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The sense of embodiment in Virtual Reality and its assessment methods 虚拟现实中的体现感及其评估方法
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-05 DOI: 10.3389/frvir.2023.1141683
Martin Guy, Jean-Marie Normand, Camille Jeunet-Kelway, Guillaume Moreau
The sense of embodiment refers to the sensations of being inside, having, and controlling a body. In virtual reality, it is possible to substitute a person’s body with a virtual body, referred to as an avatar. Modulations of the sense of embodiment through modifications of this avatar have perceptual and behavioural consequences on users that can influence the way users interact with the virtual environment. Therefore, it is essential to define metrics that enable a reliable assessment of the sense of embodiment in virtual reality to better understand its dimensions, the way they interact, and their influence on the quality of interaction in the virtual environment. In this review, we first introduce the current knowledge on the sense of embodiment, its dimensions (senses of agency, body ownership, and self-location), and how they relate the ones with the others. Then, we dive into the different methods currently used to assess the sense of embodiment, ranging from questionnaires to neurophysiological measures. We provide a critical analysis of the existing metrics, discussing their advantages and drawbacks in the context of virtual reality. Notably, we argue that real-time measures of embodiment, which are also specific and do not require double tasking, are the most relevant in the context of virtual reality. Electroencephalography seems a good candidate for the future if its drawbacks (such as its sensitivity to movement and practicality) are improved. While the perfect metric has yet to be identified if it exists, this work provides clues on which metric to choose depending on the context, which should hopefully contribute to better assessing and understanding the sense of embodiment in virtual reality.
化身感指的是在身体内部、拥有和控制身体的感觉。在虚拟现实中,可以用一个虚拟的身体来代替一个人的身体,这个虚拟的身体被称为化身。通过修改化身来调节化身感会对用户产生感知和行为后果,从而影响用户与虚拟环境交互的方式。因此,必须定义能够可靠评估虚拟现实中体现感的指标,以更好地理解其维度、它们相互作用的方式以及它们对虚拟环境中交互质量的影响。在这篇综述中,我们首先介绍了目前关于化身感的知识,它的维度(代理感、身体所有权感和自我定位感),以及它们是如何相互联系的。然后,我们深入研究了目前用于评估体现感的不同方法,从问卷调查到神经生理学测量。我们对现有指标进行了批判性分析,讨论了它们在虚拟现实环境中的优点和缺点。值得注意的是,我们认为体现的实时测量,这也是具体的,不需要双重任务,是在虚拟现实的背景下最相关的。如果脑电图的缺点(如对运动的敏感性和实用性)得到改善,它似乎是未来的一个很好的选择。虽然完美的度量标准是否存在还有待确定,但这项工作提供了根据上下文选择哪个度量标准的线索,这应该有助于更好地评估和理解虚拟现实中的体现感。
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引用次数: 0
RealTHASC—a cyber-physical XR testbed for AI-supported real-time human autonomous systems collaborations RealTHASC - 用于人工智能支持的实时人类自主系统协作的网络物理 XR 试验台
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-04 DOI: 10.3389/frvir.2023.1210211
Andre Paradise, S. Surve, Jovan C. Menezes, Madhav Gupta, Vaibhav Bisht, Kyung Rak Jang, Cong Liu, Suming Qiu, Junyi Dong, Jane Shin, Silvia Ferrari
Today’s research on human-robot teaming requires the ability to test artificial intelligence (AI) algorithms for perception and decision-making in complex real-world environments. Field experiments, also referred to as experiments “in the wild,” do not provide the level of detailed ground truth necessary for thorough performance comparisons and validation. Experiments on pre-recorded real-world data sets are also significantly limited in their usefulness because they do not allow researchers to test the effectiveness of active robot perception and control or decision strategies in the loop. Additionally, research on large human-robot teams requires tests and experiments that are too costly even for the industry and may result in considerable time losses when experiments go awry. The novel Real-Time Human Autonomous Systems Collaborations (RealTHASC) facility at Cornell University interfaces real and virtual robots and humans with photorealistic simulated environments by implementing new concepts for the seamless integration of wearable sensors, motion capture, physics-based simulations, robot hardware and virtual reality (VR). The result is an extended reality (XR) testbed by which real robots and humans in the laboratory are able to experience virtual worlds, inclusive of virtual agents, through real-time visual feedback and interaction. VR body tracking by DeepMotion is employed in conjunction with the OptiTrack motion capture system to transfer every human subject and robot in the real physical laboratory space into a synthetic virtual environment, thereby constructing corresponding human/robot avatars that not only mimic the behaviors of the real agents but also experience the virtual world through virtual sensors and transmit the sensor data back to the real human/robot agent, all in real time. New cross-domain synthetic environments are created in RealTHASC using Unreal Engine™, bridging the simulation-to-reality gap and allowing for the inclusion of underwater/ground/aerial autonomous vehicles, each equipped with a multi-modal sensor suite. The experimental capabilities offered by RealTHASC are demonstrated through three case studies showcasing mixed real/virtual human/robot interactions in diverse domains, leveraging and complementing the benefits of experimentation in simulation and in the real world.
当今对人机团队的研究需要能够测试人工智能(AI)算法,以便在复杂的现实环境中进行感知和决策。现场实验,也被称为“野外实验”,不能提供彻底的性能比较和验证所必需的详细的基础事实水平。在预先记录的真实世界数据集上进行的实验在其有用性方面也受到很大限制,因为它们不允许研究人员测试主动机器人感知和控制或决策策略在回路中的有效性。此外,对大型人机团队的研究需要进行测试和实验,即使对工业界来说,这也太昂贵了,而且当实验出错时,可能会导致相当大的时间损失。康奈尔大学的新型实时人类自主系统协作(RealTHASC)设施通过实现可穿戴传感器、运动捕捉、基于物理的模拟、机器人硬件和虚拟现实(VR)无缝集成的新概念,将真实和虚拟的机器人和人类与逼真的模拟环境连接起来。其结果是一个扩展现实(XR)测试平台,通过该平台,实验室中的真实机器人和人类能够通过实时视觉反馈和交互体验虚拟世界,包括虚拟代理。DeepMotion的VR身体跟踪与OptiTrack动作捕捉系统相结合,将真实物理实验室空间中的每一个人类受试者和机器人转移到一个合成的虚拟环境中,从而构建相应的人/机器人化身,这些人/机器人化身不仅模仿真实代理的行为,而且通过虚拟传感器体验虚拟世界,并将传感器数据实时传回真实的人/机器人代理。RealTHASC使用虚幻引擎™创建了新的跨域合成环境,弥合了模拟到现实的差距,并允许包含水下/地面/空中自动驾驶车辆,每个车辆都配备了多模态传感器套件。RealTHASC提供的实验能力通过三个案例研究进行了演示,展示了不同领域的混合真实/虚拟人/机器人交互,利用和补充了模拟和现实世界中实验的好处。
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引用次数: 0
Autism-related traits are related to effectiveness of immersive visual guidance on spatial cognitive ability: a pilot study 自闭症相关特征与沉浸式视觉引导对空间认知能力的影响有关:一项试点研究
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-30 DOI: 10.3389/frvir.2023.1291516
Yuki Harada, Makoto Wada
A head-mounted display could potentially restrict users’ visual fields and thereby impair their spatial cognitive ability. Spatial cognition can be assisted with immersive visual guidance. However, whether this technique is useful for individuals with autism-spectrum disorder (ASD) remains unclear. Given the recent virtual reality (VR) contents targeting individuals with ASD, the relationship between ASD-related traits and the effectiveness of immersive visual guidance should be clarified. This pilot study evaluated how ASD-related traits (autistic traits and empathizing–systemizing cognitive styles) among typically developing individuals are related to the effectiveness of visual guidance. Participants performed visual search and spatial localization tasks while using immersive visual guidance. In the visual search task, participants searched immersive VR environments for a target object and pushed a button according to the target color as quickly as possible. In the localization task, they viewed immersive visual guidance for a short duration and localized the guided direction via a controller. Results showed that visual search times were hastened with systemizing cognition. However, ASD-related traits were not significantly related to localization accuracy. These findings suggest that immersive visual guidance is generally useful for individuals with higher ASD-related traits.
头戴式显示器可能会限制用户的视野,从而损害他们的空间认知能力。身临其境的视觉引导可以辅助空间认知。然而,这种技术对自闭症谱系障碍(ASD)患者是否有用仍不清楚。鉴于最近出现了针对自闭症谱系障碍患者的虚拟现实(VR)内容,与自闭症谱系障碍相关的特征与沉浸式视觉引导的有效性之间的关系应该得到澄清。这项试验性研究评估了典型发育个体的 ASD 相关特征(自闭症特征和移情-系统化认知风格)与视觉引导效果之间的关系。参与者在使用沉浸式视觉引导时执行了视觉搜索和空间定位任务。在视觉搜索任务中,受试者在身临其境的 VR 环境中寻找目标物体,并根据目标物体的颜色尽快按下按钮。在定位任务中,他们在短时间内观看沉浸式视觉引导,并通过控制器定位引导方向。结果显示,系统化认知加快了视觉搜索时间。然而,ASD相关特征与定位准确性无明显关系。这些研究结果表明,沉浸式视觉引导对具有较高自闭症相关特质的个体普遍有用。
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引用次数: 0
Older adults exhibit declines in instrumental activities of daily living during a virtual grocery shopping task 老年人在虚拟杂货购物任务中表现出日常生活工具性活动能力的下降
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-29 DOI: 10.3389/frvir.2023.1261096
Morgan McGrath Lewis, Colin Waltz, Kathryn Scelina, Logan Scelina, Kelsey Owen, Karissa Hastilow, Mandy Miller Koop, A. Rosenfeldt, Jay L Alberts
Introduction: The successful performance of instrumental activities of daily living (IADLs) is critical in maintaining independence for older adults. Traditional IADL questionnaires and performance-based assessments are time consuming, potentially unreliable, and fail to adequately consider the interplay between cognitive and motor performance in completing IADLs. The Cleveland Clinic Virtual Reality Shopping (CC-VRS) platform was developed to objectively quantify IADL performance through the characterization of cognitive, motor, and cognitive-motor function. The CC-VRS combines an immersive virtual grocery store with an omnidirectional treadmill to create a scenario in which the user physically navigates through a virtual environment. The primary aim of this project was to determine the known-group validity of the CC-VRS platform to characterize IADL performance in healthy older adults and young adults.Methods: Twenty healthy young (n = 10) and older (n = 10) adults completed the Basic and Complex CC-VRS scenarios. Position data from VR trackers on the hands, waist, and feet were used to quantify motor performance. Cognitive and dual-task performance were automatically calculated by the application during specific shopping sub-tasks.Results: Older adults exhibited significantly worse performance on multiple cognitive, motor, and dual-task outcomes of the CC-VRS (e. g., average walking speed, number of list activations, and stopping frequency).Discussion: The CC-VRS successfully discriminated IADL performance between young and healthy older adults. The complex realistic environment of the CC-VRS, combined with simultaneous evaluation of motor and cognitive performance, has the potential to more accurately characterize IADL performance by identifying subtle functional deficits that may precede neurological disease.
简介成功完成工具性日常生活活动(IADLs)对于保持老年人的独立性至关重要。传统的 IADL 问卷调查和基于表现的评估耗时长、可能不可靠,而且未能充分考虑完成 IADL 时认知和运动表现之间的相互作用。克利夫兰诊所虚拟现实购物(CC-VRS)平台的开发目的是通过认知、运动和认知运动功能的表征来客观量化 IADL 的表现。CC-VRS 将沉浸式虚拟杂货店与全向跑步机相结合,创造出用户在虚拟环境中进行物理导航的场景。本项目的主要目的是确定 CC-VRS 平台的已知组有效性,以描述健康老年人和年轻人的 IADL 表现:方法:20 名健康的年轻人(n = 10)和老年人(n = 10)完成了基本和复杂 CC-VRS 场景。来自手部、腰部和脚部 VR 追踪器的位置数据被用来量化运动表现。在具体的购物子任务中,应用程序会自动计算认知和双重任务的表现:结果:老年人在 CC-VRS 的多个认知、运动和双任务结果(如平均步行速度、列表激活次数和停止频率)上的表现明显较差:讨论:CC-VRS 成功区分了年轻人和健康老年人的 IADL 表现。CC-VRS复杂逼真的环境与同时评估运动和认知能力相结合,有可能通过识别神经系统疾病之前可能存在的细微功能障碍,更准确地描述IADL表现。
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引用次数: 0
Haptic feedback in a virtual crowd scenario improves the emotional response 虚拟人群场景中的触觉反馈改善了情绪反应
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-28 DOI: 10.3389/frvir.2023.1242587
R. K. Venkatesan, Domna Banakou, Mel Slater, Manivannan M.
Research has shown that incorporating haptics into virtual environments can increase sensory fidelity and provide powerful and immersive experiences. However, current studies on haptics in virtual interactions primarily focus on one-on-one scenarios, while kinesthetic haptic interactions in large virtual gatherings are underexplored. This study aims to investigate the impact of kinesthetic haptics on eliciting emotional responses within crowded virtual reality (VR) scenarios. Specifically, we examine the influence of type or quality of the haptic feedback on the perception of positive and negative emotions. We designed and developed different combinations of tactile and torque feedback devices and evaluated their effects on emotional responses. To achieve this, we explored different combinations of haptic feedback devices, including “No Haptic,” “Tactile Stimulus” delivering tactile cues, and “Haptic Stimulus” delivering tactile and torque cues, in combination with two immersive 360-degree video crowd scenarios, namely, “Casual Crowd” and “Aggressive Crowd.” The results suggest that varying the type or quality of haptic feedback can evoke different emotional responses in crowded VR scenarios. Participants reported increased levels of nervousness with Haptic Stimulus in both virtual scenarios, while both Tactile Stimulus and Haptic Stimulus were negatively associated with pleasantness and comfort during the interaction. Additionally, we observed that participants’ sense of touch being real was enhanced in Haptic Stimulus compared to Tactile Stimulus. The “Haptic Stimulus” condition had the most positive influence on participants’ sense of identification with the crowd.
研究表明,将触觉技术融入虚拟环境可以提高感官保真度,并提供强大的沉浸式体验。然而,目前有关虚拟互动中触觉技术的研究主要集中在一对一的场景中,而对大型虚拟聚会中的动觉触觉互动研究还很不够。本研究旨在探讨在拥挤的虚拟现实(VR)场景中,动觉触觉对激发情感反应的影响。具体来说,我们研究了触觉反馈的类型或质量对积极和消极情绪感知的影响。我们设计并开发了不同组合的触觉和扭矩反馈设备,并评估了它们对情绪反应的影响。为此,我们探索了触觉反馈设备的不同组合,包括 "无触觉"、提供触觉提示的 "触觉刺激 "和提供触觉和扭矩提示的 "触觉刺激",并结合两个沉浸式 360 度视频人群场景,即 "休闲人群 "和 "攻击性人群"。研究结果表明,在拥挤的 VR 场景中,不同类型或质量的触觉反馈会引起不同的情绪反应。在这两种虚拟场景中,参与者都表示触觉刺激会增加他们的紧张程度,而触觉刺激和触觉反馈则与交互过程中的愉悦感和舒适感呈负相关。此外,我们还观察到,与触觉刺激相比,触觉刺激增强了参与者的真实触摸感。触觉刺激 "条件对参与者对人群的认同感产生了最积极的影响。
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引用次数: 0
Predicting VR cybersickness and its impact on visuomotor performance using head rotations and field (in)dependence 利用头部旋转和场(不)依赖性预测虚拟现实晕机及其对视觉运动表现的影响
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-27 DOI: 10.3389/frvir.2023.1307925
A. Maneuvrier, Ngoc-Doan-Trang Nguyen, Patrice Renaud
Introduction: This exploratory study aims to participate in the development of the VR framework by focusing on the issue of cybersickness. The main objective is to explore the possibilities of predicting cybersickness using i) field dependence-independence measures and ii) head rotations data through automatic analyses. The second objective is to assess the impact of cybersickness on visuomotor performance.Methods: 40 participants completed a 13.5-min VR immersion in a first-person shooter game. Head rotations were analyzed in both their spatial (coefficients of variations) and temporal dimensions (detrended fluctuations analyses). Exploratory correlations, linear regressions and clusters comparison (unsupervised machine learning) analyses were performed to explain cybersickness and visuomotor performance. Traditional VR human factors (sense of presence, state of flow, video game experience, age) were also integrated.Results: Results suggest that field dependence-independence measured before exposure to VR explain ¼ of the variance of cybersickness, while the Disorientation scale of the Simulator Sickness Questionnaire predicts 16.3% of the visuomotor performance. In addition, automatic analyses of head rotations during immersion revealed two different clusters of participants, one of them reporting more cybersickness than the other.Discussion: These results are discussed in terms of sensory integration and a diminution of head rotations as an avoidance behavior of negative symptoms. This study suggests that measuring field dependence-independence using the (Virtual) Rod and Frame Test before immersion and tracking head rotations using internal sensors during immersion might serve as powerful tools for VR actors.
引言这项探索性研究旨在参与虚拟现实框架的开发,重点关注晕机问题。主要目的是通过自动分析,探索使用 i) 场依赖性-独立性测量和 ii) 头部旋转数据预测晕机的可能性。第二个目标是评估晕动症对视觉运动表现的影响。方法:40 名参与者在第一人称射击游戏中完成了 13.5 分钟的虚拟现实沉浸。对头部旋转的空间维度(变异系数)和时间维度(去趋势波动分析)进行了分析。对相关性、线性回归和聚类比较(无监督机器学习)进行了探索性分析,以解释晕机和视觉运动表现。传统的 VR 人为因素(临场感、流动状态、视频游戏经验、年龄)也被纳入其中:结果表明,在接触 VR 之前测量的场依赖性(field dependence-independence)可以解释 1/4的晕机变异,而模拟器晕机问卷中的迷失量表可以预测 16.3% 的视觉运动表现。此外,对沉浸期间头部旋转的自动分析表明,有两组不同的参与者,其中一组比另一组报告了更多的晕机症状:讨论:这些结果是从感觉统合和减少头部旋转作为消极症状的回避行为的角度进行讨论的。这项研究表明,在沉浸前使用(虚拟)杆和框架测试测量场依赖性-独立性,以及在沉浸期间使用内部传感器跟踪头部旋转,可以作为 VR 表演者的有力工具。
{"title":"Predicting VR cybersickness and its impact on visuomotor performance using head rotations and field (in)dependence","authors":"A. Maneuvrier, Ngoc-Doan-Trang Nguyen, Patrice Renaud","doi":"10.3389/frvir.2023.1307925","DOIUrl":"https://doi.org/10.3389/frvir.2023.1307925","url":null,"abstract":"Introduction: This exploratory study aims to participate in the development of the VR framework by focusing on the issue of cybersickness. The main objective is to explore the possibilities of predicting cybersickness using i) field dependence-independence measures and ii) head rotations data through automatic analyses. The second objective is to assess the impact of cybersickness on visuomotor performance.Methods: 40 participants completed a 13.5-min VR immersion in a first-person shooter game. Head rotations were analyzed in both their spatial (coefficients of variations) and temporal dimensions (detrended fluctuations analyses). Exploratory correlations, linear regressions and clusters comparison (unsupervised machine learning) analyses were performed to explain cybersickness and visuomotor performance. Traditional VR human factors (sense of presence, state of flow, video game experience, age) were also integrated.Results: Results suggest that field dependence-independence measured before exposure to VR explain ¼ of the variance of cybersickness, while the Disorientation scale of the Simulator Sickness Questionnaire predicts 16.3% of the visuomotor performance. In addition, automatic analyses of head rotations during immersion revealed two different clusters of participants, one of them reporting more cybersickness than the other.Discussion: These results are discussed in terms of sensory integration and a diminution of head rotations as an avoidance behavior of negative symptoms. This study suggests that measuring field dependence-independence using the (Virtual) Rod and Frame Test before immersion and tracking head rotations using internal sensors during immersion might serve as powerful tools for VR actors.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"50 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139233640","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}
引用次数: 0
Examining the difference between 10- and 20-min of immersive virtual reality on symptoms, affect, and central sensitization in people with chronic back pain 研究 10 分钟和 20 分钟的沉浸式虚拟现实对慢性背痛患者的症状、情感和中枢敏感性的影响差异
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-24 DOI: 10.3389/frvir.2023.1260313
Nancy A. Baker, A. Polhemus, Megan Kenney, Rina Bloch, Nathan Ward, James Intriligator, Robert Edwards
Immersive virtual reality (IVR) is increasingly used as a treatment for chronic pain. In this crossover randomized pilot study, we examined the effect of 10- and 20-min dosages on back pain intensity, affect, and measures of pain sensitization in people with chronic back pain (CBP). Twenty-one people with CBP were seen for two visits of IVR. Participants were randomly assigned to receive either 10- or 20-min of IVR in Visit 1 and the other dosage in Visit 2. Our primary analyses were effect sizes and simple inferential comparisons for pain intensity, affect, fatigue, and measures of pain sensitization assessed using quantitative sensory testing. Overall, IVR had a moderate, significant effect in reducing back pain intensity, negative affect, and painful aftersensations. When dosage was examined, 20-min had a moderate, significant effect on pain while 10-min had a small, non-significant effect, although the between-dosage difference was non-significant. Interestingly, effects were much larger in Visit 1, particularly for 20-min, but this diminished in Visit 2, and both dosages had a smaller effect in Visit 2. We interpret these results to indicate that pain modulation may be associated with novelty and engagement that can attenuate over time if the IVR encounter is not sufficiently engaging. Moreover, that if participants are engaged in a single session, 20-min may be necessary to obtain sufficient competency with IVR, while in subsequent sessions, 10-min of IVR may be sufficient to affect pain.
沉浸式虚拟现实(IVR)越来越多地被用作慢性疼痛的治疗方法。在这项交叉随机试验研究中,我们考察了 10 分钟和 20 分钟剂量对慢性背痛(CBP)患者背痛强度、情感和痛觉敏感度的影响。21 名 CBP 患者接受了两次 IVR 治疗。参与者被随机分配在就诊 1 期接受 10 或 20 分钟的 IVR 治疗,在就诊 2 期接受另一种剂量的治疗。我们的主要分析是疼痛强度、情感、疲劳和使用定量感觉测试评估的痛觉敏感度的效应大小和简单推理比较。总体而言,IVR 在减轻背部疼痛强度、负面情绪和疼痛后感觉方面具有中等程度的显著效果。如果对剂量进行研究,20 分钟对疼痛有中等程度的显著效果,而 10 分钟的效果很小,但剂量之间的差异并不显著。有趣的是,第 1 次就诊时的疗效要大得多,尤其是 20 分钟,但到了第 2 次就诊时,疗效就减弱了,而且在第 2 次就诊时,两种剂量的疗效都较小。我们对这些结果的解释是,疼痛调节可能与新奇感和参与度有关,如果 IVR 体验不够吸引人,这种新奇感和参与度会随着时间的推移而减弱。此外,如果参与者参与了单次治疗,可能需要 20 分钟才能充分胜任 IVR,而在随后的治疗中,10 分钟的 IVR 可能就足以影响疼痛。
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引用次数: 0
A comparison of two methods for moving through a virtual environment: walking in place and interactive redirected walking 比较在虚拟环境中移动的两种方法:原地行走和交互式重定向行走
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-20 DOI: 10.3389/frvir.2023.1294539
Domna Banakou, Mel Slater
Moving through a virtual environment that is larger than the physical space in which the participant operates has been a challenge since the early days of virtual reality. Many different methods have been proposed, such as joystick-based navigation, walking in place where the participant makes walking movements but is stationary in the physical space, and redirected walking where the environment is surreptitiously changed giving the illusion of walking in a long straight line in the virtual space but maybe a circle in the physical space. Each type of method has its limitations, ranging from simulator sickness to still requiring more physical space than is available. Stimulated by the COVID-19 lockdown, we developed a new method of locomotion which we refer to as interactive redirected walking. Here, the participant really walks but, when reaching a boundary, rotates the virtual world so that continuation of walking is always within the physical boundary. We carried out an exploratory study to compare this method with walking in place with respect to presence using questionnaires as well as qualitative responses based on comments written by the participants that were subjected to sentiment analysis. Surprisingly, we found that smaller physical boundaries favor interactive redirected walking, but for boundary lengths more than approximately 7 adult paces, the walking-in-place method is preferable.
自虚拟现实技术问世之初,在一个大于参与者所处物理空间的虚拟环境中移动一直是一项挑战。人们提出了许多不同的方法,例如基于操纵杆的导航、原地行走(参与者在物理空间中做行走动作但保持静止)以及重定向行走(环境被偷偷改变,给人一种在虚拟空间中走长长的直线但在物理空间中可能走圆圈的错觉)。每种方法都有其局限性,从模拟器病态到仍然需要比现有空间更大的物理空间。在 COVID-19 封锁的刺激下,我们开发了一种新的运动方法,我们称之为交互式重定向行走。在这种方法中,参与者真的在行走,但当到达边界时,会旋转虚拟世界,这样继续行走就始终处于物理边界内。我们进行了一项探索性研究,通过问卷调查以及对参与者所写评论的定性分析,比较了这种方法与原地行走的存在感。出乎意料的是,我们发现较小的物理边界更有利于互动式重定向行走,但如果边界长度超过大约 7 个成人步长,原地行走法则更受欢迎。
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引用次数: 0
When virtual reality supports patients’ emotional management in chemotherapy 当虚拟现实技术支持化疗患者的情绪管理时
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-14 DOI: 10.3389/frvir.2023.1294482
Hélène Buche, Aude Michel, Nathalie Blanc
Objectives: Our study is a follow-up of a previous research study that was carried out in physiotherapy. The present study aims to evaluate the effectiveness of virtual reality (VR) as a tool to support emotional management during the acute phase of breast cancer treatment (chemotherapy session). Materials and methods: A quasi-experimental protocol was implemented in an oncology department with 120 patients randomly assigned to one of four conditions that were being compared. During the first 10 minutes of a chemotherapy session, patients could either be exposed to a participatory immersion in a natural environment; or be placed in a contemplative immersion condition in the same environment; or listen to classical music; or receive no distraction. The involvement of the patients in the virtual environment and the relevance of the immersive modalities were measured through the evaluation of sense of presence. Particular interest was given to the evaluation of anxiety level and the emotional state of the patients. Results: VR during chemotherapy reduces anxiety and calms emotional tension. The multi-sensory nature of this emotional regulation support tool was more effective than music in inducing positive emotion, and this benefit was the most salient when immersion was offered in an interactive format. Conclusion: The relevance of providing support through VR in oncology is confirmed in this study. This tool can compensate for the fluctuating availability of caregivers by offering patients the possibility of shaping their own relaxing worlds and could help preserve the patient-caregiver relationship.
目的:我们的研究是对先前在物理治疗方面进行的一项研究的后续研究。本研究旨在评估虚拟现实(VR)作为一种工具在乳腺癌治疗(化疗)急性期支持情绪管理的有效性。材料和方法:在肿瘤科实施准实验方案,120名患者随机分配到四种情况之一进行比较。在化疗疗程的前10分钟,患者可以暴露在自然环境中的参与性浸泡;或者在同样的环境中处于沉思的沉浸状态;或者听古典音乐;或者不受干扰。通过对存在感的评估来衡量患者在虚拟环境中的参与程度和沉浸式模式的相关性。特别感兴趣的是评估焦虑水平和患者的情绪状态。结果:化疗期间VR减轻焦虑,缓解情绪紧张。这种情绪调节支持工具的多感官特性在诱导积极情绪方面比音乐更有效,当以互动形式提供沉浸时,这种好处最为显著。结论:本研究证实了VR在肿瘤学中提供支持的相关性。这个工具可以通过为患者提供塑造自己放松世界的可能性来弥补护理人员的可用性波动,并有助于保持患者与护理人员的关系。
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引用次数: 0
Who is Alyx? A new behavioral biometric dataset for user identification in XR 谁是艾丽克斯?一种新的XR用户识别行为生物特征数据集
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-10 DOI: 10.3389/frvir.2023.1272234
Rack, Christian, Fernando, Tamara, Yalcin, Murat, Hotho, Andreas, Latoschik, Marc Erich
This article presents a new dataset containing motion and physiological data of users playing the game "Half-Life: Alyx". The dataset specifically targets behavioral and biometric identification of XR users. It includes motion and eye-tracking data captured by a HTC Vive Pro of 71 users playing the game on two separate days for 45 minutes. Additionally, we collected physiological data from 31 of these users. We provide benchmark performances for the task of motion-based identification of XR users with two prominent state-of-the-art deep learning architectures (GRU and CNN). After training on the first session of each user, the best model can identify the 71 users in the second session with a mean accuracy of 95% within 2 minutes. The dataset is freely available under https://github.com/cschell/who-is-alyx
本文介绍了一个新的数据集,其中包含了玩游戏“半条命:Alyx”的用户的运动和生理数据。该数据集专门针对XR用户的行为和生物特征识别。它包括由HTC Vive Pro捕捉的动作和眼球追踪数据,71名用户分别在两天内玩了45分钟的游戏。此外,我们还收集了其中31名用户的生理数据。我们为基于动作的XR用户识别任务提供了两个突出的最先进的深度学习架构(GRU和CNN)的基准性能。在对每个用户的第一个会话进行训练后,最佳模型可以在2分钟内识别出第二个会话的71个用户,平均准确率为95%。该数据集可在https://github.com/cschell/who-is-alyx免费获得
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Frontiers in virtual reality
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