scholarly journals Flow Fields and Agents for Immersive Interaction in Mutator VR: Vortex

2017 ◽  
Vol 26 (2) ◽  
pp. 138-156
Author(s):  
Lance Putnam ◽  
William Latham ◽  
Stephen Todd

This article discusses the challenges in creating Mutator VR: Vortex, a virtual reality experience based on interaction with semi-autonomous, organically inspired agents. The work allows the immersant to morph between a vast number of procedurallygenerated microworlds, each with its own visual elements, sounds, agent dynamics, and user interactions. We outline two methods used for procedural generation that are based fundamentally on integration of different modalities. Curve-based synthesis is used for simultaneous generation of entity sounds and shape and flow grains are employed to determine both agent dynamics and user interaction with the agents.

Buildings ◽  
2021 ◽  
Vol 11 (7) ◽  
pp. 277
Author(s):  
Pierre Raimbaud ◽  
Ruding Lou ◽  
Florence Danglade ◽  
Pablo Figueroa ◽  
Jose Tiberio Hernandez ◽  
...  

Virtual reality (VR) is a computer-based technology that can be used by professionals of many different fields to simulate an environment with a high feeling of presence and immersion. Nonetheless, one main issue when designing such environments is to provide user interactions that are adapted to the tasks performed by the users. Thus, we propose here a task-centred methodology to design and evaluate these user interactions. Our methodology allows for the determination of user interaction designs based on previous VR studies, and for user evaluations based on a task-related computation of usability. Here, we applied it on the hazard identification case study, since VR can be used in a preventive approach to improve worksite safety. Once this task and its related user interactions were analysed with our methodology, we obtained two possible designs of interaction techniques for the worksite exploration subtask. About their usability evaluation, we proposed in this study to compare our task-centred evaluation approach to a non-task-centred one. Our hypothesis was that our approach could lead to different interpretations of user study results than a non-task-centred one. Our results confirmed our hypothesis by comparing weighted usability scores from our task-centred approach to unweighted ones for our two interaction techniques.


2019 ◽  
Vol 9 (22) ◽  
pp. 4861 ◽  
Author(s):  
Hind Kharoub ◽  
Mohammed Lataifeh ◽  
Naveed Ahmed

This work presents a novel design of a new 3D user interface for an immersive virtual reality desktop and a new empirical analysis of the proposed interface using three interaction modes. The proposed novel dual-layer 3D user interface allows for user interactions with multiple screens portrayed within a curved 360-degree effective field of view available for the user. Downward gaze allows the user to raise the interaction layer that facilitates several traditional desktop tasks. The 3D user interface is analyzed using three different interaction modes, point-and-click, controller-based direct manipulation, and a gesture-based user interface. A comprehensive user study is performed within a mixed-methods approach for the usability and user experience analysis of all three user interaction modes. Each user interaction is quantitatively and qualitatively analyzed for simple and compound tasks in both standing and seated positions. The crafted mixed approach for this study allows to collect, evaluate, and validate the viability of the new 3D user interface. The results are used to draw conclusions about the suitability of the interaction modes for a variety of tasks in an immersive Virtual Reality 3D desktop environment.


PLoS ONE ◽  
2021 ◽  
Vol 16 (8) ◽  
pp. e0256696
Author(s):  
Anna Keuchenius ◽  
Petter Törnberg ◽  
Justus Uitermark

Despite the prevalence of disagreement between users on social media platforms, studies of online debates typically only look at positive online interactions, represented as networks with positive ties. In this paper, we hypothesize that the systematic neglect of conflict that these network analyses induce leads to misleading results on polarized debates. We introduce an approach to bring in negative user-to-user interaction, by analyzing online debates using signed networks with positive and negative ties. We apply this approach to the Dutch Twitter debate on ‘Black Pete’—an annual Dutch celebration with racist characteristics. Using a dataset of 430,000 tweets, we apply natural language processing and machine learning to identify: (i) users’ stance in the debate; and (ii) whether the interaction between users is positive (supportive) or negative (antagonistic). Comparing the resulting signed network with its unsigned counterpart, the retweet network, we find that traditional unsigned approaches distort debates by conflating conflict with indifference, and that the inclusion of negative ties changes and enriches our understanding of coalitions and division within the debate. Our analysis reveals that some groups are attacking each other, while others rather seem to be located in fragmented Twitter spaces. Our approach identifies new network positions of individuals that correspond to roles in the debate, such as leaders and scapegoats. These findings show that representing the polarity of user interactions as signs of ties in networks substantively changes the conclusions drawn from polarized social media activity, which has important implications for various fields studying online debates using network analysis.


2013 ◽  
Vol 4 (1) ◽  
pp. 1 ◽  
Author(s):  
Alessandro Luiz Stamatto Ferreira ◽  
Leonardo Cunha de Miranda ◽  
Erica Esteves Cunha de Miranda ◽  
Sarah Gomes Sakamoto

Brain-Computer Interface (BCI) enables users to interact with a computer only through their brain biological signals, without the need to use muscles. BCI is an emerging research area but it is still relatively immature. However, it is important to reflect on the different aspects of the Human-Computer Interaction (HCI) area related to BCIs, considering that BCIs will be part of interactive systems in the near future. BCIs most attend not only to handicapped users, but also healthy ones, improving interaction for end-users. Virtual Reality (VR) is also an important part of interactive systems, and combined with BCI could greatly enhance user interactions, improving the user experience by using brain signals as input with immersive environments as output. This paper addresses only noninvasive BCIs, since this kind of capture is the only one to not present risk to human health. As contributions of this work we highlight the survey of interactive systems based on BCIs focusing on HCI and VR applications, and a discussion on challenges and future of this subject matter.


Author(s):  
Thiago D'Angelo ◽  
Saul Emanuel Delabrida Silva ◽  
Ricardo A. R. Oliveira ◽  
Antonio A. F. Loureiro

Virtual Reality and Augmented Reality Head-Mounted Displays (HMDs) have been emerging in the last years. These technologies sound like the new hot topic for the next years. Head-Mounted Displays have been developed for many different purposes. Users have the opportunity to enjoy these technologies for entertainment, work tasks, and many other daily activities. Despite the recent release of many AR and VR HMDs, two major problems are hindering the AR HMDs from reaching the mainstream market: the extremely high costs and the user experience issues. In order to minimize these problems, we have developed an AR HMD prototype based on a smartphone and on other low-cost materials. The prototype is capable of running Eye Tracking algorithms, which can be used to improve user interaction and user experience. To assess our AR HMD prototype, we choose a state-of-the-art method for eye center location found in the literature and evaluate its real-time performance in different development boards.


2008 ◽  
pp. 1551-1559
Author(s):  
George Lepouras ◽  
Costas Vassilakis

Firms and organizations are increasingly exploiting electronic channels to reach their customers and create new business opportunities. To this end, electronic shops have been developed, either offering products from a single firm or encompassing multiple individual electronic stores, comprising thus electronic shopping malls. Besides development activities, electronic shopping has attracted the attention of researchers, who have studied various perspectives, including user attitude, critical success factors, security, technical aspects, and so forth (e.g., Fang & Salvendy, 2003; Wang, Makaroff, & Edwards, 2003). Two main concerns for e-commerce are personalization and enhancement of user experience. Personalization addresses the ability to offer content tailored to the preferences of each user (Anupam, Hull, & Kumar, 2001) or user group (Wang et al., 2003). Preferences may be explicitly declared by the user, or derived by the system through inspecting user interaction; if the system dynamically reacts to changes of visitor behavior, it is termed as adaptive. Personalization allows customers to focus on the items they are interested in, and enables electronic shops to make targeted suggestions and send promotions to customers (Lekakos & Giaglis, 2005). Enhancement of user experience is another major issue in e-commerce, given that 2D images and texts on the screen are not sufficient to provide information on product aspects such as physical dimensions, textures, and manipulation feedback (Park & Woohun, 2004). Major e-commerce categories that could benefit from giving a more accurate and/or complete view of the products include real estate brokers who could present detailed models of properties, furniture stores that could allow their customers to view how certain pieces would fit in the target place (Hughes, Brusilovsky, & Lewis, 2002), and clothing shops that could provide a virtual fitting room with customizable avatars (Compucloz Corporation, 2003). Multimedia presentations can also be used as a means for “information acceleration” for promoting “really new” products (Urban et al., 1997). Enhancement of user experience may finally compensate for the loss of the pleasure associated with a visit to a shopping mall (Laskaridis, Vassilakis, Lepouras, & Rouvas, 2001). Nowadays, the technological potential of Internet systems provides adequate means for building online multimedia applications that can help e-commerce sites attract e-shoppers. Applications can be built to adapt to the user’s profile and provide the user with a suitable set of information in the most efficient way. Virtual reality (VR) technologies are also now mature enough to be used for the wide public, offering vivid and highly interactive environments, allowing users to view synthetic worlds within which they can visualize and manipulate artifacts. This article aims to specify a system that exploits capabilities offered by adaptation and VR technologies to offer e-shoppers personalized and enhanced experiences, while addressing challenges related to the cost, complexity, and effort of building and maintaining such a system.


Author(s):  
Adam Grzywaczewski ◽  
Rahat Iqbal ◽  
Anne James ◽  
John Halloran

Users interact with the Internet in dynamic environments that require the IR system to be context aware. Modern IR systems take advantage of user location, browsing history or previous interaction patterns, but a significant number of contextual factors that impact the user information retrieval process are not yet available. Parameters like the emotional state of the user and user domain expertise affect the user experience significantly but are not understood by IR systems. This article presents results of a user study that simplifies the way context in IR and its role in the systems’ efficiency is perceived. The study supports the hypothesis that the number of user interaction contexts and the problems that a particular user is trying to solve is related to lifestyle. Therefore, the IR system’s perception of the interaction context can be reduced to a finite set of frequent user interactions.


2019 ◽  
Vol 7 (4) ◽  
pp. 32-38
Author(s):  
Г. Шевченко ◽  
G. Shevchenko ◽  
Д. Кочкин ◽  
D. Kochkin

Lack of knowledge about virtual reality often hinders the introduction of these technologies in education. Consideration of theoretical and applied aspects allows to eliminate this drawback through a comprehensive study of these technologies. As a theoretical aspect, an analysis of the development of educational programs of virtual reality is given, as well as approaches to work in educational environments of virtual reality. In the application aspect, specific hardware and software of virtual reality is described. Personal computers, virtual reality glasses and complex systems of user interaction with virtual reality, such as virtual simulators, are listed as immersive equipment. The software is reviewed in accordance with the described hardware, examples of free software are also given. Based on the available research and personal experience of using virtual reality technologies in the educational process of higher education, it is concluded that these technologies are eff ective in improving the quality of education.


Robotica ◽  
2007 ◽  
Vol 25 (2) ◽  
pp. 237-244 ◽  
Author(s):  
Oliver Prenzel ◽  
Christian Martens ◽  
Marco Cyriacks ◽  
Chao Wang ◽  
Axel Gräser

SUMMARYThis paper presents an approach to reduce the technical complexity of a service robotic system by means of systematic and well-balanced user-involvement. By taking advantage of the user's cognitive capabilities during task execution, a technically manageable robotic system, which is able to execute tasks on a high level of abstraction reliably and robustly, emerges. For the realisation of this approach, the control architecture MASSiVE has been implemented, which is used for the control of the rehabilitation robot FRIEND II. It supports task execution on the basis of a priori defined and formally verified task-knowledge. This task-knowledge contains all possible sequences of operations as well as the symbolic representation of objects required for the execution of a specific task. The seamless integration of user interactions into this task-knowledge, in combination with MASSiVE's user-adapted human–machine interface layer, enables the system to deliberately interact with the user during run-time.


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