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Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop 人口密集区自主着陆的实时安全验证:从虚拟环境到机器人在环运行
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-05 DOI: 10.1007/s10055-024-00965-6
Hector Tovanche-Picon, Javier González-Trejo, Ángel Flores-Abad, Miguel Ángel García-Terán, Diego Mercado-Ravell

Safe autonomous landing for Unmanned Aerial Vehicles (UAVs) in populated areas is a crucial aspect for successful integration of UAVs in populated environments. Nonetheless, validating autonomous landing in real scenarios is a challenging task with a high risk of injuring people. In this work, we propose a framework for safe real-time and thorough evaluation of vision-based autonomous landing in populated scenarios, using photo-realistic virtual environments and physics-based simulation. The proposed evaluation pipeline includes the use of Unreal graphics engine coupled with AirSim for realistic drone simulation to evaluate landing strategies. Then, Software-/Hardware-In-The-Loop can be used to test beforehand the performance of the algorithms. The final validation stage consists in a Robot-In-The-Loop evaluation strategy where a real drone must perform autonomous landing maneuvers in real-time, with an avatar drone in a virtual environment mimicking its behavior, while the detection algorithms run in the virtual environment (virtual reality to the robot). This method determines the safe landing areas based on computer vision and convolutional neural networks to avoid colliding with people in static and dynamic scenarios. To test the robustness of the algorithms in adversary conditions, different urban-like environments were implemented, including moving agents and different weather conditions. We also propose different metrics to quantify the performance of the landing strategies, establishing a baseline for comparison with future works on this challenging task, and analyze them through several randomized iterations. The proposed approach allowed us to safely validate the autonomous landing strategies, providing an evaluation pipeline, and a benchmark for comparison. An extensive evaluation showed a 99% success rate in static scenarios and 87% in dynamic cases, demonstrating that the use of autonomous landing algorithms considerably prevents accidents involving humans, facilitating the integration of drones in human-populated spaces, which may help to unleash the full potential of drones in urban environments. Besides, this type of development helps to increase the safety of drone operations, which would advance drone flight regulations and allow their use in closer proximity to humans.

无人驾驶飞行器(UAV)在人口密集地区安全自主着陆是成功将无人驾驶飞行器融入人口密集环境的一个重要方面。然而,在真实场景中验证自主着陆是一项极具挑战性的任务,极有可能造成人员受伤。在这项工作中,我们提出了一个框架,利用逼真的虚拟环境和基于物理的模拟,对人口密集场景中基于视觉的自主着陆进行安全、实时和全面的评估。建议的评估流程包括使用虚幻图形引擎和 AirSim 进行逼真的无人机模拟,以评估着陆策略。然后,可以使用软件/硬件在环测试算法的性能。最后的验证阶段包括 "机器人在环"(Robot-In-The-Loop)评估策略,即真实无人机必须实时执行自主着陆操作,虚拟环境中的无人机化身模仿其行为,同时检测算法在虚拟环境(机器人的虚拟现实)中运行。该方法基于计算机视觉和卷积神经网络确定安全着陆区域,以避免在静态和动态场景中与人相撞。为了测试算法在不利条件下的鲁棒性,我们实施了不同的城市类环境,包括移动代理和不同的天气条件。我们还提出了不同的指标来量化着陆策略的性能,为与未来在这一具有挑战性任务上的工作进行比较建立了基线,并通过多次随机迭代对其进行了分析。所提出的方法使我们能够安全地验证自主着陆策略,提供了一个评估管道和比较基准。广泛的评估表明,在静态情况下成功率为 99%,在动态情况下成功率为 87%,这表明使用自主着陆算法可以大大防止涉及人类的事故,促进无人机与人类居住空间的融合,这可能有助于释放无人机在城市环境中的全部潜力。此外,这种类型的开发有助于提高无人机操作的安全性,这将推进无人机飞行法规,并允许在更接近人类的地方使用无人机。
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引用次数: 0
Long short-term memory prediction of user’s locomotion in virtual reality 虚拟现实中用户运动的长短期记忆预测
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-05 DOI: 10.1007/s10055-024-00962-9
Jesus Mayor, Pablo Calleja, Felix Fuentes-Hurtado

Nowadays, there is still a challenge in virtual reality to obtain an accurate displacement prediction of the user. This could be a future key element to apply in the so-called redirected walking methods. Meanwhile, deep learning provides us with new tools to reach greater achievements in this type of prediction. Specifically, long short-term memory recurrent neural networks obtained promising results recently. This gives us clues to continue researching in this line to predict virtual reality user’s displacement. This manuscript focuses on the collection of positional data and a subsequent new way to train a deep learning model to obtain more accurate predictions. The data were collected with 44 participants and it has been analyzed with different existing prediction algorithms. The best results were obtained with a new idea, the use of rotation quaternions and the three dimensions to train the previously existing models. The authors strongly believe that there is still much room for improvement in this research area by means of the usage of new deep learning models.

如今,在虚拟现实中,如何准确预测用户的位移仍是一项挑战。这可能是未来应用于所谓的重定向行走方法的关键因素。与此同时,深度学习为我们提供了新的工具,让我们在这类预测中取得更大的成就。具体来说,长短期记忆递归神经网络最近取得了可喜的成果。这为我们提供了继续研究该领域的线索,以预测虚拟现实用户的位移。本手稿的重点是位置数据的收集以及随后训练深度学习模型以获得更准确预测的新方法。数据是由 44 名参与者收集的,并用不同的现有预测算法进行了分析。使用旋转四元数和三个维度来训练先前存在的模型这一新思路取得了最佳结果。作者坚信,通过使用新的深度学习模型,这一研究领域仍有很大的改进空间。
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引用次数: 0
Non-photorealistic rendering as a feedback strategy in virtual reality for rehabilitation 将非逼真渲染作为虚拟现实康复的反馈策略
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-04 DOI: 10.1007/s10055-024-00954-9

Abstract

Virtual reality (VR) rehabilitation has been proven to be a very promising method to increase the focus and attention of patients by immersing them in a virtual world, and through that, improve the effectiveness of the rehabilitation. One of the biggest challenges in designing VR Rehabilitation exercises is in choosing feedback strategies that guide the patient and give the appropriate success/failure indicators, without breaking their sense of immersion. A new strategy for feedback is proposed, using non-photorealistic rendering (NPR) to highlight important parts of the exercise the patient needs to focus on and fade out parts of the scene that are not relevant. This strategy is implemented into an authoring tool that allows rehabilitators specifying feedback strategies while creating exercise profiles. The NPR feedback can be configured in many ways, using different NPR schemes for different layers of the exercise environment such as the background environment, the non-interactive exercise objects, and the interactive exercise objects. The main features of the system including the support for universal render pipeline, camera stacking, and stereoscopic rendering are evaluated in a testing scenario. Performance tests regarding memory usage and supported frames per second are also considered. In addition, a group of rehabilitators evaluated the system usability. The proposed system meets all the requirements to apply NPR effect in VR scenarios and solves all the limitations with regard to technical function and image quality. In addition, the system performance has been shown to meet the targets for low-cost hardware. Regarding authoring tool usability rehabilitators agree that is easy to use and a valuable tool for rehabilitation scenarios. NPR schemes can be integrated into VR rehabilitation scenarios achieving the same image quality as non-VR visualizations with only a small impact on the frame rate. NPR schemes are a good visual feedback alternative.

摘要 虚拟现实(VR)康复已被证明是一种非常有前途的方法,通过让病人沉浸在虚拟世界中,可以提高他们的注意力和关注度,从而提高康复效果。在设计 VR 康复练习时,最大的挑战之一是如何选择反馈策略,在不破坏患者沉浸感的前提下,引导患者并给出适当的成功/失败指标。我们提出了一种新的反馈策略,利用非逼真渲染(NPR)来突出患者需要关注的练习的重要部分,并淡化场景中无关的部分。这一策略被应用到一个创作工具中,康复师可以在创建运动档案时指定反馈策略。NPR 反馈可以通过多种方式进行配置,对运动环境的不同层次(如背景环境、非交互式运动对象和交互式运动对象)使用不同的 NPR 方案。该系统的主要功能包括支持通用渲染流水线、摄像机堆叠和立体渲染,并在测试场景中进行了评估。还考虑了有关内存使用和每秒支持帧数的性能测试。此外,一组康复人员对系统的可用性进行了评估。所提议的系统符合在 VR 场景中应用 NPR 效果的所有要求,并解决了技术功能和图像质量方面的所有限制。此外,该系统的性能也达到了低成本硬件的目标。关于创作工具的可用性,康复人员一致认为该工具易于使用,是康复场景中的重要工具。NPR 方案可以集成到虚拟现实康复场景中,实现与非虚拟现实可视化相同的图像质量,对帧速率的影响很小。NPR 方案是一种很好的视觉反馈替代方案。
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引用次数: 0
Text readability in augmented reality: a multivocal literature review 增强现实中的文字可读性:多声部文献综述
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-04 DOI: 10.1007/s10055-024-00949-6
Maxime Cauz, Antoine Clarinval, Bruno Dumas

Augmented reality (AR) is making its way into many sectors. Its rapid evolution in recent years has led to the development of prototypes demonstrating its effectiveness. However, to be able to push these prototypes to the scale of fully usable applications, it is important to ensure the readability of the texts they include. To this end, we conducted a multivocal literature review (MLR) to determine the text parameters a designer can tune, as well as the contextual constraints they need to pay attention to, in relation to Optical See-Through (OST) and Video See-Through (VST) displays. We also included guidelines from device manufacturing and game engines sites to compare the current state of research in the academic and industrial worlds. The results show that parameters pertaining more to letter legibility have been extensively studied (e.g., color and size), while those pertaining to the whole text still require further research (e.g., alignment or space between lines). The former group of parameters, and their associated constraints, were assembled in the form of two decision trees to facilitate implementation of AR applications. Finally, we also concluded that there was a lack of alignment between academic and industrial recommendations.

增强现实技术(AR)正在进入许多领域。近年来,增强现实技术发展迅速,已开发出一些原型产品,证明了其有效性。然而,要将这些原型推向完全可用的应用规模,必须确保其中包含的文本的可读性。为此,我们进行了一次多声部文献综述(MLR),以确定设计者可以调整的文本参数,以及他们需要注意的与光学透视(OST)和视频透视(VST)显示相关的上下文限制。我们还纳入了来自设备制造和游戏引擎网站的指南,以比较学术界和工业界的研究现状。结果显示,与字母可读性相关的参数(如颜色和大小)已得到广泛研究,而与整个文本相关的参数(如对齐方式或行间距)仍需进一步研究。我们将前一组参数及其相关约束条件以两棵决策树的形式组合在一起,以方便 AR 应用的实施。最后,我们还得出结论,学术界和工业界的建议缺乏一致性。
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引用次数: 0
Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study 沉浸式虚拟现实游戏或传统体育锻炼对心血管和自律神经反应、乐趣和睡眠质量的影响:随机交叉研究
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-04 DOI: 10.1007/s10055-024-00981-6

Abstract

Objectives: To assess the potential of immersive virtual reality (IVR) in achieving moderate exercise intensity, and 2) to examine the acute effects of two IVR exergame sessions (BOXVR and Beat Saber), comparing them with the impact of traditional exercise on heart rate variability (HRV), perceived effort, delayed onset muscle soreness, motivation, and sleep. Materials and methods: A crossover design was used. The participants (n = 22) randomly performed two sessions of IVR and one session of moderate intensity physical activity, each session lasting 30 min. Heart Rate (HR) and HRV, Perceived Exertion Scale, Intrinsic Motivation Inventory, sleep quality, and perceived pain, were evaluated. Results: The cardiac response to the activities was significantly higher when participants performed traditional physical activity as compared to the BOXVR and Beat Saber games. Traditional training provided a different HRV response as compared to Beat Saber (LnRMSSD, p = 0.025; SDNN, p = 0.031). Although the sessions were planned for moderate intensity, BOXVR generated a moderate intensity (49.3% HRreserve), Beat Saber (29.6% HRreserve) a light one, and the Circuit session, a vigorous one (62.9% HRreserve). In addition, traditional training reported higher perceived exertion and pain with less enjoyment. Differences were observed between the exergames. BOXVR resulted in a lower cardiac response (HRmax and HRmean), and a higher perception of exertion and pain at 72 h. The sleep variables analyzed were not altered by any of the sessions. Conclusions: BOXVR and traditional training can lead to moderate intensity physical activity. However, traditional training could result in lower adherence to physical exercise programs, as it was perceived as more intense and less enjoyable.

摘要 目的评估沉浸式虚拟现实(IVR)在达到中等运动强度方面的潜力;2)研究两种 IVR 外部游戏(BOXVR 和 Beat Saber)的急性效应,比较它们与传统运动对心率变异性(HRV)、感知努力程度、迟发肌肉酸痛、动力和睡眠的影响。材料和方法采用交叉设计。参与者(n = 22)随机进行两节 IVR 和一节中等强度的体育锻炼,每节 30 分钟。对心率(HR)和心率变异、感知用力量表、内在动机量表、睡眠质量和感知疼痛进行了评估。结果显示与《BOXVR》和《Beat Saber》游戏相比,参与者在进行传统体育活动时的心脏反应明显更高。与 Beat Saber 游戏相比,传统训练提供了不同的心率变异反应(LnRMSSD,p = 0.025;SDNN,p = 0.031)。尽管训练计划强度适中,但 BOXVR 训练强度适中(49.3% 的心率变异保留率),Beat Saber 训练强度较低(29.6% 的心率变异保留率),而 Circuit 训练强度较高(62.9% 的心率变异保留率)。此外,传统训练的体力消耗感和疼痛感较高,但乐趣较少。外部游戏之间也存在差异。在 72 小时内,BOXVR 导致较低的心脏反应(最大心率和平均心率),以及较高的体力消耗感和疼痛感。结论BOXVR 和传统训练都能带来中等强度的身体活动。然而,传统训练可能会导致体育锻炼计划的坚持率降低,因为人们认为这种训练强度更大,而且不太愉快。
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引用次数: 0
Designing for collaborative learning in immersive virtual reality: a systematic literature review 沉浸式虚拟现实中的协作学习设计:系统性文献综述
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-04 DOI: 10.1007/s10055-024-00975-4
Lucas Paulsen, Susanne Dau, Jacob Davidsen

Immersive learning technologies such as virtual reality have long been deemed as the next generation of digital learning environments. There is a limited number of studies addressing how immersive technologies can be designed, applied, and studied in collaborative learning settings. This paper presents a systematic review of empirical studies reporting on use of immersive virtual reality in collaborative learning within educational and professional learning settings. 11 studies have been grouped and coded in a textual narrative synthesis, outlining the pedagogical concepts behind the learning design, as well as the design of virtual reality environments and the collaborative learning activities in which the technology is employed. The results suggest that collaborative learning in virtual reality can currently be conceptualised as a shared experience in an immersive, virtually mediated space, where there is a shared goal/problem which learners must attend to collaboratively. This conceptualisation implies a need to design technologies, environments, and activities that support participation and social interaction, fostering collaborative learning processes. Based on the outlined conceptualisation, we present a series of recommendations for designing for collaborative learning in immersive virtual reality. The paper concludes that collaborative learning in virtual reality creates a practice- and reflection space, where learning is perceived as engaging, without the risk of interfering with actual practices. Current designs however struggle with usability, realism, and facilitating social interaction. The paper further identifies a need for future research into what happens within virtual reality, rather than only looking at post-virtual reality evaluations.

虚拟现实等沉浸式学习技术一直被视为下一代数字学习环境。关于如何在协作学习环境中设计、应用和研究沉浸式技术的研究数量有限。本文系统回顾了有关在教育和专业学习环境中使用沉浸式虚拟现实技术进行协作学习的实证研究。本文对 11 项研究进行了分组和编码,并以文字叙述的方式进行了综合,概述了学习设计背后的教学理念、虚拟现实环境的设计以及使用该技术的协作学习活动。研究结果表明,虚拟现实中的协作学习目前可以概念化为在一个身临其境的虚拟中介空间中的共同体验,其中有一个学习者必须协作关注的共同目标/问题。这一概念意味着需要设计支持参与和社会互动的技术、环境和活动,以促进协作学习过程。根据概述的概念,我们提出了在沉浸式虚拟现实中进行协作学习设计的一系列建议。本文的结论是,虚拟现实中的协作学习创造了一个实践和反思的空间,在这个空间里,学习被认为是有吸引力的,而且没有干扰实际操作的风险。然而,目前的设计在可用性、真实性和促进社交互动等方面存在问题。论文进一步指出,今后需要对虚拟现实中发生的事情进行研究,而不是仅仅关注虚拟现实后的评估。
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引用次数: 0
Immersive virtual reality for complex skills training: content analysis of experienced challenges 用于复杂技能培训的沉浸式虚拟现实:经验挑战内容分析
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-04 DOI: 10.1007/s10055-024-00955-8

Abstract

This study aimed to examine the challenges that adult participants experienced in immersive virtual reality (I-VR). Practitioners have indicated that some challenges persist from trainee to trainee and scholars have called for the design and development of virtual reality (VR) applications based on learning theories. Thus, we examined challenges immersed learners experienced during self-discovery of game mechanics and assembly task within an early-development I-VR program. We clarified the immersive learning phenomenon by studying the self-reported problem statements from 168 university students and staff. They used an HTC Vive Pro Eye device and a custom-built software. Through an iterative content analysis of post-survey and video-stimulated recall interviews, we retrieved 481 problem statements from the participants. As a result, we derived and detailed 89 challenges, 22 component features, 11 components, and 5 principal factors of immersive learning. The most cited components that the participants found challenging were the use of controllers and functions, reciprocal software interaction, spatial and navigational constraints, relevance realisation, and learner capabilities. Closer inspection of the quantified data revealed that the participants without digital gaming experience reported relatively more hardware-related problem statements. The findings regarding the constraints of immersive learning helped clarify the various actants involved in immersive learning. In this paper, we provide a design implication summary for VR application developers. Further research on theory-based development and design implications in various immersive training settings is needed.

摘要 本研究旨在探讨成人学员在沉浸式虚拟现实(I-VR)中遇到的挑战。实践者指出,有些挑战在学员与学员之间持续存在,学者们也呼吁根据学习理论设计和开发虚拟现实(VR)应用。因此,我们在一个早期开发的 I-VR 项目中,研究了沉浸式学习者在自我探索游戏机制和装配任务过程中遇到的挑战。我们通过研究 168 名大学师生自我报告的问题陈述,澄清了沉浸式学习现象。他们使用了 HTC Vive Pro Eye 设备和定制软件。通过对事后调查和视频刺激回忆访谈进行迭代式内容分析,我们从参与者那里获得了 481 份问题陈述。因此,我们得出并详细说明了沉浸式学习的 89 个挑战、22 个组成特征、11 个组成部分和 5 个主要因素。参与者认为最具挑战性的要素是控制器和功能的使用、软件的交互、空间和导航限制、相关性的实现以及学习者的能力。仔细观察量化数据后发现,没有数字游戏经验的参与者报告的与硬件相关的问题相对较多。有关沉浸式学习限制因素的研究结果有助于澄清沉浸式学习中涉及的各种行为主体。在本文中,我们为 VR 应用开发人员提供了一份设计启示总结。在各种沉浸式培训环境中,还需要进一步研究基于理论的开发和设计影响。
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引用次数: 0
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training Metaverse 中的多用户跨平台实践虚拟实验室--机械加工培训案例
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-04 DOI: 10.1007/s10055-024-00974-5
Tung-Jui Chuang, Shana Smith

Distance learning has become a popular learning channel today. However, while various distance learning tools are available, most of them only support a single platform, offer only the trainer’s perspective, and do not facilitate student-instructor interaction. As a result, distance learning systems tend to be inflexible and less effective. To address the limitations of existing distance learning systems, this study developed a cross-platform hands-on virtual lab within the Metaverse that enables multi-user participation and interaction for distance education. Four platforms, HTC VIVE Pro, Microsoft HoloLens 2, PC, and Android smartphone, are supported. The virtual lab allows trainers to demonstrate operation steps and engage with multiple trainees simultaneously. Meanwhile, trainees have the opportunity to practice their operational skills on their virtual machines within the Metaverse, utilizing their preferred platforms. Additionally, participants can explore the virtual environment and interact with each other by moving around within the virtual space, similar to a physical lab setting. The user test compares the levels of presence and usability in the hands-on virtual lab across different platforms, providing insights into the challenges associated with each platform within the Metaverse for training purposes. Furthermore, the results of the user test highlight the promising potential of the architecture due to its flexibility and adaptability.

远程学习已成为当今流行的学习渠道。然而,虽然有各种远程学习工具,但它们大多只支持单一平台,只提供培训者的视角,不便于学生与教师之间的互动。因此,远程学习系统往往不够灵活,效果也较差。针对现有远程学习系统的局限性,本研究在 Metaverse 中开发了一个跨平台的动手虚拟实验室,实现了远程教育的多用户参与和互动。它支持 HTC VIVE Pro、微软 HoloLens 2、个人电脑和安卓智能手机这四个平台。虚拟实验室允许培训师演示操作步骤,并同时与多名学员互动。同时,学员有机会利用自己喜欢的平台,在 Metaverse 中的虚拟机上练习操作技能。此外,学员还可以探索虚拟环境,并通过在虚拟空间中移动进行互动,这与物理实验室的设置类似。用户测试比较了不同平台在上机虚拟实验室中的存在感和可用性水平,从而深入了解了与 Metaverse 中用于培训的每个平台相关的挑战。此外,用户测试结果还凸显了该架构因其灵活性和适应性而具有的巨大潜力。
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引用次数: 0
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland. 利用虚拟现实技术审查火灾现场重建情况,以加强法医决策。苏格兰案例研究。
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-01 DOI: 10.1007/s10055-024-00961-w
Vincenzo Rinaldi, Karen Ann Robertson, Graham George Strong, Niamh Nic Daeid

When attending a crime scene, first responders are responsible for identifying areas of potential interest for subsequent forensic examination. This information is shared with the police, forensic practitioners, and legal authorities during an initial meeting of all interested parties, which in Scotland is known as a forensic strategy meeting. Swift documentation is fundamental to allow practitioners to learn about the scene(s) and to plan investigative strategies, traditionally relying on word-of-mouth briefings using digital photographs, videos, diagrams, and verbal reports. We suggest that these early and critical briefings can be augmented positively by implementing an end-to-end methodology for indoor 3D reconstruction and successive visualisation through immersive Virtual Reality (VR). The main objective of this paper is to provide an integrative documentation tool to enhance the decision-making processes in the early stages of the investigation. Taking a fire scene as an example, we illustrate a framework for rapid spatial data acquisition of the scene that leverages structure-from-motion photogrammetry. We developed a VR framework that enables the exploration of virtual environments on a standalone, low-cost immersive head-mounted display. The system was tested in a two-phased inter-agency fire investigation exercise, where practitioners were asked to produce hypotheses suitable for forensic strategy meetings by (1) examining traditional documentation and then (2) using a VR walkthrough of the same premises. The integration of VR increased the practitioners’ scene comprehension, improved hypotheses formulation with fewer caveats, and enabled participants to sketch the scene, in contrast to the orientation challenges encountered using conventional documentation.

在进入犯罪现场时,第一反应人员负责确定可能需要随后进行法医检查的区域。这些信息会在所有相关方的首次会议上与警方、法医从业人员和法律机构共享,在苏格兰,这种会议被称为法医策略会议。快速记录是让从业人员了解现场情况和规划调查策略的基础,传统上依赖于使用数码照片、视频、图表和口头报告的口口相传的简报。我们建议,通过实施端到端室内三维重建方法,并通过沉浸式虚拟现实(VR)进行连续可视化,可以积极增强这些早期和关键的情况介绍。本文的主要目的是提供一种综合记录工具,以加强调查早期阶段的决策过程。我们以火灾现场为例,说明了利用运动结构摄影测量快速获取现场空间数据的框架。我们开发了一个 VR 框架,可在独立、低成本的沉浸式头戴显示器上探索虚拟环境。该系统在一次分两个阶段进行的机构间火灾调查演习中进行了测试,演习要求从业人员通过(1)检查传统文件,然后(2)使用 VR 浏览相同的场所,提出适合法证战略会议的假设。与使用传统文件所遇到的定向挑战相比,VR 的整合提高了从业人员对现场的理解能力,改善了假设的提出,减少了注意事项,并使参与者能够勾勒出现场草图。
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引用次数: 0
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention 口袋里的虚拟健身房:增强现实运动应用程序特征对用户持续使用意向的影响
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-28 DOI: 10.1007/s10055-024-00959-4
Yi Sun, Zihao Yuan

In recent years, with the development of augmented reality (AR) technology and the prevalence of COVID-19, augmented reality exercise applications (AREAs) have entered people’s lives and changed people’s exercise ways. However, there is still little research on how AREAs affect users’ continuance intention, which limits our deeper understanding of the further use of AREAs by users for the potential benefits they provide. This study investigates the role of AREAs by proposing the original proposition of AREAs characteristic classification based on previous AR literature and dividing their characteristics into two categories: service and system characteristics. Through an online empirical study, 398 valid questionnaires were collected to test the hypotheses using the structural equation model. The results showed that hedonic and utilitarian value and presence are vital inner states which mediate the influence of service and system characteristics on user’s satisfaction and continuance intention. The results further show that only hedonic value is found to have a positive and significant relationship with continuance intention. This study contributes to the literature in the AR field by examining how different AR application characteristics affect user continuance intention in the context of sports and fitness. It also suggests that practitioners should identify the impact of different characteristics on user value and focus on the hedonic aspects of the application.

近年来,随着增强现实(AR)技术的发展和 COVID-19 的普及,增强现实运动应用(AREA)走进了人们的生活,改变了人们的运动方式。然而,关于 AREA 如何影响用户持续意向的研究仍然很少,这限制了我们深入了解用户进一步使用 AREA 所带来的潜在益处。本研究在以往 AR 文献的基础上,提出了 AREAs 特征分类的原创性命题,并将其特征分为服务特征和系统特征两类,从而研究 AREAs 的作用。通过在线实证研究,收集了 398 份有效问卷,利用结构方程模型对假设进行了检验。结果表明,享乐价值和功利价值以及存在感是重要的内心状态,它们是服务和系统特征对用户满意度和持续意向影响的中介。结果进一步表明,只有享乐价值与持续意向存在显著的正相关关系。本研究通过研究不同的 AR 应用特征如何影响体育健身领域用户的持续意向,为 AR 领域的文献做出了贡献。它还建议从业人员应识别不同特征对用户价值的影响,并关注应用程序的享乐性方面。
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Virtual Reality
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