-
Design and Evaluation of Virtual Reality Environments for Claustrophobia PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2023-12-01 Anna Francová, Markéta Jablonská, Iveta Fajnerová
Claustrophobia is a specific phobia characterized by fear of enclosed spaces (such as elevators, subway tunnels, etc.). While some individuals with claustrophobia might experience only mild anxiety and discomfort in enclosed spaces, others might suffer from panic attacks usually triggered by a fear of losing control or being unable to escape when needed. One of the most recent and successful treatment
-
Mediating Interpersonal Synchronization in Children through a Full-Body Mixed Reality System: Analysis of the Pre-Interactive Mandala Experience PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2023-12-01 Olga Gali, Sena Beste Ercan, Gray Atherton, Liam Cross, Batuhan Sayis, Pamela Heaton, Narcis Pares
Interpersonal entrainment (IPE), motor synchronization to a common rhythm, can be used to strengthen the ability to communicate and coordinate actions between citizens. Different studies show how children's and adults’ behaviors changed positively by increasing their cooperation, helpfulness, and affiliation levels after performing activities in synchrony. However, those activities are often affected
-
Influence of Visual Augmented Feedback on Walking Speed Perception in Immersive Virtual Reality PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2023-12-01 Elizabeth B. Wilson, Santiago Canete, W. Geoffrey Wright, Daniel A. Jacobs
In virtual reality (VR), established perception–action relationships break down because of conflicting and ambiguous sensorimotor inputs, inducing walking velocity underestimations. Here, we explore the effects of realigning perceptual sensory experiences with physical movements via augmented feedback on the estimation of virtual speed. We hypothesized that providing feedback about speed would lead
-
Food Evaluation in Augmented Reality Environments: Can AR Affect Behavioral and Psychophysiological Responses? PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-12-20 Paola Risso, Martina Sansone, Alberto Gallace
The present study investigates the role of virtual contextual information, including affective information, in gustatory perception of crisps (fried potato chips). In a first preliminary experiment, we evaluated the association among three augmented reality (AR) animations (a pear-like character jumping a rope, a black-and-white cartoon character, a Venus flytrap carnivorous plant) and a different
-
A Live Speech-Driven Avatar-Mediated Three-Party Telepresence System: Design and Evaluation PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-08-04 Aobo Jin, Qixin Deng, Zhigang Deng
In this article, we present a live speech-driven, avatar-mediated, three-party telepresence system, through which three distant users, embodied as avatars in a shared 3D virtual world, can perform natural three-party telepresence that does not require tracking devices. Based on live speech input from three users, this system can real-time generate the corresponding conversational motions of all the
-
How to Catch ’Em All? An Investigation of Personality and Gameplay Styles in Pokémon GO PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-07-26 Hansika Kapoor, Anirudh Tagat, Sampada Karandikar, Arunima Ticku
Pokémon GO is a 2016, augmented reality (AR) video game requiring players to move around in the real world and catch Pokémon to complete their collection. Examining different gameplay styles and user psychology in AR games can provide important insights for gameplay design. As multiple self- and other-beneficial strategies can be used to advance in the game, the present study investigated personality
-
Identification of Visual Functional Thresholds for Immersion Assessment in Virtual Reality PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-07-26 Maxence Hébert-Lavoie, Philippe Doyon-Poulin, Benoît Ozell
We consider that to objectively measure immersion, one needs to assess how each sensory quality is reproduced in a virtual environment. In this perspective, we introduce the concept of functional threshold which corresponds to the value at which a sensory quality can be degraded without being noticed by the user of a virtual environment. We suggest that the perceived realism of a virtual experience
-
Emotional Personalization in Immersive Journalism: Exploring the Influence of Emotional Testimonies and Modality on Emotional Valence, Presence, Empathy, and Recall PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-05-13 Benjamin (Benjy) J. Li, Hui Min Lee
Immersive journalism (IJ), where individuals engage in a news story from a first-person perspective using interactive technologies, has become increasingly popular in recent years. Such stories may improve the impact of journalism on the audience by enhancing feelings and emotions associated with the news content. Studies have shown that rather than undermining rationality, emotion could increase engagement
-
A Virtual Reality and Questionnaire Approach to Gathering Real-World Data for Agent-Based Crowd Simulation Models PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-05-13 Jacob Sinclair, Hemmaphan Suwanwiwat, Ickjai Lee
Gathering real-world data is a crucial process in developing realistic, agent-based crowd simulation models. In order to gather real-world data, three types of data need to be considered: physical, mental, and visual. Existing data gathering methods do not collect all three data types, but they provide a limited amount of data for agent-based simulations. This article proposes using a combination of
-
The Sense of Presence between Volumetric-Video and Avatar-Based Augmented Reality and Physical-Zoom Teaching Activities PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-05-13 Xuanru Guo, Takashi Yoshinaga, Aaron Hilton, Shuji Harumoto, Ema Hilton, Shizuka Ono, Takeharu Seno
Various types of Augmented Reality (AR) have been successfully applied to many highly operable and spatial teaching courses in medicine, chemistry, and others. AR has already shown advantages over traditional face-to-face and online teaching, such as Zoom or Teams meetings. However, it is unclear when comparing teaching activity whether new AR technologies can offer similar advantages disciplines that
-
Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-05-13 Cigdem Uz-Bilgin, Meredith Thompson, Eric Klopfer
A key affordance of virtual reality is the capability of immersive VR to prompt spatial presence resulting from the stereoscopic lenses in the head-mounted display (HMD). We investigated the effect of a stereoscopic view of a game, Cellverse, on users’ perceived spatial presence, knowledge of cells, and learning in three levels of spatial knowledge: route, landmark, and survey knowledge. Fifty-one
-
A Spatial Informance Design Method to Elicit Early Interface Prototypes for Augmented Reality PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-05-13 Joe Cowlyn, Nick Dalton
Designing for augmented reality (AR) applications is difficult and expensive. A rapid system for the early design process of spatial interfaces is required. Previous research has used video for mobile AR design, but this is not extensible to head-mounted AR. AR is an emergent technology with no prior design precedent, requiring designers to allow free speculation or risk the pitfalls of “path dependence
-
The Effects of Steering Locomotion on User Preference and Accuracy in Virtual Environments PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-05-13 Lisa Rebenitsch, Delaina Engle
Locomotion in virtual environments presents challenges due to the discrepancy between the virtual and the real-world space. Teleportation has been suggested for rapid transit and low cybersickness. However, users often find the method disorienting and difficult over short distances. This is problematic in many gaming scenarios where moderate distances are common. We examined three methods of self-directed
-
When Will Immersive Virtual Reality Have Its Day? Challenges to IVR Adoption in the Home as Exposed in Studies with Teenagers, Parents, and Experts PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-05-13 Lynne Hall, Samiullah Paracha, Nicole Mitsche, Tom Flint, Fiona Stewart, Kate MacFarlane, Gill Hagan-Green, Yvonne Dixon-Todd
In response to the pandemic, many countries have had multiple lockdowns punctuated by partial freedoms limiting physically being together. In 2020–2021, during the COVID-19 pandemic, parents were stressed and exhausted by the challenges of work, home schooling, and barriers to typical childcare arrangements. Children were missing one another, their social lives, and the variety of experiences that
-
Can Remote Virtual Simulation Improve Practice-Based Training? Presence and Performance in Incident Commander Education PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-05-13 Cecilia Hammar Wijkmark, Ilona Heldal, Maria-Monika Metallinou
An incident commander (IC) is expected to take command in any incident to mitigate consequences for humans, property, and the environment. To prepare for this, practice-based training in realistic simulated situations is necessary. Usually this is conducted in live simulation (LS) at dedicated (physical) training grounds or in virtual simulation (VS) situations at training centers, where all participants
-
A New Perspective on Enriching Augmented Reality Experiences: Interacting with the Real World PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-05-13 Byung-Kuk Seo, Jungsik Park, Jong-Il Park
In the last couple of years, augmented reality (AR) has become one of the most anticipated emerging technologies. The technology is becoming more intimate with people's everyday lives, and user experiences are getting more vivid year by year. However, most of the current AR experiences rely on interacting with virtual content augmented on the real world, becoming less impressive and exciting than they
-
Lessons Learned from a Study on Distractions in Virtual Learning Environments: Reliability, Ecological Validity, and an Elusive Social Component PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-05-13 Betty Tärning, Eva-Maria Ternblad, Magnus Haake, Agneta Gulz, Jens Nirme
Virtual Reality has long been proposed to combine the reliability of controlled laboratory settings with the ecological validity of real life. While the technological development steadily pushes towards even more realistic renderings of the real world—the elusiveness of social and emotional elements gradually becomes more evident. This is not the least true for behavioral studies in rich sociocultural
-
A Systematic Review of Augmented Reality Applications for Automated Driving: 2009–2020 PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-05-13 Andreas Riegler, Andreas Riener, Clemens Holzmann
While augmented reality (AR) interfaces have been researched extensively over the last decades, studies on their application in vehicles have only recently advanced. In this article, we systematically review 12 years of AR research in the context of automated driving (AD), from 2009 to 2020. Due to the multitude of possibilities for studies with regard to AR technology, at present, the pool of findings
-
Presence and Communication in Hybrid Virtual and Augmented Reality Environments PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2022-05-13 Yue Li, Eugene Ch'ng, Sue Cobb, Simon See
The use of virtual reality (VR) and augmented reality (AR) in connected environments is rarely explored but may become a necessary channel of communication in the future. Such environments would allow multiple users to interact, engage, and share multidimensional data across devices and between the spectrum of realities. However, communication between the two realities within a hybrid environment is
-
User Experience and Engagement in the Reality–Virtuality Continuum: A Special Issue Guest Editorial PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2021-12-21 Sandra I. Woolley,Tim Collins
Virtual, augmented and mixed reality technologies are escaping the “trough of disillusionment”—the lowest point of the Gartner Hype Curve that follows the “inflated peak of early expectations” (Muñoz-Saavedra, Miró-Amarante, & Domínguez-Morales, 2020). Now, at this exciting juncture, as we see stronger alignments among technology expectations, performance, penetration, and application, we are delighted
-
A Virtual Reality Embodiment Technique to Enhance Helping Behavior of Police Toward a Victim of Police Racial Aggression PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2021-10-29 Sameer Kishore, Bernhard Spanlang, Guillermo Iruretagoyena, Shivashankar Halan, Dalila Szostak, Mel Slater
There is an alarming level of violence by police in the US toward African Americans. Although this may be rooted in explicit racial bias, the more intractable problem is overcoming implicit bias, bias that is non-conscious but demonstrated in actual behavior. If bias is implicit, it is difficult to change through explicit methods that attempt to change attitudes. We carried out a study using virtual
-
Higher-Order Approximation to the Guidewire Model Used in Simulators of Cardiac Catheterization and Multiple Segment Relaxations PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2021-07-29 Jürgen A. Baier-Saip, Pablo A. Baier, Jauvane C. Oliveira, Herbert Baier
Cardiac catheterism is important because it offers many advantages in comparison to open surgery, for example, fewer injuries, lower risk of infections, and shorter recovery times. Simulators play a fundamental role in training packages, and virtual learning environments are less stressful. Moreover, they can also be used in certification boards and in performance assessments. A realistic and interactive
-
Assessment of a Short, Focused Training to Reduce Symptoms of Cybersickness PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2021-07-29 Cristian E. Preciado, Michael J. Starrett, Arne D. Ekstrom
Past reports have suggested that active visual training in virtual reality (VR) can reduce symptoms of cybersickness. Here, we adapted such a protocol to a computer-based version and compared it with a passive exposure control condition. We employed heart rate and other subjective predictors of cybersickness to try to predict the efficacy of the intervention as well as likelihood of drop out. While
-
A Novel Integrated Information Processing Model of Presence PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2021-07-29 Maxine Berthiaume, Giulia Corno, Kevin Nolet, Stéphane Bouchard
The objective of this article is to conduct a narrative literature review on multisensory integration and propose a novel information processing model of presence in virtual reality (VR). The first half of the article introduces basic multisensory integration (implicit information processing) and the integration of coherent stimuli (explicit information processing) in the physical environment, offering
-
The Effects of Cinematic Virtual Reality on Viewing Experience and the Recollection of Narrative Elements PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2021-07-29 Kata Szita, Pierre Gander, David Wallstén
Cinematic virtual reality offers 360-degree moving image experiences that engage a viewer's body as its position defines the momentary perspective over the surrounding simulated space. While a 360-degree narrative space has been demonstrated to provide highly immersive experiences, it may also affect information intake and the recollection of narrative events. The present study hypothesizes that the
-
The Experience of Presence in the Mars Exploration Rover Mission PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2021-07-29 Dan Chiappe, John Vervaeke
Scientists working in the Mars Exploration Rover (MER) mission (2004–2018) reported having a sense of presence on Mars. How is this possible, given that many of the factors underlying presence in mundane situations were absent? We use Riva and Waterworth's (2014) Three-Level model to elucidate how presence was achieved. It distinguishes among proto-presence, core-presence, and extended-presence. We
-
A Basic Framework of View Systems Allowing Teleoperators to Pre-Acquire Spatial Knowledge from Survey and Route Perspectives PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2020-07-01 Ryuya Sato, Mitsuhiro Kamezaki, Shigeki Sugano, Hiroyasu Iwata
One of the most important problems in teleoperation of heavy machinery is that the work efficiency of teleoperation is lower than half that of a typical boarding operation. This difference is primarily caused by operators' difficulty in creating mental representations (i.e., cognitive maps) of work sites. Operators have two opportunities to acquire information, namely before work and during work, because
-
Spatial Presence in Real and Remote Immersive Environments and the Effect of Multisensory Stimulation PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2020-07-01 Nawel Khenak, Jeanne Vézien, David Théry, Patrick Bourdot
This article presents a user experiment that assesses the feeling of spatial presence, defined as the sense of “being there” in both a real and a remote environment (respectively the so-called “natural presence” and “telepresence”). Twenty-eight participants performed a 3D-pointing task while being either physically located in a real office or remotely transported by a teleoperation system. The evaluation
-
A Multisession Evaluation of a Collaborative Virtual Environment for Arm Rehabilitation PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2020-07-01 Maja Goršič, Imre Cikajlo, Nika Goljar, Domen Novak
In recent years, several multi-user virtual environments (VEs) have been developed to promote motivation and exercise intensity in motor rehabilitation. While competitive VEs have been extensively evaluated, collaborative and competitive rehabilitation VEs have seen relatively little study. Therefore, this article presents an evaluation of a VE for post-stroke arm rehabilitation that mimics everyday
-
Reducing Outgroup Bias through Intergroup Contact with Non-Playable Video Game Characters in VR PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2020-07-01 Priska Breves
Video games are one of the most popular media forms in today's society, but are often criticized for various reasons. For instance, mainstream video games do not incorporate enough racially diverse game characters or are often connected to adolescents’ levels of aggression and have thus been the focus of many debates. While the negative consequences of video games have been analyzed by many academic
-
An Easy-to-Use Pipeline for an RGBD Camera and an AR Headset PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2020-02-01 Hanseul Jun, Jeremy N. Bailenson, Henry Fuchs, Gordon Wetzstein
The contribution of this article lies in providing the code for a working system running with off-theshelf hardware, but not in advancing theory in computer vision or graphics. The current work presents a system which uses one RGBD camera (Microsoft Kinect v2) to capture people in places, and an AR headset (Microsoft HoloLens) to display the scene. While the fidelity of the system is relatively low
-
Effect of Behavioral Realism on Social Interactions Inside Collaborative Virtual Environments PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2020-02-01 Fernanda Herrera, Soo Youn Oh, Jeremy N. Bailenson
Collaborative virtual environments (CVEs), wherein people can virtually interact with each other via avatars, are becoming increasingly prominent. However, CVEs differ in type of avatar representation and level of behavioral realism afforded to users. The present investigation compared the effect of behavioral realism on users' nonverbal behavior, self-presence, social presence, and interpersonal attraction
-
Depth Perception and Manipulation in Projection-Based Spatial Augmented Reality PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2020-02-01 Susanne Schmidt, Gerd Bruder, Frank Steinicke
Spatial augmented reality (SAR) technology allows one to change the appearance of objects by projecting directly onto their surface without the requirement of wearing glasses, and therefore can be used in many practical applications. In this article, we present a human–subject study, which investigates the research question whether it is possible to use SAR to change one's perception of depth and spatial
-
User Behavior and the Importance of Stereo for Depth Perception in Fish Tank Virtual Reality PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2020-02-01 Sirisilp Kongsilp, Matthew N. Dailey
Since one of the most important aspects of a Fish Tank Virtual Reality (FTVR) system is how well it provides the illusion of depth to users, we present a study that evaluates users' depth perception in FTVR systems using three tasks. The tasks are based on psychological research on human vision and depth judgments common in VR applications. We find that participants do not perform well under motion
-
What Is the Relationship Among Positive Emotions, Sense of Presence, and Ease of Interaction in Virtual Reality Systems? An On-Site Evaluation of a Commercial Virtual Experience PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2020-02-01 Federica Pallavicini, Alessandro Pepe, Ambra Ferrari, Giacomo Garcea, Andrea Zanacchi, Fabrizia Mantovani
Scientific knowledge is still limited about the effect of commercial virtual reality content, such as experiences developed for advertising purposes, on individual emotional experience. In addition, even though correlations between emotional responses and perceived sense of presence in virtual reality have often been reported, the relationship remains unclear. Some studies have suggested an important
-
Effects of Throughput Delay on Perception of Robot Teleoperation and Head Control Precision in Remote Monitoring Tasks PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2020-02-01 Jason Orlosky, Konstantinos Theofilis, Kiyoshi Kiyokawa, Yukie Nagai
For robot teleoperators, replicating head motion in a remote environment is often necessary to complete monitoring and face-to-face service tasks. Especially in the case of a stereoscopic camera rig, remote cameras need to be moved to match the operator's head position and optical axes in order to interact with a remote entity, follow targets, or reorient. However, mechanical, computational, and network
-
A Survey on Simulation Sickness in Driving Applications with Virtual Reality Head-Mounted Displays PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2019-03-01 Stanislava Rangelova, Elisabeth Andre
This article discusses factors related to simulation sickness in virtual reality driving simulations with head-mounted displays. Simulation sickness is a well-known phenomenon that has physiological effects on users, such as disorientation, headache, and nausea. There are three major theories why simulation sickness arises. Previous research on this phenomenon has mostly concentrated on driving or
-
Special Issue of Presence: Virtual and Augmented Reality Virtual and Augmented Reality for Autonomous Driving and Intelligent Vehicles: Guest Editors' Introduction PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2019-03-01 Andreas Riener, Joe Gabbard, Mohan Trivedi
According to statistics published in IEEE Spectrum (Prins, Gunkel, Stokking, & Niamut, 2018), the total revenue for virtual reality hardware and software will grow 200-fold from the 2014 basic value by 2020. According to the latest update of the IDC Worldwide Semiannual Augmented and Virtual Reality Spending Guide, the automotive domain will be one beneficiary of augmented reality (AR) and virtual
-
Personalizing Content Presentation on Large 3D Head-Up Displays PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2019-03-01 Renate Häuslschmid, Donghao Ren, Florian Alt, Andreas Butz, Tobias Höllerer
Drivers' urge to access content on smartphones while driving causes a high number of fatal accidents every year. We explore 3D full-windshield size head-up displays as an opportunity to present such content in a safer manner. In particular, we look into how drivers would personalize such displays and whether it can be considered safe. Firstly, by means of an online survey we identify types of content
-
The “Hyper-Presence” of Cultural Heritage in Shaping Collective Memory PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2019-03-01 Zhang Xiao, Yang Deling
Virtual reality (VR) uses sensorial mimetics to construct collective memory in virtual space. The regeneration of high-definition cultural heritage symbols transforms memory into an immediate experience that is constantly being renewed, strengthens the relationship between cultural heritage and contemporary society, and continually affects the persistent renewal of cultural traditions. Hyper-presence
-
An Investigation of the Effects of Driver Age When Using Novel Navigation Systems in a Head-Up Display PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2019-03-01 Sanna M. Pampel, Katherine Lamb, Gary Burnett, Lee Skrypchuk, Chrisminder Hare, Alex Mouzakitis
Although drivers gain experience with age, many older drivers are faced with age-related deteriorations that can lead to a higher crash risk. Head-Up Displays (HUDs) have been linked to significant improvements in driving performance for older drivers by tackling issues related to aging. For this study, two Augmented Reality (AR) HUD virtual car navigation solutions were tested (one screen-fixed, one
-
Augmented Reality-Based Real-Time Accurate Artifact Management System for Museums PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2019-03-01 Zain Abbas, Wei Chao, Chanyoung Park, Vivek Soni, Sang Hoon Hong
In this article, we present an accurate and easy to use augmented reality (AR) application for mobile devices. In addition, we show how to better organize and track artifacts using augmented reality for museum employees using both the mobile device and a 3D graphic model of the museum in a PC server. The AR mobile application can connect to the server, which maintains the status of artifacts including
-
Making the Visual Tangible: Substituting Lifting Speed Limits for Object Weight in VR PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2019-03-01 Veronica Weser, Dennis R. Proffitt
We developed a novel interaction technique that allows virtual reality (VR) users to experience “weight” when hefting virtual, weightless objects. With this technique the perception of weight is evoked via constraints on the speed with which objects can be lifted. When hefted, heavier virtual objects move slower than lighter virtual objects. If lifters move faster than the lifted object, the object
-
Fostering User Acceptance and Trust in Fully Automated Vehicles: Evaluating the Potential of Augmented Reality PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2019-03-01 Philipp Wintersberger, Anna-Katharina Frison, Andreas Riener, Tamara von Sawitzky
Lack of trust in or acceptance of technology are some of the fundamental problems that might prevent the dissemination of automated driving. Technological advances, such as augmented reality aids like full-sized windshield displays or AR contact lenses, could be of help to provide a better system understanding to the user. In this work, we picked up on the question of whether augmented reality assistance
-
Calling while Driving Using Augmented Reality: Blessing or Curse? PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2019-03-01 Andrew L. Kun, Hidde van der Meulen, Christian P. Janssen
We report on an experiment on the distracting effects of in-car conversations through augmented-reality glasses. Previous research showed that in-car phone conversations can be distracting, but that the distraction might be reduced if the remote caller receives visual information about the driving context. However, what happens if such video sharing becomes bidirectional? The recent introduction of
-
What We Learned from Mediated Embodiment Experiments and Why It Should Matter to Policymakers PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2019-03-01 Laura Aymerich-Franch, Eduard Fosch-Villaronga
When people embody a virtual or a robotic avatar, their sense of self extends to the body of that avatar. We argue that, as a consequence, if the avatar gets harmed, the person embodied in that avatar suffers the harm in the first person. Potential scenarios involving physical or psychological harm caused to avatars gives rise to legal, moral, and policy implications that need to be considered by policymakers
-
The First Original Copy and the Role of Blockchain in the Reproduction of Cultural Heritage PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2019-03-01 Eugene Ch'ng
The First Original Copy refers to any first true 3D facsimile of a digitally reproduced physical object. The notion of a copy being the first and original implies that it is unique and therefore the approach used for managing rights and ownership influences its value. Whilst virtual goods traded within virtual worlds are subject to rules and policies, the production of digital objects in the real world
-
What Is the Relationship between the Sense of Presence and Learning in Virtual Reality? A 24-Year Systematic Literature Review PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2019-01-01 Aliane Loureiro Krassmann,Miguel Melo,Darque Pinto,Bruno Peixoto,Maximino Bessa,Magda Bercht
Abstract The sense of presence is an important aspect of experiences in Virtual Reality (VR), an emerging technology in education, leading this construct to be increasingly researched in parallel to learning purposes. However, there is not a consensus in the literature on the outcomes of this association. Aiming to outline a panorama in this regard, a systematic literature review was conducted, with
-
Special Issue on VR for Culture and Heritage: The Experience of Cultural Heritage with Virtual Reality (Part II): Guest Editors’ Introduction PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2018-08-01 Eugene Ch’ng,Yiyu Cai,Harold Thwaites
The guest editors’ introduction in the first part of this special issue (Presence 26-3) highlighted the transmutability of human culture. It also highlighted the apparent perpetuity of material culture, which will eventually decline and diminish either through time or through anthropogenic hazards and unfortunate environmental disasters. The introduction continued by emphasizing the need for the research
-
The Disconnect between Real and Virtually Real Worlds: The Challenges of Using VR with Adolescents PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2018-08-01 Lisa M. Castaneda,Samantha W. Bindman,Anna Cechony,Manrita Sidhu
Industry projections suggest the commercial usage of virtual reality (VR) headsets will increase steadily over the next five years, with more immersive, stand-alone headsets representing the bulk of purchases by consumers (Bolkan, 2018; Taylor, 2017; Lamkin, 2017; Orland, 2017). Whether individuals are watching 3608 videos on smartphone-based headsets or using standalone head-mounted displays (HMDs)
-
Forgotten Industrial Heritage in Virtual Reality—Case Study: Old Power Plant in Piešt’any, Slovakia PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2018-08-01 Vladimír Hain,Michal Ganobjak
An industrial heritage provides one of the most important records of urban development and of the progress of human civilization in the last two centuries. Monumental industrial buildings reflect extraordinary technical and economic development and progress in science and technology. Even after the termination of their original function, industrial heritage buildings and equipment, along with their
-
Crowd Simulation Incorporating Thermal Environments and Responsive Behaviors PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2018-08-01 L. Chen,C. R. Jung,S. R. Musse,M. Moneimne,C. Wang,R. Fruchter,V. Bazjanac,G. Chen,N. I. Badler
Crowd simulation addresses algorithmic approaches to steering, navigation, perception, and behavioral models. Significant progress has been achieved in modeling interactions between agents and the environment to avoid collisions, exploit empirical local decision data, and plan efficient paths to goals. We address a relatively unexplored dimension of virtual human behavior: thermal perception, comfort
-
Alternating Reality: An Interweaving Narrative of Physical and Virtual Cultural Exhibitions PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2018-08-01 Thuong N. Hoang,Travis N. Cox
Virtual and augmented reality technologies are increasingly utilized by public-facing galleries, libraries, archives, and museums (GLAM) institutions to convey both heritage and contemporary stories, information, and experiences. However, within these media, the visitors are often overwhelmed by the virtual environment, resulting in the cultural heritage content being pushed to the background. In this
-
Exploring the Use of Robots for Museum Settings and for Learning Heritage Languages and Cultures at the Chinese Heritage Centre PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2018-08-01 Wee-Ching Pang,Choon-Yue Wong,Gerald Seet
In this article, the challenges facing museums to offer more ways to provide information for learning have been reviewed. The use of social robotics has been explored within a museum setting, for guiding tours as well as for learning heritage languages and cultures. The article focuses on the design and development of two social robots for a heritage museum. The first robot is a virtual human character
-
Evaluating Learnability in a 3D Heritage Tour PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2018-08-01 Ronald Zamora-Musa,Jeimy Vélez,Heyder Paez-Logreira
The implementation of 3D virtual reality (VR) environments to represent human culture and heritage has been growing during the last two decades as a result of information and communication technologies (ICT) development. Precisely, regarding virtual heritage development, some weaknesses have been detected such as “lifeless“ environments lacking interaction, and research still under development on learning
-
Data-Driven Modeling for Chinese Ancient Architecture PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2018-08-01 Pu Ren,Yan Wang,Mingquan Zhou,Zhongke Wu,Pengbo Zhou,Juan Zhang
The existing 3D modeling studies of Chinese ancient architecture are mostly procedure driven and rely on fixed construction rules. Therefore, these methods have limited applications in virtual reality (VR) engineering. We propose a data-driven approach to synthesize 3D models from existing 3D data that provides more flexibility and fills the gap between academic studies and VR engineering. First, 3D
-
Madam Snake White: A Case Study on Virtual Reality Continuum Applications for Singaporean Culture and Heritage at Haw Par Villa PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2018-08-01 Yiyu Cai,Jianmin Zheng,Yuzhe Zhang,Xiaoqun Wu,Yong Chen,Bingquan Tan,Bianyue Yang,Tianrui Liu,Nadia Thalmann
In this article, we describe a project on the use of Virtual Reality Continuum (VRC) for applications in culture and heritage. Haw Par Villa, a local heritage site in Singapore, is selected to demonstrate the entire process of VRC-enhanced digitization from laser scanning to 3D mapping and to 3D prototyping, using Madam Snake White as an example. The objective of the research is to investigate an effective
-
Special Issue on VR for Culture and Heritage: The Experience of Cultural Heritage with Virtual Reality: Guest Editors’ Introduction PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2018-01-01 Eugene Ch’ng,Yiyu Cai,Harold Thwaites
Human culture is profound and is always changing and evolving. Heritage, on the other hand, remains perpetually frozen in time, molded or engraved in material culture as a testament to the past. Yet some intangible heritage lives on, sewn into the intermingled fabric of present cultures, evolving, being influenced by and conforming to a highly connected modern society brought about by digital technologies
-
Kilo Hōkū—Experiencing Hawaiian, Non-Instrument Open Ocean Navigation through Virtual Reality PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2018-01-01 Patrick Karjala,Dean Lodes,Kari Noe,Anna Sikkink,Jason Leigh
Abstract In this article, we present our development of a virtual reality simulation of sailing on the Hōkūle‘a, a Polynesian double-hulled sailing canoe built in Hawai‘i in 1974, which completed its worldwide journey in 2017. The construction and sailing of this vessel is of significant importance to the Hawaiian cultural renaissance of the 1970s and 1980s; of particular relevance is Hawaiian wayfinding
-
Exploring the Influence of Haptic and Olfactory Cues of a Virtual Donut on Satiation and Eating Behavior PRESENCE Virtual Augment. Real. (IF 1.1) Pub Date : 2018-01-01 Benjamin J. Li,Jeremy N. Bailenson
Abstract Olfactory research in immersive virtual environments (IVEs) have often examined the addition of scent as part of the environment or atmosphere that act as experimental stimuli. There appears to be a lack of research on the influence of virtual foods in IVEs on human satiation. Studies based on situational cues or self-perception theory provide support for the hypothesis that touching and smelling