Demo of the Matrix Has You: Realizing Slow Motion in Full-Body Virtual Reality

Author(s):  
Michael Rietzler ◽  
Florian Geiselhart ◽  
Julia Brich ◽  
Enrico Rukzio
Leonardo ◽  
2017 ◽  
Vol 50 (1) ◽  
pp. 94-95 ◽  
Author(s):  
Jung Nam ◽  
Daniel F. Keefe

Spatial Correlation is an interactive digital artwork that provides a new window into the process of creating freeform handcrafted virtual sculptures while standing in an immersive Cave virtual reality (VR) environment. The piece originates in the lab, where the artist’s full-body, dance-like sculpting process is recorded using a combination of spatial tracking devices and an array of nine synchronized video cameras. Later, in the gallery, these raw data are reinterpreted as part of an interactive visualization that relates the three spaces in which the sculpture exists: 1) the physical lab/studio space in which the sculpture was created, 2) the digital virtual space in which the sculpture is mathematically defined and stored, and 3) the physical gallery space in which viewers now interact with the sculpture.


2021 ◽  
Vol 2 ◽  
Author(s):  
Collin Turbyne ◽  
Abe Goedhart ◽  
Pelle de Koning ◽  
Frederike Schirmbeck ◽  
Damiaan Denys

Background: Body image (BI) disturbances have been identified in both clinical and non-clinical populations. Virtual reality (VR) has recently been used as a tool for modulating BI disturbances through the use of eliciting a full body illusion (FBI). This meta-analysis is the first to collate evidence on the effectiveness of an FBI to reduce BI disturbances in both clinical and non-clinical populations.Methods: We performed a literature search in MEDLINE (PubMed), EMBASE, PsychINFO, and Web of Science with the keywords and synonyms for “virtual reality” and “body image” to identify published studies until September 2020. We included studies that (1) created an FBI with a modified body shape or size and (2) reported BI disturbance outcomes both before and directly after the FBI. FBI was defined as a head-mounted display (HMD)-based simulation of embodying a virtual body from an egocentric perspective in an immersive 3D computer-generated environment.Results: Of the 398 identified unique studies, 13 were included after reading full-texts. Four of these studies were eligible for a meta-analysis on BI distortion inducing a small virtual body FBI in healthy females. Significant post-intervention results were found for estimations of shoulder width, hip width, and abdomen width, with the largest reductions in size being the estimation of shoulder circumference (SMD = −1.3; 95% CI: −2.2 to −0.4; p = 0.004) and hip circumference (SMD = −1.0; 95% CI: −1.6 to −0.4; p = 0.004). Mixed results were found in non-aggregated studies from large virtual body FBIs in terms of both estimated body size and BI dissatisfaction and in small virtual body FBI in terms of BI dissatisfaction.Conclusions: The findings presented in this paper suggest that the participants' BIs were able to conform to both an increased as well as a reduced virtual body size. However, because of the paucity of research in this field, the extent of the clinical utility of FBIs still remains unclear. In light of these limitations, we provide implications for future research about the clinical utility of FBIs for modulating BI-related outcomes.


2018 ◽  
Vol 21 (5) ◽  
pp. 304-310 ◽  
Author(s):  
Silvia Serino ◽  
Federica Scarpina ◽  
Antonios Dakanalis ◽  
Anouk Keizer ◽  
Elisa Pedroli ◽  
...  

2021 ◽  
Author(s):  
Sara Ventura ◽  
Ausias Cebolla ◽  
Jorge Latorre ◽  
Tamara Escrivá-Martínez ◽  
Robert Llorens ◽  
...  

2020 ◽  
Author(s):  
Luke Barlow ◽  
Michael Pittman ◽  
David Martill ◽  
Thomas Kaye ◽  
Anthony Butcher

Abstract Laser-Stimulated Fluorescence (LSF) has seen increased use in palaeontological investigations in recent years. The method uses the high flux of laser light to reveal details sometimes missed by ultraviolet (UV) and optical wavelengths. In this study, we compare the results of LSF with UV on a range of fossils from the Upper Jurassic Solnhofen Limestone Konservat-Lagerstätte of Bavaria, Germany. The methodology follows previous protocols with modifications made to enhance laser beam intensity. Our experiments show the value of LSF in revealing shallow subsurface detail of specimens, previously not widely applied to Solnhofen fossils. In particular, fossil decapods from the Solnhofen Limestone reveal full body outlines, even under the matrix, along with details of segmentation within the appendages such as limbs and antennae. The results indicate that LSF can be used on both vertebrate and invertebrate fossils and may surpass the information provided by traditional UV methods in some specimens.


PLoS ONE ◽  
2021 ◽  
Vol 16 (1) ◽  
pp. e0245717
Author(s):  
Shlomi Haar ◽  
Guhan Sundar ◽  
A. Aldo Faisal

Motor-learning literature focuses on simple laboratory-tasks due to their controlled manner and the ease to apply manipulations to induce learning and adaptation. Recently, we introduced a billiards paradigm and demonstrated the feasibility of real-world-neuroscience using wearables for naturalistic full-body motion-tracking and mobile-brain-imaging. Here we developed an embodied virtual-reality (VR) environment to our real-world billiards paradigm, which allows to control the visual feedback for this complex real-world task, while maintaining sense of embodiment. The setup was validated by comparing real-world ball trajectories with the trajectories of the virtual balls, calculated by the physics engine. We then ran our short-term motor learning protocol in the embodied VR. Subjects played billiard shots when they held the physical cue and hit a physical ball on the table while seeing it all in VR. We found comparable short-term motor learning trends in the embodied VR to those we previously reported in the physical real-world task. Embodied VR can be used for learning real-world tasks in a highly controlled environment which enables applying visual manipulations, common in laboratory-tasks and rehabilitation, to a real-world full-body task. Embodied VR enables to manipulate feedback and apply perturbations to isolate and assess interactions between specific motor-learning components, thus enabling addressing the current questions of motor-learning in real-world tasks. Such a setup can potentially be used for rehabilitation, where VR is gaining popularity but the transfer to the real-world is currently limited, presumably, due to the lack of embodiment.


2012 ◽  
Vol 23 (1) ◽  
pp. 121-132
Author(s):  
Marek Dźwiarek ◽  
Tomasz Strawiński ◽  
Jarosław Jankowski

Abstract The scope of the project covers the development of a method for assessment of risk related to machinery, based on the computer-aided virtual reality technique. The investigations started with the formulation of the matrix of correspondence between the hazards and functions performed by the VR using document-based inspection method based on documentation of the 3 machines. Further investigations have been conducted by Expert Inspection method using virtual models of 3 machines. It was proved that the immersive projection technology were highly usable in the assessment of risk involved by mechanical hazards and arriving at more accurate results necessary for machine assessment in view of ergonomic then the HDM techniques. In further research the usability of the developed method will be investigated using the User Testing method.


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