首页 > 最新文献

Virtual Reality最新文献

英文 中文
Non-deterministic method for semi-automatic calibration of smartphone-based OST HMDs 基于智能手机的 OST HMD 半自动校准的非确定性方法
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-15 DOI: 10.1007/s10055-024-00978-1
João Pedro Mucheroni Covolan, Claiton Oliveira, Silvio Ricardo Rodrigues Sanches, Antonio Carlos Sementille

An Augmented Reality (AR) system must show real and virtual elements as if they coexisted in the same environment. The tridimensional aligment (registration) is particularly challenging on specific hardware configurations such as Head Mounted Displays (HMDs) that use Optical See-Through (OST) technology. In general, the calibration of HMDs uses deterministic optimization methods. However, non-deterministic methods have been proposed in the literature with promising results in distinct research areas. In this work, we developed a non-deterministic optimization method for the semi-automatic calibration of smartphone-based OST HMDs. We tested simulated annealing, evolutionary strategy, and particle swarm algorithms. We also developed a system for calibration and evaluated it through an application that aligned a virtual object in an AR environment. We evaluated our method using the Mean Squared Error (MSE) at each calibration step, considering the difference between the ideal/observed positions of a set of reference points and those estimated from the values determined for the calibration parameters. Our results show an accurate OST HMD calibration for the peripersonal space, with similar MSEs for the three tested algorithms.

增强现实(AR)系统必须显示真实和虚拟元素,就像它们共存于同一环境中一样。三维对齐(注册)在特定的硬件配置上尤其具有挑战性,例如使用光学透视(OST)技术的头戴式显示器(HMD)。一般来说,HMD 的校准采用确定性优化方法。不过,文献中也提出了非确定性方法,并在不同的研究领域取得了可喜的成果。在这项工作中,我们为基于智能手机的 OST HMD 的半自动校准开发了一种非确定性优化方法。我们测试了模拟退火、进化策略和粒子群算法。我们还开发了一个校准系统,并通过一个在 AR 环境中对齐虚拟物体的应用程序对其进行了评估。我们使用每个校准步骤的平均平方误差(MSE)对我们的方法进行了评估,考虑了一组参考点的理想/观测位置与根据校准参数确定的值估算的位置之间的差异。我们的结果表明,OST HMD 可对周身空间进行精确校准,三种测试算法的均方误差相近。
{"title":"Non-deterministic method for semi-automatic calibration of smartphone-based OST HMDs","authors":"João Pedro Mucheroni Covolan, Claiton Oliveira, Silvio Ricardo Rodrigues Sanches, Antonio Carlos Sementille","doi":"10.1007/s10055-024-00978-1","DOIUrl":"https://doi.org/10.1007/s10055-024-00978-1","url":null,"abstract":"<p>An Augmented Reality (AR) system must show real and virtual elements as if they coexisted in the same environment. The tridimensional aligment (registration) is particularly challenging on specific hardware configurations such as Head Mounted Displays (HMDs) that use Optical See-Through (OST) technology. In general, the calibration of HMDs uses deterministic optimization methods. However, non-deterministic methods have been proposed in the literature with promising results in distinct research areas. In this work, we developed a non-deterministic optimization method for the semi-automatic calibration of smartphone-based OST HMDs. We tested simulated annealing, evolutionary strategy, and particle swarm algorithms. We also developed a system for calibration and evaluated it through an application that aligned a virtual object in an AR environment. We evaluated our method using the Mean Squared Error (MSE) at each calibration step, considering the difference between the ideal/observed positions of a set of reference points and those estimated from the values determined for the calibration parameters. Our results show an accurate OST HMD calibration for the peripersonal space, with similar MSEs for the three tested algorithms.\u0000</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"72 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140147331","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}
引用次数: 0
Investigating the influence of neck muscle vibration on illusory self-motion in virtual reality 研究颈部肌肉振动对虚拟现实中虚幻自我运动的影响
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-15 DOI: 10.1007/s10055-024-00951-y
Lars Kooijman, Houshyar Asadi, Camilo Gonzalez Arango, Shady Mohamed, Saeid Nahavandi

The illusory experience of self-motion known as vection, is a multisensory phenomenon relevant to self-motion processes. While some studies have shown that neck muscle vibrations can improve self-motion parameter estimation, the influence on vection remains unknown. Further, few studies measured cybersickness (CS), presence, and vection concurrently and have shown conflicting results. It was hypothesized that 1) neck vibrations would enhance vection and presence, and 2) CS to negatively relate to presence and vection, whereas presence and vection to positively relate to one another. Thirty-two participants were visually and audibly immersed in a virtual reality flight simulator and occasional neck muscle vibrations were presented. Vection onset and duration were reported through button presses. Turning angle estimations and ratings of vection quality, presence, and CS were obtained after completion of the flights. Results showed no influence of vibrations on turning angle estimation errors, but a medium positive effect of vibrations on vection quality was found. Presence and vection quality were positively related, and no strong association between CS and presence or vection was found. It is concluded that neck vibrations may enhance vection and presence, however, from the current study it is unclear whether this is due to proprioceptive or tactile stimulation.

自我运动的虚幻体验被称为 "牵引",是一种与自我运动过程相关的多感官现象。一些研究表明,颈部肌肉振动可以改善自我运动参数估计,但对牵引力的影响仍然未知。此外,很少有研究同时测量晕机(CS)、临场感和牵引力,结果也相互矛盾。研究假设:1)颈部振动会增强牵引力和临场感;2)CS 与临场感和牵引力呈负相关,而临场感和牵引力呈正相关。32 名受试者在视觉和听觉上都沉浸在虚拟现实飞行模拟器中,颈部肌肉偶尔会受到振动。通过按下按钮来报告振动的开始和持续时间。飞行结束后,对转弯角度进行估计,并对振动的质量、存在和CS进行评分。结果表明,振动对转角估计误差没有影响,但对脉动质量有中等程度的积极影响。存在感和脉动质量呈正相关,而 CS 与存在感或脉动之间没有发现很强的关联。由此得出结论,颈部振动可能会增强牵引力和临场感,但目前的研究还不清楚这是由于本体感觉还是触觉刺激所致。
{"title":"Investigating the influence of neck muscle vibration on illusory self-motion in virtual reality","authors":"Lars Kooijman, Houshyar Asadi, Camilo Gonzalez Arango, Shady Mohamed, Saeid Nahavandi","doi":"10.1007/s10055-024-00951-y","DOIUrl":"https://doi.org/10.1007/s10055-024-00951-y","url":null,"abstract":"<p>The illusory experience of self-motion known as vection, is a multisensory phenomenon relevant to self-motion processes. While some studies have shown that neck muscle vibrations can improve self-motion parameter estimation, the influence on vection remains unknown. Further, few studies measured cybersickness (CS), presence, and vection concurrently and have shown conflicting results. It was hypothesized that 1) neck vibrations would enhance vection and presence, and 2) CS to negatively relate to presence and vection, whereas presence and vection to positively relate to one another. Thirty-two participants were visually and audibly immersed in a virtual reality flight simulator and occasional neck muscle vibrations were presented. Vection onset and duration were reported through button presses. Turning angle estimations and ratings of vection quality, presence, and CS were obtained after completion of the flights. Results showed no influence of vibrations on turning angle estimation errors, but a medium positive effect of vibrations on vection quality was found. Presence and vection quality were positively related, and no strong association between CS and presence or vection was found. It is concluded that neck vibrations may enhance vection and presence, however, from the current study it is unclear whether this is due to proprioceptive or tactile stimulation.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"18 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140147608","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}
引用次数: 0
Enhancing weight perception in virtual reality: an analysis of kinematic features 增强虚拟现实中的重量感知:运动学特征分析
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-08 DOI: 10.1007/s10055-024-00948-7
Mahdiyeh Sadat Moosavi, Pierre Raimbaud, Christophe Guillet, Frédéric Mérienne

This study investigates weight perception in virtual reality without kinesthetic feedback from the real world, by means of an illusory method called pseudo-haptic. This illusory model focuses on the dissociation of visual input and somatosensory feedback and tries to induce the sensation of virtual objects' loads in VR users by manipulating visual input. For that, modifications on the control-display ratio, i.e., between the real and virtual motions of the arm, can be used to produce a visual illusionary effect on the virtual objects' positions as well. Therefore, VR users perceive it as velocity variations in the objects' displacements, helping them achieve a better sensation of virtual weight. A primary contribution of this paper is the development of a novel, holistic assessment methodology that measures the sense of the presence in virtual reality contexts, particularly when participants are lifting virtual objects and experiencing their weight. Our study examined the effect of virtual object weight on the kinematic parameters and velocity profiles of participants' upward arm motions, along with a parallel experiment conducted using real weights. By comparing the lifting of real objects with that of virtual objects, it was possible to gain insight into the variations in kinematic features observed in participants' arm motions. Additionally, subjective measurements, utilizing the Borg CR10 questionnaire, were conducted to assess participants' perceptions of hand fatigue. The analysis of collected data, encompassing both subjective and objective measurements, concluded that participants experienced similar sensations of fatigue and changes in hand kinematics during both virtual object tasks, resulting from pseudo-haptic feedback, and real weight lifting tasks. This consistency in findings underscores the efficacy of pseudo-haptic feedback in simulating realistic weight sensations in virtual environments.

本研究通过一种被称为 "伪触觉 "的虚幻方法,研究了在没有来自真实世界的运动反馈的情况下,虚拟现实中的重量感知。这种虚幻模型侧重于将视觉输入和体感反馈分离开来,并试图通过操纵视觉输入来诱导虚拟现实用户对虚拟物体负载的感觉。为此,可以通过修改控制与显示的比例,即手臂的真实运动与虚拟运动之间的比例,来对虚拟物体的位置产生视觉错觉效果。因此,VR 用户会将其感知为物体位移的速度变化,从而帮助他们获得更好的虚拟重量感。本文的一个主要贡献是开发了一种新颖的整体评估方法,用于测量虚拟现实情境中的临场感,尤其是当参与者举起虚拟物体并体验其重量时的临场感。我们的研究考察了虚拟物体重量对参与者手臂向上运动的运动参数和速度曲线的影响,同时还进行了使用真实重量的平行实验。通过比较真实物体和虚拟物体的举重情况,我们可以深入了解参与者手臂运动的运动学特征变化。此外,还利用博格 CR10 问卷进行了主观测量,以评估参与者对手部疲劳的感知。对收集到的数据(包括主观和客观测量数据)进行分析后得出结论,无论是在虚拟物体任务(由伪触觉反馈产生)还是在真实举重任务中,参与者都体验到了类似的疲劳感和手部运动学变化。研究结果的一致性强调了伪触觉反馈在虚拟环境中模拟真实重量感觉的功效。
{"title":"Enhancing weight perception in virtual reality: an analysis of kinematic features","authors":"Mahdiyeh Sadat Moosavi, Pierre Raimbaud, Christophe Guillet, Frédéric Mérienne","doi":"10.1007/s10055-024-00948-7","DOIUrl":"https://doi.org/10.1007/s10055-024-00948-7","url":null,"abstract":"<p>This study investigates weight perception in virtual reality without kinesthetic feedback from the real world, by means of an illusory method called pseudo-haptic. This illusory model focuses on the dissociation of visual input and somatosensory feedback and tries to induce the sensation of virtual objects' loads in VR users by manipulating visual input. For that, modifications on the control-display ratio, i.e., between the real and virtual motions of the arm, can be used to produce a visual illusionary effect on the virtual objects' positions as well. Therefore, VR users perceive it as velocity variations in the objects' displacements, helping them achieve a better sensation of virtual weight. A primary contribution of this paper is the development of a novel, holistic assessment methodology that measures the sense of the presence in virtual reality contexts, particularly when participants are lifting virtual objects and experiencing their weight. Our study examined the effect of virtual object weight on the kinematic parameters and velocity profiles of participants' upward arm motions, along with a parallel experiment conducted using real weights. By comparing the lifting of real objects with that of virtual objects, it was possible to gain insight into the variations in kinematic features observed in participants' arm motions. Additionally, subjective measurements, utilizing the Borg CR10 questionnaire, were conducted to assess participants' perceptions of hand fatigue. The analysis of collected data, encompassing both subjective and objective measurements, concluded that participants experienced similar sensations of fatigue and changes in hand kinematics during both virtual object tasks, resulting from pseudo-haptic feedback, and real weight lifting tasks. This consistency in findings underscores the efficacy of pseudo-haptic feedback in simulating realistic weight sensations in virtual environments.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"4 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140073525","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}
引用次数: 0
Therapist perspectives on telehealth-based virtual reality exposure therapy 治疗师对基于远程医疗的虚拟现实暴露疗法的看法
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-08 DOI: 10.1007/s10055-024-00956-7
Triton Ong, Julia Ivanova, Hiral Soni, Hattie Wilczewski, Janelle Barrera, Mollie Cummins, Brandon M. Welch, Brian E. Bunnell

Virtual reality (VR) can enhance mental health care. In particular, the effectiveness of VR-based exposure therapy (VRET) has been well-demonstrated for treatment of anxiety disorders. However, most applications of VRET remain localized to clinic spaces. We aimed to explore mental health therapists’ perceptions of telehealth-based VRET (tele-VRET) by conducting semi-structured, qualitative interviews with 18 telemental health therapists between October and December 2022. Interview topics included telehealth experiences, exposure therapy over telehealth, previous experiences with VR, and perspectives on tele-VRET. Therapists described how telehealth reduced barriers (88.9%, 16/18), enhanced therapy (61.1%, 11/18), and improved access to clients (38.9%, 7/18), but entailed problems with technology (61.1%, 11/18), uncontrolled settings (55.6%, 10/18), and communication difficulties (50%, 9/18). Therapists adapted exposure therapy to telehealth by using online resources (66.7%, 12/18), preparing client expectations (55.6%, 10/18), and adjusting workflows (27.8%, 5/18). Most therapists had used VR before (72.2%, 13/18) and had positive impressions of VR (55.6%, 10/18), but none had used VR clinically. In response to tele-VRET, therapists requested interactive session activities (77.8%, 14/18) and customizable interventions components (55.6%, 10/18). Concerns about tele-VRET included risks with certain clients (77.8%, 14/18), costs (50%, 9/18), side effects and privacy (22.2%, 4/18), and inappropriateness for specific forms of exposure therapy (16.7%, 3/18). These results reveal how combining telehealth and VRET may expand therapeutic options for mental healthcare providers and can help inform collaborative development of immersive health technologies.

虚拟现实(VR)可以改善心理健康护理。特别是,基于虚拟现实的暴露疗法(VRET)在治疗焦虑症方面的有效性已得到充分证明。然而,VRET 的大多数应用仍局限于诊所空间。我们在 2022 年 10 月至 12 月期间对 18 名心理健康治疗师进行了半结构化定性访谈,旨在探讨心理健康治疗师对基于远程医疗的 VRET(远程 VRET)的看法。访谈主题包括远程医疗经验、远程医疗暴露疗法、以前的 VR 经验以及对远程 VRET 的看法。治疗师描述了远程医疗如何减少障碍(88.9%,16/18)、增强治疗效果(61.1%,11/18)和改善与客户的接触(38.9%,7/18),但也带来了技术问题(61.1%,11/18)、不受控制的环境(55.6%,10/18)和沟通困难(50%,9/18)。治疗师通过使用在线资源(66.7%,12/18)、准备客户期望(55.6%,10/18)和调整工作流程(27.8%,5/18),使暴露疗法适应远程医疗。大多数治疗师以前使用过虚拟现实技术(72.2%,13/18),并对虚拟现实技术有积极的印象(55.6%,10/18),但没有人在临床上使用过虚拟现实技术。针对远程 VRET,治疗师们要求开展互动会话活动(77.8%,14/18)和定制干预组件(55.6%,10/18)。对远程 VRET 的担忧包括某些客户的风险(77.8%,14/18)、成本(50%,9/18)、副作用和隐私(22.2%,4/18),以及不适合特定形式的暴露疗法(16.7%,3/18)。这些结果揭示了远程医疗与 VRET 的结合如何为心理保健提供者扩大治疗选择,并有助于为沉浸式健康技术的合作开发提供信息。
{"title":"Therapist perspectives on telehealth-based virtual reality exposure therapy","authors":"Triton Ong, Julia Ivanova, Hiral Soni, Hattie Wilczewski, Janelle Barrera, Mollie Cummins, Brandon M. Welch, Brian E. Bunnell","doi":"10.1007/s10055-024-00956-7","DOIUrl":"https://doi.org/10.1007/s10055-024-00956-7","url":null,"abstract":"<p>Virtual reality (VR) can enhance mental health care. In particular, the effectiveness of VR-based exposure therapy (VRET) has been well-demonstrated for treatment of anxiety disorders. However, most applications of VRET remain localized to clinic spaces. We aimed to explore mental health therapists’ perceptions of telehealth-based VRET (tele-VRET) by conducting semi-structured, qualitative interviews with 18 telemental health therapists between October and December 2022. Interview topics included telehealth experiences, exposure therapy over telehealth, previous experiences with VR, and perspectives on tele-VRET. Therapists described how telehealth reduced barriers (88.9%, 16/18), enhanced therapy (61.1%, 11/18), and improved access to clients (38.9%, 7/18), but entailed problems with technology (61.1%, 11/18), uncontrolled settings (55.6%, 10/18), and communication difficulties (50%, 9/18). Therapists adapted exposure therapy to telehealth by using online resources (66.7%, 12/18), preparing client expectations (55.6%, 10/18), and adjusting workflows (27.8%, 5/18). Most therapists had used VR before (72.2%, 13/18) and had positive impressions of VR (55.6%, 10/18), but none had used VR clinically. In response to tele-VRET, therapists requested interactive session activities (77.8%, 14/18) and customizable interventions components (55.6%, 10/18). Concerns about tele-VRET included risks with certain clients (77.8%, 14/18), costs (50%, 9/18), side effects and privacy (22.2%, 4/18), and inappropriateness for specific forms of exposure therapy (16.7%, 3/18). These results reveal how combining telehealth and VRET may expand therapeutic options for mental healthcare providers and can help inform collaborative development of immersive health technologies.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"43 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140073641","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}
引用次数: 0
A systematic review of wearable biosensor usage in immersive virtual reality experiences 对沉浸式虚拟现实体验中可穿戴生物传感器使用情况的系统回顾
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-08 DOI: 10.1007/s10055-024-00970-9
Henar Guillen-Sanz, David Checa, Ines Miguel-Alonso, Andres Bustillo

Wearable biosensors are increasingly incorporated in immersive Virtual Reality (iVR) applications. A trend that is attributed to the availability of better quality, less costly, and easier-to-use devices. However, consensus is yet to emerge over the most optimal combinations. In this review, the aim is to clarify the best examples of biosensor usage in combination with iVR applications. The high number of papers in the review (560) were classified into the following seven fields of application: psychology, medicine, sports, education, ergonomics, military, and tourism and marketing. The use of each type of wearable biosensor and Head-Mounted Display was analyzed for each field of application. Then, the development of the iVR application is analyzed according to its goals, user interaction levels, and the possibility of adapting the iVR environment to biosensor feedback. Finally, the evaluation of the iVR experience was studied, considering such issues as sample size, the presence of a control group, and post-assessment routines. A working method through which the most common solutions, the best practices, and the most promising trends in biofeedback-based iVR applications were identified for each field of application. Besides, guidelines oriented towards good practice are proposed for the development of future iVR with biofeedback applications. The results of this review suggest that the use of biosensors within iVR environments need to be standardized in some fields of application, especially when considering the adaptation of the iVR experience to real-time biosignals to improve user performance.

可穿戴生物传感器越来越多地应用于身临其境的虚拟现实(iVR)应用中。这一趋势归功于质量更好、成本更低、更易于使用的设备的出现。然而,人们尚未就最佳组合达成共识。本综述旨在阐明生物传感器与 iVR 应用相结合的最佳实例。综述中的大量论文(560 篇)被分为以下七个应用领域:心理学、医学、体育、教育、人体工程学、军事以及旅游和营销。针对每个应用领域,分析了各类可穿戴生物传感器和头戴式显示器的使用情况。然后,根据 iVR 应用的目标、用户交互水平以及根据生物传感器反馈调整 iVR 环境的可能性,对 iVR 应用的开发进行了分析。最后,对 iVR 体验的评估进行了研究,其中考虑到了样本量、对照组的存在以及后期评估程序等问题。通过一种工作方法,确定了每个应用领域基于生物反馈的 iVR 应用中最常见的解决方案、最佳实践和最有前途的趋势。此外,还为未来开发生物反馈 iVR 应用提出了以良好实践为导向的指导方针。综述结果表明,在某些应用领域,需要对 iVR 环境中生物传感器的使用进行标准化,特别是在考虑根据实时生物信号调整 iVR 体验以提高用户性能时。
{"title":"A systematic review of wearable biosensor usage in immersive virtual reality experiences","authors":"Henar Guillen-Sanz, David Checa, Ines Miguel-Alonso, Andres Bustillo","doi":"10.1007/s10055-024-00970-9","DOIUrl":"https://doi.org/10.1007/s10055-024-00970-9","url":null,"abstract":"<p>Wearable biosensors are increasingly incorporated in immersive Virtual Reality (iVR) applications. A trend that is attributed to the availability of better quality, less costly, and easier-to-use devices. However, consensus is yet to emerge over the most optimal combinations. In this review, the aim is to clarify the best examples of biosensor usage in combination with iVR applications. The high number of papers in the review (560) were classified into the following seven fields of application: psychology, medicine, sports, education, ergonomics, military, and tourism and marketing. The use of each type of wearable biosensor and Head-Mounted Display was analyzed for each field of application. Then, the development of the iVR application is analyzed according to its goals, user interaction levels, and the possibility of adapting the iVR environment to biosensor feedback. Finally, the evaluation of the iVR experience was studied, considering such issues as sample size, the presence of a control group, and post-assessment routines. A working method through which the most common solutions, the best practices, and the most promising trends in biofeedback-based iVR applications were identified for each field of application. Besides, guidelines oriented towards good practice are proposed for the development of future iVR with biofeedback applications. The results of this review suggest that the use of biosensors within iVR environments need to be standardized in some fields of application, especially when considering the adaptation of the iVR experience to real-time biosignals to improve user performance.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"4 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140073650","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}
引用次数: 0
User experience model and design strategies for virtual reality-based cultural heritage exhibition 基于虚拟现实的文化遗产展览的用户体验模型和设计策略
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-08 DOI: 10.1007/s10055-024-00942-z
Qing Gong, Ning Zou, Wenjing Yang, Qi Zheng, Pengrui Chen

A virtual reality (VR) based cultural heritage exhibition (VRCHE) is an important type of VR-based museum exhibition. The user experience (UX) design of VRCHE has encountered opportunities and due to the differences in human–computer interaction between VR-based and conventional interaction interfaces, so proposing the UX model of VRCHE is crucial. Although there are some existing works that study the UX models of VRCHEs, they are not complete enough to describe the UX of VRCHEs or offer any design strategies due to the methodologies and experimental materials that they currently use. This study creates experiments utilizing grounded theory that combine qualitative and quantitative approaches. Then, the study synthesizes three-level coding and quantitative analysis findings from grounded theory, builds a detailed model of the VRCHE UX using theoretical coding, and proposes design strategies.

基于虚拟现实(VR)的文化遗产展览(VRCHE)是基于VR的博物馆展览的重要类型。由于基于 VR 的人机交互界面与传统的人机交互界面存在差异,VRCHE 的用户体验(UX)设计遇到了机遇,因此提出 VRCHE 的用户体验模型至关重要。虽然目前已有一些研究 VRCHE 用户体验模型的著作,但由于其目前使用的方法论和实验材料的原因,它们还不足以完整地描述 VRCHE 的用户体验或提供任何设计策略。本研究利用结合定性和定量方法的基础理论进行实验。然后,本研究综合了基础理论的三级编码和定量分析结果,利用理论编码建立了详细的虚拟现实中心用户体验模型,并提出了设计策略。
{"title":"User experience model and design strategies for virtual reality-based cultural heritage exhibition","authors":"Qing Gong, Ning Zou, Wenjing Yang, Qi Zheng, Pengrui Chen","doi":"10.1007/s10055-024-00942-z","DOIUrl":"https://doi.org/10.1007/s10055-024-00942-z","url":null,"abstract":"<p>A virtual reality (VR) based cultural heritage exhibition (VRCHE) is an important type of VR-based museum exhibition. The user experience (UX) design of VRCHE has encountered opportunities and due to the differences in human–computer interaction between VR-based and conventional interaction interfaces, so proposing the UX model of VRCHE is crucial. Although there are some existing works that study the UX models of VRCHEs, they are not complete enough to describe the UX of VRCHEs or offer any design strategies due to the methodologies and experimental materials that they currently use. This study creates experiments utilizing grounded theory that combine qualitative and quantitative approaches. Then, the study synthesizes three-level coding and quantitative analysis findings from grounded theory, builds a detailed model of the VRCHE UX using theoretical coding, and proposes design strategies.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"135 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140073626","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}
引用次数: 0
VR Designer: enhancing fashion showcases through immersive virtual garment fitting VR 设计师:通过身临其境的虚拟服装试穿增强时装展示效果
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-08 DOI: 10.1007/s10055-024-00945-w
Orestis Sarakatsanos, Anastasios Papazoglou-Chalikias, Machi Boikou, Elisavet Chatzilari, Michaela Jauk, Ursina Hafliger, Spiros Nikolopoulos, Ioannis Kompatsiaris

This paper introduces a Virtual Reality (VR) application tailored for fashion designers and retailers, transcending traditional garment design and demonstration boundaries by presenting an immersive digital garment showcase within a captivating VR environment. Simulating a virtual retail store, designers navigate freely, selecting from an array of avatar-garment combinations and exploring garments from diverse perspectives. This immersive experience offers designers a precise representation of the final product’s aesthetics, fit, and functionality on the human body. Our application can be considered as a pre-manufacturing layer, that empowers designers and retailers with a precise understanding of how the actual garment will look and behave. Evaluation involved comprehensive feedback from both professional and undergraduate fashion designers, gathered through usability testing sessions.

本文介绍了一款专为时装设计师和零售商量身定制的虚拟现实(VR)应用,通过在迷人的 VR 环境中展示身临其境的数字服装展示,超越了传统服装设计和展示的界限。设计师可以模拟虚拟零售店,自由浏览,从一系列化身-服装组合中进行选择,并从不同角度探索服装。这种身临其境的体验为设计师提供了最终产品在人体上的美感、合身性和功能性的精确呈现。我们的应用可被视为预制造层,使设计师和零售商能够准确了解实际服装的外观和性能。在评估过程中,我们通过可用性测试环节收集了专业和本科时装设计师的综合反馈意见。
{"title":"VR Designer: enhancing fashion showcases through immersive virtual garment fitting","authors":"Orestis Sarakatsanos, Anastasios Papazoglou-Chalikias, Machi Boikou, Elisavet Chatzilari, Michaela Jauk, Ursina Hafliger, Spiros Nikolopoulos, Ioannis Kompatsiaris","doi":"10.1007/s10055-024-00945-w","DOIUrl":"https://doi.org/10.1007/s10055-024-00945-w","url":null,"abstract":"<p>This paper introduces a Virtual Reality (VR) application tailored for fashion designers and retailers, transcending traditional garment design and demonstration boundaries by presenting an immersive digital garment showcase within a captivating VR environment. Simulating a virtual retail store, designers navigate freely, selecting from an array of avatar-garment combinations and exploring garments from diverse perspectives. This immersive experience offers designers a precise representation of the final product’s aesthetics, fit, and functionality on the human body. Our application can be considered as a pre-manufacturing layer, that empowers designers and retailers with a precise understanding of how the actual garment will look and behave. Evaluation involved comprehensive feedback from both professional and undergraduate fashion designers, gathered through usability testing sessions.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"24 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140073652","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}
引用次数: 0
Assessment of music performance anxiety in a virtual auditorium through the study of ambient lighting and audience distance 通过研究环境光和观众距离,评估虚拟礼堂中的音乐表演焦虑症
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-08 DOI: 10.1007/s10055-024-00947-8
José L. Gómez-Sirvent, Alicia Fernández-Sotos, Antonio Fernández-Caballero, Desirée Fernández-Sotos

Performance anxiety is a common problem affecting musicians’ concentration and well-being. Musicians frequently encounter greater challenges and emotional discomfort when performing in front of an audience. Recent research suggests an important relationship between the characteristics of the built environment and people’s well-being. In this study, we explore modifying the built environment to create spaces where musicians are less aware of the presence of the audience and can express themselves more comfortably. An experiment was conducted with 61 conservatory musicians playing their instrument in a virtual auditorium in front of an audience of hundreds of virtual humans. They performed at different distances from the audience and under different levels of ambient lighting, while their eye movements were recorded. These data, together with questionnaires, were used to analyse the way the environment is perceived. The results showed that reducing the light intensity above the audience made the view of the auditorium more calming, and the same effect was observed when the distance between the audience and the musician was increased. Eye-tracking data showed a significant reduction in saccadic eye movements as the distance from the audience increased. This work provides a novel approach to architecture influence on musicians’ experience during solo performances. The findings are useful to designers and researchers.

表演焦虑是影响音乐家注意力和身心健康的常见问题。在观众面前表演时,音乐家经常会遇到更大的挑战和情绪上的不适。最近的研究表明,建筑环境的特点与人们的幸福感之间有着重要的关系。在本研究中,我们探讨了如何改造建筑环境,为音乐家创造出不易察觉观众存在、能更舒适地表达自己的空间。我们进行了一项实验,让 61 名音乐学院的音乐家在虚拟礼堂中面对数百名虚拟人观众演奏乐器。他们在与观众不同的距离和不同的环境光线下演奏,同时他们的眼球运动也被记录下来。这些数据连同调查问卷被用来分析环境感知的方式。结果表明,降低观众席上方的光照强度会使观众更容易平静下来,而当观众与音乐家之间的距离增加时,也会产生同样的效果。眼动跟踪数据显示,随着与观众距离的增加,眼球的眼动明显减少。这项研究提供了一种新颖的方法来研究建筑对音乐家独奏表演体验的影响。研究结果对设计师和研究人员都很有用。
{"title":"Assessment of music performance anxiety in a virtual auditorium through the study of ambient lighting and audience distance","authors":"José L. Gómez-Sirvent, Alicia Fernández-Sotos, Antonio Fernández-Caballero, Desirée Fernández-Sotos","doi":"10.1007/s10055-024-00947-8","DOIUrl":"https://doi.org/10.1007/s10055-024-00947-8","url":null,"abstract":"<p>Performance anxiety is a common problem affecting musicians’ concentration and well-being. Musicians frequently encounter greater challenges and emotional discomfort when performing in front of an audience. Recent research suggests an important relationship between the characteristics of the built environment and people’s well-being. In this study, we explore modifying the built environment to create spaces where musicians are less aware of the presence of the audience and can express themselves more comfortably. An experiment was conducted with 61 conservatory musicians playing their instrument in a virtual auditorium in front of an audience of hundreds of virtual humans. They performed at different distances from the audience and under different levels of ambient lighting, while their eye movements were recorded. These data, together with questionnaires, were used to analyse the way the environment is perceived. The results showed that reducing the light intensity above the audience made the view of the auditorium more calming, and the same effect was observed when the distance between the audience and the musician was increased. Eye-tracking data showed a significant reduction in saccadic eye movements as the distance from the audience increased. This work provides a novel approach to architecture influence on musicians’ experience during solo performances. The findings are useful to designers and researchers.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"28 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140076725","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}
引用次数: 0
Augmented reality headsets for surgical guidance: the impact of holographic model positions on user localisation accuracy 用于手术引导的增强现实头戴设备:全息模型位置对用户定位精度的影响
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-06 DOI: 10.1007/s10055-024-00960-x
Laura Pérez-Pachón, Parivrudh Sharma, Helena Brech, Jenny Gregory, Terry Lowe, Matthieu Poyade, Flora Gröning

Novel augmented reality headsets such as HoloLens can be used to overlay patient-specific virtual models of resection margins on the patient’s skin, providing surgeons with information not normally available in the operating room. For this to be useful, surgeons wearing the headset must be able to localise virtual models accurately. We measured the error with which users localise virtual models at different positions and distances from their eyes. Healthy volunteers aged 20–59 years (n = 54) performed 81 exercises involving the localisation of a virtual hexagon’s vertices overlaid on a monitor surface. Nine predefined positions and three distances between the virtual hexagon and the users’ eyes (65, 85 and 105 cm) were set. We found that, some model positions and the shortest distance (65 cm) led to larger localisation errors than other positions and larger distances (85 and 105 cm). Positional errors of more than 5 mm and 1–5 mm margin errors were found in 29.8% and over 40% of cases, respectively. Strong outliers were also found (e.g. margin shrinkage of up to 17.4 mm in 4.3% of cases). The measured errors may result in poor outcomes of surgeries: e.g. incomplete tumour excision or inaccurate flap design, which can potentially lead to tumour recurrence and flap failure, respectively. Reducing localisation errors associated with arm reach distances between the virtual models and users’ eyes is necessary for augmented reality headsets to be suitable for surgical purposes. In addition, training surgeons on the use of these headsets may help to minimise localisation errors.

HoloLens 等新型增强现实头显可用于在患者皮肤上叠加特定于患者的切除边缘虚拟模型,为外科医生提供通常在手术室无法获得的信息。要使其发挥作用,佩戴头显的外科医生必须能够准确定位虚拟模型。我们测量了用户在距离眼睛不同位置和距离时定位虚拟模型的误差。年龄在 20-59 岁之间的健康志愿者(n = 54)进行了 81 次练习,涉及对显示器表面上叠加的虚拟六边形顶点进行定位。在虚拟六边形与用户眼睛之间设置了九个预定义位置和三个距离(65、85 和 105 厘米)。我们发现,与其他位置和较大距离(85 厘米和 105 厘米)相比,一些模型位置和最短距离(65 厘米)导致的定位误差更大。位置误差超过 5 毫米和边缘误差超过 1-5 毫米的情况分别占 29.8%和 40%以上。此外,还发现了强烈的异常值(例如,4.3%的病例边缘收缩达 17.4 毫米)。测量误差可能导致手术效果不佳:如肿瘤切除不彻底或皮瓣设计不准确,这可能分别导致肿瘤复发和皮瓣失败。要使增强现实头显适用于外科手术,就必须减少与虚拟模型和用户眼睛之间的手臂触及距离有关的定位误差。此外,培训外科医生使用这些头显可能有助于最大限度地减少定位误差。
{"title":"Augmented reality headsets for surgical guidance: the impact of holographic model positions on user localisation accuracy","authors":"Laura Pérez-Pachón, Parivrudh Sharma, Helena Brech, Jenny Gregory, Terry Lowe, Matthieu Poyade, Flora Gröning","doi":"10.1007/s10055-024-00960-x","DOIUrl":"https://doi.org/10.1007/s10055-024-00960-x","url":null,"abstract":"<p>Novel augmented reality headsets such as HoloLens can be used to overlay patient-specific virtual models of resection margins on the patient’s skin, providing surgeons with information not normally available in the operating room. For this to be useful, surgeons wearing the headset must be able to localise virtual models accurately. We measured the error with which users localise virtual models at different positions and distances from their eyes. Healthy volunteers aged 20–59 years (<i>n</i> = 54) performed 81 exercises involving the localisation of a virtual hexagon’s vertices overlaid on a monitor surface. Nine predefined positions and three distances between the virtual hexagon and the users’ eyes (65, 85 and 105 cm) were set. We found that, some model positions and the shortest distance (65 cm) led to larger localisation errors than other positions and larger distances (85 and 105 cm). Positional errors of more than 5 mm and 1–5 mm margin errors were found in 29.8% and over 40% of cases, respectively. Strong outliers were also found (e.g. margin shrinkage of up to 17.4 mm in 4.3% of cases). The measured errors may result in poor outcomes of surgeries: e.g. incomplete tumour excision or inaccurate flap design, which can potentially lead to tumour recurrence and flap failure, respectively. Reducing localisation errors associated with arm reach distances between the virtual models and users’ eyes is necessary for augmented reality headsets to be suitable for surgical purposes. In addition, training surgeons on the use of these headsets may help to minimise localisation errors.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"44 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140055562","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}
引用次数: 0
A color Passthrough mixed reality application for learning piano 用于学习钢琴的彩色直通混合现实应用程序
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-06 DOI: 10.1007/s10055-024-00953-w
Mariano Banquiero, Gracia Valdeolivas, David Ramón, M.-Carmen Juan

This work presents the development of a mixed reality (MR) application that uses color Passthrough for learning to play the piano. A study was carried out to compare the interpretation outcomes of the participants and their subjective experience when using the MR application developed to learn to play the piano with a system that used Synthesia (N = 33). The results show that the MR application and Synthesia were effective in learning piano. However, the students played the pieces significantly better when using the MR application. The two applications both provided a satisfying user experience. However, the subjective experience of the students was better when they used the MR application. Other conclusions derived from the study include the following: (1) The outcomes of the students and their subjective opinion about the experience when using the MR application were independent of age and gender; (2) the sense of presence offered by the MR application was high (above 6 on a scale of 1 to 7); (3) the adverse effects induced by wearing the Meta Quest Pro and using our MR application were negligible; and (4) the students showed their preference for the MR application. As a conclusion, the advantage of our MR application compared to other types of applications (e.g., non-projected piano roll notation) is that the user has a direct view of the piano and the help elements appear integrated in the user’s view. The user does not have to take their eyes off the keyboard and is focused on playing the piano.

本作品介绍了混合现实(MR)应用的开发情况,该应用使用色彩穿透技术(color Passthrough)来学习弹钢琴。研究比较了参与者在使用所开发的 MR 应用程序学习弹钢琴与使用 Synthesia 系统(N = 33)时的解释结果及其主观体验。结果表明,MR 应用程序和 Synthesia 对学习钢琴很有效。不过,使用 MR 应用程序时,学生弹奏的曲目明显更好。两个应用程序都提供了令人满意的用户体验。不过,使用 MR 应用程序时,学生的主观体验更好。本研究得出的其他结论包括以下几点:(1) 学生使用磁共振应用软件的结果及其对体验的主观看法与年龄和性别无关;(2) 磁共振应用软件提供的临场感很高(在 1 到 7 的评分中高于 6 分);(3) 佩戴 Meta Quest Pro 和使用我们的磁共振应用软件所产生的不良影响微乎其微;(4) 学生表现出对磁共振应用软件的偏好。总之,与其他类型的应用软件(如非投影钢琴卷轴记谱法)相比,我们的磁共振应用软件的优势在于用户可以直接看到钢琴,帮助元素与用户视图融为一体。用户无需将视线从键盘上移开,只需专注于弹钢琴。
{"title":"A color Passthrough mixed reality application for learning piano","authors":"Mariano Banquiero, Gracia Valdeolivas, David Ramón, M.-Carmen Juan","doi":"10.1007/s10055-024-00953-w","DOIUrl":"https://doi.org/10.1007/s10055-024-00953-w","url":null,"abstract":"<p>This work presents the development of a mixed reality (MR) application that uses color Passthrough for learning to play the piano. A study was carried out to compare the interpretation outcomes of the participants and their subjective experience when using the MR application developed to learn to play the piano with a system that used Synthesia (<i>N</i> = 33). The results show that the MR application and Synthesia were effective in learning piano. However, the students played the pieces significantly better when using the MR application. The two applications both provided a satisfying user experience. However, the subjective experience of the students was better when they used the MR application. Other conclusions derived from the study include the following: (1) The outcomes of the students and their subjective opinion about the experience when using the MR application were independent of age and gender; (2) the sense of presence offered by the MR application was high (above 6 on a scale of 1 to 7); (3) the adverse effects induced by wearing the Meta Quest Pro and using our MR application were negligible; and (4) the students showed their preference for the MR application. As a conclusion, the advantage of our MR application compared to other types of applications (e.g., non-projected piano roll notation) is that the user has a direct view of the piano and the help elements appear integrated in the user’s view. The user does not have to take their eyes off the keyboard and is focused on playing the piano.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"82 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140055823","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}
引用次数: 0
期刊
Virtual Reality
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1