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Development and user evaluation of an immersive light field system for space exploration 用于太空探索的沉浸式光场系统的开发和用户评估
Pub Date : 2024-01-22 DOI: 10.3389/frvir.2023.1294877
V. Goriachev, T. Kuula, Petri Tikka, J. Karjalainen, K. Helin
This paper presents the developmental work and user evaluation results of an immersive light field system built for the European Space Agency’s (ESA) project called “Light field-enhanced immersive teleoperation system for space station and ground control.” The main aim of the project is to evaluate the usefulness and feasibility of light fields in space exploration, and compare it to other types of immersive content, such as 360° photos and point clouds. In the course of the project, light field data were captured with a robotically controlled camera and processed into a suitable format. The light field authoring process was performed, and a light field renderer capable of displaying immersive panoramic or planar light fields on modern virtual reality hardware was developed. The planetary surface points of interest (POIs) were modeled in the laboratory environment, and three distinct test use cases utilizing them were developed. The user evaluation was held in the European Astronaut Centre (EAC) in the summer of 2023, involving prospective end-users of various backgrounds. During the evaluation, questionnaires, interviews, and observation were used for data collection. At the end of the paper, the evaluation results, as well as a discussion about lessons learned and possible improvements to the light field system, are presented.
本文介绍了为欧洲航天局(ESA)名为 "用于空间站和地面控制的光场增强型沉浸式远程操纵系统 "的项目而构建的沉浸式光场系统的开发工作和用户评估结果。该项目的主要目的是评估光场在太空探索中的实用性和可行性,并将其与 360° 照片和点云等其他类型的沉浸式内容进行比较。在项目实施过程中,使用机器人控制的相机捕获了光场数据,并将其处理为合适的格式。进行了光场创作过程,并开发了能够在现代虚拟现实硬件上显示沉浸式全景或平面光场的光场渲染器。在实验室环境中对行星表面兴趣点(POIs)进行了建模,并利用这些兴趣点开发了三个不同的测试用例。2023 年夏季,在欧洲宇航员中心(EAC)进行了用户评估,不同背景的潜在最终用户参与了评估。在评估过程中,采用了问卷调查、访谈和观察等方式收集数据。本文最后介绍了评估结果,并讨论了吸取的经验教训和可能对光场系统做出的改进。
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引用次数: 0
Acute effects of an instructional movie on drop jump performance and lower limb kinematic and kinetic variables 教学电影对落点跳跃成绩以及下肢运动学和动力学变量的急性影响
Pub Date : 2024-01-12 DOI: 10.3389/frvir.2023.1198511
T. Yoshida, A. Zushi, Y. Yoshida, H. Maemura, S. Ono, S. Tanigawa
Objectives: Drop jump (DJ) is a typical exercise of plyometric training in which the state before takeoff (pre-set phase) influences the force exertion of the lower limbs during takeoff, as well as performance variables. This study aimed to examine the effects of watching an instructional movie during the pre-set phase on the performance and lower limb kinematic and kinetic variables during plyometric training.Methods: Fourteen participants (age, 21.9 ± 2.1 years; height, 175.6 ± 2.6 cm; weight, 70.7 ± 4.9 kg) were enrolled in this study. Seven participants with a high rebound jump (RJ) index under normal conditions were classified into the high RJ-index group. Seven participants with a low RJ-index were classified into the low RJ-index group. DJs were performed under normal conditions and under the movie condition (DJ immediately after watching the instructional movie during the pre-set phase). Performance and kinematic and kinetic variables of the lower limb joints were measured.Results: Compared with the normal condition, the movie condition was associated with a significantly high RJ-index, lesser degree of knee flexion (p < 0.011), and significantly larger concentric torque (p < 0.018) of the ankle. An interaction effect was observed for the eccentric torque (p < 0.025) and positive power (p < 0.004) of the ankle, which were significantly greater in the high RJ-index group under the movie condition.Conclusion: Watching an instructional movie during the pre-set phase improves the movement and force production of the ankle and knee joint, which, in turn, improves the DJ performance. However, the effects may be more pronounced in participants with a high RJ-index.
目的落体跳(DJ)是一种典型的负重训练,起飞前的状态(预设阶段)会影响起飞时下肢的发力以及成绩变量。本研究旨在探讨在预设阶段观看教学电影对负重训练时的表现以及下肢运动学和动力学变量的影响:14 名参与者(年龄,21.9 ± 2.1 岁;身高,175.6 ± 2.6 厘米;体重,70.7 ± 4.9 千克)参加了本研究。在正常情况下,7 名参与者的反弹跳(RJ)指数较高,被归入高 RJ 指数组。7 名 RJ 指数较低的参与者被分为低 RJ 指数组。在正常条件和电影条件下进行 DJ(在预设阶段观看教学电影后立即进行 DJ)。结果显示,与正常条件下相比,电影条件下的DJ表现更好:与正常条件相比,电影条件下的 RJ 指数明显较高,膝关节屈曲程度较小(p < 0.011),踝关节的同心扭矩明显较大(p < 0.018)。在电影条件下,高 RJ 指数组的踝关节偏心扭矩(p < 0.025)和正功率(p < 0.004)明显更大:结论:在预设阶段观看教学电影可改善踝关节和膝关节的运动和发力,进而提高 DJ 成绩。结论:在预设阶段观看教学影片可改善踝关节和膝关节的运动和发力情况,进而提高 DJ 性能。不过,这种效果在 RJ 指数较高的参与者中可能更为明显。
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引用次数: 0
VR communication simulation with scripted dialog elicits HPA axis stress 带有脚本对话的 VR 通信模拟会引发 HPA 轴应激反应
Pub Date : 2024-01-11 DOI: 10.3389/frvir.2023.1302720
Yuki Ban, Masahiro Inazawa, Chisato Kato, Shin'ichi Warisawa
Stress-inducing virtual reality (VR) systems have various applications in research, ranging from training to therapy to the observation of biological stress responses. Stress in VR can be evoked through environmental, cognitive, and social stimuli. Although various VR tasks can induce an autonomic nervous system (ANS) stress response, hypothalamic-pituitary-adrenal (HPA) axis stress responses have only been confirmed in VR for the virtual Trier social stress test (V-TSST). Understanding the impact of a wider variety of tasks on HPA-axis stress response could lead to the development of more effective stress relief measures and treatments. This study aims to clarify whether a virtual communication simulation, using a static procedure with a predetermined dialog, can evoke an HPA-axis stress response. Employing a virtual customer service system, we varied the intensity of the presented stress by changing the tone and gestures of the virtual customer. The findings confirm that HPA-axis stress responses can be elicited by such static virtual customer service training systems, and the stress responses can be adjusted by altering the avatar’s attitude. These findings suggest potential applications in research for observing human physiological responses to stress and development of stress reduction strategies, thereby affirming the effectiveness of VR in communication training.
压力诱导虚拟现实(VR)系统在研究领域有多种应用,从培训、治疗到生物压力反应观察,不一而足。VR 中的压力可通过环境、认知和社会刺激诱发。虽然各种 VR 任务都能诱发自律神经系统(ANS)应激反应,但下丘脑-垂体-肾上腺(HPA)轴应激反应仅在虚拟特里尔社交应激测试(V-TSST)中得到证实。了解更多任务对 HPA 轴应激反应的影响有助于开发更有效的压力缓解措施和治疗方法。本研究旨在阐明,使用预先设定对话的静态程序进行虚拟交流模拟是否会诱发 HPA 轴应激反应。我们利用一个虚拟客户服务系统,通过改变虚拟客户的语气和手势来改变所呈现压力的强度。研究结果证实,这种静态虚拟客户服务培训系统可以引起 HPA 轴应激反应,而且可以通过改变虚拟人物的态度来调整应激反应。这些发现为观察人类对压力的生理反应和开发减压策略提供了潜在的研究应用,从而肯定了虚拟现实技术在交流培训中的有效性。
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引用次数: 0
Visual thinking in virtual environments: evaluating multidisciplinary interaction through drawing ideation in real-time remote co-design 虚拟环境中的视觉思维:通过实时远程协同设计中的绘画构思评估多学科互动
Pub Date : 2024-01-11 DOI: 10.22215/etd/2020-14279
Alex Close, Stephen Field, Robert Teather
This study investigated remote multidisciplinary sketching ideation across three systems: virtual reality (VR), tablet drawing, and uploading images of paper drawings. Though cumbersome, expressiveness and line control with drawing on paper was still noted to be important even in remote sketching, particularly by people experienced with this method. The tablet method was user-friendly, fostering effective collaborative understanding, especially in object-based ideation. Existing skills played a significant role in shaping collaborative perceptions. Despite challenges, VR exhibited promise in fostering creative expression and visualization in collaborative design workflows. Notably, it proved beneficial in early problem-solving stages where spatial and sensory considerations influenced structural decisions—potentially useful after general brainstorming and 2D sketching has established themes and objects. This research contributes to further understanding of VR’s evolving role in design thinking, its synergy with other drawing methods in remote sketching collaboration, and the evolving landscape of diverse user needs in ideation processes.
本研究调查了三种系统的远程多学科素描构思:虚拟现实(VR)、平板电脑绘画和上传纸质绘画图像。尽管在纸上绘图比较麻烦,但人们注意到,即使在远程素描中,纸上绘图的表现力和线条控制仍然很重要,尤其是对使用这种方法有经验的人来说。平板电脑绘图法对用户友好,能促进有效的协作理解,特别是在基于物体的构思方面。现有技能在形成协作认知方面发挥了重要作用。尽管存在挑战,但在协作设计工作流程中,虚拟现实技术在促进创造性表达和可视化方面仍大有可为。值得注意的是,在解决问题的早期阶段,空间和感官因素会对结构决策产生影响,而在一般的头脑风暴和二维草图确定主题和对象之后,虚拟现实技术被证明是有益的。这项研究有助于进一步了解 VR 在设计思维中不断发展的作用、它与其他绘图方法在远程草图协作中的协同作用,以及在构思过程中不断发展的不同用户需求。
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引用次数: 0
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Frontiers in Virtual Reality
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