Virtual Reality最新文献

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Immersive virtual reality applied to the rehabilitation of patients with lower limb amputation: a small randomized controlled trial for feasibility study 将沉浸式虚拟现实应用于下肢截肢患者的康复:一项小型随机对照试验的可行性研究
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-23 DOI: 10.1007/s10055-024-01015-x
Bibiana Mayer Steckel, Rafaela Schwertner, Joana Bücker, Ana Clara de Paula Nazareth, L. Bizarro, Alcyr Alves de Oliveira
{"title":"Immersive virtual reality applied to the rehabilitation of patients with lower limb amputation: a small randomized controlled trial for feasibility study","authors":"Bibiana Mayer Steckel, Rafaela Schwertner, Joana Bücker, Ana Clara de Paula Nazareth, L. Bizarro, Alcyr Alves de Oliveira","doi":"10.1007/s10055-024-01015-x","DOIUrl":"https://doi.org/10.1007/s10055-024-01015-x","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":"141105229","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 effect of VR on fine motor performance by older adults: a comparison between real and virtual tasks 虚拟现实对老年人精细动作表现的影响:真实任务与虚拟任务的比较
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-20 DOI: 10.1007/s10055-024-01009-9
Cristiane K. Brazil, Malgorzata J. Rys
{"title":"The effect of VR on fine motor performance by older adults: a comparison between real and virtual tasks","authors":"Cristiane K. Brazil, Malgorzata J. Rys","doi":"10.1007/s10055-024-01009-9","DOIUrl":"https://doi.org/10.1007/s10055-024-01009-9","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141122857","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
Cybersickness with passenger VR in the aircraft: Influence of turbulence and VR content 乘客在飞机上使用 VR 时的晕机现象:湍流和 VR 内容的影响
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-20 DOI: 10.1007/s10055-024-01008-w
J. Mittelstaedt, G. Huelmann, Claudia Marggraf-Micheel, Alexander Schiller, Carsten Seehof, Dirk Stelling
{"title":"Cybersickness with passenger VR in the aircraft: Influence of turbulence and VR content","authors":"J. Mittelstaedt, G. Huelmann, Claudia Marggraf-Micheel, Alexander Schiller, Carsten Seehof, Dirk Stelling","doi":"10.1007/s10055-024-01008-w","DOIUrl":"https://doi.org/10.1007/s10055-024-01008-w","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141122326","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
Replicating outdoor environments using VR and ambisonics: a methodology for accurate audio-visual recording, processing and reproduction 利用虚拟现实和环境声复制室外环境:准确记录、处理和再现视听的方法论
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-17 DOI: 10.1007/s10055-024-01003-1
Fotis Georgiou, Claudia Kawai, Beat Schäffer, Reto Pieren
{"title":"Replicating outdoor environments using VR and ambisonics: a methodology for accurate audio-visual recording, processing and reproduction","authors":"Fotis Georgiou, Claudia Kawai, Beat Schäffer, Reto Pieren","doi":"10.1007/s10055-024-01003-1","DOIUrl":"https://doi.org/10.1007/s10055-024-01003-1","url":null,"abstract":"<p>This paper introduces a methodology tailored to capture, post-process, and replicate audio-visual data of outdoor environments (urban or natural) for VR experiments carried out within a controlled laboratory environment. The methodology consists of 360<span>(^circ)</span> video and higher order ambisonic (HOA) field recordings and subsequent calibrated spatial sound reproduction with a spherical loudspeaker array and video played back via a head-mounted display using a game engine and a graphical user interface for a perceptual experimental questionnaire. Attention was given to the equalisation and calibration of the ambisonic microphone and to the design of different ambisonic decoders. A listening experiment was conducted to evaluate four different decoders (one 2D first-order ambisonic decoder and three 3D third-order decoders) by asking participants to rate the relative (perceived) realism of recorded outdoor soundscapes reproduced with these decoders. The results showed that the third-order decoders were ranked as more realistic.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141059830","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
Using attentional guidance methods in virtual reality laboratories reduces students’ cognitive load and improves their academic performance 在虚拟现实实验室中使用注意力引导方法,减轻学生的认知负担,提高学习成绩
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-16 DOI: 10.1007/s10055-024-01012-0
Ping-Chuan Wen, Fei Lu, Ahmad Zamzuri Mohamad Ali
{"title":"Using attentional guidance methods in virtual reality laboratories reduces students’ cognitive load and improves their academic performance","authors":"Ping-Chuan Wen, Fei Lu, Ahmad Zamzuri Mohamad Ali","doi":"10.1007/s10055-024-01012-0","DOIUrl":"https://doi.org/10.1007/s10055-024-01012-0","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140969660","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
Improving balance using augmented visual orientation cues: a proof of concept 利用增强型视觉方向提示改善平衡:概念验证
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-15 DOI: 10.1007/s10055-024-01006-y
Matthias Albrecht, Stephan Streuber, L. Assländer
{"title":"Improving balance using augmented visual orientation cues: a proof of concept","authors":"Matthias Albrecht, Stephan Streuber, L. Assländer","doi":"10.1007/s10055-024-01006-y","DOIUrl":"https://doi.org/10.1007/s10055-024-01006-y","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140972804","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
Not just cybersickness: short-term effects of popular VR game mechanics on physical discomfort and reaction time 不仅仅是晕机:流行的 VR 游戏机制对身体不适和反应时间的短期影响
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-15 DOI: 10.1007/s10055-024-01007-x
Sara Vlahovic, Lea Skorin-Kapov, Mirko Suznjevic, Nina Pavlin-Bernardic
{"title":"Not just cybersickness: short-term effects of popular VR game mechanics on physical discomfort and reaction time","authors":"Sara Vlahovic, Lea Skorin-Kapov, Mirko Suznjevic, Nina Pavlin-Bernardic","doi":"10.1007/s10055-024-01007-x","DOIUrl":"https://doi.org/10.1007/s10055-024-01007-x","url":null,"abstract":"<p>Uncomfortable sensations that arise during virtual reality (VR) use have always been among the industry’s biggest challenges. While certain VR-induced effects, such as cybersickness, have garnered a lot of interest from academia and industry over the years, others have been overlooked and underresearched. Recently, the research community has been calling for more holistic approaches to studying the issue of VR discomfort. Focusing on active VR gaming, our article presents the results of two user studies with a total of 40 participants. Incorporating state-of-the-art VR-specific measures (the Simulation Task Load Index—SIM-TLX, Cybersickness Questionnaire—CSQ, Virtual Reality Sickness Questionnaire—VRSQ) into our methodology, we examined workload, musculoskeletal discomfort, device-related discomfort, cybersickness, and changes in reaction time following VR gameplay. Using a set of six different active VR games (three per study), we attempted to quantify and compare the prevalence and intensity of VR-induced symptoms across different genres and game mechanics. Varying between individuals, as well as games, the diverse symptoms reported in our study highlight the importance of including measures of VR-induced effects other than cybersickness into VR gaming user studies, while questioning the suitability of the Simulator Sickness Questionnaire (SSQ)—arguably the most prevalent measure of VR discomfort in the field—for use with active VR gaming scenarios.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140939691","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
Multimodal emotion classification using machine learning in immersive and non-immersive virtual reality 在沉浸式和非沉浸式虚拟现实中使用机器学习进行多模态情感分类
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-06 DOI: 10.1007/s10055-024-00989-y
Rodrigo Lima, Alice Chirico, Rui Varandas, Hugo Gamboa, Andrea Gaggioli, Sergi Bermúdez i Badia
{"title":"Multimodal emotion classification using machine learning in immersive and non-immersive virtual reality","authors":"Rodrigo Lima, Alice Chirico, Rui Varandas, Hugo Gamboa, Andrea Gaggioli, Sergi Bermúdez i Badia","doi":"10.1007/s10055-024-00989-y","DOIUrl":"https://doi.org/10.1007/s10055-024-00989-y","url":null,"abstract":"<p>Affective computing has been widely used to detect and recognize emotional states. The main goal of this study was to detect emotional states using machine learning algorithms automatically. The experimental procedure involved eliciting emotional states using film clips in an immersive and non-immersive virtual reality setup. The participants’ physiological signals were recorded and analyzed to train machine learning models to recognize users’ emotional states. Furthermore, two subjective ratings emotional scales were provided to rate each emotional film clip. Results showed no significant differences between presenting the stimuli in the two degrees of immersion. Regarding emotion classification, it emerged that for both physiological signals and subjective ratings, user-dependent models have a better performance when compared to user-independent models. We obtained an average accuracy of 69.29 ± 11.41% and 71.00 ± 7.95% for the subjective ratings and physiological signals, respectively. On the other hand, using user-independent models, the accuracy we obtained was 54.0 ± 17.2% and 24.9 ± 4.0%, respectively. We interpreted these data as the result of high inter-subject variability among participants, suggesting the need for user-dependent classification models. In future works, we intend to develop new classification algorithms and transfer them to real-time implementation. This will make it possible to adapt to a virtual reality environment in real-time, according to the user’s emotional state.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140882288","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
Tracking and co-location of global point clouds for large-area indoor environments 大面积室内环境中的全球点云跟踪与共定位
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-05-04 DOI: 10.1007/s10055-024-01004-0
Nick Michiels, Lode Jorissen, Jeroen Put, Jori Liesenborgs, Isjtar Vandebroeck, Eric Joris, Frank Van Reeth
{"title":"Tracking and co-location of global point clouds for large-area indoor environments","authors":"Nick Michiels, Lode Jorissen, Jeroen Put, Jori Liesenborgs, Isjtar Vandebroeck, Eric Joris, Frank Van Reeth","doi":"10.1007/s10055-024-01004-0","DOIUrl":"https://doi.org/10.1007/s10055-024-01004-0","url":null,"abstract":"<p>Extended reality (XR) experiences are on the verge of becoming widely adopted in diverse application domains. An essential part of the technology is accurate tracking and localization of the headset to create an immersive experience. A subset of the applications require perfect co-location between the real and the virtual world, where virtual objects are aligned with real-world counterparts. Current headsets support co-location for small areas, but suffer from drift when scaling up to larger ones such as buildings or factories. This paper proposes tools and solutions for this challenge by splitting up the simultaneous localization and mapping (SLAM) into separate mapping and localization stages. In the pre-processing stage, a feature map is built for the entire tracking area. A global optimizer is applied to correct the deformations caused by drift, guided by a sparse set of ground truth markers in the point cloud of a laser scan. Optionally, further refinement is applied by matching features between the ground truth keyframe images and their rendered-out SLAM estimates of the point cloud. In the second, real-time stage, the rectified feature map is used to perform localization and sensor fusion between the global tracking and the headset. The results show that the approach achieves robust co-location between the virtual and the real 3D environment for large and complex tracking environments.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140882151","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
PublicVR: a virtual reality exposure therapy intervention for adults with speech anxiety PublicVR:针对患有言语焦虑症的成年人的虚拟现实暴露疗法干预措施
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-04-30 DOI: 10.1007/s10055-024-00998-x
Fotios Spyridonis, Damon Daylamani-Zad, James Nightingale
{"title":"PublicVR: a virtual reality exposure therapy intervention for adults with speech anxiety","authors":"Fotios Spyridonis, Damon Daylamani-Zad, James Nightingale","doi":"10.1007/s10055-024-00998-x","DOIUrl":"https://doi.org/10.1007/s10055-024-00998-x","url":null,"abstract":"<p>Speech anxiety, or Glossophobia, currently affects approximately 75% of the population with potentially severe negative effects on those with this condition. There are several treatments currently available with research showing that the use of Virtual Reality (VR) as a non-pharmacologic treatment can have positive effects on individuals suffering from such social phobias. However, there is a significant lack of treatments currently available for speech anxiety, even though such a large number of the population are affected by it. In this paper, we aim to contribute to efforts to improve the effects of speech anxiety through a VR intervention. Our VR solution was designed following the Exposure Therapy approach for treating social anxiety disorders. The evaluation of this work was twofold: A. to assess the ability of our solution to positively change participants’ perception of factors related to non-verbal communication contributing to anxiety toward public speaking, and B. to determine whether it is able to induce a sense of presence. We carried out an empirical evaluation study that measured participants’ self-reported anxiety level towards public speaking using the Personal Report of Public Speaking Anxiety and their perceived sense of presence using the iGroup Presence Questionnaire. Our results demonstrate the potential of VR Exposure Therapy solutions to assist towards positively changing perception of factors related to non-verbal communication skills that contribute to increasing public speaking anxiety for participants suffering from self-reported speech anxiety symptoms. Our findings are of wider importance as they contribute to ongoing efforts to improve social anxiety-related phobias.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140841121","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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