Pub Date : 2024-02-21DOI: 10.3390/virtualworlds3010005
Wei-An Hsieh, Hsin-Yi Chien, David Brickler, Sabarish V. Babu, Jung-Hong Chuang
In this contribution, we propose a hybrid interaction technique that integrates near-field and object-space interaction techniques for manipulating objects at a distance in virtual reality (VR). The objective of the hybrid interaction technique was to seamlessly leverage the strengths of both the near-field and object-space manipulation techniques. We employed bimanual near-field metaphor with scaled replica (BMSR) as our near-field interaction technique, which enabled us to perform multilevel degrees-of-freedom (DoF) separation transformations, such as 1~3DoF translation, 1~3DoF uniform and anchored scaling, 1DoF and 3DoF rotation, and 6DoF simultaneous translation and rotation, with enhanced depth perception and fine motor control provided by near-field manipulation techniques. The object-space interaction technique we utilized was the classic Scaled HOMER, which is known to be effective and appropriate for coarse transformations in distant object manipulation. In a repeated measures within-subjects evaluation, we empirically evaluated the three interaction techniques for their accuracy, efficiency, and economy of movement in pick-and-place, docking, and tunneling tasks in VR. Our findings revealed that the near-field BMSR technique outperformed the object space Scaled HOMER technique in terms of accuracy and economy of movement, but the participants performed more slowly overall with BMSR. Additionally, our results revealed that the participants preferred to use the hybrid interaction technique, as it allowed them to switch and transition seamlessly between the constituent BMSR and Scaled HOMER interaction techniques, depending on the level of accuracy, precision and efficiency required.
在这篇论文中,我们提出了一种混合交互技术,它整合了近场和物体空间交互技术,用于在虚拟现实(VR)中远距离操控物体。混合交互技术的目标是无缝利用近场和物体空间操作技术的优势。我们采用双臂近场隐喻与缩放复制(BMSR)作为我们的近场交互技术,这使我们能够执行多级自由度(DoF)分离变换,如1~3DoF平移、1~3DoF均匀和锚定缩放、1DoF和3DoF旋转以及6DoF同步平移和旋转,并通过近场操纵技术提供增强的深度知觉和精细运动控制。我们采用的物体空间交互技术是经典的缩放 HOMER,众所周知,该技术对于远距离物体操作中的粗略变换非常有效和合适。在主体内重复测量评估中,我们对三种交互技术的准确性、效率和经济性进行了实证评估,包括在 VR 中的拾放、对接和隧道任务中的移动。我们的研究结果表明,近场 BMSR 技术在准确性和运动经济性方面优于物体空间缩放 HOMER 技术,但总体而言,参与者在使用 BMSR 技术时的表现更为缓慢。此外,我们的研究结果表明,参与者更喜欢使用混合交互技术,因为这种技术允许他们根据所需的准确度、精确度和效率水平,在 BMSR 和 Scaled HOMER 交互技术之间无缝切换和转换。
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Pub Date : 2024-01-19DOI: 10.3390/virtualworlds3010003
Constantin Popp, Damian T. Murphy
3D audio spatializers for Virtual Reality (VR) can use the acoustic properties of the surfaces of a visualised game space to calculate a matching reverb. However, this approach could lead to reverbs that impair the tasks performed in such a space, such as listening to speech-based audio. Sound designers would then have to alter the room’s acoustic properties independently of its visualisation to improve speech intelligibility, causing audio-visual incongruency. As user expectation of simulated room acoustics regarding speech intelligibility in VR has not been studied, this study asked participants to rate the congruency of reverbs and their visualisations in 6-DoF VR while listening to speech-based audio. The participants compared unaltered, matching reverbs with sound-designed, mismatching reverbs. The latter feature improved D50s and reduced RT60s at the cost of lower audio-visual congruency. Results suggest participants preferred improved reverbs only when the unaltered reverbs had comparatively low D50s or excessive ringing. Otherwise, too dry or too reverberant reverbs were disliked. The range of expected RT60s depended on the surface visualisation. Differences in timbre between the reverbs may not affect preferences as strongly as shorter RT60s. Therefore, sound designers can intervene and prioritise speech intelligibility over audio-visual congruency in acoustically challenging game spaces.
{"title":"Speech Intelligibility versus Congruency: User Preferences of the Acoustics of Virtual Reality Game Spaces","authors":"Constantin Popp, Damian T. Murphy","doi":"10.3390/virtualworlds3010003","DOIUrl":"https://doi.org/10.3390/virtualworlds3010003","url":null,"abstract":"3D audio spatializers for Virtual Reality (VR) can use the acoustic properties of the surfaces of a visualised game space to calculate a matching reverb. However, this approach could lead to reverbs that impair the tasks performed in such a space, such as listening to speech-based audio. Sound designers would then have to alter the room’s acoustic properties independently of its visualisation to improve speech intelligibility, causing audio-visual incongruency. As user expectation of simulated room acoustics regarding speech intelligibility in VR has not been studied, this study asked participants to rate the congruency of reverbs and their visualisations in 6-DoF VR while listening to speech-based audio. The participants compared unaltered, matching reverbs with sound-designed, mismatching reverbs. The latter feature improved D50s and reduced RT60s at the cost of lower audio-visual congruency. Results suggest participants preferred improved reverbs only when the unaltered reverbs had comparatively low D50s or excessive ringing. Otherwise, too dry or too reverberant reverbs were disliked. The range of expected RT60s depended on the surface visualisation. Differences in timbre between the reverbs may not affect preferences as strongly as shorter RT60s. Therefore, sound designers can intervene and prioritise speech intelligibility over audio-visual congruency in acoustically challenging game spaces.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"60 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139613397","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 : 2024-01-04DOI: 10.3390/virtualworlds3010002
Yanbo Cheng, Yingying Wang
Designing virtual characters that are capable of reflecting a sense of personality is a key goal in research and applications in virtual reality and computer graphics. More and more research efforts are dedicated to investigating approaches to construct a diverse, equitable, and inclusive metaverse by infusing expressive personalities and styles into virtual avatars. While most previous work focused on exploring variations in virtual characters’ dynamic behaviors, characters’ visual appearance plays a crucial role in affecting their perceived personalities. This paper presents a series of experiments evaluating the effect of virtual characters’ outfits on their perceived personality. Based on the related psychology research conducted in the real world, we determined a set of outfit factors likely to reflect personality in virtual characters: color, design, and type. As a framework for our study, we used the “Big Five” personality model for evaluating personality traits. To test our hypothesis, we conducted three perceptual experiments to evaluate the outfit parameters’ contributions to the characters’ personality. In our first experiment, we studied the color factor by varying color hue, saturation, and value; in the second experiment, we evaluated the impact of different neckline, waistline, and sleeve designs; and in our third experiment, we examined the personality perception of five outfit types: professional, casual, fashionable, outdoor, and indoor. Significant results offer guidance to avatar designers on how to create virtual characters with specific personality profiles. We further conducted a verification test to extend the application of our findings to animated virtual characters in augmented reality (AR) and virtual reality (VR) settings. Results confirmed that our findings can be broadly applied to both static and animated virtual characters in VR and AR environments that are commonly used in games, entertainment, and social networking scenarios.
设计能够体现个性的虚拟人物是虚拟现实和计算机图形学研究与应用的一个重要目标。越来越多的研究工作致力于探索如何通过在虚拟化身中注入富有表现力的个性和风格来构建一个多样化、公平和包容的元宇宙。以往的研究大多侧重于探索虚拟角色动态行为的变化,而角色的视觉外观在影响其感知个性方面起着至关重要的作用。本文通过一系列实验,评估了虚拟人物的服装对其感知个性的影响。基于在现实世界中开展的相关心理学研究,我们确定了一组可能反映虚拟角色个性的服饰因素:颜色、设计和类型。作为研究框架,我们使用了 "大五 "人格模型来评估人格特质。为了验证我们的假设,我们进行了三个感知实验来评估服装参数对角色个性的贡献。在第一个实验中,我们通过改变颜色的色调、饱和度和数值研究了颜色因素;在第二个实验中,我们评估了不同领口、腰线和袖子设计的影响;在第三个实验中,我们研究了职业、休闲、时尚、户外和室内五种服装类型的个性感知。这些重要结果为虚拟化身设计者提供了指导,帮助他们创建具有特定个性特征的虚拟角色。我们还进一步进行了验证测试,以便将我们的研究结果扩展应用到增强现实(AR)和虚拟现实(VR)环境中的动画虚拟角色。结果证实,我们的发现可广泛应用于游戏、娱乐和社交网络场景中常用的 VR 和 AR 环境中的静态和动画虚拟角色。
{"title":"Evaluating the Effect of Outfit on Personality Perception in Virtual Characters","authors":"Yanbo Cheng, Yingying Wang","doi":"10.3390/virtualworlds3010002","DOIUrl":"https://doi.org/10.3390/virtualworlds3010002","url":null,"abstract":"Designing virtual characters that are capable of reflecting a sense of personality is a key goal in research and applications in virtual reality and computer graphics. More and more research efforts are dedicated to investigating approaches to construct a diverse, equitable, and inclusive metaverse by infusing expressive personalities and styles into virtual avatars. While most previous work focused on exploring variations in virtual characters’ dynamic behaviors, characters’ visual appearance plays a crucial role in affecting their perceived personalities. This paper presents a series of experiments evaluating the effect of virtual characters’ outfits on their perceived personality. Based on the related psychology research conducted in the real world, we determined a set of outfit factors likely to reflect personality in virtual characters: color, design, and type. As a framework for our study, we used the “Big Five” personality model for evaluating personality traits. To test our hypothesis, we conducted three perceptual experiments to evaluate the outfit parameters’ contributions to the characters’ personality. In our first experiment, we studied the color factor by varying color hue, saturation, and value; in the second experiment, we evaluated the impact of different neckline, waistline, and sleeve designs; and in our third experiment, we examined the personality perception of five outfit types: professional, casual, fashionable, outdoor, and indoor. Significant results offer guidance to avatar designers on how to create virtual characters with specific personality profiles. We further conducted a verification test to extend the application of our findings to animated virtual characters in augmented reality (AR) and virtual reality (VR) settings. Results confirmed that our findings can be broadly applied to both static and animated virtual characters in VR and AR environments that are commonly used in games, entertainment, and social networking scenarios.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"2 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139386043","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 : 2023-12-14DOI: 10.3390/virtualworlds2040024
Kelly B. Ervin, Jonathan Boone, Karl Smink, Gaurav Savant, Keith Martin, Spicer Bak, Shyla Clark
In this paper, watercraft and ship simulation is summarized, and the way that it can be extended through realistic physics is explored. A hydrodynamic, data-driven, immersive watercraft simulation experience is also introduced, using the Unreal Engine to visualize a Landing Craft Utility (LCU) operation and interaction with near-shore waves in virtual reality (VR). The VR application provides navigation scientists with a better understanding of how coastal waves impact landing operations and channel design. FUNWAVE data generated on the supercomputing resources at the U.S. Army Corps of Engineers (USACE) Engineering Research and Development Center (ERDC) are employed, and using these data, a graphical representation of the domain is created, including the vessel model and a customizable VR bridge to control the vessel within the virtual environment. Several dimension reduction methods are being devised to ensure that the FUNWAVE data can inform the model but keep the application running in real time at an acceptable frame rate for the VR headset. By importing millions of data points output from the FUNWAVE version 3.4 software into Unreal Engine, virtual vessels can be affected by physics-driven data.
{"title":"Physics-Based Watercraft Simulator in Virtual Reality","authors":"Kelly B. Ervin, Jonathan Boone, Karl Smink, Gaurav Savant, Keith Martin, Spicer Bak, Shyla Clark","doi":"10.3390/virtualworlds2040024","DOIUrl":"https://doi.org/10.3390/virtualworlds2040024","url":null,"abstract":"In this paper, watercraft and ship simulation is summarized, and the way that it can be extended through realistic physics is explored. A hydrodynamic, data-driven, immersive watercraft simulation experience is also introduced, using the Unreal Engine to visualize a Landing Craft Utility (LCU) operation and interaction with near-shore waves in virtual reality (VR). The VR application provides navigation scientists with a better understanding of how coastal waves impact landing operations and channel design. FUNWAVE data generated on the supercomputing resources at the U.S. Army Corps of Engineers (USACE) Engineering Research and Development Center (ERDC) are employed, and using these data, a graphical representation of the domain is created, including the vessel model and a customizable VR bridge to control the vessel within the virtual environment. Several dimension reduction methods are being devised to ensure that the FUNWAVE data can inform the model but keep the application running in real time at an acceptable frame rate for the VR headset. By importing millions of data points output from the FUNWAVE version 3.4 software into Unreal Engine, virtual vessels can be affected by physics-driven data.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"188 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139179561","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 : 2023-11-15DOI: 10.3390/virtualworlds2040022
Simone Balin, C. Bolognesi, P. Borin
This study aims to identify and analyze existing gaps in the integration of immersive approaches for collaborative processes with Building Information Modeling (BIM) in the Architecture, Engineering, and Construction (AEC) sector. Using a systematic approach that includes metadata analysis and review procedures, we have formulated specific research questions aimed at guiding future investigations into these gaps. Additionally, the analysis generates insights that could guide future research directions and improvements in the field. The methodology involves a comprehensive review of the literature, focusing on the interaction between immersiveness, BIM methodology, and collaborative processes. Data from 2010 to 2023 have been analyzed to ensure relevance and completeness. Our findings reveal current limitations in the field, such as the need for fully integrated prototypes and the execution of empirical studies to clarify operational processes. These limitations serve as the basis for our research questions. The study offers actionable insights that could guide future research and improvements in the AEC sector, particularly in the adoption of immersive technologies. The research underscores the urgency of addressing these challenges to facilitate ongoing development and greater adoption of immersive technologies in the AEC sector.
{"title":"Integration of Immersive Approaches for Collaborative Processes with Building Information Modeling (BIM) Methodology for the AEC Industry: An Analysis of the Current State and Future Challenges","authors":"Simone Balin, C. Bolognesi, P. Borin","doi":"10.3390/virtualworlds2040022","DOIUrl":"https://doi.org/10.3390/virtualworlds2040022","url":null,"abstract":"This study aims to identify and analyze existing gaps in the integration of immersive approaches for collaborative processes with Building Information Modeling (BIM) in the Architecture, Engineering, and Construction (AEC) sector. Using a systematic approach that includes metadata analysis and review procedures, we have formulated specific research questions aimed at guiding future investigations into these gaps. Additionally, the analysis generates insights that could guide future research directions and improvements in the field. The methodology involves a comprehensive review of the literature, focusing on the interaction between immersiveness, BIM methodology, and collaborative processes. Data from 2010 to 2023 have been analyzed to ensure relevance and completeness. Our findings reveal current limitations in the field, such as the need for fully integrated prototypes and the execution of empirical studies to clarify operational processes. These limitations serve as the basis for our research questions. The study offers actionable insights that could guide future research and improvements in the AEC sector, particularly in the adoption of immersive technologies. The research underscores the urgency of addressing these challenges to facilitate ongoing development and greater adoption of immersive technologies in the AEC sector.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"42 12","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139274253","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}