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PRESENCE: Virtual and Augmented Reality最新文献

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Center for Cyber-Physical Systems: Immersive Visualization and Simulation Environment 网络物理系统中心:沉浸式可视化和仿真环境
Pub Date : 2024-12-01 DOI: 10.1162/pres_a_00412
Thomas Wischgoll

Immersive display systems in the form of head-mounted displays or full-size, walkable display systems can provide an intuitive environment for a multitude of applications. Applications include exploration, simulation for training, and experimental studies to learn about people's behavior. Some display systems utilize large-scale and high-resolution configurations, which can be very effective in data exploration and visualization. This paper describes the infrastructure available at Wright State University with its advantages and disadvantages and discusses some of its use cases as well as its setup and administration. Different software frameworks are discussed that are built upon as is or their capabilities extended to provide additional features, such as touch support. Insight is provided into managing and administering a virtual reality laboratory effectively and efficiently by minimizing the effort to keep the infrastructure operational.

以头戴式显示器或全尺寸可行走显示系统为形式的沉浸式显示系统可以为多种应用提供直观的环境。这些应用包括探索、模拟训练和了解人们行为的实验研究。有些显示系统采用大规模和高分辨率配置,在数据探索和可视化方面非常有效。本文介绍了赖特州立大学现有的基础设施及其优缺点,并讨论了一些使用案例及其设置和管理。本文还讨论了不同的软件框架,这些框架可按原样构建,也可对其功能进行扩展,以提供触摸支持等附加功能。通过最大限度地减少保持基础设施运行的工作量,深入探讨了如何有效和高效地管理虚拟现实实验室。
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引用次数: 0
First-Person Experience in Virtual Reality Sport Advertisement: Transportation of Embodied Empathy 虚拟现实体育广告中的第一人称体验:身临其境的移情运输
Pub Date : 2024-05-22 DOI: 10.1162/pres_a_00426
Jun-Phil Uhm, Hyun-Woo Lee, Sanghoon Kim, Jin-Wook Han
Virtual reality has emerged as a powerful marketing tool by eliciting novel and enjoyable consumer experiences. To help shape the future of sport advertisements and influence consumers' purchasing decisions, this study aims to investigate the effects of sport advertisements implemented with virtual reality. Drawing on embodiment theory and transportation theory, we (1) conceptualized embodied empathy according to virtual reality context and (2) examined a model involving psychological processes of embodied empathy, a sense of presence, and attitudes. The results showed that the effect of embodied empathy on consumers' attitude toward brand is mediated by a sense of presence and the attitude toward the advertisement, in a causal sequence. This study contributes in several ways to our understanding of virtual reality in sport advertisements and suggests important practical implications.
虚拟现实技术能给消费者带来新奇愉悦的体验,因此已成为一种强大的营销工具。为了帮助塑造体育广告的未来并影响消费者的购买决策,本研究旨在调查使用虚拟现实技术的体育广告的效果。我们借鉴了体现理论和运输理论,(1) 根据虚拟现实情境对体现移情进行了概念化,(2) 检验了涉及体现移情、临场感和态度等心理过程的模型。研究结果表明,体现移情对消费者品牌态度的影响是由临场感和对广告的态度中介的,三者之间存在因果关系。这项研究从多个方面促进了我们对体育广告中虚拟现实技术的理解,并提出了重要的现实意义。
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引用次数: 0
Assessment and Application of Digital Museum Visitors' Emotional Experience Based on Virtual Reality Technology and Emotion Recognition Algorithm 基于虚拟现实技术和情感识别算法的数字博物馆参观者情感体验评估与应用
Pub Date : 2024-05-13 DOI: 10.1162/pres_a_00425
Jun An
Each person will have different emotional experience for the same scene or exhibit, which reduces the accuracy of emotional recognition and leads to the complexity of the evaluation of visitors' emotional experience in digital museums. In order to improve the user experience of digital museum, the evaluation and optimization methods of visitors' emotional experience of digital museum based on virtual reality technology and emotion recognition algorithm are studied. The spectrogram is generated according to the voice sent by tourists when they visit the digital museum, which is based on CSWNet_ CRNN emotion recognition depth learning model input, evaluate the tourists' emotional experience results, and draw the tourists' emotional types of digital museums; The visual and auditory features of the digital museum scene with positive emotional experience are extracted respectively. Using virtual reality technology, the extracted features are applied to each link of the digital museum scene content design, optimizing the digital museum virtual reality scene, and improving the digital museum experience. The experiment shows that the tourist emotion recognition accuracy of this method is high, and the emotion recognition accuracy of 300 random tourists can reach 100%. In terms of generating new scenes, the feature extraction results of this scene are consistent with the feature estimation of positive emotions by ordinary people. The use of extracted features to optimize the digital museum scene has better realism and detail accuracy, which can be favored by most people and promote the sustainable development of digital museums.
每个人对同一场景或展品的情感体验不同,降低了情感识别的准确性,导致数字博物馆游客情感体验评价的复杂性。为了改善数字博物馆的用户体验,本文研究了基于虚拟现实技术和情感识别算法的数字博物馆参观者情感体验评价与优化方法。根据游客参观数字博物馆时发出的语音生成频谱图,基于CSWNet_ CRNN情感识别深度学习模型输入,对游客情感体验结果进行评估,得出游客对数字博物馆的情感类型;分别提取具有积极情感体验的数字博物馆场景的视觉和听觉特征。利用虚拟现实技术,将提取的特征应用于数字博物馆场景内容设计的各个环节,优化数字博物馆虚拟现实场景,提升数字博物馆体验。实验表明,该方法的游客情感识别准确率较高,对 300 名随机游客的情感识别准确率可达 100%。在生成新场景方面,该场景的特征提取结果与普通人对积极情绪的特征估计一致。利用提取的特征对数字博物馆场景进行优化,具有较好的真实性和细节准确性,可以得到大多数人的青睐,促进数字博物馆的可持续发展。
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引用次数: 0
Contribution of Virtual Reality to the Reproduction of Social Interaction characteristics in Neuropsychology: A Systematic Review of the Literature 虚拟现实对再现神经心理学中的社会互动特征的贡献:文献系统回顾
Pub Date : 2024-05-03 DOI: 10.1162/pres_a_00424
Maxime Jollivet, Jérémy Besnard, Frédéric Banville, Philippe Allain
Sociocognitive difficulties are observed in many pathologies associated with brain lesions or atypical brain functioning. The development of virtual reality offers an opportunity to assess this dimension from an interactionist perspective and to increase the ecological validity of the material used. However, this approach can be operationalized and conceptualized in a variety of ways. To understand these aspects, we conducted a systematic review of articles found in the PubMed, PubMed Central and ScienceDirect databases, following PRISMA-P guidelines. A corpus of 48 articles was identified and analyzed in terms of the experimental devices used, to gauge the extent to which they reproduced the characteristics of real-world social interactions, as well as the associated conceptions. Results suggested that interactionist research lies on a continuum between ecological validity (studies exploring interactions via general functions) and a high level of experimental control (exploration of interactions with respect to specific processes). They are discussed in terms of the operationalization and objectification of interactionism.
在许多与脑损伤或非典型性脑功能相关的病症中,都能观察到社会认知困难。虚拟现实技术的发展提供了一个机会,可以从互动主义的角度对这一维度进行评估,并提高所用材料的生态有效性。然而,这种方法可以通过多种方式进行操作和概念化。为了了解这些方面,我们按照 PRISMA-P 准则,对 PubMed、PubMed Central 和 ScienceDirect 数据库中的文章进行了系统性审查。我们确定了 48 篇文章的语料库,并根据所使用的实验手段对其进行了分析,以衡量它们在多大程度上再现了现实世界中社会互动的特征以及相关概念。研究结果表明,交互作用研究介于生态有效性(通过一般功能探索交互作用的研究)和高水平实验控制(针对特定过程探索交互作用)之间。本文从交互作用的操作化和客观化角度对这些研究进行了讨论。
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引用次数: 0
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
Bridging the Headset: Engagement, Collaboration and Learning In and Around Virtual Reality 连接耳机:虚拟现实内外的参与、协作和学习
Pub Date : 2024-03-28 DOI: 10.1162/pres_a_00420
Betty Tärning, Agneta Gulz, Jens Nirme
To study engagement and learning we developed an asymmetric collaborative version of an existing VR-experience about environmental sustainability, enabling student teams of three, with only one wearing a headset at any time, to collaborate in three different virtual reality subgames. We compared this collaborative version to a non-collaborative version in a between-subjects experimental study (n = 20), finding that student teams using the collaborative version interacted to a larger extent while performing the subgames. The students in these teams self- reported a higher level of engagement, and observations suggested that interactions extended beyond necessary instructions. We did not find any significant differences when it comes to learning measured by scores on pre- and post-knowledge tests, but quantitative analysis of responses indicates that the VR-experience affected students overall and a qualitative analysis of an open question suggested a particular effect on the collaborative teams. Logged performance data indicated that collaborative teams managed to solve the tasks involved in the subgames at least as efficiently as the teams using the non-collaborative version.
为了研究参与和学习情况,我们开发了现有环境可持续性虚拟现实体验的非对称协作版本,使学生三人团队(任何时候都只有一人佩戴耳机)能够在三个不同的虚拟现实子游戏中进行协作。在一项主体间实验研究(n = 20)中,我们将该协作版与非协作版进行了比较,发现使用协作版的学生团队在进行子游戏时进行了更大程度的互动。这些团队中的学生自我报告说参与程度更高,观察结果表明互动超出了必要的指令范围。通过知识测试前后的分数来衡量学习效果,我们没有发现任何明显的差异,但对回答的定量分析表明,VR 体验对学生整体产生了影响,而对一个开放性问题的定性分析则表明,VR 体验对协作团队产生了特别的影响。记录的成绩数据表明,合作团队解决子游戏任务的效率至少与使用非合作版本的团队相当。
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引用次数: 0
Game Engines for Immersive Visualization: Using Unreal Engine Beyond Entertainment 沉浸式可视化游戏引擎:使用虚幻引擎超越娱乐
Pub Date : 2024-03-22 DOI: 10.1162/pres_a_00416
M. Krüger, David Gilbert, T. W. Kuhlen, Tim Gerrits
One core aspect of immersive visualization labs is to develop and provide powerful tools and applications that allow for efficient analysis and exploration of scientific data. As the requirements for such applications are often diverse and complex, the same applies to the development process. This has led to a myriad of different tools, frameworks, and approaches that grew and developed over time. The steady advance of commercial off-the-shelf game engines such as Unreal Engine has made them a valuable option for development in immersive visualization labs. In this work, we share our experience of migrating to Unreal Engine as a primary developing environment for immersive visualization applications. We share our considerations on requirements, present use cases developed in our lab to communicate advantages and challenges experienced, discuss implications on our research and development environments, and aim to provide guidance for others within our community facing similar challenges.
身临其境可视化实验室的一个核心方面是开发和提供功能强大的工具和应用程序,以便有效地分析和探索科学数据。由于对此类应用的要求往往多样而复杂,开发过程也是如此。因此,随着时间的推移,出现了无数不同的工具、框架和方法。商业现成游戏引擎(如虚幻引擎)的稳步发展使其成为身临其境可视化实验室开发的重要选择。在这项工作中,我们分享了迁移到虚幻引擎作为身临其境可视化应用的主要开发环境的经验。我们分享了对需求的考虑,介绍了在实验室中开发的用例,以交流所经历的优势和挑战,讨论了对我们的研究和开发环境的影响,并旨在为我们社区中面临类似挑战的其他人提供指导。
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引用次数: 0
The Effects of Virtual Reality Used in Healthcare Education on The Cybersickness and Sense of Presence: A Systematic Review 医疗保健教育中使用的虚拟现实技术对 "网络晕眩 "和 "临场感 "的影响:系统回顾
Pub Date : 2024-03-22 DOI: 10.1162/pres_a_00414
Atiye Erbas, Elif Akyüz, Ş. Ergöl
The purpose of this systematic review was to present the current state of the science related to healthcare students' outcomes associated with virtual reality effects on cybersickness and sense of presence. Results of the database searches of MEDLINE/PubMed, Scopus, ISI Web of Science, CINAHL and, Cochrane, 101 articles were identified. Seven articles were isolated for inclusion in this review. The primary search terms were “healthcare students”, “virtual reality”, “cybersickness”, and “sense of presence”. The review is registered with the International Prospective Register of Systematic Reviews (PROSPERO CRD42021223947). The studies were published between 2016 to 2020 and were conducted in Israel, United States, United Kingdom, Singapore, Belgium, and Brazil. The research design was quasi-experimental in six studies and experimental design in one study. Interventions were mostly carried out with nursing, medical and dental students. Three studies used immersive virtual reality simulation with a head-mounted display, while the others used non-immersive three-dimensional visuals. According to the evidence results, students perceived a high sense of presence and a low level of cybersickness in virtual reality simulations. There is limited robust research exploring healthcare students' outcomes related to virtual reality on cybersickness and sense of presence.
本系统性综述的目的是介绍与医学生在虚拟现实对晕机和临场感的影响相关的科学现状。通过对 MEDLINE/PubMed、Scopus、ISI Web of Science、CINAHL 和 Cochrane 等数据库的检索,共发现 101 篇文章。其中七篇文章被单独纳入本综述。主要检索词为 "医学生"、"虚拟现实"、"网络病 "和 "存在感"。本综述已在系统性综述国际前瞻性注册中心注册(PROSPERO CRD42021223947)。这些研究发表于 2016 年至 2020 年,分别在以色列、美国、英国、新加坡、比利时和巴西进行。六项研究采用准实验设计,一项研究采用实验设计。干预措施主要针对护理、医学和牙科专业的学生。三项研究使用了头戴式显示器的沉浸式虚拟现实模拟,其他研究则使用了非沉浸式三维视觉效果。根据证据结果,学生在虚拟现实模拟中的临场感较高,晕机程度较低。关于医学生在虚拟现实中的晕机和临场感的相关结果,目前只有有限的可靠研究。
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引用次数: 0
Examination of the Effect of the Real-life Meaning of the Stimulus on Self Motion Illusion 研究刺激的现实意义对自我运动错觉的影响
Pub Date : 2024-03-22 DOI: 10.1162/pres_a_00413
Moyou Jiang, Xuanru Guo, Takeharu Seno, Gerard B. Remijn, Shinji Nakamura
Vection refers to illusory self-motion perception mainly induced by the motion of a visual stimulus. This phenomenon concerns presence and immersion in the illusion of self-motion, especially in virtual reality. In the present study, we investigated how the real-life meaning of stimuli contributes to vection by using animations of objects that can move by themselves. In two psychophysical experiments, we first employed animated cars presented with or without wheel rotation as the visual inducer, which had various motion directions and postures; then we added the road scenery, which was either moving (in the same or opposite direction to the cars) or still, as a contextual background in the visual stimulus. The results of Experiment 1 showed that in conditions with forward- and backward-moving cars, vection was stronger than in conditions with upward-moving and inverted cars. The results of Experiment 2 showed that vection was weakest in the still road scenery condition and that the cars' wheel rotation could facilitate vection. This suggests that the more natural the stimulus meanings were, the stronger the vection was. It is a feasible and effective application prospect to enhance the vection experience by changing the naturalness of the stimulus to further increase the sense of presence and immersion. Therefore, the perceived naturalness and the assumed staticity of the visual inducer are two important cognitive factors in visual selfmotion perception and presence in the virtual world.
幻觉指的是主要由视觉刺激物的运动所诱发的虚幻的自我运动感知。这种现象涉及自我运动幻觉中的临场感和沉浸感,尤其是在虚拟现实中。在本研究中,我们通过使用可以自行移动的物体动画,研究了刺激物的现实意义如何对妄动产生影响。在两个心理物理实验中,我们首先使用了车轮转动或不转动的动画汽车作为视觉诱导物,这些汽车有不同的运动方向和姿态;然后,我们在视觉刺激中加入了道路景物,这些景物有的在运动(与汽车同方向或反方向),有的静止不动。实验 1 的结果表明,在汽车向前和向后运动的情况下,视线牵引比汽车向上和向后运动的情况下更强。实验 2 的结果表明,静止的道路景物条件下的牵引力最弱,而汽车车轮的转动可以促进牵引力。这表明,刺激含义越自然,牵引力就越强。通过改变刺激物的自然度来进一步增强临场感和沉浸感,从而增强牵引体验,是一种可行且有效的应用前景。因此,视觉诱导物的感知自然度和假定静态性是虚拟世界中视觉自我运动感知和临场感的两个重要认知因素。
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引用次数: 0
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PRESENCE: Virtual and Augmented Reality
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