Virtual Worlds最新文献

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Comparing and Contrasting Near-Field, Object Space, and a Novel Hybrid Interaction Technique for Distant Object Manipulation in VR 比较和对比近场、物体空间和新型混合交互技术在虚拟现实中对远距离物体的操作
Virtual Worlds Pub Date : 2024-02-21 DOI: 10.3390/virtualworlds3010005
Wei-An Hsieh, Hsin-Yi Chien, David Brickler, Sabarish V. Babu, Jung-Hong Chuang
{"title":"Comparing and Contrasting Near-Field, Object Space, and a Novel Hybrid Interaction Technique for Distant Object Manipulation in VR","authors":"Wei-An Hsieh, Hsin-Yi Chien, David Brickler, Sabarish V. Babu, Jung-Hong Chuang","doi":"10.3390/virtualworlds3010005","DOIUrl":"https://doi.org/10.3390/virtualworlds3010005","url":null,"abstract":"In this contribution, we propose a hybrid interaction technique that integrates near-field and object-space interaction techniques for manipulating objects at a distance in virtual reality (VR). The objective of the hybrid interaction technique was to seamlessly leverage the strengths of both the near-field and object-space manipulation techniques. We employed bimanual near-field metaphor with scaled replica (BMSR) as our near-field interaction technique, which enabled us to perform multilevel degrees-of-freedom (DoF) separation transformations, such as 1~3DoF translation, 1~3DoF uniform and anchored scaling, 1DoF and 3DoF rotation, and 6DoF simultaneous translation and rotation, with enhanced depth perception and fine motor control provided by near-field manipulation techniques. The object-space interaction technique we utilized was the classic Scaled HOMER, which is known to be effective and appropriate for coarse transformations in distant object manipulation. In a repeated measures within-subjects evaluation, we empirically evaluated the three interaction techniques for their accuracy, efficiency, and economy of movement in pick-and-place, docking, and tunneling tasks in VR. Our findings revealed that the near-field BMSR technique outperformed the object space Scaled HOMER technique in terms of accuracy and economy of movement, but the participants performed more slowly overall with BMSR. Additionally, our results revealed that the participants preferred to use the hybrid interaction technique, as it allowed them to switch and transition seamlessly between the constituent BMSR and Scaled HOMER interaction techniques, depending on the level of accuracy, precision and efficiency required.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"90 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140444006","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
Speech Intelligibility versus Congruency: User Preferences of the Acoustics of Virtual Reality Game Spaces 语音清晰度与一致性:用户对虚拟现实游戏空间声学效果的偏好
Virtual Worlds Pub Date : 2024-01-19 DOI: 10.3390/virtualworlds3010003
Constantin Popp, Damian T. Murphy
{"title":"Speech Intelligibility versus Congruency: User Preferences of the Acoustics of Virtual Reality Game Spaces","authors":"Constantin Popp, Damian T. Murphy","doi":"10.3390/virtualworlds3010003","DOIUrl":"https://doi.org/10.3390/virtualworlds3010003","url":null,"abstract":"3D audio spatializers for Virtual Reality (VR) can use the acoustic properties of the surfaces of a visualised game space to calculate a matching reverb. However, this approach could lead to reverbs that impair the tasks performed in such a space, such as listening to speech-based audio. Sound designers would then have to alter the room’s acoustic properties independently of its visualisation to improve speech intelligibility, causing audio-visual incongruency. As user expectation of simulated room acoustics regarding speech intelligibility in VR has not been studied, this study asked participants to rate the congruency of reverbs and their visualisations in 6-DoF VR while listening to speech-based audio. The participants compared unaltered, matching reverbs with sound-designed, mismatching reverbs. The latter feature improved D50s and reduced RT60s at the cost of lower audio-visual congruency. Results suggest participants preferred improved reverbs only when the unaltered reverbs had comparatively low D50s or excessive ringing. Otherwise, too dry or too reverberant reverbs were disliked. The range of expected RT60s depended on the surface visualisation. Differences in timbre between the reverbs may not affect preferences as strongly as shorter RT60s. Therefore, sound designers can intervene and prioritise speech intelligibility over audio-visual congruency in acoustically challenging game spaces.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"60 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139613397","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
Evaluating the Effect of Outfit on Personality Perception in Virtual Characters 评估服装对虚拟人物性格感知的影响
Virtual Worlds Pub Date : 2024-01-04 DOI: 10.3390/virtualworlds3010002
Yanbo Cheng, Yingying Wang
{"title":"Evaluating the Effect of Outfit on Personality Perception in Virtual Characters","authors":"Yanbo Cheng, Yingying Wang","doi":"10.3390/virtualworlds3010002","DOIUrl":"https://doi.org/10.3390/virtualworlds3010002","url":null,"abstract":"Designing virtual characters that are capable of reflecting a sense of personality is a key goal in research and applications in virtual reality and computer graphics. More and more research efforts are dedicated to investigating approaches to construct a diverse, equitable, and inclusive metaverse by infusing expressive personalities and styles into virtual avatars. While most previous work focused on exploring variations in virtual characters’ dynamic behaviors, characters’ visual appearance plays a crucial role in affecting their perceived personalities. This paper presents a series of experiments evaluating the effect of virtual characters’ outfits on their perceived personality. Based on the related psychology research conducted in the real world, we determined a set of outfit factors likely to reflect personality in virtual characters: color, design, and type. As a framework for our study, we used the “Big Five” personality model for evaluating personality traits. To test our hypothesis, we conducted three perceptual experiments to evaluate the outfit parameters’ contributions to the characters’ personality. In our first experiment, we studied the color factor by varying color hue, saturation, and value; in the second experiment, we evaluated the impact of different neckline, waistline, and sleeve designs; and in our third experiment, we examined the personality perception of five outfit types: professional, casual, fashionable, outdoor, and indoor. Significant results offer guidance to avatar designers on how to create virtual characters with specific personality profiles. We further conducted a verification test to extend the application of our findings to animated virtual characters in augmented reality (AR) and virtual reality (VR) settings. Results confirmed that our findings can be broadly applied to both static and animated virtual characters in VR and AR environments that are commonly used in games, entertainment, and social networking scenarios.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"2 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139386043","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
Physics-Based Watercraft Simulator in Virtual Reality 基于物理原理的虚拟现实水上模拟器
Virtual Worlds Pub Date : 2023-12-14 DOI: 10.3390/virtualworlds2040024
Kelly B. Ervin, Jonathan Boone, Karl Smink, Gaurav Savant, Keith Martin, Spicer Bak, Shyla Clark
{"title":"Physics-Based Watercraft Simulator in Virtual Reality","authors":"Kelly B. Ervin, Jonathan Boone, Karl Smink, Gaurav Savant, Keith Martin, Spicer Bak, Shyla Clark","doi":"10.3390/virtualworlds2040024","DOIUrl":"https://doi.org/10.3390/virtualworlds2040024","url":null,"abstract":"In this paper, watercraft and ship simulation is summarized, and the way that it can be extended through realistic physics is explored. A hydrodynamic, data-driven, immersive watercraft simulation experience is also introduced, using the Unreal Engine to visualize a Landing Craft Utility (LCU) operation and interaction with near-shore waves in virtual reality (VR). The VR application provides navigation scientists with a better understanding of how coastal waves impact landing operations and channel design. FUNWAVE data generated on the supercomputing resources at the U.S. Army Corps of Engineers (USACE) Engineering Research and Development Center (ERDC) are employed, and using these data, a graphical representation of the domain is created, including the vessel model and a customizable VR bridge to control the vessel within the virtual environment. Several dimension reduction methods are being devised to ensure that the FUNWAVE data can inform the model but keep the application running in real time at an acceptable frame rate for the VR headset. By importing millions of data points output from the FUNWAVE version 3.4 software into Unreal Engine, virtual vessels can be affected by physics-driven data.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"188 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139179561","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
Integration of Immersive Approaches for Collaborative Processes with Building Information Modeling (BIM) Methodology for the AEC Industry: An Analysis of the Current State and Future Challenges 将用于协作过程的沉浸式方法与建筑信息模型 (BIM) 方法相结合,用于 AEC 行业:现状与未来挑战分析
Virtual Worlds Pub Date : 2023-11-15 DOI: 10.3390/virtualworlds2040022
Simone Balin, C. Bolognesi, P. Borin
{"title":"Integration of Immersive Approaches for Collaborative Processes with Building Information Modeling (BIM) Methodology for the AEC Industry: An Analysis of the Current State and Future Challenges","authors":"Simone Balin, C. Bolognesi, P. Borin","doi":"10.3390/virtualworlds2040022","DOIUrl":"https://doi.org/10.3390/virtualworlds2040022","url":null,"abstract":"This study aims to identify and analyze existing gaps in the integration of immersive approaches for collaborative processes with Building Information Modeling (BIM) in the Architecture, Engineering, and Construction (AEC) sector. Using a systematic approach that includes metadata analysis and review procedures, we have formulated specific research questions aimed at guiding future investigations into these gaps. Additionally, the analysis generates insights that could guide future research directions and improvements in the field. The methodology involves a comprehensive review of the literature, focusing on the interaction between immersiveness, BIM methodology, and collaborative processes. Data from 2010 to 2023 have been analyzed to ensure relevance and completeness. Our findings reveal current limitations in the field, such as the need for fully integrated prototypes and the execution of empirical studies to clarify operational processes. These limitations serve as the basis for our research questions. The study offers actionable insights that could guide future research and improvements in the AEC sector, particularly in the adoption of immersive technologies. The research underscores the urgency of addressing these challenges to facilitate ongoing development and greater adoption of immersive technologies in the AEC sector.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"42 12","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139274253","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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