SIGGRAPH ASIA 2016 Virtual Reality meets Physical Reality: Modelling and Simulating Virtual Humans and Environments

2016 ◽  
2011 ◽  
Vol 20 (4) ◽  
pp. 325-336 ◽  
Author(s):  
Mattias Wallergård ◽  
Peter Jönsson ◽  
Gerd Johansson ◽  
Björn Karlson

One of the most common methods of inducing stress in the laboratory in order to examine the stress response in healthy and clinical populations is the Trier Social Stress Test (TSST). Briefly, the participant is asked to deliver a speech and to perform an arithmetic task in front of an evaluating committee. The committee, consisting of three trained actors, does not respond emotionally during the test, which makes the situation very stressful for the participant. One disadvantage of the TSST is that it can be difficult to hold the experimental conditions constant. In particular, it may be difficult for actors to hold their acting constant across all sessions. Furthermore, there are several practical problems and costs associated with hiring professional actors. A computerized version of the TSST using virtual humans could be a way to avoid these problems provided that it is able to induce a stress response similar to the one of the original TSST. The purpose of the present pilot study was therefore to investigate the stress response to a virtual reality (VR) version of the TSST visualized using an immersive VR system (VR-TSST). Seven healthy males with an average age of 24 years (range: 23–26 years) performed the VR-TSST. This included delivering a speech and performing an arithmetic task in front of an evaluating committee consisting of three virtual humans. The VR equipment was a CAVE equipped with stereoscopy and head tracking. ECG and respiration were recorded as well as the participant's behavior and comments. Afterward, a semi-structured interview was carried out. In general, the subjective and physiological data from the experiment indicated that the VR version of the TSST induced a stress response in the seven participants. In particular, the peak increase in heart rate was close to rates observed in studies using the traditional TSST with real actors. These results suggest that virtual humans visualized with an immersive VR system can be used to induce stress under laboratory conditions.


2012 ◽  
Vol 26 (9) ◽  
pp. 2550-2558 ◽  
Author(s):  
Constantinos Loukas ◽  
Nikolaos Nikiteas ◽  
Dimitrios Schizas ◽  
Vasileios Lahanas ◽  
Evangelos Georgiou

Author(s):  
Harry C. Petersen ◽  
Andrzej Markowski ◽  
Paul Sullivan ◽  
Robert Petersen

Abstract As computers grow in ability to access and process ever-larger blocks of data within real-time responses, their ability to generate virtual reality responses has multiplied exponentially. Simultaneously, computer capabilities of using huge data files to control manufacturing processes, create rapid prototypes, augment human senses, and control vehicles and machines have given them the ability to control and even create physical reality. But computers now have the ability to blur the lines between virtual and physical realities in areas which include video manipulation, virtual reality with tactile feedback, and physical training devices such as flight training simulators. This paper investigates types of computer-generated virtual/physical realities and their uses and implications for industry and consumers alike. Examples of research by the authors in video manipulation and training, solid modeling, animated simulation, manufacturing, rapid prototyping, and reverse engineering will be presented, along with data base corruption, and data manipulation methods and problems. Finally, applications and future implications of this technology will be presented.


Author(s):  
Ana Paula Cláudio ◽  
Maria Beatriz Carmo ◽  
Augusta Gaspar ◽  
Renato Teixeira

A wide range of applications for virtual humans can be envisaged for the needs of both research and intervention in Psychology. This chapter describes the development and preliminary testing of an interactive virtual reality application “Virtual Spectators” – whereby virtual humans with expressive behaviour modelled on the basis of field research in human facial expression in real emotion contexts can be configured to interact with people in an interview or jury. We discuss the possibilities of this application in cognitive behavioural therapy using virtual reality and in nonverbal behaviour.


2020 ◽  
pp. 55-90
Author(s):  
Hector Rafael Orozco Aguirre ◽  
Daniel Thalmann ◽  
Felix Francisco Ramos Corchado

2019 ◽  
Vol 16 (3) ◽  
pp. 1-19 ◽  
Author(s):  
Katja Zibrek ◽  
Sean Martin ◽  
Rachel McDonnell

2020 ◽  
Vol 13 (1) ◽  
pp. 75
Author(s):  
Roman Dremliuga ◽  
Olga Dremliuga ◽  
Andrei Iakovenko

The article focuses on the general issues of legal regulation of relations that emerge in the field of application of VR technologies and presents issues associated with the regulation of development of such technologies. It looks at the features of this technology that create challenges for the development of a system of legal regulation of its application. The article also gives a perspective at major factors that make application of the existing law difficult and offers analysis of the emerging issues of its regulation. The author arrives at a conclusion that this technology is fundamentally different from the other existing technologies as it combines the properties of both physical reality and cyberspace. Among the challenges of the legal regulation of VR are a high realism, complete immersion user experience, and low cyber protection of both hardware and software components. The author evaluates several regulatory approaches, which could be used in the case of virtual reality and finds that all of them have major deficiencies. Contemporary research findings in secure application of VR in the fields of teaching and entertainment get rapidly outdated as they cannot catch up with the technology development, therefore they can only serve as a ground for the development of a system of VR regulation with consideration of this factor.


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