Virtual RealityPub Date : 2024-03-08DOI: 10.1007/s10055-024-00942-z
Qing Gong, Ning Zou, Wenjing Yang, Qi Zheng, Pengrui Chen
{"title":"User experience model and design strategies for virtual reality-based cultural heritage exhibition","authors":"Qing Gong, Ning Zou, Wenjing Yang, Qi Zheng, Pengrui Chen","doi":"10.1007/s10055-024-00942-z","DOIUrl":"https://doi.org/10.1007/s10055-024-00942-z","url":null,"abstract":"<p>A virtual reality (VR) based cultural heritage exhibition (VRCHE) is an important type of VR-based museum exhibition. The user experience (UX) design of VRCHE has encountered opportunities and due to the differences in human–computer interaction between VR-based and conventional interaction interfaces, so proposing the UX model of VRCHE is crucial. Although there are some existing works that study the UX models of VRCHEs, they are not complete enough to describe the UX of VRCHEs or offer any design strategies due to the methodologies and experimental materials that they currently use. This study creates experiments utilizing grounded theory that combine qualitative and quantitative approaches. Then, the study synthesizes three-level coding and quantitative analysis findings from grounded theory, builds a detailed model of the VRCHE UX using theoretical coding, and proposes design strategies.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"135 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140073626","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}
{"title":"VR Designer: enhancing fashion showcases through immersive virtual garment fitting","authors":"Orestis Sarakatsanos, Anastasios Papazoglou-Chalikias, Machi Boikou, Elisavet Chatzilari, Michaela Jauk, Ursina Hafliger, Spiros Nikolopoulos, Ioannis Kompatsiaris","doi":"10.1007/s10055-024-00945-w","DOIUrl":"https://doi.org/10.1007/s10055-024-00945-w","url":null,"abstract":"<p>This paper introduces a Virtual Reality (VR) application tailored for fashion designers and retailers, transcending traditional garment design and demonstration boundaries by presenting an immersive digital garment showcase within a captivating VR environment. Simulating a virtual retail store, designers navigate freely, selecting from an array of avatar-garment combinations and exploring garments from diverse perspectives. This immersive experience offers designers a precise representation of the final product’s aesthetics, fit, and functionality on the human body. Our application can be considered as a pre-manufacturing layer, that empowers designers and retailers with a precise understanding of how the actual garment will look and behave. Evaluation involved comprehensive feedback from both professional and undergraduate fashion designers, gathered through usability testing sessions.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"24 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140073652","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}
Virtual RealityPub Date : 2024-03-08DOI: 10.1007/s10055-024-00947-8
José L. Gómez-Sirvent, Alicia Fernández-Sotos, Antonio Fernández-Caballero, Desirée Fernández-Sotos
{"title":"Assessment of music performance anxiety in a virtual auditorium through the study of ambient lighting and audience distance","authors":"José L. Gómez-Sirvent, Alicia Fernández-Sotos, Antonio Fernández-Caballero, Desirée Fernández-Sotos","doi":"10.1007/s10055-024-00947-8","DOIUrl":"https://doi.org/10.1007/s10055-024-00947-8","url":null,"abstract":"<p>Performance anxiety is a common problem affecting musicians’ concentration and well-being. Musicians frequently encounter greater challenges and emotional discomfort when performing in front of an audience. Recent research suggests an important relationship between the characteristics of the built environment and people’s well-being. In this study, we explore modifying the built environment to create spaces where musicians are less aware of the presence of the audience and can express themselves more comfortably. An experiment was conducted with 61 conservatory musicians playing their instrument in a virtual auditorium in front of an audience of hundreds of virtual humans. They performed at different distances from the audience and under different levels of ambient lighting, while their eye movements were recorded. These data, together with questionnaires, were used to analyse the way the environment is perceived. The results showed that reducing the light intensity above the audience made the view of the auditorium more calming, and the same effect was observed when the distance between the audience and the musician was increased. Eye-tracking data showed a significant reduction in saccadic eye movements as the distance from the audience increased. This work provides a novel approach to architecture influence on musicians’ experience during solo performances. The findings are useful to designers and researchers.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"28 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140076725","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}
Virtual RealityPub Date : 2024-03-06DOI: 10.1007/s10055-024-00960-x
Laura Pérez-Pachón, Parivrudh Sharma, Helena Brech, Jenny Gregory, Terry Lowe, Matthieu Poyade, Flora Gröning
{"title":"Augmented reality headsets for surgical guidance: the impact of holographic model positions on user localisation accuracy","authors":"Laura Pérez-Pachón, Parivrudh Sharma, Helena Brech, Jenny Gregory, Terry Lowe, Matthieu Poyade, Flora Gröning","doi":"10.1007/s10055-024-00960-x","DOIUrl":"https://doi.org/10.1007/s10055-024-00960-x","url":null,"abstract":"<p>Novel augmented reality headsets such as HoloLens can be used to overlay patient-specific virtual models of resection margins on the patient’s skin, providing surgeons with information not normally available in the operating room. For this to be useful, surgeons wearing the headset must be able to localise virtual models accurately. We measured the error with which users localise virtual models at different positions and distances from their eyes. Healthy volunteers aged 20–59 years (<i>n</i> = 54) performed 81 exercises involving the localisation of a virtual hexagon’s vertices overlaid on a monitor surface. Nine predefined positions and three distances between the virtual hexagon and the users’ eyes (65, 85 and 105 cm) were set. We found that, some model positions and the shortest distance (65 cm) led to larger localisation errors than other positions and larger distances (85 and 105 cm). Positional errors of more than 5 mm and 1–5 mm margin errors were found in 29.8% and over 40% of cases, respectively. Strong outliers were also found (e.g. margin shrinkage of up to 17.4 mm in 4.3% of cases). The measured errors may result in poor outcomes of surgeries: e.g. incomplete tumour excision or inaccurate flap design, which can potentially lead to tumour recurrence and flap failure, respectively. Reducing localisation errors associated with arm reach distances between the virtual models and users’ eyes is necessary for augmented reality headsets to be suitable for surgical purposes. In addition, training surgeons on the use of these headsets may help to minimise localisation errors.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"44 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140055562","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}
Virtual RealityPub Date : 2024-03-06DOI: 10.1007/s10055-024-00953-w
Mariano Banquiero, Gracia Valdeolivas, David Ramón, M.-Carmen Juan
{"title":"A color Passthrough mixed reality application for learning piano","authors":"Mariano Banquiero, Gracia Valdeolivas, David Ramón, M.-Carmen Juan","doi":"10.1007/s10055-024-00953-w","DOIUrl":"https://doi.org/10.1007/s10055-024-00953-w","url":null,"abstract":"<p>This work presents the development of a mixed reality (MR) application that uses color Passthrough for learning to play the piano. A study was carried out to compare the interpretation outcomes of the participants and their subjective experience when using the MR application developed to learn to play the piano with a system that used Synthesia (<i>N</i> = 33). The results show that the MR application and Synthesia were effective in learning piano. However, the students played the pieces significantly better when using the MR application. The two applications both provided a satisfying user experience. However, the subjective experience of the students was better when they used the MR application. Other conclusions derived from the study include the following: (1) The outcomes of the students and their subjective opinion about the experience when using the MR application were independent of age and gender; (2) the sense of presence offered by the MR application was high (above 6 on a scale of 1 to 7); (3) the adverse effects induced by wearing the Meta Quest Pro and using our MR application were negligible; and (4) the students showed their preference for the MR application. As a conclusion, the advantage of our MR application compared to other types of applications (e.g., non-projected piano roll notation) is that the user has a direct view of the piano and the help elements appear integrated in the user’s view. The user does not have to take their eyes off the keyboard and is focused on playing the piano.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"82 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140055823","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}
Virtual RealityPub Date : 2024-03-05DOI: 10.1007/s10055-024-00965-6
Hector Tovanche-Picon, Javier González-Trejo, Ángel Flores-Abad, Miguel Ángel García-Terán, Diego Mercado-Ravell
{"title":"Real-time safe validation of autonomous landing in populated areas: from virtual environments to Robot-In-The-Loop","authors":"Hector Tovanche-Picon, Javier González-Trejo, Ángel Flores-Abad, Miguel Ángel García-Terán, Diego Mercado-Ravell","doi":"10.1007/s10055-024-00965-6","DOIUrl":"https://doi.org/10.1007/s10055-024-00965-6","url":null,"abstract":"<p>Safe autonomous landing for Unmanned Aerial Vehicles (UAVs) in populated areas is a crucial aspect for successful integration of UAVs in populated environments. Nonetheless, validating autonomous landing in real scenarios is a challenging task with a high risk of injuring people. In this work, we propose a framework for safe real-time and thorough evaluation of vision-based autonomous landing in populated scenarios, using photo-realistic virtual environments and physics-based simulation. The proposed evaluation pipeline includes the use of Unreal graphics engine coupled with AirSim for realistic drone simulation to evaluate landing strategies. Then, Software-/Hardware-In-The-Loop can be used to test beforehand the performance of the algorithms. The final validation stage consists in a Robot-In-The-Loop evaluation strategy where a real drone must perform autonomous landing maneuvers in real-time, with an avatar drone in a virtual environment mimicking its behavior, while the detection algorithms run in the virtual environment (virtual reality to the robot). This method determines the safe landing areas based on computer vision and convolutional neural networks to avoid colliding with people in static and dynamic scenarios. To test the robustness of the algorithms in adversary conditions, different urban-like environments were implemented, including moving agents and different weather conditions. We also propose different metrics to quantify the performance of the landing strategies, establishing a baseline for comparison with future works on this challenging task, and analyze them through several randomized iterations. The proposed approach allowed us to safely validate the autonomous landing strategies, providing an evaluation pipeline, and a benchmark for comparison. An extensive evaluation showed a 99% success rate in static scenarios and 87% in dynamic cases, demonstrating that the use of autonomous landing algorithms considerably prevents accidents involving humans, facilitating the integration of drones in human-populated spaces, which may help to unleash the full potential of drones in urban environments. Besides, this type of development helps to increase the safety of drone operations, which would advance drone flight regulations and allow their use in closer proximity to humans.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"25 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140036374","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}
Virtual RealityPub Date : 2024-03-05DOI: 10.1007/s10055-024-00962-9
Jesus Mayor, Pablo Calleja, Felix Fuentes-Hurtado
{"title":"Long short-term memory prediction of user’s locomotion in virtual reality","authors":"Jesus Mayor, Pablo Calleja, Felix Fuentes-Hurtado","doi":"10.1007/s10055-024-00962-9","DOIUrl":"https://doi.org/10.1007/s10055-024-00962-9","url":null,"abstract":"<p>Nowadays, there is still a challenge in virtual reality to obtain an accurate displacement prediction of the user. This could be a future key element to apply in the so-called redirected walking methods. Meanwhile, deep learning provides us with new tools to reach greater achievements in this type of prediction. Specifically, long short-term memory recurrent neural networks obtained promising results recently. This gives us clues to continue researching in this line to predict virtual reality user’s displacement. This manuscript focuses on the collection of positional data and a subsequent new way to train a deep learning model to obtain more accurate predictions. The data were collected with 44 participants and it has been analyzed with different existing prediction algorithms. The best results were obtained with a new idea, the use of rotation quaternions and the three dimensions to train the previously existing models. The authors strongly believe that there is still much room for improvement in this research area by means of the usage of new deep learning models.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"10 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140036289","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}
Virtual RealityPub Date : 2024-03-04DOI: 10.1007/s10055-024-00954-9
{"title":"Non-photorealistic rendering as a feedback strategy in virtual reality for rehabilitation","authors":"","doi":"10.1007/s10055-024-00954-9","DOIUrl":"https://doi.org/10.1007/s10055-024-00954-9","url":null,"abstract":"<h3>Abstract</h3> <p>Virtual reality (VR) rehabilitation has been proven to be a very promising method to increase the focus and attention of patients by immersing them in a virtual world, and through that, improve the effectiveness of the rehabilitation. One of the biggest challenges in designing VR Rehabilitation exercises is in choosing feedback strategies that guide the patient and give the appropriate success/failure indicators, without breaking their sense of immersion. A new strategy for feedback is proposed, using non-photorealistic rendering (NPR) to highlight important parts of the exercise the patient needs to focus on and fade out parts of the scene that are not relevant. This strategy is implemented into an authoring tool that allows rehabilitators specifying feedback strategies while creating exercise profiles. The NPR feedback can be configured in many ways, using different NPR schemes for different layers of the exercise environment such as the background environment, the non-interactive exercise objects, and the interactive exercise objects. The main features of the system including the support for universal render pipeline, camera stacking, and stereoscopic rendering are evaluated in a testing scenario. Performance tests regarding memory usage and supported frames per second are also considered. In addition, a group of rehabilitators evaluated the system usability. The proposed system meets all the requirements to apply NPR effect in VR scenarios and solves all the limitations with regard to technical function and image quality. In addition, the system performance has been shown to meet the targets for low-cost hardware. Regarding authoring tool usability rehabilitators agree that is easy to use and a valuable tool for rehabilitation scenarios. NPR schemes can be integrated into VR rehabilitation scenarios achieving the same image quality as non-VR visualizations with only a small impact on the frame rate. NPR schemes are a good visual feedback alternative.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"38 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140025740","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}
Virtual RealityPub Date : 2024-03-04DOI: 10.1007/s10055-024-00949-6
Maxime Cauz, Antoine Clarinval, Bruno Dumas
{"title":"Text readability in augmented reality: a multivocal literature review","authors":"Maxime Cauz, Antoine Clarinval, Bruno Dumas","doi":"10.1007/s10055-024-00949-6","DOIUrl":"https://doi.org/10.1007/s10055-024-00949-6","url":null,"abstract":"<p>Augmented reality (AR) is making its way into many sectors. Its rapid evolution in recent years has led to the development of prototypes demonstrating its effectiveness. However, to be able to push these prototypes to the scale of fully usable applications, it is important to ensure the readability of the texts they include. To this end, we conducted a multivocal literature review (MLR) to determine the text parameters a designer can tune, as well as the contextual constraints they need to pay attention to, in relation to Optical See-Through (OST) and Video See-Through (VST) displays. We also included guidelines from device manufacturing and game engines sites to compare the current state of research in the academic and industrial worlds. The results show that parameters pertaining more to letter legibility have been extensively studied (e.g., color and size), while those pertaining to the whole text still require further research (e.g., alignment or space between lines). The former group of parameters, and their associated constraints, were assembled in the form of two decision trees to facilitate implementation of AR applications. Finally, we also concluded that there was a lack of alignment between academic and industrial recommendations.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"129 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140025291","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}
Virtual RealityPub Date : 2024-03-04DOI: 10.1007/s10055-024-00981-6
{"title":"Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study","authors":"","doi":"10.1007/s10055-024-00981-6","DOIUrl":"https://doi.org/10.1007/s10055-024-00981-6","url":null,"abstract":"<h3>Abstract</h3> <p>Objectives: To assess the potential of immersive virtual reality (IVR) in achieving moderate exercise intensity, and 2) to examine the acute effects of two IVR exergame sessions (BOXVR and Beat Saber), comparing them with the impact of traditional exercise on heart rate variability (HRV), perceived effort, delayed onset muscle soreness, motivation, and sleep. Materials and methods: A crossover design was used. The participants (<em>n</em> = 22) randomly performed two sessions of IVR and one session of moderate intensity physical activity, each session lasting 30 min. Heart Rate (HR) and HRV, Perceived Exertion Scale, Intrinsic Motivation Inventory, sleep quality, and perceived pain, were evaluated. Results: The cardiac response to the activities was significantly higher when participants performed traditional physical activity as compared to the BOXVR and Beat Saber games. Traditional training provided a different HRV response as compared to Beat Saber (LnRMSSD, <em>p</em> = 0.025; SDNN, <em>p</em> = 0.031). Although the sessions were planned for moderate intensity, BOXVR generated a moderate intensity (49.3% HRreserve), Beat Saber (29.6% HRreserve) a light one, and the Circuit session, a vigorous one (62.9% HRreserve). In addition, traditional training reported higher perceived exertion and pain with less enjoyment. Differences were observed between the exergames. BOXVR resulted in a lower cardiac response (HRmax and HRmean), and a higher perception of exertion and pain at 72 h. The sleep variables analyzed were not altered by any of the sessions. Conclusions: BOXVR and traditional training can lead to moderate intensity physical activity. However, traditional training could result in lower adherence to physical exercise programs, as it was perceived as more intense and less enjoyable.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"47 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140025526","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}