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PRESENCE: Virtual and Augmented Reality最新文献

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Virtual Reality Presence in Partially Non-Euclidean Environments 部分非欧几里得环境中的虚拟现实临场感
Pub Date : 2024-03-28 DOI: 10.1162/pres_a_00419
J. Mayor, D. López-fernández, R. Lara-Cabrera, Fernando Ortega
Currently, virtual reality is limited by a physical workspace if the user walks indefinitely inside its virtual world. Therefore, it is necessary to find solutions to this limitation. A possible solution could be to reuse this workspace by overlapping different parts of the virtual space. This can be achieved through the use of imperceptible portals that connect different points in the virtual environment. Thanks to these portals it is possible to create a momentary break in the conventional Euclidean geometry displaying parts of the virtual world that are farther away than usual. Although this kind of effect has been seen in conventional games, its application to virtual environments has some technical implications. One of the most important technical characteristics to be evaluated is the presence, which could be affected by this type of visual effect. For this reason, a validation of the effect has been carried out by quantitatively analyzing the perceptual presence and conducting qualitative interviews with users. The results did not show an overall impact on presence, and users were excited to experience this type of visual effect inside the virtual world. Finally, this article shows everything learned in this development and is discussed from a perceptual design point of view, opening the possibility of new studies associated with this visual effect applied to the virtual world.
目前,如果用户在虚拟世界中无限行走,虚拟现实就会受到物理工作空间的限制。因此,有必要找到解决这一限制的办法。一种可能的解决方案是通过重叠虚拟空间的不同部分来重复使用这一工作空间。这可以通过使用连接虚拟环境中不同点的不易察觉的门户来实现。有了这些入口,就有可能在传统的欧几里得几何图形中创造出一个瞬间断点,显示出虚拟世界中比平时更远的部分。虽然这种效果已在传统游戏中出现过,但将其应用于虚拟环境还涉及到一些技术问题。需要评估的最重要的技术特征之一是临场感,它可能会受到这种视觉效果的影响。为此,我们通过对临场感的定量分析和对用户的定性访谈对这种效果进行了验证。结果表明,用户在虚拟世界中体验这种视觉效果时非常兴奋。最后,本文展示了在这一开发过程中学到的所有知识,并从感知设计的角度进行了讨论,为与虚拟世界中应用的这种视觉效果相关的新研究提供了可能性。
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引用次数: 0
Evaluation of Point-to-Point Reaching Performance in Mixed Reality and Virtual Reality 评估混合现实和虚拟现实中的点对点接触性能
Pub Date : 2024-03-28 DOI: 10.1162/pres_a_00418
Tyler G. Petrie, Chen Zhao, Michael J. Fu
Recent immersive mixed reality (MR) and virtual reality (VR) displays enable users to use their hands to interact with both veridical and virtual environments simultaneously. Therefore, it becomes important to understand the performance of human hand-reaching movement in MR. Studies have shown that different virtual environment visualization modalities can affect point-to-point reaching performance using a stylus, but it is not yet known if these effects translate to direct human-hand interactions in mixed reality. This paper focuses on evaluating human point-to-point motor performance in MR and VR for both finger-pointing and cup-placement tasks. Six performance measures relevant to haptic interface design were measured for both tasks under several different visualization conditions (“MR with indicator”, “MR without indicator”, and “VR”) to determine what factors contribute to hand-reaching performance. A key finding was evidence of a trade-off between reaching motion confidence” measures (indicated by throughput, number of corrective movements, and peak velocity) and “accuracy” measures (indicated by end-point error and initial movement error). Specifically, we observed that participants tended to be more confident in the “MR without Indicator” condition for finger-pointing tasks. These results contribute critical knowledge to inform the design of VR/MR interfaces based on the application's user performance requirements.
最新的沉浸式混合现实(MR)和虚拟现实(VR)显示器使用户能够用手同时与真实环境和虚拟环境进行交互。因此,了解人类手在 MR 中的伸展运动性能就变得非常重要。研究表明,不同的虚拟环境可视化模式会影响使用触控笔进行点对点伸手操作的性能,但这些影响是否会转化为混合现实中的直接手部交互还不得而知。本文重点评估了人类在 MR 和 VR 中进行手指指向和杯子放置任务时的点对点运动性能。在几种不同的可视化条件下("带指示器的 MR"、"不带指示器的 MR "和 "VR"),对这两项任务进行了与触觉界面设计相关的六项性能测量,以确定哪些因素会影响手的伸展性能。一个重要发现是,有证据表明在 "伸手动作信心 "测量(以吞吐量、纠正动作次数和峰值速度表示)和 "准确性 "测量(以终点误差和初始动作误差表示)之间存在权衡。具体来说,我们观察到,在 "无指示器的 MR "条件下,参与者往往对手指指向任务更有信心。这些结果为根据应用的用户性能要求设计 VR/MR 界面提供了重要的知识。
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引用次数: 0
Examining the Proteus Effect in the context of healthy food choices and intentions to eat healthy: the role of Avatar Body Size, Avatar Allocation Type and Visual Perspective 在健康食品选择和健康饮食意愿的背景下研究普洛特斯效应:阿凡达体型、阿凡达分配类型和视觉视角的作用
Pub Date : 2024-03-12 DOI: 10.1162/pres_a_00410
Nadine E van der Waal, Loes Janssen, M. Antheunis, L. N. van der Laan
As avatars gain prominence in health-promoting applications, understanding how health-related avatar appearance characteristics could affect users' behavior is crucial. Drawing upon the Proteus effect, avatars can positively and negatively affect health behaviors, depending on whether the avatar appearance is aligned with stereotypes about healthy or unhealthy behavior. Investigating avatar appearances is essential to understand potential negative health effects. Three experiments in a non-immersive virtual supermarket examined whether controlling an overweight avatar negatively affected 1) intentions to eat healthy and 2) food choice healthiness in the virtual supermarket, thereby investigating avatar allocation type (Study 1) and visual perspective (Study 2) as moderators. 2 (Avatar body size: overweight vs. healthy weight) by 2 (Avatar allocation type: self-assigned vs. experimenter-assigned [Study 1]; Visual perspective: first-person vs. third-person [Studies 2 and 3]) between-subjects designs were employed. None of the studies demonstrated the Proteus effect and no moderating role of avatar allocation type was found (Study 1). Unexpectedly, controlling an overweight avatar resulted in stronger intentions to eat healthy from a third-person perspective only (Study 2), which led to the hypothesis that the overweight avatar functioned as a fear stimulus. To test this, a health message was added that highlighted obesity as a health risk (Study 3). The addition of this message did not affect intentions to eat healthy and food choice healthiness. The combination of fear appeal and self-perception theory as explanatory frameworks for behavioral responses to avatars opens avenues for new research, such as exploring specific conditions that trigger each effect.
随着头像在促进健康的应用中日益突出,了解与健康相关的头像外观特征如何影响用户的行为至关重要。借鉴普洛特斯效应,头像可以对健康行为产生积极或消极影响,这取决于头像外观是否符合人们对健康或不健康行为的刻板印象。调查化身的外观对于了解潜在的负面健康影响至关重要。在一个非沉浸式虚拟超市中进行的三项实验研究了控制一个超重的头像是否会对以下两方面产生负面影响:1)健康饮食的意愿;2)在虚拟超市中选择食物的健康程度,从而研究了头像分配类型(研究 1)和视觉角度(研究 2)作为调节因素的作用。研究采用了 2(头像体型:超重 vs. 健康体重)乘 2(头像分配类型:自我分配 vs. 实验者分配 [研究 1];视觉视角:第一人称 vs. 第三人称 [研究 2 和 3])的被试间设计。没有一项研究显示了普洛特斯效应,也没有发现化身分配类型的调节作用(研究 1)。出乎意料的是,控制一个超重的头像只会从第三人称的角度导致更强的健康饮食意向(研究 2),这导致了一个假设,即超重的头像起到了恐惧刺激的作用。为了验证这一点,我们添加了一条健康信息,强调肥胖是一种健康风险(研究 3)。添加这一信息并不影响健康饮食的意愿和食物选择的健康程度。将恐惧吸引力和自我认知理论结合起来,作为头像行为反应的解释框架,为新的研究开辟了道路,例如探索触发每种效应的具体条件。
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引用次数: 0
SmallTAL: Real-Time Egocentric Online Temporal Action Localization for the Data-Impoverished SmallTAL:为数据贫乏者提供以自我为中心的实时在线时空动作定位功能
Pub Date : 2024-03-05 DOI: 10.1162/pres_a_00408
Eric C. Joyce, Yao Chen, Eduardo Neeter, Philippos Mordohai
We propose a real-time, online temporal action localization system that requires a small amount of annotated data. The main challenges we address are high intra-class variability and a large and diverse background class. We address these using a flexible frame descriptor, dynamic time warping, and a novel approach to database construction. Our solution receives egocentric RGB-D streams as input and makes predictions at regular temporal intervals. We validate our approach by localizing actions in a digital twin of an electrical substation, in which certain objects have been replaced by functional virtual replicas.
我们提出了一种实时、在线时态动作定位系统,它只需要少量的注释数据。我们所面临的主要挑战是类内变异性高以及背景类别庞大且多样化。我们使用灵活的帧描述符、动态时间扭曲和新颖的数据库构建方法来解决这些问题。我们的解决方案接收以自我为中心的 RGB-D 数据流作为输入,并以固定的时间间隔进行预测。我们通过定位变电站数字孪生中的动作来验证我们的方法,其中的某些物体已被功能虚拟复制品取代。
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引用次数: 0
Mapping the Viewer Experience in Cinematic Virtual Reality: A Systematic Review 绘制电影虚拟现实中的观众体验图:系统回顾
Pub Date : 2024-03-05 DOI: 10.1162/pres_a_00409
Zhiyuan Yu, Cheng-Hung Lo
In recent years, the creative media landscape has witnessed growing interests surrounding the utilization of virtual reality (VR) as a novel visual narrative approach for both filmmakers and audiences. This trend is accompanied with an increase in studies aimed at scientifically examining the characteristics and principles of immersive visual storytelling. This paper intends to contribute to this growing field by offering a comprehensive review on the current research development in Cinematic Virtual Reality (CVR), which employs VR technology to produce immersive, cinematic experiences for audiences. While extant research has focused on the content generation techniques and human performance implicated in virtual environments, such investigations may not fully explain the medium adaptation differences or emotional dimensions of narrated immersive experiences. These aspects are especially crucial in the context of visual storytelling through VR film, 360-degree video production, or other narrated experiences. The proposed study systematically categorizes CVR-related research, revealing the field's current state by narrowing the focus to specific topics and themes within CVR literature, and highlighting key sub-domains of interest centered on viewers' experience measurement techniques. The findings of this review are expected to establish formal categories for implementing visual CVR to achieve immersive visual storytelling and provide a comprehensive analysis of current viewer experience measurements.
近年来,创意媒体领域对虚拟现实(VR)的兴趣与日俱增,将其作为一种新颖的视觉叙事方法,供电影制作人和观众使用。伴随着这一趋势,旨在科学地研究沉浸式视觉叙事的特点和原理的研究也日益增多。电影虚拟现实(CVR)利用虚拟现实技术为观众带来身临其境的电影体验,本文旨在对这一不断发展的领域进行全面回顾,从而为这一领域做出贡献。虽然现有研究主要关注虚拟环境中的内容生成技术和人类表现,但这些研究可能无法完全解释沉浸式体验的媒介适应性差异或情感维度。这些方面对于通过 VR 电影、360 度视频制作或其他叙事体验来讲述视觉故事尤为重要。拟议的研究对 CVR 相关研究进行了系统分类,通过将研究重点缩小到 CVR 文献中的特定主题和专题,揭示了该领域的现状,并突出了以观众体验测量技术为中心的主要兴趣子领域。本综述的研究结果有望为实施视觉 CVR 以实现身临其境的视觉叙事建立正式的分类,并为当前的观众体验测量提供全面的分析。
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引用次数: 0
Game Behaviors among Adolescent MOBA Gamers in China: The Effects of Demographics, Trait Aggression, and Game Motivations 中国青少年 MOBA 游戏玩家的游戏行为:人口统计学、特质攻击和游戏动机的影响
Pub Date : 2024-02-20 DOI: 10.1162/pres_a_00407
Shuai Chen, Bo Mao, Xu Wang, Mingchen Wei, Yanling Liu
Game behaviors affect gamers' psychological and behavioral development in real life. Previous studies have shown that demographic and basic personality traits are associated with game behaviors in massively multiplayer online role-playing games. However, little is known about the roles of trait aggression and game motivations, especially in multiplayer online battle arena games. Thus, the aim of this study was to investigate how demographic, trait aggression, and game motivations affect multiplayer online battle arena game behaviors. A total of 1,316 Chinese adolescent gamers who play Honor of Kings responded to questions related to demographic information, trait aggression, game motivations (socializer, competitor, escapist, story-driven, completionist, and smarty-pants), and game behaviors (aggressing, winning, creating, and helping). The multiple linear regression model results showed that males, socializers, completionists, and smarty-pants were more likely to exhibit aggressing, winning, creating, and helping behaviors. Trait aggression predicted aggressing, winning, and creating behaviors. Moreover, age and competitor scale positively predicted aggressing and winning behaviors. Meanwhile, escapists tended to engage in aggressing and creating behaviors, and story-driven players exhibited creating and helping behaviors. These results may be useful in explaining individual differences in game behaviors and the relationships between video game and real-life behaviors for gamers.
游戏行为会影响游戏玩家在现实生活中的心理和行为发展。以往的研究表明,人口统计学特征和基本人格特征与大型多人在线角色扮演游戏中的游戏行为有关。然而,人们对特质攻击性和游戏动机的作用知之甚少,尤其是在多人在线竞技场游戏中。因此,本研究旨在探讨人口统计学、特质攻击性和游戏动机如何影响多人在线竞技场游戏行为。共有 1316 名中国青少年《王者荣耀》游戏玩家回答了与人口统计学信息、特质攻击性、游戏动机(社交型、竞争型、逃避型、故事驱动型、完成型和自作聪明型)和游戏行为(攻击、获胜、创造和帮助)相关的问题。多元线性回归模型的结果显示,男性、社交者、完成主义者和自作聪明者更有可能表现出攻击、获胜、创造和帮助行为。特质攻击性预测了攻击、获胜和创造行为。此外,年龄和竞争者量表对攻击行为和获胜行为有积极的预测作用。同时,逃避者倾向于攻击和创造行为,而故事驱动型玩家则表现出创造和帮助行为。这些结果可能有助于解释游戏行为的个体差异以及游戏玩家的电子游戏行为与现实生活行为之间的关系。
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引用次数: 0
Breaking Disciplinary Boundaries in Studies of Audience Experience of Engagement with Art and Immersive Virtual Stories 打破受众参与艺术和沉浸式虚拟故事体验研究的学科界限
Pub Date : 2024-02-20 DOI: 10.1162/pres_a_00406
Agnieszka Wlazeł
The paper examines the audience experience of engagement with immersive virtual stories and art in general, positioning it within the broader context of audience art engagement studies. The literature review indicates that the audiences' experience of engagement is a process in specific artistic and personal contexts. Yet, audience studies lack an approach to empirically study the complexity and dynamics of directed (in narrative stages) engagement. The paper presents an exploratory pilot study of the experience of immersive VR theatre. The comparison of the data of different participants experiencing the same art project demonstrates that even a simple research design integrating bodily data and audience reflection in the context of the specific artwork can bring insights valuable for practitioners and researchers. The paper endorses the use of the mixed method design in engagement studies.
本文探讨了观众参与沉浸式虚拟故事和一般艺术的体验,将其置于观众艺术参与研究的大背景下进行研究。文献综述表明,观众的参与体验是特定艺术和个人背景下的一个过程。然而,观众研究缺乏一种方法来实证研究定向(叙事阶段)参与的复杂性和动态性。本文介绍了一项关于沉浸式 VR 戏剧体验的探索性试点研究。通过对体验同一艺术项目的不同参与者的数据进行比较,证明即使是一个简单的研究设计,将身体数据和观众在特定艺术作品背景下的反思结合起来,也能为从业人员和研究人员带来有价值的见解。本文赞同在参与研究中使用混合方法设计。
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引用次数: 0
Mixed Reality Based Teleoperation Grasping Control 基于混合现实的远程操作抓取控制
Pub Date : 2024-01-04 DOI: 10.1162/pres_a_00402
Dekun Zheng, Ting Wang, Gao Jian, Liang Li, Xiangjun Ji, Kurosh Madani
The traditional teleoperation means that the system sent a series of signal commands from the master while the slave manipulator received and realized desired control operations. For the purpose of implementing more dexterous and complex tasks, we proposed a novel framework with dual-hand master teleoperation systems under time varied delays. In this paper, we emphasized studying the bilateral grasping teleoperation control as the time delay caused a communication outage. Combing a wave-variable structure with a four-channel framework, an event-trigger-based bilateral sliding mode teleoperation control and an adaptive neural network are designed to effectively achieve master-slave trajectory tracking. In the virtual 3D environment, we created an mixed reality interface based on dual-hand master teleoperation control that effectively responded to the two Omni manipulators' position transformation of the virtual manipulator. The time delay between the real slave force feedback and the virtual interface is addressed by designed event-trigger-based control so as to efficiently reduce the impact of time communication outage. The system's stability is analyzed and robot experiments are performed. From the experimental results, the telepresence platform innovatively applied virtual force feedback to reveal the soft target grasping and to accurately estimate the interactive force, enabling sensorless force feedback control.
传统的远程操作是指系统从主机械手发送一系列信号指令,而从机械手接收并实现所需的控制操作。为了实现更灵巧、更复杂的任务,我们提出了一种在时间变化延迟条件下的新型双手主遥控系统框架。在本文中,我们重点研究了由于时间延迟导致通信中断的双边抓取远程操作控制。将波变结构与四通道框架相结合,设计了基于事件触发的双边滑模远距操作控制和自适应神经网络,从而有效地实现了主从轨迹跟踪。在虚拟三维环境中,我们创建了一个基于双手主遥控的混合现实界面,该界面能有效响应两个 Omni 机械手对虚拟机械手的位置变换。通过设计基于事件触发的控制,解决了真实从属力反馈与虚拟界面之间的时间延迟问题,从而有效降低了时间通信中断的影响。分析了系统的稳定性,并进行了机器人实验。从实验结果来看,远程呈现平台创新性地应用了虚拟力反馈来揭示软目标抓取并准确估计交互力,实现了无传感器力反馈控制。
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引用次数: 0
Virtual rehabilitation: Guest Editor's Introduction to the Special Issue on Virtual Rehabilitation 虚拟康复虚拟康复特刊客座编辑导言
Pub Date : 2023-12-05 DOI: 10.1162/pres_e_00401
Danielle Levac
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引用次数: 0
期刊
PRESENCE: Virtual and Augmented Reality
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