Pub Date : 2025-01-01Epub Date: 2025-07-22DOI: 10.1007/s10055-025-01192-3
Shubham Singh, Yash Sharma, Amer Liaqat, Roy S Kalawsky
The advancements in the field of XR devices and systems are interesting from an industrial point of view, as they present new opportunities for improving productivity and operations through-smart tooling, digitally enhanced assembly and maintenance, inspection, remote collaborations, etc. Typically, the XR headsets claim to provide a full 6-DoF tracking, while this may be good enough for consumer or entertainment applications; for an industrial application, we need to determine the exact errors and tolerances of the tracking for practical applications. In this paper, we present our methods and critical measurements from evaluating HTC Vive XR Elite and Magic Leap 2 for full 6-DoF tracking, depth perception accuracy, and drift accumulation over time. Through these tests, we measured a significant difference between individual XR devices' tracking accuracy, depth perception, and drifts, which could range from moderate to severe impact for the on-job deployment of these devices. By systematically analyzing error margins and tracking fidelity, this study aims to provide new valuable insights into the strengths and limitations of tracking capabilities of these XR devices, and the methodology which can be adopted to evaluate others. Further, this study could also help design AR symbology and user experience for an industrial application.
{"title":"Evaluation of XR device's real-world tracking accuracy and depth perception from an industrial point of view.","authors":"Shubham Singh, Yash Sharma, Amer Liaqat, Roy S Kalawsky","doi":"10.1007/s10055-025-01192-3","DOIUrl":"10.1007/s10055-025-01192-3","url":null,"abstract":"<p><p>The advancements in the field of XR devices and systems are interesting from an industrial point of view, as they present new opportunities for improving productivity and operations through-smart tooling, digitally enhanced assembly and maintenance, inspection, remote collaborations, etc. Typically, the XR headsets claim to provide a full 6-DoF tracking, while this may be good enough for consumer or entertainment applications; for an industrial application, we need to determine the exact errors and tolerances of the tracking for practical applications. In this paper, we present our methods and critical measurements from evaluating HTC Vive XR Elite and Magic Leap 2 for full 6-DoF tracking, depth perception accuracy, and drift accumulation over time. Through these tests, we measured a significant difference between individual XR devices' tracking accuracy, depth perception, and drifts, which could range from moderate to severe impact for the on-job deployment of these devices. By systematically analyzing error margins and tracking fidelity, this study aims to provide new valuable insights into the strengths and limitations of tracking capabilities of these XR devices, and the methodology which can be adopted to evaluate others. Further, this study could also help design AR symbology and user experience for an industrial application.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 3","pages":"118"},"PeriodicalIF":5.0,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12283432/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144709087","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}
Pub Date : 2025-01-01Epub Date: 2025-03-22DOI: 10.1007/s10055-025-01125-0
E M J L Postuma, F W Cornelissen, M Pahlevan, J Heutink, G A de Haan
Introduction: Virtual reality environments presented through head mounted displays (HMDs) hold promise for training or studying mobility activities, such as cycling, walking, and street crossing. Yet, the limited field of view (FoV) of HMDs may influence scanning behaviour, reducing the translatability of findings to real-life situations. This study aims to (i) investigate how a reduced FoV influences scanning behaviour during mobility activities, and (ii) whether these alterations in scanning vary across these activities.
Method: Sixteen participants performed a real-life walking, cycling and street crossing activity twice; once with and once without a reduced FoV. A mobile eye-tracker with a built in gyroscope recorded scanning behaviour. Scanning behaviour was evaluated in terms of saccadic frequency and amplitude, horizontal head movement frequency and amplitude, and the horizontal and vertical eye position.
Results: The participants performed more horizontal head movements with larger amplitudes during the reduced FoV compared to the normal FoV. Additionally, they distributed their horizontal eye position more towards the central regions and less towards their peripheral regions. Overall, the range of both horizontal and vertical eye position decreased. The impact of the reduced FoV on horizontal head movement amplitude, horizontal eye position, and vertical eye position varied across activities.
Conclusion: Generally, individuals seem to compensate for a reduced FoV by making more horizontal head movements with large amplitudes, while reducing the eye position distribution. Consequently, caution is advised when translating outcomes on scanning behaviour observed in HMDs to those expected in real-life situations.
Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01125-0.
{"title":"Reduced field of view alters scanning behaviour.","authors":"E M J L Postuma, F W Cornelissen, M Pahlevan, J Heutink, G A de Haan","doi":"10.1007/s10055-025-01125-0","DOIUrl":"10.1007/s10055-025-01125-0","url":null,"abstract":"<p><strong>Introduction: </strong>Virtual reality environments presented through head mounted displays (HMDs) hold promise for training or studying mobility activities, such as cycling, walking, and street crossing. Yet, the limited field of view (FoV) of HMDs may influence scanning behaviour, reducing the translatability of findings to real-life situations. This study aims to (i) investigate how a reduced FoV influences scanning behaviour during mobility activities, and (ii) whether these alterations in scanning vary across these activities.</p><p><strong>Method: </strong>Sixteen participants performed a real-life walking, cycling and street crossing activity twice; once with and once without a reduced FoV. A mobile eye-tracker with a built in gyroscope recorded scanning behaviour. Scanning behaviour was evaluated in terms of saccadic frequency and amplitude, horizontal head movement frequency and amplitude, and the horizontal and vertical eye position.</p><p><strong>Results: </strong>The participants performed more horizontal head movements with larger amplitudes during the reduced FoV compared to the normal FoV. Additionally, they distributed their horizontal eye position more towards the central regions and less towards their peripheral regions. Overall, the range of both horizontal and vertical eye position decreased. The impact of the reduced FoV on horizontal head movement amplitude, horizontal eye position, and vertical eye position varied across activities.</p><p><strong>Conclusion: </strong>Generally, individuals seem to compensate for a reduced FoV by making more horizontal head movements with large amplitudes, while reducing the eye position distribution. Consequently, caution is advised when translating outcomes on scanning behaviour observed in HMDs to those expected in real-life situations.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at 10.1007/s10055-025-01125-0.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 2","pages":"55"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11928371/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143693587","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}
Pub Date : 2025-01-01Epub Date: 2024-12-26DOI: 10.1007/s10055-024-01088-8
Pascal Spiegler, Haitham Abdelsalam, Owen Hellum, Aristides Hadjinicolaou, Alexander G Weil, Yiming Xiao
Epilepsy is a neurological disorder characterized by recurring seizures that can cause a wide range of symptoms. Stereo-electroencephalography (SEEG) is a diagnostic procedure where multiple electrodes are stereotactically implanted within predefined brain regions to identify the seizure onset zone, which needs to be surgically removed or disconnected to achieve remission of focal epilepsy. This procedure is complex and challenging due to two main reasons. First, as electrode placement requires good accuracy in desired brain regions, excellent knowledge and understanding of the 3D brain anatomy is required. Second, as typically multiple SEEG electrodes need to be implanted, the positioning of intracerebral electrodes must avoid critical structures (e.g., blood vessels) to ensure patient safety. Traditional SEEG surgical planning relies on 2D display of multi-contrast volumetric medical imaging data, and places a high cognitive demand for surgeons' spatial understanding, resulting in potentially sub-optimal surgical plans and extensive planning time (~ 15 min per electrode). In contrast, virtual reality (VR) presents an intuitive and immersive approach that can offer more intuitive visualization of 3D data as well as potentially enhanced efficiency for neurosurgical planning. Unfortunately, existing VR systems for SEEG surgery only focus on the visualization of post-surgical scans to confirm electrode placement. To address the need, we introduce the first VR system for SEEG planning that integrates user-friendly and efficient visualization and interaction strategies while providing real-time feedback metrics, including distances to nearest blood vessels, angles of insertion, and the overall surgical quality scores. The system reduces the surgical planning time by 91%.
{"title":"PreVISE: an efficient virtual reality system for SEEG surgical planning.","authors":"Pascal Spiegler, Haitham Abdelsalam, Owen Hellum, Aristides Hadjinicolaou, Alexander G Weil, Yiming Xiao","doi":"10.1007/s10055-024-01088-8","DOIUrl":"10.1007/s10055-024-01088-8","url":null,"abstract":"<p><p>Epilepsy is a neurological disorder characterized by recurring seizures that can cause a wide range of symptoms. Stereo-electroencephalography (SEEG) is a diagnostic procedure where multiple electrodes are stereotactically implanted within predefined brain regions to identify the seizure onset zone, which needs to be surgically removed or disconnected to achieve remission of focal epilepsy. This procedure is complex and challenging due to two main reasons. First, as electrode placement requires good accuracy in desired brain regions, excellent knowledge and understanding of the 3D brain anatomy is required. Second, as typically multiple SEEG electrodes need to be implanted, the positioning of intracerebral electrodes must avoid critical structures (e.g., blood vessels) to ensure patient safety. Traditional SEEG surgical planning relies on 2D display of multi-contrast volumetric medical imaging data, and places a high cognitive demand for surgeons' spatial understanding, resulting in potentially sub-optimal surgical plans and extensive planning time (~ 15 min per electrode). In contrast, virtual reality (VR) presents an intuitive and immersive approach that can offer more intuitive visualization of 3D data as well as potentially enhanced efficiency for neurosurgical planning. Unfortunately, existing VR systems for SEEG surgery only focus on the visualization of post-surgical scans to confirm electrode placement. To address the need, we introduce the first VR system for SEEG planning that integrates user-friendly and efficient visualization and interaction strategies while providing real-time feedback metrics, including distances to nearest blood vessels, angles of insertion, and the overall surgical quality scores. The system reduces the surgical planning time by 91%.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":"13"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11669611/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142903568","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}
Pub Date : 2025-01-01Epub Date: 2025-01-31DOI: 10.1007/s10055-024-01082-0
Lisa K Lavalle, Nora Pourhashemi, Taylor W Cleworth
Peripheral visual field deficits developed through glaucoma have been shown to contribute to balance deficits and a fear of falling. Currently, there is no work that examines the relationship between fear of falling and quiet stance among glaucoma patients. Therefore, this study aimed to examine the impact of a virtual height-induced postural threat on balance control among healthy individuals exposed to a simulated glaucoma impairment. Participants stood on a force plate to measure kinetic responses while wearing a virtual reality (VR) head-mounted display (HMD) which also tracked head position. Surface electromyography (EMG) was also used to measure muscle activity from ankle stabilizing muscles. Trials were 60 s, with two at ground level and two at 7 virtual meters above ground, each exposing participants to normal vision and a VR-simulated glaucoma impairment. Electrodermal activity was collected, and questionnaires were completed following each trial to evaluate psychological aspects of the postural threat. Overall, while experiencing height-induced fear with normal vision, participants developed a tighter control of upright stance (decreased amplitude and increased frequency of balance-related movement); however, this was not observed for the simulated glaucoma conditions. Therefore, balance deficits among glaucoma patients may be mediated by fear of falling contributing to an unexpected postural strategy.
{"title":"The relationship between a simulated glaucoma impairment and postural threat on quiet stance.","authors":"Lisa K Lavalle, Nora Pourhashemi, Taylor W Cleworth","doi":"10.1007/s10055-024-01082-0","DOIUrl":"10.1007/s10055-024-01082-0","url":null,"abstract":"<p><p>Peripheral visual field deficits developed through glaucoma have been shown to contribute to balance deficits and a fear of falling. Currently, there is no work that examines the relationship between fear of falling and quiet stance among glaucoma patients. Therefore, this study aimed to examine the impact of a virtual height-induced postural threat on balance control among healthy individuals exposed to a simulated glaucoma impairment. Participants stood on a force plate to measure kinetic responses while wearing a virtual reality (VR) head-mounted display (HMD) which also tracked head position. Surface electromyography (EMG) was also used to measure muscle activity from ankle stabilizing muscles. Trials were 60 s, with two at ground level and two at 7 virtual meters above ground, each exposing participants to normal vision and a VR-simulated glaucoma impairment. Electrodermal activity was collected, and questionnaires were completed following each trial to evaluate psychological aspects of the postural threat. Overall, while experiencing height-induced fear with normal vision, participants developed a tighter control of upright stance (decreased amplitude and increased frequency of balance-related movement); however, this was not observed for the simulated glaucoma conditions. Therefore, balance deficits among glaucoma patients may be mediated by fear of falling contributing to an unexpected postural strategy.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":"31"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11785643/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143080924","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}
Pub Date : 2024-09-10DOI: 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.
{"title":"Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women","authors":"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","doi":"10.1007/s10055-024-01051-7","DOIUrl":"https://doi.org/10.1007/s10055-024-01051-7","url":null,"abstract":"<p>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.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"75 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192703","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content","authors":"Justin Mittelstaedt, Gerrit Huelmann, Claudia Marggraf-Micheel, Alexander Schiller, Carsten Seehof, Dirk Stelling","doi":"10.1007/s10055-024-01047-3","DOIUrl":"https://doi.org/10.1007/s10055-024-01047-3","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"54 30 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-06DOI: 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.
{"title":"Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training","authors":"Marjorie Zielke, Djakhangir Zakhidov, Erik DeFries, Malavika Prasad Shringarpure, Rudy Avila, Jacob Keul, Dean CarpenterTurner, Stacy Hargrove, Sabrina Bateman, Christopher Young","doi":"10.1007/s10055-024-00995-0","DOIUrl":"https://doi.org/10.1007/s10055-024-00995-0","url":null,"abstract":"<p>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.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"50 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192705","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-30DOI: 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.
{"title":"Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images","authors":"Almudena Palacios-Ibáñez, Santiago Castellet-Lathan, Manuel Contero","doi":"10.1007/s10055-024-01048-2","DOIUrl":"https://doi.org/10.1007/s10055-024-01048-2","url":null,"abstract":"<p>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.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"10 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192707","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-30DOI: 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.
{"title":"The use of CNNs in VR/AR/MR/XR: a systematic literature review","authors":"David Cortes, Belen Bermejo, Carlos Juiz","doi":"10.1007/s10055-024-01044-6","DOIUrl":"https://doi.org/10.1007/s10055-024-01044-6","url":null,"abstract":"<p>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.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"24 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192706","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Exploring sex differences in collaborative virtual environments for participation equality and user experience","authors":"Yifan Yang, Sheng Zhang, Xu Sun, Xingyi Zhang, Xiaotong Sun, Ying Jing, Canjun Yang","doi":"10.1007/s10055-024-01022-y","DOIUrl":"https://doi.org/10.1007/s10055-024-01022-y","url":null,"abstract":"<p>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.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"24 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}