Pub Date : 2024-01-22DOI: 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.
{"title":"Development and user evaluation of an immersive light field system for space exploration","authors":"V. Goriachev, T. Kuula, Petri Tikka, J. Karjalainen, K. Helin","doi":"10.3389/frvir.2023.1294877","DOIUrl":"https://doi.org/10.3389/frvir.2023.1294877","url":null,"abstract":"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.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"29 12","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139608184","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}
Pub Date : 2024-01-12DOI: 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.
{"title":"Acute effects of an instructional movie on drop jump performance and lower limb kinematic and kinetic variables","authors":"T. Yoshida, A. Zushi, Y. Yoshida, H. Maemura, S. Ono, S. Tanigawa","doi":"10.3389/frvir.2023.1198511","DOIUrl":"https://doi.org/10.3389/frvir.2023.1198511","url":null,"abstract":"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.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"33 21","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139532102","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}
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.
{"title":"VR communication simulation with scripted dialog elicits HPA axis stress","authors":"Yuki Ban, Masahiro Inazawa, Chisato Kato, Shin'ichi Warisawa","doi":"10.3389/frvir.2023.1302720","DOIUrl":"https://doi.org/10.3389/frvir.2023.1302720","url":null,"abstract":"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.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":" 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139626715","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}
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.
{"title":"Visual thinking in virtual environments: evaluating multidisciplinary interaction through drawing ideation in real-time remote co-design","authors":"Alex Close, Stephen Field, Robert Teather","doi":"10.22215/etd/2020-14279","DOIUrl":"https://doi.org/10.22215/etd/2020-14279","url":null,"abstract":"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.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":" 8","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139625318","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}