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Evaluation of visual, auditory, and olfactory stimulus-based attractors for intermittent reorientation in virtual reality locomotion 评估虚拟现实运动中基于视觉、听觉和嗅觉刺激的间歇性方向调整吸引器
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-04-26 DOI: 10.1007/s10055-024-00997-y
Jieun Lee, Seokhyun Hwang, Kyunghwan Kim, SeungJun Kim
{"title":"Evaluation of visual, auditory, and olfactory stimulus-based attractors for intermittent reorientation in virtual reality locomotion","authors":"Jieun Lee, Seokhyun Hwang, Kyunghwan Kim, SeungJun Kim","doi":"10.1007/s10055-024-00997-y","DOIUrl":"https://doi.org/10.1007/s10055-024-00997-y","url":null,"abstract":"<p>In virtual reality, redirected walking (RDW) enables users to stay within the tracking area while feeling that they are traveling in a virtual space that is larger than the physical space. RDW uses a visual attractor to the user’s sight and scene manipulation for intermittent reorientation. However, repeated usage can hinder the virtual world immersion and weaken the reorientation performance. In this study, we propose using sounds and smells as alternative stimuli to draw the user’s attention implicitly and sustain the attractor’s performance for intermittent reorientation. To achieve this, we integrated visual, auditory, and olfactory attractors into an all-in-one stimulation system. Experiments revealed that the auditory attractor caused the fastest reorientation, the olfactory attractor induced the widest angular difference, and the attractor with the combined auditory and olfactory stimuli induced the largest angular speed, keeping users from noticing the manipulation. The findings demonstrate the potential of nonvisual attractors to reorient users in situations requiring intermittent reorientation.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140806506","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 target and background texture on relative depth discrimination in a virtual environment 虚拟环境中目标和背景纹理对相对深度辨别的影响
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-04-25 DOI: 10.1007/s10055-024-01000-4
Wei Hau Lew, Daniel R. Coates
{"title":"The effect of target and background texture on relative depth discrimination in a virtual environment","authors":"Wei Hau Lew, Daniel R. Coates","doi":"10.1007/s10055-024-01000-4","DOIUrl":"https://doi.org/10.1007/s10055-024-01000-4","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140656484","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
Usability and user expectations of a HoloLens-based augmented reality application for learning clinical technical skills 基于 HoloLens 的增强现实应用在学习临床技术技能方面的可用性和用户期望
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-04-24 DOI: 10.1007/s10055-024-00984-3
P. Escalada-Hernández, Nelia Soto-Ruiz, Tomás Ballesteros-Egüés, Ana Larrayoz-Jiménez, Leticia San Martín-Rodríguez
{"title":"Usability and user expectations of a HoloLens-based augmented reality application for learning clinical technical skills","authors":"P. Escalada-Hernández, Nelia Soto-Ruiz, Tomás Ballesteros-Egüés, Ana Larrayoz-Jiménez, Leticia San Martín-Rodríguez","doi":"10.1007/s10055-024-00984-3","DOIUrl":"https://doi.org/10.1007/s10055-024-00984-3","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140661357","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
Mapping the landscape of research on 360-degree videos and images: a network and cluster analysis 绘制 360 度视频和图像研究图景:网络和聚类分析
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-04-24 DOI: 10.1007/s10055-024-01002-2
Valentina Mancuso, F. Borghesi, Francesca Bruni, E. Pedroli, Pietro Cipresso
{"title":"Mapping the landscape of research on 360-degree videos and images: a network and cluster analysis","authors":"Valentina Mancuso, F. Borghesi, Francesca Bruni, E. Pedroli, Pietro Cipresso","doi":"10.1007/s10055-024-01002-2","DOIUrl":"https://doi.org/10.1007/s10055-024-01002-2","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140662685","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
Examining the feasibility of immersive virtual reality to measure upper limb motor performance in typically developing children and adolescents 研究用沉浸式虚拟现实技术测量发育正常的儿童和青少年上肢运动能力的可行性
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-04-23 DOI: 10.1007/s10055-024-00996-z
Mohammed Alrashidi, Jack O. Evans, Richard J. Tomlinson, Craig A. Williams, Gavin Buckingham
{"title":"Examining the feasibility of immersive virtual reality to measure upper limb motor performance in typically developing children and adolescents","authors":"Mohammed Alrashidi, Jack O. Evans, Richard J. Tomlinson, Craig A. Williams, Gavin Buckingham","doi":"10.1007/s10055-024-00996-z","DOIUrl":"https://doi.org/10.1007/s10055-024-00996-z","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140668864","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
Testing memory of a VR environment: comparison with the real environment and 2D pictures 测试对虚拟现实环境的记忆:与真实环境和二维图片的比较
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-04-23 DOI: 10.1007/s10055-024-00999-w
M. Monaro, C. Mazza, Marco Colasanti, Elena Colicino, Francesca Bosco, Eleonora Ricci, S. Biondi, Michela Rossi, Paolo Roma
{"title":"Testing memory of a VR environment: comparison with the real environment and 2D pictures","authors":"M. Monaro, C. Mazza, Marco Colasanti, Elena Colicino, Francesca Bosco, Eleonora Ricci, S. Biondi, Michela Rossi, Paolo Roma","doi":"10.1007/s10055-024-00999-w","DOIUrl":"https://doi.org/10.1007/s10055-024-00999-w","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140669993","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
Simulating vision impairment in virtual reality: a comparison of visual task performance with real and simulated tunnel vision 在虚拟现实中模拟视力障碍:比较真实和模拟隧道视力下的视觉任务表现
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-04-16 DOI: 10.1007/s10055-024-00987-0
Alexander Neugebauer, Nora Castner, Björn Severitt, Katarina Stingl, Iliya Ivanov, Siegfried Wahl
{"title":"Simulating vision impairment in virtual reality: a comparison of visual task performance with real and simulated tunnel vision","authors":"Alexander Neugebauer, Nora Castner, Björn Severitt, Katarina Stingl, Iliya Ivanov, Siegfried Wahl","doi":"10.1007/s10055-024-00987-0","DOIUrl":"https://doi.org/10.1007/s10055-024-00987-0","url":null,"abstract":"<p>In this work, we explore the potential and limitations of simulating gaze-contingent tunnel vision conditions using Virtual Reality (VR) with built-in eye tracking technology. This approach promises an easy and accessible way of expanding study populations and test groups for visual training, visual aids, or accessibility evaluations. However, it is crucial to assess the validity and reliability of simulating these types of visual impairments and evaluate the extend to which participants with simulated tunnel vision can represent real patients. Two age-matched participant groups were acquired: The first group (n = 8, aged 20–60, average 49.1 ± 13.2) consisted of patients diagnosed with Retinitis pigmentosa (RP). The second group (n = 8, aged 27–59, average 46.5 ± 10.8) consisted of visually healthy participants with simulated tunnel vision. Both groups carried out different visual tasks in a virtual environment for 30 min per day over the course of four weeks. Task performances as well as gaze characteristics were evaluated in both groups over the course of the study. Using the ’two one-sided tests for equivalence’ method, the two groups were found to perform similar in all three visual tasks. Significant differences between groups were found in different aspects of their gaze behavior, though most of these aspects seem to converge over time. Our study evaluates the potential and limitations of using Virtual Reality technology to simulate the effects of tunnel vision within controlled virtual environments. We find that the simulation accurately represents performance of RP patients in the context of group averages, but fails to fully replicate effects on gaze behavior.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140569448","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
Augmented reality presentation system of skeleton image based on biomedical features 基于生物医学特征的骨架图像增强现实演示系统
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-04-16 DOI: 10.1007/s10055-024-00976-3
Yuqing Sun, Tianran Yuan, Yimin Wang, Quanping Sun, Zhiwei Hou, Juan Du
{"title":"Augmented reality presentation system of skeleton image based on biomedical features","authors":"Yuqing Sun, Tianran Yuan, Yimin Wang, Quanping Sun, Zhiwei Hou, Juan Du","doi":"10.1007/s10055-024-00976-3","DOIUrl":"https://doi.org/10.1007/s10055-024-00976-3","url":null,"abstract":"<p>Aimed at limitations in the description and expression of three-dimensional (3D) physical information in two-dimentsional (2D) medical images, feature extraction and matching method based on the biomedical characteristics of skeletons is employed in this paper to map the 2D images of skeletons into a 3D digital model. Augmented reality technique is used to realize the interactive presentation of skeleton models. Main contents of this paper include: Firstly, a three-step reconstruction method is used to process the bone CT image data to obtain its three-dimensional surface model, and the corresponding 2D–3D bone library is established based on the identification index of the 2D image and the 3D model; then, a fast and accurate feature extraction and matching algorithm is developed to realize the recognition, extraction, and matching of 2D skeletal features, and determine the corresponding 3D skeleton model according to the matching result. Finally, based on the augmented reality technique, an interactive immersive presentation system is designed to achieve visual effects of the virtual human bone model superimposed and rendered in the world scenes, which improves the effectiveness of information expression and transmission, as well as the user's immersion and embodied experience.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140614034","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
Experimenter bias: exploring the interaction between participant’s and investigator’s gender/sex in VR 实验者偏差:探索虚拟现实技术中参与者与研究者性别之间的相互作用
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-04-15 DOI: 10.1007/s10055-024-00993-2
Arthur Maneuvrier
{"title":"Experimenter bias: exploring the interaction between participant’s and investigator’s gender/sex in VR","authors":"Arthur Maneuvrier","doi":"10.1007/s10055-024-00993-2","DOIUrl":"https://doi.org/10.1007/s10055-024-00993-2","url":null,"abstract":"<p>This study explores the effect of the experimenter’s gender/sex and its interaction with the participant’s gender/sex as potential contributors to the replicability crisis, particularly in the man-gendered domain of VR. 75 young men and women from Western France were randomly evaluated by either a man or a woman during a 13-min immersion in a first-person shooter game. Self-administered questionnaires were used to measure variables commonly assessed during VR experiments (sense of presence, cybersickness, video game experience, flow). MANOVAs, ANOVAs and post-hoc comparisons were used. Results indicate that men and women differ in their reports of cybersickness and video game experience when rated by men, whereas they report similar measures when rated by women. These findings are interpreted as consequences of the psychosocial stress triggered by the interaction between the two genders/sexes, as well as the gender conformity effect induced, particularly in women, by the presence of a man in a masculine domain. Corroborating this interpretation, the subjective measure of flow, which is not linked to video games and/or computers, does not seem to be affected by this experimental effect. Methodological precautions are highlighted, notably the brief systematic description of the experimenter, and future exploratory and confirmatory studies are outlined.</p><h3 data-test=\"abstract-sub-heading\">Graphical abstract</h3>\u0000","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-04-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140569568","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 geometry of the vergence-accommodation conflict in mixed reality systems 混合现实系统中辐辏-适应冲突的几何原理
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-04-11 DOI: 10.1007/s10055-024-00991-4
Xiaoye Michael Wang, Daniel Southwick, Ian Robinson, Michael Nitsche, Gabby Resch, Ali Mazalek, Timothy N. Welsh
{"title":"The geometry of the vergence-accommodation conflict in mixed reality systems","authors":"Xiaoye Michael Wang, Daniel Southwick, Ian Robinson, Michael Nitsche, Gabby Resch, Ali Mazalek, Timothy N. Welsh","doi":"10.1007/s10055-024-00991-4","DOIUrl":"https://doi.org/10.1007/s10055-024-00991-4","url":null,"abstract":"<p>Mixed reality technologies, such as virtual (VR) and augmented (AR) reality, present promising opportunities to advance education and professional training due to their adaptability to diverse contexts. Distortions in the perceived distance in such mediated conditions, however, are well documented and have imposed nontrivial challenges that complicate and limit transferring task performance in a virtual setting to the unmediated reality (UR). One potential source of the distance distortion is the vergence-accommodation conflict—the discrepancy between the depth specified by the eyes’ accommodative state and the angle at which the eyes converge to fixate on a target. The present study involved the use of a manual pointing task in UR, VR, and AR to quantify the magnitude of the potential depth distortion in each modality. Conceptualizing the effect of vergence-accommodation offset as a constant offset to the vergence angle, a model was developed based on the stereoscopic viewing geometry. Different versions of the model were used to fit and predict the behavioral data for all modalities. Results confirmed the validity of the conceptualization of vergence-accommodation as a device-specific vergence offset, which predicted up to 66% of the variance in the data. The fitted parameters indicate that, due to the vergence-accommodation conflict, participants’ vergence angle was driven outwards by approximately 0.2°, which disrupted the stereoscopic viewing geometry and produced distance distortion in VR and AR. The implications of this finding are discussed in the context of developing virtual environments that minimize the effect of depth distortion.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":null,"pages":null},"PeriodicalIF":4.2,"publicationDate":"2024-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140569463","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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