Safety critical situations, as they occur in professions such as medicine, nursing, and aviation, are often trained in simulators to prevent damages to personnel and material. These jobs often come with a high amount of stress, to which prolonged exposure can have devastating effects. Over the past years, stress inoculation training in conjunction with Virtual Reality has become focus of the research community and software companies. Especially the nursing profession can benefit from it, since stress-related illnesses are often the reason for an early exit from the workforce. However, since training facilities often need to compromise on their simulations due to monetary reasons, trade-offs must be made in the degree of detail of such simulations in order to keep development and acquisition costs low. One such possibility is in using low graphical fidelity. We present a psycho-physiological study on the influence of image realism of virtual environments on the stress response. In a within subject design study, we ask participants to complete nursing related, virtually recreated tasks in an artificial intensive care unit, whilst exposed to different stress factors. We provide our findings in the form of objective and subjective measures. Results show that one can elicit different stress responses by manipulating image realism in a sufficiently drastic manner. However, a life-like reaction does not seem to depend on a highly realistic environment.
{"title":"Effects of Image Realism on the Stress Response in Virtual Reality","authors":"Sebastian Weiß, N. Klassen, Wilko Heuten","doi":"10.1145/3489849.3489885","DOIUrl":"https://doi.org/10.1145/3489849.3489885","url":null,"abstract":"Safety critical situations, as they occur in professions such as medicine, nursing, and aviation, are often trained in simulators to prevent damages to personnel and material. These jobs often come with a high amount of stress, to which prolonged exposure can have devastating effects. Over the past years, stress inoculation training in conjunction with Virtual Reality has become focus of the research community and software companies. Especially the nursing profession can benefit from it, since stress-related illnesses are often the reason for an early exit from the workforce. However, since training facilities often need to compromise on their simulations due to monetary reasons, trade-offs must be made in the degree of detail of such simulations in order to keep development and acquisition costs low. One such possibility is in using low graphical fidelity. We present a psycho-physiological study on the influence of image realism of virtual environments on the stress response. In a within subject design study, we ask participants to complete nursing related, virtually recreated tasks in an artificial intensive care unit, whilst exposed to different stress factors. We provide our findings in the form of objective and subjective measures. Results show that one can elicit different stress responses by manipulating image realism in a sufficiently drastic manner. However, a life-like reaction does not seem to depend on a highly realistic environment.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117024332","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bram van Deurzen, Patrik Goorts, T. Weyer, D. Vanacken, K. Luyten
Virtual Reality (VR) allows simulation of machine control panels without physical access to the machine, enabling easier and faster initial exploration, testing, and validation of machine panel designs. However, haptic feedback is indispensable if we want to interact with these simulated panels in a realistic manner. We present HapticPanel, an encountered-type haptic system that provides realistic haptic feedback for machine control panels in VR. To ensure a realistic manipulation of input elements, the user’s hand is continuously tracked during interaction with the virtual interface. Based on which virtual element the user intends to manipulate, a motorized panel with stepper motors moves a corresponding physical input element in front of the user’s hand, enabling realistic physical interaction.
{"title":"HapticPanel: An Open System to Render Haptic Interfaces in Virtual Reality for Manufacturing Industry","authors":"Bram van Deurzen, Patrik Goorts, T. Weyer, D. Vanacken, K. Luyten","doi":"10.1145/3489849.3489901","DOIUrl":"https://doi.org/10.1145/3489849.3489901","url":null,"abstract":"Virtual Reality (VR) allows simulation of machine control panels without physical access to the machine, enabling easier and faster initial exploration, testing, and validation of machine panel designs. However, haptic feedback is indispensable if we want to interact with these simulated panels in a realistic manner. We present HapticPanel, an encountered-type haptic system that provides realistic haptic feedback for machine control panels in VR. To ensure a realistic manipulation of input elements, the user’s hand is continuously tracked during interaction with the virtual interface. Based on which virtual element the user intends to manipulate, a motorized panel with stepper motors moves a corresponding physical input element in front of the user’s hand, enabling realistic physical interaction.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128718136","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abhishek Mukhopadhyay, G. S. R. Reddy, Subhankar Ghosh, L. Murthy, P. Biswas
The Covid-19 pandemic resulted in a catastrophic loss to global economies, and social distancing was consistently found to be an effective means to curb the virus's spread. However, it is only as effective when every individual partakes in it with equal alacrity. Past literature outlined scenarios where computer vision was used to detect people and to enforce social distancing automatically. We have created a Digital Twin (DT) of an existing laboratory space for remote monitoring of room occupancy and automatically detecting violation of social distancing. To evaluate the proposed solution, we have implemented a Convolutional Neural Network (CNN) model for detecting people, both in a limited-sized dataset of real humans, and a synthetic dataset of humanoid figures. Our proposed computer vision models are validated for both real and synthetic data in terms of accurately detecting persons, posture, and intermediate distances among people.
{"title":"Validating Social Distancing through Deep Learning and VR-Based Digital Twins","authors":"Abhishek Mukhopadhyay, G. S. R. Reddy, Subhankar Ghosh, L. Murthy, P. Biswas","doi":"10.1145/3489849.3489959","DOIUrl":"https://doi.org/10.1145/3489849.3489959","url":null,"abstract":"The Covid-19 pandemic resulted in a catastrophic loss to global economies, and social distancing was consistently found to be an effective means to curb the virus's spread. However, it is only as effective when every individual partakes in it with equal alacrity. Past literature outlined scenarios where computer vision was used to detect people and to enforce social distancing automatically. We have created a Digital Twin (DT) of an existing laboratory space for remote monitoring of room occupancy and automatically detecting violation of social distancing. To evaluate the proposed solution, we have implemented a Convolutional Neural Network (CNN) model for detecting people, both in a limited-sized dataset of real humans, and a synthetic dataset of humanoid figures. Our proposed computer vision models are validated for both real and synthetic data in terms of accurately detecting persons, posture, and intermediate distances among people.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"3368 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127499704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ryan Skull, Will Kitchen, D. Phoenix, Connor Mackenzie, Nathan Allison, Roisin Hunt, Leonardo Stella
A novel strand of Coronavirus has affected a large number of individuals worldwide, putting a considerable stress to national health services and causing many deaths. Many control measures have been put in place across different countries with the aim to save lives at the cost of personal freedom. Computer simulations have played a role in providing policy makers with critical information about the virus. However, despite their importance in applied epidemiology, general simulation models, are difficult to validate because of how hard it is to predict and model human behavior. To this end, we propose a different approach by developing a virtual reality (VR) multi-agent virus propagation system where a group of agents interact with the user in a university setting. We created a VR digital twin replica of a building in the University of Derby campus, to enhance the user’s immersion in our study. Our work integrates human behavior seamlessly in a simulation model and we believe that this approach is crucial to have a deeper understanding on how to control the spread of a virus such as COVID-19.
{"title":"Incorporating Human Behavior in VR Compartmental Simulation Models","authors":"Ryan Skull, Will Kitchen, D. Phoenix, Connor Mackenzie, Nathan Allison, Roisin Hunt, Leonardo Stella","doi":"10.1145/3489849.3489946","DOIUrl":"https://doi.org/10.1145/3489849.3489946","url":null,"abstract":"A novel strand of Coronavirus has affected a large number of individuals worldwide, putting a considerable stress to national health services and causing many deaths. Many control measures have been put in place across different countries with the aim to save lives at the cost of personal freedom. Computer simulations have played a role in providing policy makers with critical information about the virus. However, despite their importance in applied epidemiology, general simulation models, are difficult to validate because of how hard it is to predict and model human behavior. To this end, we propose a different approach by developing a virtual reality (VR) multi-agent virus propagation system where a group of agents interact with the user in a university setting. We created a VR digital twin replica of a building in the University of Derby campus, to enhance the user’s immersion in our study. Our work integrates human behavior seamlessly in a simulation model and we believe that this approach is crucial to have a deeper understanding on how to control the spread of a virus such as COVID-19.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131307260","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Takayoshi Yamada, A. Yamazaki, Haruna Miyakawa, Yuichi Mashiba, K. Zempo
In order to construct a comfortable communication in the VR space, it is important to improve the speech comprehension in environmental noise. Although there have been many reports on the interaction between vision and acoustic, few studies using noisy VR spaces. In this study, sixteen Japanese male and female were tested to listen to a some sentence in a VR space with environmental noise, to evaluate the effect of the visual stimulus to the avatar speech comprehension against the environmental noise, with using the up-and-down method. The results showed that the cocktail party effect was also observed in the VR avatars, and the cocktail party effect continued even if the avatar vanished visually. In addition, it was suggested that the cocktail party effect was enhanced if the lip of the avatar synchronized correctly.
{"title":"Visual Transition of Avatars Improving Speech Comprehension in Noisy VR Environments","authors":"Takayoshi Yamada, A. Yamazaki, Haruna Miyakawa, Yuichi Mashiba, K. Zempo","doi":"10.1145/3489849.3489932","DOIUrl":"https://doi.org/10.1145/3489849.3489932","url":null,"abstract":"In order to construct a comfortable communication in the VR space, it is important to improve the speech comprehension in environmental noise. Although there have been many reports on the interaction between vision and acoustic, few studies using noisy VR spaces. In this study, sixteen Japanese male and female were tested to listen to a some sentence in a VR space with environmental noise, to evaluate the effect of the visual stimulus to the avatar speech comprehension against the environmental noise, with using the up-and-down method. The results showed that the cocktail party effect was also observed in the VR avatars, and the cocktail party effect continued even if the avatar vanished visually. In addition, it was suggested that the cocktail party effect was enhanced if the lip of the avatar synchronized correctly.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"278 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116722263","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this work, we created an application to generate different apartment settings based on the Big Five personality model and investigated user perception and level of immersion in VR. The goal was to achieve a believable, immersive randomization of apartments interior for open world applications. The Big Five Model is a modern personality theory that defines five central personality traits: extraversion, agreeableness, openness, conscientiousness, and neuroticism. For each apartment layout, we simulated a personality by randomizing values of each of the five traits. We then calculated a series of derived traits from these base five traits and used these base and derived traits to influence the interior layout of the apartment. To test how much the personality-based interior layout system affected perceived personality, we set up a key-finding game and asked participants a series of questions about their perception of the apartment tenant after they found the keys on each floor. We found that participants’ perceptions of tenants’ personalities generally matched the original Big Five personality model used to generate the apartment layout with a higher rate than random chance.
{"title":"Immersive Furnishing - Randomized Big Five Personality Traits Based Interior Layouts","authors":"Miles S Aikens, Jason B. Ku, C. Eckhardt","doi":"10.1145/3489849.3489919","DOIUrl":"https://doi.org/10.1145/3489849.3489919","url":null,"abstract":"In this work, we created an application to generate different apartment settings based on the Big Five personality model and investigated user perception and level of immersion in VR. The goal was to achieve a believable, immersive randomization of apartments interior for open world applications. The Big Five Model is a modern personality theory that defines five central personality traits: extraversion, agreeableness, openness, conscientiousness, and neuroticism. For each apartment layout, we simulated a personality by randomizing values of each of the five traits. We then calculated a series of derived traits from these base five traits and used these base and derived traits to influence the interior layout of the apartment. To test how much the personality-based interior layout system affected perceived personality, we set up a key-finding game and asked participants a series of questions about their perception of the apartment tenant after they found the keys on each floor. We found that participants’ perceptions of tenants’ personalities generally matched the original Big Five personality model used to generate the apartment layout with a higher rate than random chance.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"150 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134520659","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper we present a virtual reality application, where multiple users can observe and interact with a portion of geo-referenced terrain where a real wildfire took place. The application presents a layout with two maps, one is a three-dimensional view with terrain elevation and the other is a conventional two-dimensional view. The VR users can control different layers (roads, waterways, etc), control the wildfire’s playback, command vehicles to change positions and paint the terrain conveying information to one-another. This work explores how users interact with map visualizations and plan for a crisis management scenario within a virtual environment.
{"title":"Managing a Crisis in Virtual Reality - Tackling a Wildfire","authors":"Hugo Lino, Rui Nóbrega, F. Birra, Nuno Correia","doi":"10.1145/3489849.3489957","DOIUrl":"https://doi.org/10.1145/3489849.3489957","url":null,"abstract":"In this paper we present a virtual reality application, where multiple users can observe and interact with a portion of geo-referenced terrain where a real wildfire took place. The application presents a layout with two maps, one is a three-dimensional view with terrain elevation and the other is a conventional two-dimensional view. The VR users can control different layers (roads, waterways, etc), control the wildfire’s playback, command vehicles to change positions and paint the terrain conveying information to one-another. This work explores how users interact with map visualizations and plan for a crisis management scenario within a virtual environment.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"44 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113970293","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Current advances in image based 3D human shape estimation and parametric human models enable creating realistic 3D virtual humans. We present a pipeline which takes advantage of these models and takes a single input image to create realistic 3D animatable avatars. The pipeline extracts shape and pose parameters from the input image and builds an implicit surface representation, which is then fitted onto a parametric human model. This fitted human model is animated to new and novel poses extracting pose parameters from a motion capture dataset. We extend the pipeline showcasing realism and interaction by texture painting it using Substance Painter and embedding it in an AR scene using Adobe Aero respectively.
{"title":"IMAGEimate - An End-to-End Pipeline to Create Realistic Animatable 3D Avatars from a Single Image Using Neural Networks","authors":"S. D. Murthy, Tobias Höllerer, Misha Sra","doi":"10.1145/3489849.3489922","DOIUrl":"https://doi.org/10.1145/3489849.3489922","url":null,"abstract":"Current advances in image based 3D human shape estimation and parametric human models enable creating realistic 3D virtual humans. We present a pipeline which takes advantage of these models and takes a single input image to create realistic 3D animatable avatars. The pipeline extracts shape and pose parameters from the input image and builds an implicit surface representation, which is then fitted onto a parametric human model. This fitted human model is animated to new and novel poses extracting pose parameters from a motion capture dataset. We extend the pipeline showcasing realism and interaction by texture painting it using Substance Painter and embedding it in an AR scene using Adobe Aero respectively.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124223475","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sebastian Friston, Ben J. Congdon, David Swapp, Lisa Izzouzi, Klara Brandstätter, Daniel Archer, Otto Olkkonen, Felix J. Thiel, A. Steed
While they have long been a subject of academic study, social virtual reality (SVR) systems are now attracting increasingly large audiences on current consumer virtual reality systems. The design space of SVR systems is very large, and relatively little is known about how these systems should be constructed in order to be usable and efficient. In this paper we present Ubiq, a toolkit that focuses on facilitating the construction of SVR systems. We argue for the design strategy of Ubiq and its scope. Ubiq is built on the Unity platform. It provides core functionality of many SVR systems such as connection management, voice, avatars, etc. However, its design remains easy to extend. We demonstrate examples built on Ubiq and how it has been successfully used in classroom teaching. Ubiq is open source (Apache License) and thus enables several use cases that commercial systems cannot.
{"title":"Ubiq: A System to Build Flexible Social Virtual Reality Experiences","authors":"Sebastian Friston, Ben J. Congdon, David Swapp, Lisa Izzouzi, Klara Brandstätter, Daniel Archer, Otto Olkkonen, Felix J. Thiel, A. Steed","doi":"10.1145/3489849.3489871","DOIUrl":"https://doi.org/10.1145/3489849.3489871","url":null,"abstract":"While they have long been a subject of academic study, social virtual reality (SVR) systems are now attracting increasingly large audiences on current consumer virtual reality systems. The design space of SVR systems is very large, and relatively little is known about how these systems should be constructed in order to be usable and efficient. In this paper we present Ubiq, a toolkit that focuses on facilitating the construction of SVR systems. We argue for the design strategy of Ubiq and its scope. Ubiq is built on the Unity platform. It provides core functionality of many SVR systems such as connection management, voice, avatars, etc. However, its design remains easy to extend. We demonstrate examples built on Ubiq and how it has been successfully used in classroom teaching. Ubiq is open source (Apache License) and thus enables several use cases that commercial systems cannot.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"39 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120994036","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The increasing ubiquity and mobility of VR devices has introduced novel use cases, one of which is using VR while in dynamic, on-the-go environments. Hence, there is a need to examine the perceptual, cognitive, and behavioral aspects of both the driving experience and VR immersion, and how they influence each other. As an initial step towards this goal, we report on the results of an online survey that investigated users’ perceived safety of using VR in an AV. The results of the survey show a mix of expected and surprising attitudes towards VR-in-the-car.
{"title":"Safety First: A Study of Users’ Perception of VR Adoption in Vehicles","authors":"Nadia Fereydooni, B. Walker","doi":"10.1145/3489849.3489914","DOIUrl":"https://doi.org/10.1145/3489849.3489914","url":null,"abstract":"The increasing ubiquity and mobility of VR devices has introduced novel use cases, one of which is using VR while in dynamic, on-the-go environments. Hence, there is a need to examine the perceptual, cognitive, and behavioral aspects of both the driving experience and VR immersion, and how they influence each other. As an initial step towards this goal, we report on the results of an online survey that investigated users’ perceived safety of using VR in an AV. The results of the survey show a mix of expected and surprising attitudes towards VR-in-the-car.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121192767","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}