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Dealing with a Panic Attack: a Virtual Reality Training Module for Postgraduate Psychology Students 应对惊恐发作:心理学研究生的虚拟现实训练模块
A. Bogdanovych, K. Moses, Bethany M. Wootton, Tomas Trescak
In this paper we present a virtual reality training simulator for postgraduate psychology students. This simulator features an interaction between a clinical psychologist (student) and a patient (virtual agent) suffering from Obsessive Compulsive Disorder (OCD). Our simulation focuses on the form of OCD treatment called “Exposure Therapy”. The traditional way of learning how to perform Exposure Therapy (ET) currently involves watching video recordings and discussing those in the class. In our simulation we conduct an immersive exposure therapy session in VR. This session involves a live interaction with a patient that at one stage triggers a panic attack. Our hypothesis is that the immersive nature of the training session will affect the decision making process of the students so that they are more likely to cease the exposure task than those student participating in a less immersive form of learning (watching a video recording). We also hypothesise that participating in an immersive VR training session is more effective than watching videos, as far as information retention goes.
本文介绍了一种面向心理学研究生的虚拟现实训练模拟器。这个模拟器的特点是临床心理学家(学生)和患有强迫症(OCD)的病人(虚拟代理人)之间的互动。我们的模拟着重于强迫症的治疗形式“暴露疗法”。目前,学习如何进行暴露疗法(ET)的传统方法包括观看录像并在课堂上讨论。在我们的模拟中,我们在VR中进行沉浸式暴露治疗。这个阶段包括与病人的现场互动,在一个阶段引发恐慌发作。我们的假设是,训练课程的沉浸性会影响学生的决策过程,因此他们比那些参与不那么沉浸式学习形式(看录像)的学生更有可能停止暴露任务。我们还假设,就信息保留而言,参与沉浸式VR培训课程比观看视频更有效。
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引用次数: 0
Double-Layered Cup-Shaped Device to Amplify Taste Sensation of Carbonation by the Electrical Stimulation on the Human Tongue 利用电刺激舌头放大碳酸味的双层杯状装置
Ibuki Nomura, Noriki Mochizuki, Sousuke Nakamura, Takafumi Koike
We show that electrical stimulation on the human tongue amplifies the taste sensation of carbonated beverages. We have developed a novel electric taste system with two components: a cup-shaped device and its circuit for stimulation. The cup-shaped device has a double-layer structure. The circuit has a constant current control circuit and a signal generator, which allow adjustment of the electrical parameters. The device is hygiene when we demonstrate electric taste because the device has two-layered. Thus we can change the inner layer that touches the user’s mouth. The device is also inexpensive and easy to manufacture so that many people can experience them.
我们表明,电刺激人类的舌头放大了碳酸饮料的味觉。我们开发了一种新型的电味觉系统,它由两个部分组成:一个杯状的装置和它的刺激电路。所述杯状装置为双层结构。该电路有一个恒流控制电路和一个信号发生器,允许调整电气参数。当我们演示电味时,这个设备是卫生的,因为这个设备有两层。因此,我们可以改变触摸用户嘴巴的内层。该设备价格低廉,易于制造,因此许多人都可以体验。
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引用次数: 0
HoloKeys: Interactive Piano Education Using Augmented Reality and IoT HoloKeys:使用增强现实和物联网的交互式钢琴教育
A. J. Stanbury, Ines Said, H. Kang
The rise of online learning poses unique challenges in music education, where live demonstration and musical synchronization are critical for student success. We present HoloKeys, a music education interface which allows instructors to play remotely located pianos using an augmented reality headset and wifi-enabled microcontrollers. This approach allows students to receive distance education which is more direct, immersive, and comprehensive than conventional video conferencing allows for. HoloKeys enables remote students to observe live instructional demonstration on a physical keyboard in their immediate environment just as they would in traditional settings. HoloKeys consists of two separate components: an augmented reality user interface and a piano playing apparatus. Our system aims to extend online music education beyond desktop platforms into the physical world, thereby addressing crucial obstacles encountered by educators and students transitioning into online education.
在线学习的兴起给音乐教育带来了独特的挑战,现场演示和音乐同步对学生的成功至关重要。我们提出HoloKeys,一个音乐教育界面,允许教师使用增强现实耳机和支持wifi的微控制器来远程演奏钢琴。这种方法可以让学生接受远程教育,这比传统的视频会议更直接、更身临其境、更全面。HoloKeys使远程学生能够在他们的直接环境中观察物理键盘上的实时教学演示,就像他们在传统环境中一样。HoloKeys由两个独立的组件组成:一个增强现实用户界面和一个钢琴演奏设备。我们的系统旨在将在线音乐教育从桌面平台扩展到物理世界,从而解决教育工作者和学生过渡到在线教育时遇到的关键障碍。
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引用次数: 4
Visualisation methods for patient monitoring in anaesthetic procedures using augmented reality 增强现实技术用于麻醉过程中患者监测的可视化方法
Lucas Plabst, S. Oberdörfer, O. Happel, Florian Niebling
In health care, there are still many devices with poorly designed user interfaces that can lead to user errors. Especially in acute care, an error can lead to critical conditions in patients. Previous research has shown that the use of augmented reality can help to better monitor the condition of patients and better detect unforeseen events. The system created in this work is intended to aid in the detection of changes in patient and equipment-data in order to increase detection of critical conditions or errors.
在医疗保健领域,仍然有许多设备的用户界面设计不佳,可能导致用户错误。特别是在急症护理中,一个错误可能会导致病人出现危急情况。先前的研究表明,使用增强现实技术可以帮助更好地监测患者的状况,更好地发现不可预见的事件。在这项工作中创建的系统旨在帮助检测患者和设备数据的变化,以增加对关键情况或错误的检测。
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引用次数: 2
Content-rich and Expansive Virtual Environments Using Passive Props As World Anchors 使用被动道具作为世界锚点的内容丰富和广阔的虚拟环境
S. G. Wheeler, S. Hoermann, R. Lindeman, G. Ghinea, A. Covaci
In this paper, we present a system that allows developers to add passive haptic feedback into their virtual reality applications by making use of existing physical objects in the user’s real environment. Our approach has minimal dependence on procedural generation and does not limit the virtual space to the dimensions of the physical play-area.
在本文中,我们提出了一个系统,允许开发人员通过利用用户真实环境中的现有物理对象,将被动触觉反馈添加到他们的虚拟现实应用程序中。我们的方法对程序生成的依赖最小,并且不会将虚拟空间限制在物理游戏区域的维度上。
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引用次数: 0
Natural walking speed prediction in Virtual Reality while using target selection-based locomotion 基于目标选择运动的虚拟现实自然行走速度预测
Nilotpal Biswas, Debangshu Banerjee, S. Bhattacharya
Travelling speed plays an essential role in the overall user experience while navigating inside a virtual environment. Researchers have used various travelling speed that matches the user speed profile in order to give a natural walking experience. However, predicting a user’s instantaneous walking speed can be challenging when there is no continuous input from the user. Target selection-based techniques are those where the user selects the target to reach there automatically. These techniques also lack naturalness due to their low interaction fidelity. In this work, we have proposed a mathematical model that can dynamically compute the instantaneous natural walking speed while moving from one point to another in a virtual environment. We formulated our model with the help of user studies.
在虚拟环境中导航时,行驶速度在整体用户体验中起着至关重要的作用。研究人员使用了不同的行走速度,以匹配用户的速度配置文件,以提供自然的步行体验。然而,在没有用户连续输入的情况下,预测用户的瞬时行走速度可能是一项挑战。基于目标选择的技术是指用户选择要自动到达的目标。由于交互保真度较低,这些技术也缺乏自然性。在这项工作中,我们提出了一个数学模型,可以动态计算在虚拟环境中从一个点移动到另一个点时的瞬时自然行走速度。我们在用户研究的帮助下制定了我们的模型。
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引用次数: 0
Fishtank Sandbox: A Software Framework for Collaborative Usability Testing of Fish Tank Virtual Reality Interaction Techniques 鱼缸沙盒:一个用于鱼缸虚拟现实交互技术协作可用性测试的软件框架
Vishal Jangid, Sirisilp Kongsilp
Human-computer interaction researchers have been studying how we can interact with virtual objects in a virtual environment efficiently. Many usability experiments do not have the same control parameters. The lack of consistency makes comparing different interaction techniques difficult. In this article, we present a software framework for usability study in FTVR interaction techniques. The software framework provides fixed control parameters (e.g., task, graphic settings, and measuring parameters), the ability for other researchers to incorporate their interaction techniques as an add-on, and enabling individuals to participate in the experiment over the internet. The article explores a new way for VR/AR researchers to approach usability experiments using the framework and discuss the challenges that it brings.
人机交互研究人员一直在研究如何在虚拟环境中有效地与虚拟对象进行交互。许多可用性实验没有相同的控制参数。缺乏一致性使得比较不同的交互技术变得困难。在本文中,我们提出了一个用于FTVR交互技术可用性研究的软件框架。软件框架提供了固定的控制参数(例如,任务、图形设置和测量参数),其他研究人员可以将他们的交互技术作为附加组件,并使个人能够通过互联网参与实验。本文探讨了VR/AR研究人员使用该框架进行可用性实验的新方法,并讨论了它带来的挑战。
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引用次数: 0
VRGaitAnalytics: Visualizing Dual Task Cost for VR Gait Assessment VRGaitAnalytics:可视化虚拟现实步态评估的双重任务成本
Zhu Wang, Liraz Arie, Anat V. Lubetzky, K. Perlin
Among its many promising applications, Virtual Reality (VR) can simulate diverse real-life scenarios and therefore help experimenters assess individuals’ gait performance (i.e., walking) under controlled functional contexts. VR-based gait assessment may provide low-risk, reproducible and controlled virtual environments, enabling experimenters to investigate underlying causes for imbalance by manipulating experimental conditions such as multi-sensory loads, mental processing loads (cognitive load), and/or motor tasks. We present a low-cost novel VR gait assessment system that simulates virtual obstacles, visual, auditory, and cognitive loads while using motion tracking to assess participants’ walking performance. The system utilizes in-situ spatial visualization for trial playback and instantaneous outcome measures which enable experimenters and participants to observe and interpret their performance. The trial playback can visualize any moment in the trial with embodied graphic segments including the head, waist, and feet. It can also replay two trials at the same time frame for trial-to-trial comparison, which helps visualize the impact of different experimental conditions. The outcome measures, i.e., the metrics related to walking performance, are calculated in real-time and displayed as data graphs in VR. The system can help experimenters get specific gait information on balance performance beyond a typical clinical gait test, making it clinically relevant and potentially applicable to gait rehabilitation. We conducted a feasibility study with physical therapy students, research graduate students, and licensed physical therapists. They evaluated the system and provided feedback on the outcome measures, the spatial visualizations, and the potential use of the system in the clinic. The study results indicate that the system was feasible for gait assessment, and the immediate spatial visualization features were seen as clinically relevant and useful. Limitations and considerations for future work are discussed.
在许多有前途的应用中,虚拟现实(VR)可以模拟各种现实生活场景,从而帮助实验者在受控的功能环境下评估个体的步态表现(即步行)。基于vr的步态评估可以提供低风险、可重复和可控的虚拟环境,使实验者能够通过操纵实验条件(如多感官负荷、心理加工负荷(认知负荷)和/或运动任务)来调查不平衡的潜在原因。我们提出了一种低成本的新型VR步态评估系统,该系统模拟虚拟障碍物、视觉、听觉和认知负荷,同时使用运动跟踪来评估参与者的行走表现。该系统利用原位空间可视化回放试验和即时结果测量,使实验者和参与者能够观察和解释他们的表现。试验回放可以可视化试验中的任何时刻,包括头、腰和脚的具体图形片段。它还可以在同一时间框架内回放两个试验,以进行试验与试验的比较,这有助于可视化不同实验条件的影响。结果测量,即与步行性能相关的指标,是实时计算的,并在VR中以数据图表的形式显示。该系统可以帮助实验人员在典型的临床步态测试之外获得关于平衡性能的特定步态信息,使其具有临床相关性并可能适用于步态康复。我们对物理治疗专业的学生、研究生和有执照的物理治疗师进行了可行性研究。他们对该系统进行了评估,并就结果测量、空间可视化以及该系统在临床中的潜在用途提供了反馈。研究结果表明,该系统对步态评估是可行的,其即时空间可视化特征具有临床相关性和实用性。讨论了今后工作的局限性和注意事项。
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引用次数: 3
Fluid3DGuides: A Technique for Structured 3D Drawing in VR Fluid3DGuides:一种在VR中进行结构化3D绘图的技术
Jingjing Kang, Shouxia Wang, Shuxia Wang, Weiping He
We propose Fluid3DGuides, a drawing guide technique to help users draw structured sketches more accurately in VR. The prototype system continuously infers visual guide lines for the user based on the user’s instant stroke drawing intention and its potential constraint relationship with the existing strokes. We evaluated our prototype through a pilot user study with six participants by comparing the proposed guide technique against the non-guide drawing condition. Participants gave positive comments on ease of use and drawing accuracy. They found that the technique could reduce the time and effort required to find the corrected drawing perspective and obtain more accurate 3D structured sketches.
我们提出Fluid3DGuides,这是一种绘图指导技术,可以帮助用户在VR中更准确地绘制结构化草图。原型系统根据用户瞬间笔画意图及其与现有笔画的潜在约束关系,不断为用户推断出视觉引导线。我们通过六名参与者的试点用户研究来评估我们的原型,通过比较建议的引导技术和非引导绘图条件。参加者在使用方便及绘图准确方面给予积极评价。他们发现,该技术可以减少寻找正确的绘图角度所需的时间和精力,并获得更准确的3D结构草图。
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引用次数: 0
Using Gaze Behavior and Head Orientation for Implicit Identification in Virtual Reality 基于注视行为和头向的虚拟现实内隐识别
Jonathan Liebers, Patrick Horn, Christian Burschik, Uwe Gruenefeld, Stefan Schneegass
Identifying users of a Virtual Reality (VR) headset provides designers of VR content with the opportunity to adapt the user interface, set user-specific preferences, or adjust the level of difficulty either for games or training applications. While most identification methods currently rely on explicit input, implicit user identification is less disruptive and does not impact the immersion of the users. In this work, we introduce a biometric identification system that employs the user’s gaze behavior as a unique, individual characteristic. In particular, we focus on the user’s gaze behavior and head orientation while following a moving stimulus. We verify our approach in a user study. A hybrid post-hoc analysis results in an identification accuracy of up to 75 % for an explainable machine learning algorithm and up to 100 % for a deep learning approach. We conclude with discussing application scenarios in which our approach can be used to implicitly identify users.
识别虚拟现实(VR)耳机的用户为VR内容的设计师提供了调整用户界面、设置用户特定偏好或调整游戏或培训应用程序难度的机会。虽然目前大多数识别方法依赖于显式输入,但隐式用户识别的破坏性较小,不会影响用户的沉浸感。在这项工作中,我们引入了一种生物识别系统,该系统将用户的凝视行为作为一种独特的个体特征。特别是,我们关注用户的注视行为和头部方向,当跟随一个移动的刺激。我们在用户研究中验证了我们的方法。对于可解释的机器学习算法,混合事后分析的识别准确率高达75%,对于深度学习方法,识别准确率高达100%。最后,我们讨论了可以使用我们的方法来隐式标识用户的应用程序场景。
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引用次数: 16
期刊
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
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