PRESENCE: Virtual and Augmented Reality最新文献

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Virtual Reality Presence in Partially Non-Euclidean Environments 部分非欧几里得环境中的虚拟现实临场感
PRESENCE: Virtual and Augmented Reality Pub Date : 2024-03-28 DOI: 10.1162/pres_a_00419
J. Mayor, D. López-fernández, R. Lara-Cabrera, Fernando Ortega
{"title":"Virtual Reality Presence in Partially Non-Euclidean Environments","authors":"J. Mayor, D. López-fernández, R. Lara-Cabrera, Fernando Ortega","doi":"10.1162/pres_a_00419","DOIUrl":"https://doi.org/10.1162/pres_a_00419","url":null,"abstract":"\u0000 Currently, virtual reality is limited by a physical workspace if the user walks indefinitely inside its virtual world. Therefore, it is necessary to find solutions to this limitation. A possible solution could be to reuse this workspace by overlapping different parts of the virtual space. This can be achieved through the use of imperceptible portals that connect different points in the virtual environment. Thanks to these portals it is possible to create a momentary break in the conventional Euclidean geometry displaying parts of the virtual world that are farther away than usual. Although this kind of effect has been seen in conventional games, its application to virtual environments has some technical implications. One of the most important technical characteristics to be evaluated is the presence, which could be affected by this type of visual effect. For this reason, a validation of the effect has been carried out by quantitatively analyzing the perceptual presence and conducting qualitative interviews with users. The results did not show an overall impact on presence, and users were excited to experience this type of visual effect inside the virtual world. Finally, this article shows everything learned in this development and is discussed from a perceptual design point of view, opening the possibility of new studies associated with this visual effect applied to the virtual world.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"98 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140371163","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
Evaluation of Point-to-Point Reaching Performance in Mixed Reality and Virtual Reality 评估混合现实和虚拟现实中的点对点接触性能
PRESENCE: Virtual and Augmented Reality Pub Date : 2024-03-28 DOI: 10.1162/pres_a_00418
Tyler G. Petrie, Chen Zhao, Michael J. Fu
{"title":"Evaluation of Point-to-Point Reaching Performance in Mixed Reality and Virtual Reality","authors":"Tyler G. Petrie, Chen Zhao, Michael J. Fu","doi":"10.1162/pres_a_00418","DOIUrl":"https://doi.org/10.1162/pres_a_00418","url":null,"abstract":"\u0000 Recent immersive mixed reality (MR) and virtual reality (VR) displays enable users to use their hands to interact with both veridical and virtual environments simultaneously. Therefore, it becomes important to understand the performance of human hand-reaching movement in MR. Studies have shown that different virtual environment visualization modalities can affect point-to-point reaching performance using a stylus, but it is not yet known if these effects translate to direct human-hand interactions in mixed reality. This paper focuses on evaluating human point-to-point motor performance in MR and VR for both finger-pointing and cup-placement tasks. Six performance measures relevant to haptic interface design were measured for both tasks under several different visualization conditions (“MR with indicator”, “MR without indicator”, and “VR”) to determine what factors contribute to hand-reaching performance. A key finding was evidence of a trade-off between reaching motion confidence” measures (indicated by throughput, number of corrective movements, and peak velocity) and “accuracy” measures (indicated by end-point error and initial movement error). Specifically, we observed that participants tended to be more confident in the “MR without Indicator” condition for finger-pointing tasks. These results contribute critical knowledge to inform the design of VR/MR interfaces based on the application's user performance requirements.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"125 15","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140369931","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 Proteus Effect in the context of healthy food choices and intentions to eat healthy: the role of Avatar Body Size, Avatar Allocation Type and Visual Perspective 在健康食品选择和健康饮食意愿的背景下研究普洛特斯效应:阿凡达体型、阿凡达分配类型和视觉视角的作用
PRESENCE: Virtual and Augmented Reality Pub Date : 2024-03-12 DOI: 10.1162/pres_a_00410
Nadine E van der Waal, Loes Janssen, M. Antheunis, L. N. van der Laan
{"title":"Examining the Proteus Effect in the context of healthy food choices and intentions to eat healthy: the role of Avatar Body Size, Avatar Allocation Type and Visual Perspective","authors":"Nadine E van der Waal, Loes Janssen, M. Antheunis, L. N. van der Laan","doi":"10.1162/pres_a_00410","DOIUrl":"https://doi.org/10.1162/pres_a_00410","url":null,"abstract":"\u0000 As avatars gain prominence in health-promoting applications, understanding how health-related avatar appearance characteristics could affect users' behavior is crucial. Drawing upon the Proteus effect, avatars can positively and negatively affect health behaviors, depending on whether the avatar appearance is aligned with stereotypes about healthy or unhealthy behavior. Investigating avatar appearances is essential to understand potential negative health effects. Three experiments in a non-immersive virtual supermarket examined whether controlling an overweight avatar negatively affected 1) intentions to eat healthy and 2) food choice healthiness in the virtual supermarket, thereby investigating avatar allocation type (Study 1) and visual perspective (Study 2) as moderators. 2 (Avatar body size: overweight vs. healthy weight) by 2 (Avatar allocation type: self-assigned vs. experimenter-assigned [Study 1]; Visual perspective: first-person vs. third-person [Studies 2 and 3]) between-subjects designs were employed. None of the studies demonstrated the Proteus effect and no moderating role of avatar allocation type was found (Study 1). Unexpectedly, controlling an overweight avatar resulted in stronger intentions to eat healthy from a third-person perspective only (Study 2), which led to the hypothesis that the overweight avatar functioned as a fear stimulus. To test this, a health message was added that highlighted obesity as a health risk (Study 3). The addition of this message did not affect intentions to eat healthy and food choice healthiness. The combination of fear appeal and self-perception theory as explanatory frameworks for behavioral responses to avatars opens avenues for new research, such as exploring specific conditions that trigger each effect.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"36 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140248605","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
SmallTAL: Real-Time Egocentric Online Temporal Action Localization for the Data-Impoverished SmallTAL:为数据贫乏者提供以自我为中心的实时在线时空动作定位功能
PRESENCE: Virtual and Augmented Reality Pub Date : 2024-03-05 DOI: 10.1162/pres_a_00408
Eric C. Joyce, Yao Chen, Eduardo Neeter, Philippos Mordohai
{"title":"SmallTAL: Real-Time Egocentric Online Temporal Action Localization for the Data-Impoverished","authors":"Eric C. Joyce, Yao Chen, Eduardo Neeter, Philippos Mordohai","doi":"10.1162/pres_a_00408","DOIUrl":"https://doi.org/10.1162/pres_a_00408","url":null,"abstract":"\u0000 We propose a real-time, online temporal action localization system that requires a small amount of annotated data. The main challenges we address are high intra-class variability and a large and diverse background class. We address these using a flexible frame descriptor, dynamic time warping, and a novel approach to database construction. Our solution receives egocentric RGB-D streams as input and makes predictions at regular temporal intervals. We validate our approach by localizing actions in a digital twin of an electrical substation, in which certain objects have been replaced by functional virtual replicas.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"50 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140264446","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
Mapping the Viewer Experience in Cinematic Virtual Reality: A Systematic Review 绘制电影虚拟现实中的观众体验图:系统回顾
PRESENCE: Virtual and Augmented Reality Pub Date : 2024-03-05 DOI: 10.1162/pres_a_00409
Zhiyuan Yu, Cheng-Hung Lo
{"title":"Mapping the Viewer Experience in Cinematic Virtual Reality: A Systematic Review","authors":"Zhiyuan Yu, Cheng-Hung Lo","doi":"10.1162/pres_a_00409","DOIUrl":"https://doi.org/10.1162/pres_a_00409","url":null,"abstract":"\u0000 In recent years, the creative media landscape has witnessed growing interests surrounding the utilization of virtual reality (VR) as a novel visual narrative approach for both filmmakers and audiences. This trend is accompanied with an increase in studies aimed at scientifically examining the characteristics and principles of immersive visual storytelling. This paper intends to contribute to this growing field by offering a comprehensive review on the current research development in Cinematic Virtual Reality (CVR), which employs VR technology to produce immersive, cinematic experiences for audiences. While extant research has focused on the content generation techniques and human performance implicated in virtual environments, such investigations may not fully explain the medium adaptation differences or emotional dimensions of narrated immersive experiences. These aspects are especially crucial in the context of visual storytelling through VR film, 360-degree video production, or other narrated experiences. The proposed study systematically categorizes CVR-related research, revealing the field's current state by narrowing the focus to specific topics and themes within CVR literature, and highlighting key sub-domains of interest centered on viewers' experience measurement techniques. The findings of this review are expected to establish formal categories for implementing visual CVR to achieve immersive visual storytelling and provide a comprehensive analysis of current viewer experience measurements.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"117 39","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140079134","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
Game Behaviors among Adolescent MOBA Gamers in China: The Effects of Demographics, Trait Aggression, and Game Motivations 中国青少年 MOBA 游戏玩家的游戏行为:人口统计学、特质攻击和游戏动机的影响
PRESENCE: Virtual and Augmented Reality Pub Date : 2024-02-20 DOI: 10.1162/pres_a_00407
Shuai Chen, Bo Mao, Xu Wang, Mingchen Wei, Yanling Liu
{"title":"Game Behaviors among Adolescent MOBA Gamers in China: The Effects of Demographics, Trait Aggression, and Game Motivations","authors":"Shuai Chen, Bo Mao, Xu Wang, Mingchen Wei, Yanling Liu","doi":"10.1162/pres_a_00407","DOIUrl":"https://doi.org/10.1162/pres_a_00407","url":null,"abstract":"\u0000 Game behaviors affect gamers' psychological and behavioral development in real life. Previous studies have shown that demographic and basic personality traits are associated with game behaviors in massively multiplayer online role-playing games. However, little is known about the roles of trait aggression and game motivations, especially in multiplayer online battle arena games. Thus, the aim of this study was to investigate how demographic, trait aggression, and game motivations affect multiplayer online battle arena game behaviors. A total of 1,316 Chinese adolescent gamers who play Honor of Kings responded to questions related to demographic information, trait aggression, game motivations (socializer, competitor, escapist, story-driven, completionist, and smarty-pants), and game behaviors (aggressing, winning, creating, and helping). The multiple linear regression model results showed that males, socializers, completionists, and smarty-pants were more likely to exhibit aggressing, winning, creating, and helping behaviors. Trait aggression predicted aggressing, winning, and creating behaviors. Moreover, age and competitor scale positively predicted aggressing and winning behaviors. Meanwhile, escapists tended to engage in aggressing and creating behaviors, and story-driven players exhibited creating and helping behaviors. These results may be useful in explaining individual differences in game behaviors and the relationships between video game and real-life behaviors for gamers.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"235 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140448614","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
Breaking Disciplinary Boundaries in Studies of Audience Experience of Engagement with Art and Immersive Virtual Stories 打破受众参与艺术和沉浸式虚拟故事体验研究的学科界限
PRESENCE: Virtual and Augmented Reality Pub Date : 2024-02-20 DOI: 10.1162/pres_a_00406
Agnieszka Wlazeł
{"title":"Breaking Disciplinary Boundaries in Studies of Audience Experience of Engagement with Art and Immersive Virtual Stories","authors":"Agnieszka Wlazeł","doi":"10.1162/pres_a_00406","DOIUrl":"https://doi.org/10.1162/pres_a_00406","url":null,"abstract":"\u0000 The paper examines the audience experience of engagement with immersive virtual stories and art in general, positioning it within the broader context of audience art engagement studies. The literature review indicates that the audiences' experience of engagement is a process in specific artistic and personal contexts. Yet, audience studies lack an approach to empirically study the complexity and dynamics of directed (in narrative stages) engagement. The paper presents an exploratory pilot study of the experience of immersive VR theatre. The comparison of the data of different participants experiencing the same art project demonstrates that even a simple research design integrating bodily data and audience reflection in the context of the specific artwork can bring insights valuable for practitioners and researchers. The paper endorses the use of the mixed method design in engagement studies.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"153 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140447794","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
Mixed Reality Based Teleoperation Grasping Control 基于混合现实的远程操作抓取控制
PRESENCE: Virtual and Augmented Reality Pub Date : 2024-01-04 DOI: 10.1162/pres_a_00402
Dekun Zheng, Ting Wang, Gao Jian, Liang Li, Xiangjun Ji, Kurosh Madani
{"title":"Mixed Reality Based Teleoperation Grasping Control","authors":"Dekun Zheng, Ting Wang, Gao Jian, Liang Li, Xiangjun Ji, Kurosh Madani","doi":"10.1162/pres_a_00402","DOIUrl":"https://doi.org/10.1162/pres_a_00402","url":null,"abstract":"\u0000 The traditional teleoperation means that the system sent a series of signal commands from the master while the slave manipulator received and realized desired control operations. For the purpose of implementing more dexterous and complex tasks, we proposed a novel framework with dual-hand master teleoperation systems under time varied delays. In this paper, we emphasized studying the bilateral grasping teleoperation control as the time delay caused a communication outage. Combing a wave-variable structure with a four-channel framework, an event-trigger-based bilateral sliding mode teleoperation control and an adaptive neural network are designed to effectively achieve master-slave trajectory tracking. In the virtual 3D environment, we created an mixed reality interface based on dual-hand master teleoperation control that effectively responded to the two Omni manipulators' position transformation of the virtual manipulator. The time delay between the real slave force feedback and the virtual interface is addressed by designed event-trigger-based control so as to efficiently reduce the impact of time communication outage. The system's stability is analyzed and robot experiments are performed. From the experimental results, the telepresence platform innovatively applied virtual force feedback to reveal the soft target grasping and to accurately estimate the interactive force, enabling sensorless force feedback control.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"40 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139386342","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
Virtual rehabilitation: Guest Editor's Introduction to the Special Issue on Virtual Rehabilitation 虚拟康复虚拟康复特刊客座编辑导言
PRESENCE: Virtual and Augmented Reality Pub Date : 2023-12-05 DOI: 10.1162/pres_e_00401
Danielle Levac
{"title":"Virtual rehabilitation: Guest Editor's Introduction to the Special Issue on Virtual Rehabilitation","authors":"Danielle Levac","doi":"10.1162/pres_e_00401","DOIUrl":"https://doi.org/10.1162/pres_e_00401","url":null,"abstract":"","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"21 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138601085","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
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