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Robot remote control using virtual reality headset: studying sense of agency with subjective distance estimates 使用虚拟现实耳机进行机器人遥控:利用主观距离估计研究代入感
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-07-06 DOI: 10.1007/s10055-024-01028-6
Artem S. Yashin, Daniil S. Lavrov, Eugeny V. Melnichuk, Valery V. Karpov, Darisy G. Zhao, Ignat A. Dubynin

Mobile robots have many applications in the modern world. The autonomy of robots is increasing, but critical cases like search and rescue missions must involve the possibility of human intervention for ethical reasons and safety. To achieve effective human–robot interaction, the operator needs to have a sense of agency (SoA) over the activities of the robot. One possible way to increase one's SoA in remote control could be the use of VR technology. The remote control situation has some important features, so indicators of SoA need to be reproduced there independently. In our study, participants controlled a mobile robot using either a monitor or a VR-headset as an output device. In both cases, active control was contrasted with passive observation of the robot's movement. In each trial, participants estimated the distance traveled by the robot—a putative implicit indicator of SoA. A significant difference between subjective distance estimates was found in the active and passive conditions with the monitor, but not in the active and passive conditions with VR. The effect obtained in the monitor conditions suggests that distance estimates can be used as an implicit indicator of SoA in robot remote control. We believe that the lack of difference between the active and passive conditions in VR was caused by motion sickness due to a mismatch of visual and vestibular sensory cues, leading to a weakened SoA.

移动机器人在现代社会中应用广泛。机器人的自主性在不断提高,但出于道德和安全考虑,搜救任务等关键任务必须有人类干预的可能性。为了实现有效的人机交互,操作员需要对机器人的活动有一种代入感(SoA)。在远程控制过程中,提高操作者代入感的一个可行方法就是使用虚拟现实技术。遥控情境具有一些重要特征,因此需要独立地再现SoA指标。在我们的研究中,参与者使用显示器或 VR 头显作为输出设备来控制移动机器人。在这两种情况下,主动控制与被动观察机器人的运动形成了鲜明对比。在每次试验中,参与者都会估算机器人行进的距离--这可能是SoA的隐性指标。在使用监视器的主动和被动条件下,主观距离估计值之间存在明显差异,但在使用 VR 的主动和被动条件下,主观距离估计值之间没有明显差异。在监视器条件下获得的效果表明,在机器人遥控中,距离估计值可用作SoA的隐性指标。我们认为,在 VR 条件下,主动和被动条件之间没有差异是由于视觉和前庭感觉线索不匹配导致的晕动病,从而削弱了 SoA。
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引用次数: 0
Spatial resolution measurement method for 3D displays from contrast modulation 通过对比度调制测量 3D 显示器空间分辨率的方法
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-07-02 DOI: 10.1007/s10055-024-01026-8
Tae Hee Lee, Young Ju Jeong

Augmented Reality 3D head-up displays use a autostereoscopic 3D display as a panel. The 3D optical unit of autostereoscopic 3D displays controls the direction of the light rays in each pixel, allowing the users enjoy 3D world without glasses. However, these 3D optics cause image quality degradation. Deterioration of resolution has a serious impact on 3D image quality. Therefore, it is important to properly measure the 3D resolution according to 3D optics and analyze its impact. In this study, a method for measuring spatial resolution in 3D displays using contrast modulation is proposed. We describe a conventional 2D resolution measurement methods that are standardized. Based on the existing 2D resolution methods, we propose a 3D resolution method. The spatial and frequency signal responses of 3D displays were investigated. The first method is determined by the predominant frequency series. The second method is conducted by contrast modulation. Through experiments with 3D displays, 3D resolution was measured using the proposed method, and the relationship between the parameters and resolution of 3D optics was examined.

增强现实 3D 抬头显示器使用自动立体 3D 显示器作为面板。自动立体 3D 显示器的 3D 光学单元可控制每个像素的光线方向,让用户无需佩戴眼镜就能享受 3D 世界。然而,这些 3D 光学元件会导致图像质量下降。分辨率下降会严重影响 3D 图像质量。因此,根据 3D 光学技术正确测量 3D 分辨率并分析其影响非常重要。本研究提出了一种利用对比度调制测量 3D 显示器空间分辨率的方法。我们介绍了标准化的传统 2D 分辨率测量方法。在现有 2D 分辨率方法的基础上,我们提出了一种 3D 分辨率方法。我们对 3D 显示器的空间和频率信号响应进行了研究。第一种方法由主要频率序列决定。第二种方法通过对比度调制进行。通过三维显示器的实验,使用所提出的方法测量了三维分辨率,并研究了三维光学参数与分辨率之间的关系。
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引用次数: 0
Analysis of MR–VR tele-operation methods for legged-manipulator robots 腿部机械手机器人的 MR-VR 远程操作方法分析
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-07-02 DOI: 10.1007/s10055-024-01021-z
Christyan Cruz Ulloa, David Domínguez, Jaime del Cerro, Antonio Barrientos

The development of immersive technologies in recent years has facilitated the control and execution of tasks at a high level of complexity in robotic systems. On the other hand, exploration and manipulation tasks in unknown environments have been one of the main challenges in search and rescue (SAR) robotics. Due to the complexity and uncertainty involved in autonomous manipulation tasks in unstructured environments, these are usually tele-operated initially. This article addresses a comparative study between Mixed Reality (MR—Hololens) and Virtual Reality (VR—HTC-Vive) methods for teleoperating legged-manipulator robots in the context of search and rescue. For this purpose, a teleoperation robotics method was established to address the comparison, developing VR–MR interfaces with the same contextualization and operational functionality for mission management and robot control of a robotic set composed of a quadrupedal robot equipped with a 6 degrees of freedom (6DoF) manipulator, by a user using hand gestures. A set of metrics is proposed for the comparative evaluation of the interfaces considering parameters that allow analyzing operability in the context of the mission (latencies, physical parameters of the equipment, etc.), as well as from the aspect of operator performance (required training, confidence levels, etc.). The experimental phase was conducted using both on-site and remote operations to evaluate and categorize the advantages and disadvantages of each method.

近年来,身临其境技术的发展为机器人系统控制和执行复杂度较高的任务提供了便利。另一方面,在未知环境中探索和操纵任务一直是搜救(SAR)机器人技术的主要挑战之一。由于非结构化环境中的自主操纵任务具有复杂性和不确定性,因此最初通常采用遥控操作。本文对混合现实(MR-Hololens)和虚拟现实(VR-HTC-Vive)方法进行了比较研究,以便在搜救背景下远程操作腿部机械手机器人。为此,建立了一种远程操作机器人的方法来进行比较,开发了具有相同情境化和操作功能的 VR-MR 界面,用于任务管理和机器人控制,该机器人集由配备 6 自由度(6DoF)机械手的四足机器人组成,由用户使用手势操作。考虑到在任务背景下分析可操作性的参数(延迟、设备的物理参数等),以及操作员的表现(所需的培训、信心水平等),提出了一套对界面进行比较评估的指标。实验阶段采用现场操作和远程操作两种方法,对每种方法的优缺点进行评估和分类。
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引用次数: 0
Effectiveness of immersive virtual reality in teaching empathy to medical students: a mixed methods study 沉浸式虚拟现实技术在医学生移情教学中的效果:一项混合方法研究
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-07-01 DOI: 10.1007/s10055-024-01019-7
Riham Alieldin, Sarah Peyre, Anne Nofziger, Raffaella Borasi

Empathy in healthcare has been associated with positive outcomes such as increased patient satisfaction and reduced medical errors. However, research has indicated a decline in empathy among medical professionals. This study examined the effectiveness of Immersive Virtual Reality (IVR) for empathy training in medical education. A convergent mixed methods pretest posttest design was utilized. Participants were 1st-year medical students who engaged in an empathy training IVR educational intervention around a scenario depicting older adults struggling with social isolation. Jefferson Scale of Empathy (JSE) questionnaire was administered before and after the intervention to measure the change in empathy levels. Data were analyzed using a paired sample t-test on the pre-/post-test JSE empathy scores to assess the change in empathy scores. Nineteen qualitative semi structured interviews were conducted immediately after the IVR experience and follow-up interviews were conducted six months later. Qualitative data collected from the interviews’ transcripts were analyzed using a thematic and content analysis approach to capture individual experiences. Students (n = 19) scored 5.94 points higher on the posttest JSE questionnaire compared to pretest (p < 0.01) indicating an improvement in empathy levels. Qualitative analysis showed that the IVR training was well received by the students as a valuable empathy-teaching tool. Immersion, presence, and embodiment were identified as the main features of IVR technology that enhanced empathy and understanding of patients’ experiences. The debriefing sessions were identified as a key element of the training. IVR-based training could be an effective teaching tool for empathy training in medical education and one that is well received by learners. Results from the study offer preliminary evidence that using IVR to evoke empathy is achievable.

医疗保健中的同理心与提高患者满意度和减少医疗失误等积极成果有关。然而,研究表明,医疗专业人员的移情能力有所下降。本研究考察了沉浸式虚拟现实(IVR)在医学教育中进行移情训练的效果。研究采用了前测后测的聚合混合方法设计。参与者为一年级医学生,他们围绕老年人在社会孤立中挣扎的情景,参与了移情培训 IVR 教育干预。在干预前后进行了杰斐逊移情量表(JSE)问卷调查,以测量移情水平的变化。数据分析采用配对样本 t 检验法,对 JSE 移情量表测试前后的得分进行分析,以评估移情得分的变化。在 IVR 体验结束后立即进行了 19 次半结构式定性访谈,并在 6 个月后进行了后续访谈。从访谈记录中收集的定性数据采用主题和内容分析方法进行分析,以捕捉个人体验。学生(n = 19)在测试后的 JSE 问卷中的得分比测试前高 5.94 分(p < 0.01),表明移情水平有所提高。定性分析显示,IVR 培训作为一种宝贵的移情教学工具受到了学生的欢迎。沉浸感、存在感和体现感被认为是 IVR 技术的主要特点,它们增强了对病人经历的移情和理解。汇报环节被认为是培训的关键要素。基于 IVR 的培训可以成为医学教育中同理心培训的有效教学工具,而且深受学员欢迎。研究结果初步证明,使用 IVR 唤起同理心是可行的。
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引用次数: 0
Enabling personalized VR experiences: a framework for real-time adaptation and recommendations in VR environments 实现个性化的 VR 体验:VR 环境中的实时适应和推荐框架
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-06-26 DOI: 10.1007/s10055-024-01020-0
Sergio Valmorisco, Laura Raya, Alberto Sanchez

The personalization of user experiences through recommendation systems has been extensively explored in Internet applications, but this has yet to be fully addressed in Virtual Reality (VR) environments. The complexity of managing geometric 3D data, computational load, and natural interactions poses significant challenges in real-time adaptation in these immersive experiences. However, tailoring VR environments to individual user needs and interests holds promise for enhancing user experiences. In this paper, we present Virtual Reality Environment Adaptation through Recommendations (VR-EAR), a framework designed to address this challenge. VR-EAR employs customizable object metadata and a hybrid recommendation system modeling implicit user feedback in VR environments. We utilize VR optimization techniques to ensure efficient performance. To evaluate our framework, we designed a virtual store where product locations dynamically adjust based on user interactions. Our results demonstrate the effectiveness of VR-EAR in adapting and personalizing VR environments in real time. domains.

通过推荐系统实现用户体验的个性化已在互联网应用中得到广泛探索,但在虚拟现实(VR)环境中尚未得到充分解决。管理几何 3D 数据、计算负荷和自然交互的复杂性给这些沉浸式体验的实时适应带来了巨大挑战。然而,根据个人用户的需求和兴趣定制 VR 环境有望提升用户体验。在本文中,我们介绍了通过推荐进行虚拟现实环境适应(VR-EAR),这是一个旨在应对这一挑战的框架。VR-EAR 采用了可定制的对象元数据和混合推荐系统,对 VR 环境中的隐式用户反馈进行建模。我们利用虚拟现实优化技术来确保高效的性能。为了评估我们的框架,我们设计了一个虚拟商店,其中的产品位置会根据用户的互动进行动态调整。我们的结果证明了 VR-EAR 在实时调整和个性化 VR 环境方面的有效性。
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引用次数: 0
Designing and evaluation of a mixed reality system for crime scene investigation training: a hybrid approach 设计和评估用于犯罪现场调查培训的混合现实系统:一种混合方法
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-06-25 DOI: 10.1007/s10055-024-01018-8
Meshal Albeedan, Hoshang Kolivanda, Ramy Hammady

Police investigation in real-life crime scenes is an essential aspect of forensic science education. However, the practicality of bringing young investigators to actual crime scenes is often hindered by the costs and challenges involved. In order to overcome these obstacles, new technologies such as mixed reality (MR) are being explored as potential solutions. MR technology offers an interactive and cost-effective way to simulate real-life crime scenes, providing a valuable training experience for young investigators. This paper presents a novel design of a MR system using Microsoft HoloLens 2.0, which is tailored to work in a spatial 3D scanned and reconstructed crime scene using FARO point cloud 3D scanner X130 blended with photogrammetry techniques. The system was developed through the lens of Experiential Learning Theory and designed using a participatory approach, providing a cost-effective solution to help trained Kuwaiti police officers enhance their investigative skills. In order to evaluate the system’s user experience and user interaction, the Questionnaire of User Interaction Satisfaction and User Experience Questionnaire were utilised. Forty-four young police officers evaluated the system. Police students showed positive levels of satisfaction with user interaction and overall user experience with minimal negative feedback. Female students showed higher satisfaction with the overall impression compared to male students. Based on the positive feedback regarding the system expansion, the system will be taken into the commercialisation stage in the future to be provided as an essential tool for crime scene education and investigation practices.

警方在真实犯罪现场进行调查是法医学教育的一个重要方面。然而,将年轻调查人员带到真实犯罪现场的实用性往往受到所涉及的成本和挑战的阻碍。为了克服这些障碍,人们正在探索混合现实(MR)等新技术作为潜在的解决方案。混合现实技术为模拟真实犯罪现场提供了一种具有成本效益的互动方式,为年轻调查人员提供了宝贵的培训经验。本文介绍了一种使用微软 HoloLens 2.0 的新型 MR 系统设计,该系统是为在使用 FARO 点云三维扫描仪 X130 并结合摄影测量技术对犯罪现场进行空间三维扫描和重建而量身定制的。该系统是通过体验式学习理论的视角开发的,采用参与式方法设计,提供了一个具有成本效益的解决方案,帮助经过培训的科威特警官提高调查技能。为了评估该系统的用户体验和用户互动,使用了用户互动满意度问卷和用户体验问卷。44 名年轻警官对系统进行了评估。警校学生对用户交互和整体用户体验的满意度较高,负面反馈极少。与男生相比,女生对整体印象的满意度更高。基于对系统扩展的积极反馈,该系统未来将进入商业化阶段,成为犯罪现场教育和调查实践的重要工具。
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引用次数: 0
The effect of virtual reality interventions on reducing pain intensity in chronic pain patients: a systematic review 虚拟现实干预对降低慢性疼痛患者疼痛强度的影响:系统综述
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-06-25 DOI: 10.1007/s10055-024-00994-1
L. Giacomelli, C. Martin Sölch, K. Ledermann

The use of virtual reality (VR) for the management of chronic pain is an intriguing topic. Given the abundance of VR stuies and the numerous opportunities presented by this technology in healthcare, a systematic review that focuses on VR and its applications in chronic pain is necessary to shed light on the various modalities available and their actual effectiveness. This systematic review aims to explore the efficacy of reducing pain and improving pain management through CR interventions for people suffering from chronic pain. Following the PRISMA guidelines, data collection was conducted between December 2020 and February 2021 from the following databases: Cochrane Evidence, JSTOR, Science Direct, PubMed Medline, PubMed NIH, Springer Link, PsychNET, PsychINFO - OVID and PsycARTICLES, Wiley Online Library, Web of Science, ProQuest - MEDLINE®, Sage Journals, NCBI – NLM catalog, Medline OVID, Medline EBSCO, Oxford Handbooks Online, PSYNDEX OVID, Google Scholar. Seventeen articles were included in the qualitative synthesis. Our results highlight that VR interventions, on a global scale, lead to an improvement in pain-related variables, particularly in reducing pain intensity. However, the analyzed articles vary significantly, making them challenging to compare. Future studies could focus on specific types of VR interventions to reduce heterogeneity and conduct a more specific analysis. In conclusion, VR interventions have demonstrated their validity and adaptability as a method for managing chronic pain. Nevertheless, further studies are needed to delve into the various categories of VR interventions in more detail.

利用虚拟现实(VR)治疗慢性疼痛是一个引人入胜的话题。鉴于大量的 VR 研究以及该技术在医疗保健领域带来的众多机遇,有必要对 VR 及其在慢性疼痛中的应用进行系统综述,以阐明现有的各种模式及其实际效果。本系统性综述旨在探讨通过 CR 干预慢性疼痛患者减少疼痛和改善疼痛管理的有效性。根据 PRISMA 指南,我们在 2020 年 12 月至 2021 年 2 月期间从以下数据库收集数据:Cochrane Evidence、JSTOR、Science Direct、PubMed Medline、PubMed NIH、Springer Link、PsychNET、PsychINFO - OVID 和 PsycARTICLES、Wiley Online Library、Web of Science、ProQuest - MEDLINE®、Sage Journals、NCBI - NLM 目录、Medline OVID、Medline EBSCO、Oxford Handbooks Online、PSYNDEX OVID、Google Scholar。17篇文章被纳入定性综述。我们的研究结果表明,在全球范围内,VR 干预能改善疼痛相关变量,尤其是在降低疼痛强度方面。然而,所分析的文章差异很大,因此很难进行比较。未来的研究可以将重点放在特定类型的 VR 干预措施上,以减少异质性并进行更具体的分析。总之,VR 干预已经证明了其作为慢性疼痛管理方法的有效性和适应性。不过,还需要进一步的研究来更详细地探讨各类 VR 干预措施。
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引用次数: 0
Perspective matters: a systematic review of immersive virtual reality to reduce racial prejudice 视角问题:对沉浸式虚拟现实技术减少种族偏见的系统审查
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-06-21 DOI: 10.1007/s10055-024-01024-w
Sarah Higgins, Stephanie Alcock, Bianca De Aveiro, William Daniels, Harry Farmer, Sahba Besharati

In the wake of the COVID-19 pandemic and the rise of social justice movements, increased attention has been directed to levels of intergroup tension worldwide. Racial prejudice is one such tension that permeates societies and creates distinct inequalities at all levels of our social ecosystem. Whether these prejudices are present explicitly (directly or consciously) or implicitly (unconsciously or automatically), manipulating body ownership by embodying an avatar of another race using immersive virtual reality (IVR) presents a promising approach to reducing racial bias. Nevertheless, research findings are contradictory, which is possibly attributed to variances in methodological factors across studies. This systematic review, therefore, aimed to identify variables and methodological variations that may underlie the observed discrepancies in study outcomes. Adhering to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, this systematic review encompassed 12 studies that employed IVR and embodiment techniques to investigate racial attitudes. Subsequently, two mini meta-analyses were performed on four and five of these studies, respectively — both of which utilised the Implicit Association Test (IAT) as a metric to gauge these biases. This review demonstrated that IVR allows not only the manipulation of a sense of body ownership but also the investigation of wider social identities. Despite the novelty of IVR as a tool to help understand and possibly reduce racial bias, our review has identified key limitations in the existing literature. Specifically, we found inconsistencies in the measures and IVR equipment and software employed, as well as diversity limitations in demographic characteristics within both the sampled population and the embodiment of avatars. Future studies are needed to address these critical shortcomings. Specific recommendations are suggested, these include: (1) enhancing participant diversity in terms of the sample representation and by integrating ethnically diverse avatars; (2) employing multi-modal methods in assessing embodiment; (3) increasing consistency in the use and administration of implicit and explicit measures of racial prejudice; and (4) implementing consistent approaches in using IVR hardware and software to enhance the realism of the IVR experience.

在 COVID-19 大流行和社会正义运动兴起之后,人们越来越关注全球范围内群体间的紧张关系。种族偏见就是这样一种紧张关系,它渗透到社会中,在我们社会生态系统的各个层面造成了明显的不平等。无论这些偏见是显性(直接或有意识地)还是隐性(无意识或自动地)存在,通过使用沉浸式虚拟现实技术(IVR)化身为另一个种族的化身来操纵身体所有权,都是减少种族偏见的一种很有前景的方法。然而,研究结果却相互矛盾,这可能是由于不同研究的方法存在差异。因此,本系统综述旨在找出可能导致研究结果出现差异的变量和方法差异。根据《系统综述和荟萃分析首选报告项目》(PRISMA)指南,本系统综述涵盖了 12 项采用 IVR 和体现技术调查种族态度的研究。随后,分别对其中的四项和五项研究进行了两项小型荟萃分析,这两项分析都采用了内隐关联测试(IAT)作为衡量这些偏见的标准。本综述表明,IVR 不仅可以操纵身体所有权感,还可以调查更广泛的社会身份。尽管 IVR 作为一种有助于理解并可能减少种族偏见的工具很新颖,但我们的综述发现了现有文献的主要局限性。具体来说,我们发现所采用的测量方法、IVR 设备和软件存在不一致的地方,而且在抽样人群和化身的人口特征方面也存在多样性限制。未来的研究需要解决这些关键的不足之处。具体建议包括(1) 在样本代表性方面加强参与者的多样性,并整合不同种族的化身;(2) 采用多模式方法评估化身;(3) 提高种族偏见的内隐和外显测量方法的使用和管理的一致性;(4) 在使用 IVR 硬件和软件时采用一致的方法,以增强 IVR 体验的真实性。
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引用次数: 0
Design and implementation of an interactive virtual library based on its physical counterpart 设计和实施基于实体图书馆的交互式虚拟图书馆
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-06-13 DOI: 10.1007/s10055-024-01023-x
Christina-Georgia Serghides, George Christoforides, Nikolas Iakovides, Andreas Aristidou

The rapid technological advancements and the widespread adoption of the internet have diminished the role of the physical library as a main information resource. As the Metaverse is evolving, a revolutionary change is anticipated in how social relationships are perceived, within an educational context. It is therefore necessary for libraries to upgrade the services they provide to keep in line with the technological trends and be a part of this virtual revolution. It is believed that the design and development of a Virtual Reality (VR) library can be the community and knowledge hub the society needs. In this paper, the process of creating a partially digital replica of the Limassol Municipal University Library, a landmark for the city of Limassol, is examined by using photogrammetry and 3D modelling. A 3D platform was developed, where users have the perception that they are experiencing the actual library. To that end, a perceptual study was conducted, to understand the current usage of physical libraries, examine the users’ experience in VR, and identify the requirements and expectations in the development of a virtual library counterpart. Following the suggestions and observations from the perceptual study, five key scenarios were implemented that demonstrate the potential use of a virtual library. This work incorporates the fundamental VR attributes, such as immersiveness, realism, user interactivity and feedback as well as other features, such as animated NPCs, 3D audio, ray-casting and GUIs, that significantly augment the overall VR library user experience, presence as well as navigation autonomy. The main effort of this project was to produce a VR representation of an existing physical library, integrated with its key services, as a proof-of-concept, with emphasis on easy 24/7 access, functionality, and interactivity. The above attributes differentiate this work from existing studies. A detailed user evaluation study was conducted upon completion of the final VR library implementation, which firmly confirmed all its key attributes and future viability.

技术的飞速发展和互联网的广泛应用削弱了实体图书馆作为主要信息资源的作用。随着 "元宇宙"(Metaverse)的不断发展,人们对教育背景下的社会关系的看法也将发生革命性的变化。因此,图书馆有必要升级其提供的服务,以跟上技术发展趋势,并成为这场虚拟革命的一部分。我们相信,虚拟现实(VR)图书馆的设计和开发可以成为社会所需的社区和知识中心。本文利用摄影测量和三维建模技术,研究了利马索尔市的地标性建筑--利马索尔市立大学图书馆的部分数字化复制品的创建过程。开发了一个三维平台,让用户感觉自己正在体验真实的图书馆。为此,我们开展了一项感知研究,以了解当前实体图书馆的使用情况,考察用户在 VR 中的体验,并确定开发虚拟图书馆的要求和期望。根据感知研究提出的建议和观察结果,实施了五个关键场景,展示了虚拟图书馆的潜在用途。这项工作结合了虚拟现实的基本属性,如沉浸感、逼真度、用户交互性和反馈,以及其他功能,如动画 NPC、3D 音频、光线铸造和图形用户界面,这些都极大地增强了整个虚拟现实图书馆的用户体验、存在感和导航自主性。本项目的主要工作是制作现有实体图书馆的 VR 演示,并集成其主要服务,作为概念验证,重点是全天候轻松访问、功能性和互动性。上述特性使本项目有别于现有研究。在完成最终的 VR 图书馆实施后,还进行了详细的用户评估研究,这坚定地证实了其所有关键属性和未来的可行性。
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引用次数: 0
Bringing the field into the lab: a novel virtual reality outdoor march simulator for evaluating cognitive and physical performance 将田野带入实验室:用于评估认知和体能表现的新型虚拟现实户外行进模拟器
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-06-01 DOI: 10.1007/s10055-024-01013-z
Shani Kimel Naor, Itay Ketko, Ran Yanovich, Amihai Gottlieb, Yotam Bahat, Oran Ben-Gal, Yuval Heled, Meir Plotnik

Soldiers, athletes, and rescue personnel must often maintain cognitive focus while performing intense, prolonged, and physically demanding activities. The simultaneous activation of cognitive and physical functions can disrupt their performance reciprocally. In the current study, we developed and demonstrated the feasibility of a virtual reality (VR)-based experimental protocol that enables rigorous exploration of the effects of prolonged physical and cognitive efforts. A battery of established neurocognitive tests was used to compare novel cognitive tasks to simulated loaded marches. We simulated a 10-km loaded march in our virtual reality environment, with or without integrated cognitive tasks (VR-COG). During three experimental visits, participants were evaluated pre- and post-activity, including the Color Trail Test (CTT), the Synthetic Work Environment (SYNWIN) battery for assessing multitasking, and physical tests (i.e., time to exhaustion). Results show that Strong or moderate correlations (r ≥ 0.58, p ≤ 0.05) were found between VR-COG scores and scores on the cognitive tests. Both the SYNWIN and CTT showed no condition effects but significant time effects, indicating better performance in the post-activity assessment than in the pre-activity assessment. This novel protocol can contribute to our understanding of physical-cognitive interactions, since virtual environments are ideal for studying high performance professional activity in realistic but controlled settings.

士兵、运动员和救援人员在进行高强度、长时间和高体能要求的活动时,往往必须保持认知专注。认知功能和身体功能的同时激活会相互干扰他们的表现。在当前的研究中,我们开发并演示了基于虚拟现实(VR)的实验方案的可行性,该方案能够严格探索长时间体力和认知努力的影响。我们使用一系列成熟的神经认知测试来比较新颖的认知任务和模拟负重行军。我们在虚拟现实环境中模拟了一次 10 公里的负重行军,其中包括或不包括综合认知任务(VR-COG)。在三次实验过程中,我们对参与者进行了活动前和活动后评估,包括色彩轨迹测试(CTT)、用于评估多任务处理能力的合成工作环境(SYNWIN)测试和体能测试(即力竭时间)。结果显示,VR-COG 分数与认知测试分数之间存在强或中等程度的相关性(r ≥ 0.58,p ≤ 0.05)。SYNWIN和CTT均无条件效应,但有显著的时间效应,表明活动后评估的成绩优于活动前评估的成绩。由于虚拟环境非常适合在真实但可控的环境中研究高性能的职业活动,因此这种新颖的方案有助于我们了解身体与认知之间的相互作用。
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