A comparative analysis of virtual-reality art-making software for the production of VR digital holograms

Author(s):  
Ioana Pioaru ◽  
David Taliesin Stokes
Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 26
Author(s):  
David González-Ortega ◽  
Francisco Javier Díaz-Pernas ◽  
Mario Martínez-Zarzuela ◽  
Míriam Antón-Rodríguez

Driver’s gaze information can be crucial in driving research because of its relation to driver attention. Particularly, the inclusion of gaze data in driving simulators broadens the scope of research studies as they can relate drivers’ gaze patterns to their features and performance. In this paper, we present two gaze region estimation modules integrated in a driving simulator. One uses the 3D Kinect device and another uses the virtual reality Oculus Rift device. The modules are able to detect the region, out of seven in which the driving scene was divided, where a driver is gazing at in every route processed frame. Four methods were implemented and compared for gaze estimation, which learn the relation between gaze displacement and head movement. Two are simpler and based on points that try to capture this relation and two are based on classifiers such as MLP and SVM. Experiments were carried out with 12 users that drove on the same scenario twice, each one with a different visualization display, first with a big screen and later with Oculus Rift. On the whole, Oculus Rift outperformed Kinect as the best hardware for gaze estimation. The Oculus-based gaze region estimation method with the highest performance achieved an accuracy of 97.94%. The information provided by the Oculus Rift module enriches the driving simulator data and makes it possible a multimodal driving performance analysis apart from the immersion and realism obtained with the virtual reality experience provided by Oculus.


Author(s):  
Danielle Julian ◽  
Alyssa Tanaka ◽  
Patricia Mattingly ◽  
Mireille Truong ◽  
Manuela Perez ◽  
...  

2020 ◽  
Vol 34 (3) ◽  
pp. 379-384
Author(s):  
Nicholas Raison ◽  
Andrea Gavazzi ◽  
Takashige Abe ◽  
Kamran Ahmed ◽  
Prokar Dasgupta

2018 ◽  
Vol 10 (10) ◽  
pp. 3475 ◽  
Author(s):  
Chul-Ho Bum ◽  
Tara Mahoney ◽  
Chulhwan Choi

The advanced technology of virtual reality (VR) has brought about significant changes in our society, and leisure sports are no exception. The purpose of this study was to assess how leisure satisfaction with leisure sports and degree of sustainable participation affect men and women in actual sports and virtual reality (VR) sports. Exploratory factor analysis was applied to confirm scale validity and reliability, and multivariate analysis of variance and multiple regression were conducted for comparative analysis and linear relationships between variances. The results showed that while men typically participate in ‘masculine’ sports and women in ‘feminine’ sports, both genders equally enjoy the same types of VR sports. In terms of gender differences, female VR sport participants placed importance on educational leisure satisfaction and the intent of sustainable participation. Interestingly, there were no significant differences in the physical, psychological, or social leisure satisfaction factors, indicating no differences in satisfaction between performing actual sports and those in the VR environment. In addition, all factors except relaxation factor, had a positive impact on intent of sustainable participation. This study implied that VR sports offer an opportunity for people to be together, regardless of gender, and that it is becoming a part of healthy leisure sports culture.


Author(s):  
Victoria-Ann Verkerk

AbstractSince 2020, the tourism industry worldwide has been devastated as a result of the COVID-19 pandemic. Governments across the globe imposed strict national lockdowns in order to curb the spread of the pandemic, with negative effects on tourism. This forced many tourism companies and organizations to turn to virtual reality (VR) to survive. As a consequence, numerous tourism scholars began to question whether VR would replace conventional tourism after COVID-19. The study aims is to address this concern and to determine if VR will be a substitute for conventional tourism or whether it can be considered as a tourism niche. It is a conceptional study which adopts a comparative analysis of conventional tourism models and VR. It uses two popular conventional tourism models, namely N. Leiper’s (1979) tourism system model and R.W. Butler’s (1980) destination life-cycle model. Based on this analysis, this paper suggests that VR will never be a substitute for conventional tourism, but should rather be considered a future tourism niche.


2020 ◽  
Vol 11 ◽  
Author(s):  
Girija Kaimal ◽  
Katrina Carroll-Haskins ◽  
Arun Ramakrishnan ◽  
Susan Magsamen ◽  
Asli Arslanbek ◽  
...  

AimsIn this pilot mixed-methods study, we examined the participants experiences of engaging in virtual drawing tasks and the impact of an olfactory stimulus (calming fragrance blend) on outcomes of affect, stress, self-efficacy, anxiety, creative agency, and well-being (satisfaction with life).MethodsThis study used a parallel mixed-methods, simple block randomization design. The study participants included 24 healthy adults aged 18 to 54 years, including 18 women and six men. The participants completed two 1-h immersive virtual art making sessions and were randomly assigned to receive either a fragrance or a non-fragrance condition for the first session. Quantitative (standardized self-report measures) and qualitative (open-ended survey responses and virtual artwork) datasets were collected concurrently and integrated during data analysis.ResultsThe quantitative results indicated that the fragrance condition demonstrated a significant reduction in negative affect (e.g., feeling hostile, jittery, upset, distressed, etc.), namely, reduced feelings of negativity when compared to the non-fragrance condition. A trend toward improvement in self-efficacy was also seen in the fragrance condition. No significant changes were found for fragrance or non-fragrance conditions for positive affect, anxiety, and creative agency. The qualitative findings included five themes related to art making experiences in virtual reality in both conditions: fun and joy; novelty of virtual media, experimentation, and play; relaxation and calm; learning curve; and physical discomfort and disorientation. Four themes were identified for virtual art content and visual qualities: nature imagery, references to memories and personal symbols, fantasy and play within imagery, and depiction of everyday objects.ConclusionsOverall, the participants reported positive responses to the novel virtual art making experiences which were further heightened by the inclusion of the fragrance stimulus for negative affect. These preliminary findings need to be replicated with larger sample sizes to confirm the outcomes and the trends that were seen in this pilot study. Further research is recommended to examine the differences between experiences of virtual and traditional art media and to examine different olfactory stimuli promoting focus and concentration.


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