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Evaluation of XR device's real-world tracking accuracy and depth perception from an industrial point of view. 从工业角度评估XR设备的真实跟踪精度和深度感知。
IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2025-07-22 DOI: 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.

从工业的角度来看,XR设备和系统领域的进步是有趣的,因为它们为通过智能工具、数字化增强的装配和维护、检查、远程协作等提高生产力和运营提供了新的机会。通常,XR头显声称提供完整的6自由度跟踪,而这对于消费或娱乐应用来说可能已经足够好了;对于工业应用,我们需要确定实际应用中跟踪的精确误差和公差。在本文中,我们介绍了评估HTC Vive XR Elite和Magic Leap 2的方法和关键测量,以实现完整的6自由度跟踪,深度感知精度和随时间的漂移积累。通过这些测试,我们测量了各个XR设备在跟踪精度、深度感知和漂移方面的显著差异,这些差异可能对这些设备的工作部署产生中度到严重的影响。通过系统地分析误差范围和跟踪保真度,本研究旨在为这些XR设备的跟踪能力的优势和局限性提供新的有价值的见解,以及可用于评估其他设备的方法。此外,该研究还可以帮助设计AR符号学和工业应用的用户体验。
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引用次数: 0
Reduced field of view alters scanning behaviour. 缩小的视野改变了扫描行为。
IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2025-03-22 DOI: 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.

导读:通过头戴式显示器(hmd)呈现的虚拟现实环境有望用于训练或研究移动活动,如骑自行车、步行和过马路。然而,hmd有限的视场(FoV)可能会影响扫描行为,降低结果在现实生活中的可翻译性。本研究旨在(i)调查视场减少如何影响移动活动期间的扫描行为,以及(ii)这些扫描变化是否在这些活动中有所不同。方法:16名参与者进行了两次真实的步行、骑自行车和过马路的活动;一次减少FoV,一次没有。一个内置陀螺仪的移动眼动仪记录了扫描行为。扫描行为是根据跳动频率和振幅、水平头部运动频率和振幅以及水平和垂直眼睛位置来评估的。结果:与正常视场相比,被试在视场减小时进行了更多幅度更大的水平头部运动。此外,他们的水平眼位置更多地向中心区域分布,而更少地向外围区域分布。总的来说,眼睛水平和垂直位置的范围都减小了。视场减小对水平头部运动幅度、水平眼位和垂直眼位的影响在不同的活动中有所不同。结论:一般来说,人们似乎通过更多的大幅度水平头部运动来补偿视场的减少,同时减少眼睛的位置分布。因此,在将在头显中观察到的扫描行为结果转换为现实生活中预期的结果时,建议谨慎。补充信息:在线版本包含补充资料,下载地址为10.1007/s10055-025-01125-0。
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引用次数: 0
PreVISE: an efficient virtual reality system for SEEG surgical planning. precise: SEEG手术计划的高效虚拟现实系统。
IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2024-12-26 DOI: 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%.

癫痫是一种以反复发作为特征的神经系统疾病,可引起多种症状。立体脑电图(SEEG)是一种诊断方法,将多个电极以立体定向方式植入预定的大脑区域,以确定癫痫发作区域,需要通过手术切除或断开,以实现局灶性癫痫的缓解。由于两个主要原因,这个过程是复杂和具有挑战性的。首先,由于电极放置需要在所需的大脑区域具有良好的准确性,因此需要对3D大脑解剖结构有良好的了解和理解。其次,由于通常需要植入多个SEEG电极,因此脑内电极的定位必须避开关键结构(如血管),以确保患者安全。传统的SEEG手术计划依赖于二维多对比度体积医学成像数据的显示,并且对外科医生的空间理解提出了很高的认知要求,导致潜在的次优手术计划和广泛的计划时间(每个电极约15分钟)。相比之下,虚拟现实(VR)提供了一种直观和沉浸式的方法,可以提供更直观的3D数据可视化,并可能提高神经外科计划的效率。不幸的是,现有的用于SEEG手术的VR系统只关注术后扫描的可视化,以确认电极的放置。为了满足这一需求,我们推出了首个用于SEEG规划的VR系统,该系统集成了用户友好且高效的可视化和交互策略,同时提供实时反馈指标,包括到最近血管的距离、插入角度和整体手术质量评分。该系统将手术计划时间缩短了91%。
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引用次数: 0
The relationship between a simulated glaucoma impairment and postural threat on quiet stance. 模拟青光眼损伤与静姿姿势威胁的关系。
IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2025-01-31 DOI: 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.

青光眼引起的周边视野缺损已被证明会导致平衡障碍和对跌倒的恐惧。目前,还没有研究青光眼患者害怕跌倒和安静姿势之间的关系。因此,本研究旨在研究暴露于模拟青光眼损伤的健康个体中,虚拟高度诱导的姿势威胁对平衡控制的影响。参与者站在一个测力板上测量运动反应,同时佩戴虚拟现实(VR)头戴式显示器(HMD),该显示器也跟踪头部位置。表面肌电图(EMG)也用于测量踝关节稳定肌的肌肉活动。试验进行了60次,两次在地面水平,两次在距离地面7米的地方,每次都让参与者暴露在正常视力和vr模拟的青光眼损伤中。收集皮肤电活动,并在每次试验后完成问卷调查,以评估姿势威胁的心理方面。总体而言,当视力正常的参与者经历高度引起的恐惧时,他们对直立姿势的控制更严格(与平衡相关的运动幅度减少,频率增加);然而,在模拟青光眼条件下没有观察到这一点。因此,青光眼患者的平衡缺陷可能是由对跌倒的恐惧介导的,从而导致了意想不到的体位策略。
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引用次数: 0
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
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