Virtual Reality最新文献

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Design and implementation of an interactive virtual library based on its physical counterpart 设计和实施基于实体图书馆的交互式虚拟图书馆
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-06-13 DOI: 10.1007/s10055-024-01023-x
Christina-Georgia Serghides, George Christoforides, Nikolas Iakovides, Andreas Aristidou
{"title":"Design and implementation of an interactive virtual library based on its physical counterpart","authors":"Christina-Georgia Serghides, George Christoforides, Nikolas Iakovides, Andreas Aristidou","doi":"10.1007/s10055-024-01023-x","DOIUrl":"https://doi.org/10.1007/s10055-024-01023-x","url":null,"abstract":"<p>The rapid technological advancements and the widespread adoption of the internet have diminished the role of the physical library as a main information resource. As the Metaverse is evolving, a revolutionary change is anticipated in how social relationships are perceived, within an educational context. It is therefore necessary for libraries to upgrade the services they provide to keep in line with the technological trends and be a part of this virtual revolution. It is believed that the design and development of a Virtual Reality (VR) library can be the community and knowledge hub the society needs. In this paper, the process of creating a partially digital replica of the Limassol Municipal University Library, a landmark for the city of Limassol, is examined by using photogrammetry and 3D modelling. A 3D platform was developed, where users have the perception that they are experiencing the actual library. To that end, a perceptual study was conducted, to understand the current usage of physical libraries, examine the users’ experience in VR, and identify the requirements and expectations in the development of a virtual library counterpart. Following the suggestions and observations from the perceptual study, five key scenarios were implemented that demonstrate the potential use of a virtual library. This work incorporates the fundamental VR attributes, such as immersiveness, realism, user interactivity and feedback as well as other features, such as animated NPCs, 3D audio, ray-casting and GUIs, that significantly augment the overall VR library user experience, presence as well as navigation autonomy. The main effort of this project was to produce a VR representation of an existing physical library, integrated with its key services, as a proof-of-concept, with emphasis on easy 24/7 access, functionality, and interactivity. The above attributes differentiate this work from existing studies. A detailed user evaluation study was conducted upon completion of the final VR library implementation, which firmly confirmed all its key attributes and future viability.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141509051","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Adoption of immersive-virtual reality as an intrinsically motivating learning tool in parasitology 采用沉浸式虚拟现实技术作为寄生虫学的内在激励学习工具
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-06-12 DOI: 10.1007/s10055-024-01016-w
Evan Dekker, Damien Whitburn, Sarah Preston
{"title":"Adoption of immersive-virtual reality as an intrinsically motivating learning tool in parasitology","authors":"Evan Dekker, Damien Whitburn, Sarah Preston","doi":"10.1007/s10055-024-01016-w","DOIUrl":"https://doi.org/10.1007/s10055-024-01016-w","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141354495","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Viewpoint-sharing method with reduced motion sickness in object-based VR/AR collaborative virtual environment 在基于物体的 VR/AR 协同虚拟环境中减少晕动症的视点共享方法
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-06-11 DOI: 10.1007/s10055-024-01005-z
Tuvshintulga Tserenchimed, Hyungki Kim
{"title":"Viewpoint-sharing method with reduced motion sickness in object-based VR/AR collaborative virtual environment","authors":"Tuvshintulga Tserenchimed, Hyungki Kim","doi":"10.1007/s10055-024-01005-z","DOIUrl":"https://doi.org/10.1007/s10055-024-01005-z","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-06-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141360026","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The way of water: exploring the role of interaction elements in usability challenges with in-car VR experience 水之道:探索交互元素在车载 VR 体验可用性挑战中的作用
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-06-07 DOI: 10.1007/s10055-024-01001-3
Hwaseung Jeon, Taewoo Jo, Dohyeon Yeo, Eunsol An, Yumin Kang, Seungjun Kim
{"title":"The way of water: exploring the role of interaction elements in usability challenges with in-car VR experience","authors":"Hwaseung Jeon, Taewoo Jo, Dohyeon Yeo, Eunsol An, Yumin Kang, Seungjun Kim","doi":"10.1007/s10055-024-01001-3","DOIUrl":"https://doi.org/10.1007/s10055-024-01001-3","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141374435","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Bringing the field into the lab: a novel virtual reality outdoor march simulator for evaluating cognitive and physical performance 将田野带入实验室:用于评估认知和体能表现的新型虚拟现实户外行进模拟器
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-06-01 DOI: 10.1007/s10055-024-01013-z
Shani Kimel Naor, Itay Ketko, Ran Yanovich, Amihai Gottlieb, Yotam Bahat, Oran Ben-Gal, Yuval Heled, Meir Plotnik
{"title":"Bringing the field into the lab: a novel virtual reality outdoor march simulator for evaluating cognitive and physical performance","authors":"Shani Kimel Naor, Itay Ketko, Ran Yanovich, Amihai Gottlieb, Yotam Bahat, Oran Ben-Gal, Yuval Heled, Meir Plotnik","doi":"10.1007/s10055-024-01013-z","DOIUrl":"https://doi.org/10.1007/s10055-024-01013-z","url":null,"abstract":"<p>Soldiers, athletes, and rescue personnel must often maintain cognitive focus while performing intense, prolonged, and physically demanding activities. The simultaneous activation of cognitive and physical functions can disrupt their performance reciprocally. In the current study, we developed and demonstrated the feasibility of a virtual reality (VR)-based experimental protocol that enables rigorous exploration of the effects of prolonged physical and cognitive efforts. A battery of established neurocognitive tests was used to compare novel cognitive tasks to simulated loaded marches. We simulated a 10-km loaded march in our virtual reality environment, with or without integrated cognitive tasks (VR-COG). During three experimental visits, participants were evaluated pre- and post-activity, including the Color Trail Test (CTT), the Synthetic Work Environment (SYNWIN) battery for assessing multitasking, and physical tests (i.e., time to exhaustion). Results show that Strong or moderate correlations (r ≥ 0.58, <i>p</i> ≤ 0.05) were found between VR-COG scores and scores on the cognitive tests. Both the SYNWIN and CTT showed no condition effects but significant time effects, indicating better performance in the post-activity assessment than in the pre-activity assessment. This novel protocol can contribute to our understanding of physical-cognitive interactions, since virtual environments are ideal for studying high performance professional activity in realistic but controlled settings.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141192517","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Head-locked, world-locked, or conformal diminished-reality? An examination of different AR solutions for pedestrian safety in occluded scenarios 头部锁定、世界锁定还是共形减弱现实?针对闭塞场景下行人安全的不同 AR 解决方案的研究
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-27 DOI: 10.1007/s10055-024-01017-9
Joris Peereboom, Wilbert Tabone, Dimitra Dodou, Joost de Winter
{"title":"Head-locked, world-locked, or conformal diminished-reality? An examination of different AR solutions for pedestrian safety in occluded scenarios","authors":"Joris Peereboom, Wilbert Tabone, Dimitra Dodou, Joost de Winter","doi":"10.1007/s10055-024-01017-9","DOIUrl":"https://doi.org/10.1007/s10055-024-01017-9","url":null,"abstract":"<p>Many collisions between pedestrians and cars are caused by poor visibility, such as occlusion by a parked vehicle. Augmented reality (AR) could help to prevent this problem, but it is unknown to what extent the augmented information needs to be embedded into the world. In this virtual reality experiment with a head-mounted display (HMD), 28 participants were exposed to AR designs, in a scenario where a vehicle approached from behind a parked vehicle. The experimental conditions included a head-locked live video feed of the occluded region, meaning it was fixed in a specific location within the view of the HMD (<i>VideoHead</i>), a world-locked video feed displayed across the street (<i>VideoStreet</i>), and two conformal diminished reality designs: a see-through display on the occluding vehicle (<i>VideoSeeThrough</i>) and a solution where the occluding vehicle has been made semi-transparent (<i>TransparentVehicle</i>). A <i>Baseline</i> condition without augmented information served as a reference. Additionally, the <i>VideoHead</i> and <i>VideoStreet</i> conditions were each tested with and without the addition of a guiding arrow indicating the location of the approaching vehicle. Participants performed 42 trials, 6 per condition, during which they had to hold a key when they felt safe to cross. The keypress percentages and responses from additional questionnaires showed that the diminished-reality <i>TransparentVehicle</i> and <i>VideoSeeThrough</i> designs came out most favourably, while the <i>VideoHead</i> solution caused some discomfort and dissatisfaction. An analysis of head yaw angle showed that <i>VideoHead</i> and <i>VideoStreet</i> caused divided attention between the screen and the approaching vehicle. The use of guiding arrows did not contribute demonstrable added value. AR designs with a high level of local embeddedness are beneficial for addressing occlusion problems when crossing. However, the head-locked solutions should not be immediately dismissed because, according to the literature, such solutions can serve tasks where a salient warning or instruction is beneficial.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141172953","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Enhancing music rhythmic perception and performance with a VR game 通过 VR 游戏增强音乐节奏感和表现力
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-25 DOI: 10.1007/s10055-024-01014-y
Matevž Pesek, Nejc Hirci, Klara Žnideršič, Matija Marolt
{"title":"Enhancing music rhythmic perception and performance with a VR game","authors":"Matevž Pesek, Nejc Hirci, Klara Žnideršič, Matija Marolt","doi":"10.1007/s10055-024-01014-y","DOIUrl":"https://doi.org/10.1007/s10055-024-01014-y","url":null,"abstract":"<p>This study analyzes the effect of using a virtual reality (VR) game as a complementary tool to improve users’ rhythmic performance and perception in a remote and self-learning environment. In recent years, remote learning has gained importance due to various everyday situations; however, the effects of using VR in such situations for individual and self-learning have yet to be evaluated. In music education, learning processes are usually heavily dependent on face-to-face communication with a teacher and are based on a formal or informal curriculum. The aim of this study is to investigate the potential of gamified VR learning and its influence on users’ rhythmic sensory and perceptual abilities. We developed a drum-playing game based on a tower defense scenario designed to improve four aspects of rhythmic perceptual skills in elementary school children with various levels of music learning experience. In this study, 14 elementary school children received Meta Quest 2 headsets for individual use in a 14-day individual training session. The results showed a significant increase in their rhythmical skills through an analysis of their rhythmic performance before and after the training sessions. In addition, the experience of playing the VR game and using the HMD setup was also assessed, highlighting some of the challenges of currently available affordable headsets for gamified learning scenarios.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141145743","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Social cognition training using virtual reality for people with schizophrenia: a scoping review 利用虚拟现实技术对精神分裂症患者进行社会认知训练:范围界定综述
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-25 DOI: 10.1007/s10055-024-01010-2
D. A. Pérez-Ferrara, G. Y. Flores-Medina, E. Landa-Ramírez, D. J. González-Sánchez, J. A. Luna-Padilla, A. L. Sosa-Millán, A. Mondragón-Maya
{"title":"Social cognition training using virtual reality for people with schizophrenia: a scoping review","authors":"D. A. Pérez-Ferrara, G. Y. Flores-Medina, E. Landa-Ramírez, D. J. González-Sánchez, J. A. Luna-Padilla, A. L. Sosa-Millán, A. Mondragón-Maya","doi":"10.1007/s10055-024-01010-2","DOIUrl":"https://doi.org/10.1007/s10055-024-01010-2","url":null,"abstract":"<p>To date, many interventions for social cognition have been developed. Nevertheless, the use of social cognition training with virtual reality (SCT-VR) in schizophrenia is a recent field of study. Therefore, a scoping review is a suitable method to examine the extent of existing literature, the characteristics of the studies, and the SCT-VR. Additionally, it allows us to summarize findings from a heterogeneous body of knowledge and identify gaps in the literature favoring the planning and conduct of future research. The aim of this review was to explore and describe the characteristics of SCT-VR in schizophrenia. The searched databases were MEDLINE, PsycInfo, Web of Science, and CINAHL. This scoping review considered experimental, quasi-experimental, analytical observational and descriptive observational study designs. The full text of selected citations was assessed by two independent reviewers. Data were extracted from papers included in the scoping review by two independent reviewers. We identified 1,407 records. A total of twelve studies were included for analyses. Study designs were variable, most research was proof-of-concept or pilot studies. Most SCT-VR were immersive and targeted interventions. Number of sessions ranged from 9 to 16, and the duration of each session ranged from 45 to 120 min. Some studies reported a significant improvement in emotion recognition and/or theory of mind. However, SCT-VR is a recent research field in which the heterogeneity in methodological approaches is evident and has prevented the reaching of robust conclusions. Preliminary evidence has shown that SCT-VR could represent a feasible and promising approach for improving SC deficits in schizophrenia.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141145869","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
DTP: learning to estimate full-body pose in real-time from sparse VR sensor measurements DTP:学习从稀疏的虚拟现实传感器测量结果中实时估计全身姿势
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-23 DOI: 10.1007/s10055-024-01011-1
Qiang Zeng, Gang Zheng, Qian Liu
{"title":"DTP: learning to estimate full-body pose in real-time from sparse VR sensor measurements","authors":"Qiang Zeng, Gang Zheng, Qian Liu","doi":"10.1007/s10055-024-01011-1","DOIUrl":"https://doi.org/10.1007/s10055-024-01011-1","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141107940","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Unconstrained lightweight control interface for robot-assisted minimally invasive surgery using MediaPipe framework and head-mounted display 使用 MediaPipe 框架和头戴式显示器的机器人辅助微创手术无约束轻量级控制界面
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-23 DOI: 10.1007/s10055-024-00986-1
Wounsuk Rhee, Young Gyun Kim, Jong Hyeon Lee, Jae Woo Shim, Byeong Soo Kim, Dan Yoon, Minwoo Cho, Sungwan Kim
{"title":"Unconstrained lightweight control interface for robot-assisted minimally invasive surgery using MediaPipe framework and head-mounted display","authors":"Wounsuk Rhee, Young Gyun Kim, Jong Hyeon Lee, Jae Woo Shim, Byeong Soo Kim, Dan Yoon, Minwoo Cho, Sungwan Kim","doi":"10.1007/s10055-024-00986-1","DOIUrl":"https://doi.org/10.1007/s10055-024-00986-1","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141105510","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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