交互范例,以便在沉浸式人在循环工作流程中精炼分割掩码,我们比较了VR控制器指向、头部指向和眼动追踪作为输入模式。通过用户研究,评估结果表明,该系统具有较高的可用性得分(SUS = 90.0±9.0),总体任务负荷较低,并且对所提出的VR系统的指导、训练潜力和人工智能在放射分割任务中的集成提供了强有力的支持。
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引用次数: 0
XR body illusion for managing pain in fibromyalgia: examining optimal duration. XR体错觉治疗纤维肌痛:检查最佳持续时间。
IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-01 Epub Date: 2025-12-27 DOI: 10.1007/s10055-025-01241-x
Jennifer Todd, Kirk Woolford, Lee Cheng, Michael C Lee, Elsje de Villiers, Deanna Finn, Jane E Aspell

Background: Fibromyalgia is a chronic condition characterised by widespread pain, as well as sleep disturbances, fatigue, and memory and concentration difficulties. Research suggests that an alteration in how the brain represents multisensory inputs from the body may cause or maintain chronic pain conditions, including fibromyalgia. Extended reality (XR) and virtual reality setups generating multisensory conflicts have been shown to alleviate pain, however, the optimal duration for such interventions remains unexplored. Here, we aimed to determine an optimal duration for the cardio-visual full body illusion (FBI) in fibromyalgia, considering both tolerability and changes in pain.

Methods: Participants wore headsets to view a video of their own body, filmed from behind, and their virtual body flashed in synchrony with their heartbeat. We used an established dose-finding protocol to determine the ideal duration (balancing benefit and tolerability). Seven cohorts of participants (N = 20) were exposed to different durations of the FBI, with adjustments to duration made according to predefined criteria. Measures included a numeric rating scale for pain intensity, pressure pain thresholds, and scales measuring fibromyalgia symptom severity and impact.

Results: We found a quadratic relationship between session duration and changes in self-reported pain-intensity, with 8-16-min durations yielding the most significant improvements. Notably, in the 12-min cohorts pain relief was sustained at 24-h follow-up, and this is the recommended duration for future research.

Conclusions: These findings represent a key step towards developing an effective non-pharmacological intervention for fibromyalgia. Future dose-optimisation research should explore the optimum number of sessions and spacing between sessions.

背景:纤维肌痛是一种慢性疾病,其特征是广泛的疼痛,以及睡眠障碍、疲劳、记忆和注意力困难。研究表明,大脑如何表现来自身体的多感官输入的改变可能导致或维持慢性疼痛,包括纤维肌痛。扩展现实(XR)和虚拟现实设置产生多感官冲突已被证明可以减轻疼痛,然而,此类干预的最佳持续时间仍未探索。在这里,我们的目的是考虑到耐受性和疼痛的变化,确定纤维肌痛心视全身错觉(FBI)的最佳持续时间。方法:参与者戴着耳机观看他们自己身体的视频,从背后拍摄,他们的虚拟身体与他们的心跳同步闪现。我们使用既定的剂量发现方案来确定理想的持续时间(平衡获益和耐受性)。七组参与者(N = 20)暴露于不同的FBI持续时间,并根据预定义的标准调整持续时间。测量方法包括疼痛强度、压力痛阈值的数值评定量表,以及测量纤维肌痛症状严重程度和影响的量表。结果:我们发现疗程持续时间与自我报告的疼痛强度变化之间呈二次关系,8-16分钟的持续时间产生最显著的改善。值得注意的是,在12分钟队列中,疼痛缓解在24小时的随访中持续,这是未来研究的推荐持续时间。结论:这些发现代表了开发有效的非药物干预纤维肌痛的关键一步。未来的剂量优化研究应该探索最佳的治疗次数和治疗间隔。
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引用次数: 0
Stressful urban walks: an experimental design for measuring physiological and psychological stress in virtual urban environments. 有压力的城市步行:在虚拟城市环境中测量生理和心理压力的实验设计。
IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-01 Epub Date: 2026-01-17 DOI: 10.1007/s10055-025-01300-3
Reza Aghanejad, Amit Birenboim, Mario Matthys, Sebastien Claramunt, Camille Perchoux

Introduction: Stress is a growing public health concern, with urban environments strongly influencing stress levels. Experimental approaches simulating human motion (i.e., walking) in virtual urban environments may constitute a promising avenue to assess environmental effects on stress. This study aims to systematically examine the ability to induce and measure psychological and physiological stress responses during walking in immersive virtual urban environments. It includes two sub-experiments: one comparing average stress levels between an urban park and a street, and one assessing momentary stress responses to a siren stimulus.

Methods: Fifty adults residing in Luxembourg experienced virtual walks through a park and a street, in a randomized crossover design, as well as a walk through the street with a siren stimulus. Physiological responses (electrodermal activity (EDA), heart rate (HR), and pupil diameter) were recorded continuously, while self-reported stress and emotional perceptions were assessed after each session via in-VR questionnaires.

Results: Participants reported significantly lower self-reported stress and more positive emotional engagement in the park compared to the street. The standard deviation of HR was higher in the street, possibly indicating higher stress levels, while average pupil diameter was larger in the park, reflecting heightened emotional arousal. Other biomarkers showed no significant differences. Pupil diameter and EDA effectively detected momentary stress after the siren stimulus.

Conclusions: Combining virtual environments with a walking simulator and biosensors provides a novel, effective method to study environmental impacts on stress. Findings contribute to identifying stress-inducing urban environments and developing stress reduction interventions.

Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01300-3.

压力是一个日益严重的公共卫生问题,城市环境强烈影响压力水平。在虚拟城市环境中模拟人类运动(即步行)的实验方法可能构成评估环境对压力影响的有希望的途径。本研究旨在系统地研究在沉浸式虚拟城市环境中行走时诱导和测量心理和生理应激反应的能力。它包括两个子实验:一个比较城市公园和街道的平均压力水平,另一个评估对警笛刺激的瞬时压力反应。方法:在随机交叉设计中,居住在卢森堡的50名成年人在公园和街道上进行虚拟行走,以及在警笛刺激下走过街道。连续记录生理反应(皮电活动(EDA)、心率(HR)和瞳孔直径),同时在每次会话后通过vr问卷评估自我报告的压力和情绪感知。结果:与街道相比,公园里的参与者自我报告的压力明显降低,积极的情绪投入也更多。在街道上,HR的标准差更高,可能表明压力水平更高,而在公园里,平均瞳孔直径更大,反映了更高的情绪唤醒。其他生物标志物无显著差异。瞳孔直径和EDA能有效检测警笛刺激后的瞬时应激。结论:将虚拟环境与步行模拟器和生物传感器相结合,为研究环境对应激的影响提供了一种新颖、有效的方法。研究结果有助于识别导致压力的城市环境,并制定减少压力的干预措施。补充资料:在线版本提供补充资料,网址为10.1007/s10055-025-01300-3。
{"title":"Stressful urban walks: an experimental design for measuring physiological and psychological stress in virtual urban environments.","authors":"Reza Aghanejad, Amit Birenboim, Mario Matthys, Sebastien Claramunt, Camille Perchoux","doi":"10.1007/s10055-025-01300-3","DOIUrl":"10.1007/s10055-025-01300-3","url":null,"abstract":"<p><strong>Introduction: </strong>Stress is a growing public health concern, with urban environments strongly influencing stress levels. Experimental approaches simulating human motion (i.e., walking) in virtual urban environments may constitute a promising avenue to assess environmental effects on stress. This study aims to systematically examine the ability to induce and measure psychological and physiological stress responses during walking in immersive virtual urban environments. It includes two sub-experiments: one comparing average stress levels between an urban park and a street, and one assessing momentary stress responses to a siren stimulus.</p><p><strong>Methods: </strong>Fifty adults residing in Luxembourg experienced virtual walks through a park and a street, in a randomized crossover design, as well as a walk through the street with a siren stimulus. Physiological responses (electrodermal activity (EDA), heart rate (HR), and pupil diameter) were recorded continuously, while self-reported stress and emotional perceptions were assessed after each session via in-VR questionnaires.</p><p><strong>Results: </strong>Participants reported significantly lower self-reported stress and more positive emotional engagement in the park compared to the street. The standard deviation of HR was higher in the street, possibly indicating higher stress levels, while average pupil diameter was larger in the park, reflecting heightened emotional arousal. Other biomarkers showed no significant differences. Pupil diameter and EDA effectively detected momentary stress after the siren stimulus.</p><p><strong>Conclusions: </strong>Combining virtual environments with a walking simulator and biosensors provides a novel, effective method to study environmental impacts on stress. Findings contribute to identifying stress-inducing urban environments and developing stress reduction interventions.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at 10.1007/s10055-025-01300-3.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 1","pages":"45"},"PeriodicalIF":5.0,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12855307/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146107503","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Mixed reality assistive technology to support independence at home of older adults with neurocognitive disorders: development and evaluation of utility and usability. 支持患有神经认知障碍的老年人在家独立的混合现实辅助技术:实用性和可用性的开发和评估
IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-01 Epub Date: 2026-01-07 DOI: 10.1007/s10055-025-01164-7
Guillaume Spalla, Charles Gouin-Vallerand, Nathalie Bier

Older adults may be subjected to neurocognitive disorders. One of the first cognitive domains to be affected is executive functions. Executive functions are defined as the capacity to plan and carry out complex goal-directed behavior. Impairment in executive functions can have an impact on the ability of the individual to continue to live at home independently. Assistive technology may alleviate these impairments. Mixed reality can offer theoretical advantages in this context. Mixed reality blends virtual elements into one's perception of the real world. Develop and evaluate the utility, usability and cognitive load of MATCH, a mixed reality assistive technology for cognition. MATCH has been developed to support executive function impairments while following the recommendations of human-computer interaction in mixed reality and assistive technology for cognition. An evaluation was carried out with 12 older adults without and with neurocognitive disorders. A quantitative analysis was conducted using performance and self-reported metrics. A deductive thematic content qualitative analysis was done based on spontaneous comments made by participants. MATCH could autonomously guide participants, providing necessary and sufficient assistance with only a low cognitive load. It did not have any negative impact. Themes emerged related to the positive and negative aspects of utility, usability and social significance. A number of potential avenues for further research were identified, including the possibility of exploring alternative methods of providing assistance based on the user's previous interactions with the system.

老年人可能会出现神经认知障碍。首先受到影响的认知领域之一是执行功能。执行功能被定义为计划和执行复杂的目标导向行为的能力。执行功能的损害会影响个人继续在家中独立生活的能力。辅助技术可以减轻这些缺陷。在这种情况下,混合现实可以提供理论上的优势。混合现实将虚拟元素融入到人们对现实世界的感知中。开发和评估混合现实认知辅助技术MATCH的实用性、可用性和认知负荷。MATCH的开发是为了支持执行功能障碍,同时遵循混合现实中的人机交互和认知辅助技术的建议。对12名没有和有神经认知障碍的老年人进行了评估。使用性能和自我报告指标进行定量分析。根据参与者的自发评论进行演绎主题内容定性分析。MATCH可以自主引导参与者,在认知负荷较低的情况下提供必要和足够的帮助。它没有产生任何负面影响。主题与效用、可用性和社会意义的积极和消极方面有关。确定了若干进一步研究的可能途径,包括根据用户以前与系统的相互作用探索提供援助的替代方法的可能性。
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引用次数: 0
Prediction-based attention computing: a proof of concept study. 基于预测的注意力计算:概念验证研究。
IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-01 Epub Date: 2026-01-19 DOI: 10.1007/s10055-025-01307-w
T Arthur, D Borg, Y Wang, D Harris, S Vine, G Buckingham, M Wilson, M Brosnan

Recent advancements in extended reality (XR) and data modelling present new opportunities for adaptive simulation solutions, which can measure and respond to individual neuropsychological states. However, questions remain about the optimal metrics for real-time data capture and the applicability of these solutions for enhancing user experiences. The present research examined a novel form of adaptive XR, called "prediction-based attention computing" (PbAC), which tailors simulations based on computational models of the brain and, thus, the dynamic sensorimotor processes theorised to underpin human perception and learning. Specifically, this study aimed to demonstrate whether PbAC can adaptively capture users' internal state predictions and modulate associated neuropsychological responses. To test this, we used an XR-based racquetball paradigm, in which participants were tasked with intercepting virtual balls that emerged from different starting locations. For PbAC conditions, in-situ eye tracking data assessments were utilised to index participant's prior beliefs and manipulate levels of expectedness (i.e., prediction error) on each trial. Various measures of predictive sensorimotor behaviour were then extracted and compared with data from probability-controlled and matched-order control conditions. Results showed that sensorimotor responses were affected by the expectedness of XR stimuli, and that clear, prediction-related biases emerged within PbAC conditions. The novel computing software also provoked marked surprisal responses on trials designed to elicit high levels of prediction error, and these surprisal effects were similar, or even greater than, those in our comparison conditions. Together, the findings provide proof of concept for PbAC and support its development within future research and technology innovations.

Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01307-w.

扩展现实(XR)和数据建模的最新进展为自适应仿真解决方案提供了新的机会,这些解决方案可以测量和响应个体的神经心理状态。然而,关于实时数据捕获的最佳指标以及这些解决方案对增强用户体验的适用性的问题仍然存在。目前的研究考察了一种新的适应性XR形式,称为“基于预测的注意力计算”(PbAC),它根据大脑的计算模型量身定制模拟,因此,动态感觉运动过程理论化,以支撑人类的感知和学习。具体来说,本研究旨在证明PbAC是否能够自适应地捕捉用户的内部状态预测并调节相关的神经心理反应。为了验证这一点,我们使用了基于xr的壁球范式,其中参与者的任务是拦截从不同起始位置出现的虚拟球。对于PbAC条件,使用现场眼动追踪数据评估来索引参与者的先验信念,并在每次试验中操纵期望水平(即预测误差)。然后提取预测感觉运动行为的各种措施,并与概率控制和匹配顺序控制条件下的数据进行比较。结果表明,感觉运动反应受到XR刺激预期的影响,并且在PbAC条件下出现了明显的预测相关偏差。这种新颖的计算软件还在旨在引发高水平预测误差的试验中引发了显著的意外反应,这些意外效果与我们的比较条件相似,甚至更大。总之,这些发现为PbAC的概念提供了证据,并支持其在未来研究和技术创新中的发展。补充信息:在线版本包含补充资料,提供地址:10.1007/s10055-025-01307-w。
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引用次数: 0
From "skype on wheels" to embodied telepresence: a holistic approach to improving the user experience of telepresence robots. 从“车轮上的skype”到具体化的远程呈现:改善远程呈现机器人用户体验的整体方法。
IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2025-09-25 DOI: 10.1007/s10055-025-01222-0
Ivan A Aguilar, Markku Suomalainen, Steven M LaValle, Timo Ojala, Bernhard E Riecke

Telepresence robots offer the promise of remote presence, but user experience, usability, and performance challenges hinder widespread adoption. This study introduces a novel and low-cost user interface for telepresence robots that integrates insights from virtual reality (VR) and robotics to address these limitations. The novel setup was designed holistically, considering several different factors: an inclined rotating chair for embodied rotation, a joystick for precise translation, dual displays for enhanced spatial awareness, and an immersive setup with controlled lighting and audio. A user study (N = 42) with a simulated robot in a virtual environment compared this novel setup with a standard setup, that mimicked the typical user interface of commercial telepresence robots. Results showed that this novel setup significantly improved the user experience, particularly increasing presence, enjoyment, and engagement. This novel setup also improved task performance over time, reducing obstacle collisions and distance traveled. These findings highlight the potential for combining and incorporating insights from VR and robotics to design more effective and user-friendly interfaces for telepresence robots, paving the way for increased adoption.

Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01222-0.

远程呈现机器人提供了远程呈现的希望,但用户体验、可用性和性能方面的挑战阻碍了其广泛采用。本研究为远程呈现机器人引入了一种新颖且低成本的用户界面,该界面集成了虚拟现实(VR)和机器人技术的见解,以解决这些限制。这个新颖的装置是整体设计的,考虑了几个不同的因素:一个倾斜的旋转椅,一个精确平移的操纵杆,增强空间意识的双显示器,以及一个具有控制照明和音频的沉浸式设置。一项在虚拟环境中模拟机器人的用户研究(N = 42)将这种新设置与模仿商业远程呈现机器人典型用户界面的标准设置进行了比较。结果表明,这种新颖的设置显著改善了用户体验,特别是增加了存在感、乐趣和参与度。随着时间的推移,这种新颖的设置也提高了任务性能,减少了障碍物碰撞和行驶距离。这些发现强调了将VR和机器人技术的见解结合起来,为远程呈现机器人设计更有效、用户友好的界面的潜力,为更多的采用铺平了道路。补充资料:在线版本提供补充资料,网址为10.1007/s10055-025-01222-0。
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引用次数: 0
Obstacle avoidance of physical, stereoscopic, and pictorial objects. 避免物理的、立体的和图形物体的障碍。
IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2025-03-01 DOI: 10.1007/s10055-025-01119-y
Martin Giesel, Daniela Ruseva, Constanze Hesse

Simulated environments, e.g., virtual or augmented reality environments, are becoming increasingly popular for the investigation and training of motor actions. Yet, so far it remains unclear if results of research and training in those environments transfer in the expected way to natural environments. Here, we investigated the types of visual cues that are required to ensure naturalistic hand movements in simulated environments. We compared obstacle avoidance of physical objects with obstacle avoidance of closely matched 2D and 3D images of the physical objects. Participants were asked to reach towards a target position without colliding with obstacles of varying height that were placed in the movement path. Using a pre-test post-test design, we tested obstacle avoidance for 2D and 3D images of obstacles both before and after exposure to the physical obstacles. Consistent with previous findings, we found that participants initially underestimated the magnitude differences between the obstacles, but after exposure to the physical obstacles avoidance performance for the 3D images became similar to performance for the physical obstacles. No such change was found for 2D images. Our findings highlight the importance of disparity cues for naturalistic motor actions in personal space. Furthermore, they suggest that the observed change in obstacle avoidance for 3D images resulted from a calibration of the disparity cues in the 3D images using an accurate estimate of the egocentric distance to the obstacles gained from the interaction with the physical obstacles.

模拟环境,例如虚拟或增强现实环境,在运动行为的调查和训练中越来越受欢迎。然而,到目前为止,尚不清楚在这些环境中进行的研究和训练的结果是否能以预期的方式转移到自然环境中。在这里,我们研究了在模拟环境中确保手部自然运动所需的视觉线索类型。我们将物理物体的避障与物理物体紧密匹配的二维和三维图像的避障进行了比较。参与者被要求在到达目标位置时不与放置在运动路径上的不同高度的障碍物发生碰撞。使用前测后测设计,我们测试了障碍物在接触物理障碍物之前和之后的2D和3D障碍物图像的避障情况。与之前的研究结果一致,我们发现参与者最初低估了障碍物之间的大小差异,但在接触到物理障碍物之后,他们对3D图像的回避表现与对物理障碍物的回避表现相似。2D图像没有发现这种变化。我们的研究结果强调了差异线索对个人空间自然运动行为的重要性。此外,他们认为,观察到的3D图像避障的变化是由于对3D图像中的视差线索进行了校准,使用了从与物理障碍物的相互作用中获得的以自我为中心的距离的准确估计。
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引用次数: 0
Experiential learning through virtual reality by-proxy. 通过代理虚拟现实进行体验式学习。
IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2025-02-08 DOI: 10.1007/s10055-025-01106-3
Nicola Veitch, Claire Donald, Andrew Judge, Christopher Carman, Pamela Scott, Sonya Taylor, Leah Marks, Avril Edmond, Nathan Kirkwood, Neil McDonnell, Fiona Macpherson

Virtual reality (VR) is increasingly being used as a teaching and learning tool, however scaling this technology is difficult due to technological and cost considerations. An alternative approach that helps to address these problems is VR-by-proxy, where teaching takes place within a VR environment that is controlled by one lecturer and broadcast to students online. This allows the content to be accessed without specialist equipment while still offering an immersive and interactive experience. Taking advantage of the enforced move to online learning during the COVID-19 pandemic, this study evaluates the implementation of a novel VR-by-proxy disease diagnostic laboratory VR simulation within an undergraduate life sciences course in a higher education setting. Student participants were randomly allocated into two groups: the test group, who took part in a VR-by-proxy lesson; and a control group, who worked with interactive online lab manual material. We assessed improvement in learning and enjoyment through questionnaires before and after these tasks and collected qualitative data on student attitudes towards VR through focus groups. Our results indicate that although there is no observable difference in learning outcomes between the two groups, students in the test group reported an improved learning experience, confidence and enjoyment of learning. In our focus groups, confidence was understood in two ways by participants: firstly, as 'understanding' of the various steps involved in conducting a quantitative polymerase chain reaction experiment and secondly as a more general 'familiarity' with the laboratory setting. This study adds to the growing body of research into the effectiveness of VR for learning and teaching, highlighting that VR-by-proxy may provide many of the same benefits.

Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01106-3.

虚拟现实(VR)越来越多地被用作教学和学习工具,但由于技术和成本的考虑,这项技术很难扩展。另一种有助于解决这些问题的方法是VR-by-proxy,在VR环境中进行教学,由一名讲师控制,并在线向学生广播。这使得在没有专业设备的情况下访问内容,同时仍然提供身临其境的互动体验。利用COVID-19大流行期间强制在线学习的优势,本研究评估了在高等教育环境下的本科生命科学课程中新型VR-代理疾病诊断实验室VR模拟的实施情况。学生参与者被随机分为两组:测试组,他们参加虚拟现实代理课程;另一个控制组,他们使用交互式在线实验室手册材料。我们在这些任务前后通过问卷调查评估了学习和享受的改善,并通过焦点小组收集了学生对VR态度的定性数据。我们的研究结果表明,虽然两组之间的学习成果没有明显差异,但实验组的学生报告了学习体验,信心和学习乐趣的改善。在我们的焦点小组中,参与者以两种方式理解信心:首先,“理解”进行定量聚合酶链反应实验所涉及的各个步骤,其次是对实验室环境的更普遍的“熟悉”。这项研究增加了越来越多关于虚拟现实在学习和教学中的有效性的研究,强调虚拟现实代理可能提供许多相同的好处。补充信息:在线版本包含补充资料,下载地址:10.1007/s10055-025-01106-3。
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