scholarly journals Impact of Different Types of Head-Centric Rest-Frames on VRISE and User Experience in Virtual Environments

2021 ◽  
Vol 11 (4) ◽  
pp. 1593
Author(s):  
Andrej Somrak ◽  
Matevž Pogačnik ◽  
Jože Guna

This paper presents the results of a user study of the effects of different head-centric rest-frames on Virtual Reality-Induced Symptoms and Effects (VRISE) and the user experience in virtual environments (VE). Participants played the custom-designed 3D game in two different game modes (high action and low action). For assessing VRISE levels, we used the Simulator Sickness Questionnaire (SSQ) and Fast Motion Sickness Score (FMS). The presence was evaluated by SPES (Spatial Presence Experience Scale), and for the user experience, the short version of the User Experience Questionnaire (UEQ-S) was used. The results indicate that the usage of head-centric rest-frames negatively affected VRISE levels (more sickness) in the low action mode of the game. However, for the users experienced with VR technology, the VRISE disorientation symptoms were alleviated in a high action mode of the game with rest-frame glasses. We found no negative effect of rest-frames on the user experience and presence, except for some negative impact when using rest-frame glasses in the low action mode of the game. No negative impact on the performance itself was observed. That means that the usage of head-centric rest-frames is suitable for usage in VR applications. In terms of VRISE levels, we found out that rest-frame glasses are more suitable for the wearers of the distance spectacles, and a baseball hat is more suitable for non-wearers of distance spectacles.

2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Katy Tcha-Tokey ◽  
Olivier Christmann ◽  
Emilie Loup-Escande ◽  
Guillaume Loup ◽  
Simon Richir

There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientific literature without the fact that there are specific models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing models (i.e., presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement, and technology adoption). It was validated in a user study involving 152 participants who were asked to use the edutainment application Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow).


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


2020 ◽  
Vol 25 (4) ◽  
pp. 287-294
Author(s):  
S. I. Kutukova ◽  
N. P. Beliak ◽  
G. A. Raskin ◽  
M. S. Mukhina ◽  
Yu. V. Ivaskova ◽  
...  

Relevance. Prognostic value of PD-L1 expression in oral cavity squamous cell carcinoma (OCSCC) and its effect on survival is still controversial. It should be to determine the prognostic role of PD-L1 expression on tumor and immune cells of OCSCC and assess their effect on overall survival (OS) and progression-free survival (PFS).Materials and methods. A prospective study included 145 patients, first diagnosed with OCSCC. PD-L1 expression on tumor and immune cells, infiltrating tumor and its microenvironment, was assessed in all tumor samples by IHC, CPS was calculated. Cut-off values were determined by ROC analysis for identification of PD-L1 expression effect on OS and PFS.Results. Most patients with oral mucosa squamous cell carcinoma showed positive expression of PD-L1 on tumor (77.2%) and immune cells (92.4%). The median PD-L1 expression on tumor cells was 13.5% [1.0-40.0], the median PD-L1 expression on immune cells was 5.0% [1.0-11.0], and the median CPS – 18.0 [3.0-7.8]. Univariate and multivariate analyses revealed a significant negative effect of PD-L1 expression on immune cells ≤ 7% on OS (HR 0.66; 95% CI 0.45-0.93; p = 0.0498); PD-L1 expression in tumor cells ≤ 15% (HR 0.65; 95% CI 0.43-0.98; p = 0.0416) and CPS ≤ 21 (HR 0.62; 95% CI 0.44-0.92; p = 0.0183) for PFS. PD-L1 expression in tumor cells ≤ 6% (HR 0.71; 95% CI 0.47-1.08; p = 0.1096) and CPS ≤ 7 (RR 0.67; 95% CI 0.44-1.01; p = 0.0575) had a confident tendency to negative impact on OS.Conclusion. Positive PD-L1 expression in tumor and immune cells as well as CPS are effective additional factors in the prognosis of the disease course, OS and PFS in patients with OCSCC.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Haiyan Song ◽  
Zhaoke Dong ◽  
Lili Li ◽  
Zengbin Lu ◽  
Chao Li ◽  
...  

Abstract Apolygus lucorum (Meyer-Dür) (Hemiptera: Miridae) tends to feed on young plant tissues. To explore the relationship between stylet probing behaviors of adult A. lucorum and conditions of cotton leaves, we conducted an experiment using electropenetrography (EPG). Behaviors were recorded on four cotton varieties, in relation to thickness and biochemical traits of differently-aged leaves. Cotton leaf age had a significant effect on the probing behavior of A. lucorum but cotton variety did not. One-day-old leaves of A. lucorum received the highest mean number of stylet probes (penetrations) per insect, and longest mean durations per insect of combined stylet probing or its components, cell rupture and ingestion behaviors. All of the leaf traits (thickness and biochemical substances) were similar among these four cotton varieties. Leaf thickness had a significantly negative effect on the same four variables above. Gossypol and tannin also had a negative impact on combined probing duration. Redundancy analysis showed that the four EPG variables were closely related to nutrient substances (amino acids, sugar, and water) while they had the opposite relationship with plant defense substances (gossypol and tannin). On cotton in the seedling stages, A. lucorum fed more readily on the youngest, thinnest leaves in our no-choice EPG experiments. Nutrients and chemical resistance substances determined the probing duration of A. lucorum. Our findings can contribute to better understanding of patterns of feeding and host consumption by A. lucorum, ultimately improving cotton resistance to A. lucorum.


Nutrients ◽  
2021 ◽  
Vol 13 (5) ◽  
pp. 1641
Author(s):  
Lien T. K. Nguyen ◽  
Binh N. Do ◽  
Dinh N. Vu ◽  
Khue M. Pham ◽  
Manh-Tan Vu ◽  
...  

Background: Comorbidity is common and causes poor stroke outcomes. We aimed to examine the modifying impacts of physical activity (PA) and diet quality on the association between comorbidity and disability in stroke patients. Methods: A cross-sectional study was conducted on 951 stable stroke patients in Vietnam from December 2019 to December 2020. The survey questionnaires were administered to assess patients’ characteristics, clinical parameters (e.g., Charlson Comorbidity Index items), health-related behaviors (e.g., PA using the International Physical Activity Questionnaire- short version), health literacy, diet quality (using the Dietary Approaches to Stop Hypertension Quality (DASH-Q) questionnaire), and disability (using the World Health Organization Disability Assessment Schedule II (WHODAS II)). Linear regression models were used to analyze the associations and interactions. Results: The proportion of comorbidity was 49.9% (475/951). The scores of DASH-Q and WHODAS II were 29.2 ± 11.8, 32.3 ± 13.5, respectively. Patients with comorbidity had a higher score of disability (regression coefficient, B, 8.24; 95% confidence interval, 95%CI, 6.66, 9.83; p < 0.001) as compared with those without comorbidity. Patients with comorbidity and higher tertiles of PA (B, −4.65 to −5.48; p < 0.05), and a higher DASH-Q score (B, −0.32; p < 0.001) had a lower disability score, as compared with those without comorbidity and the lowest tertile of PA, and the lowest score of DASH-Q, respectively. Conclusions: Physical activity and diet quality significantly modified the negative impact of comorbidity on disability in stroke patients. Strategic approaches are required to promote physical activity and healthy diet which further improve stroke rehabilitation outcomes.


Mathematics ◽  
2021 ◽  
Vol 9 (12) ◽  
pp. 1341
Author(s):  
Tinggui Chen ◽  
Lijuan Peng ◽  
Jianjun Yang ◽  
Guodong Cong

With highly developed social media, English learning Applications have become a new type of mobile learning resources, and online comments posted by users after using them have not only become an important source of intellectual competition for enterprises, but can also help understand customers’ requirements, thereby improving product functionalities and service quality, and solve the pain points of product iteration and innovation. Based on this, this paper crawled the online user comments of three typical APPs (BaiCiZhan, MoMoBeiDanCi and BuBeiDanCi), through emotion analysis and hotspot mining technology, to obtain user requirements and then the K-means clustering method was used to analyze user requirements. Finally, quantile regression is used to find out which user needs have an impact on the downloads of English vocabulary APPs. The results show that: (1) Positive comments have a more significant impact on users’ downloads behavior than negative online comments. (2) English vocabulary APPs with higher downloads, both the 5-star user ratings and the increase of emotional requirement have a negative effect on the increase in APP downloads, while the enterprise’s service requirement improvement has a positive effect on the increase of APP downloads. (3) Regarding English vocabulary APPs with average or high downloads, improving the adaptability and Appearance requirements have significant negative impact on downloads. (4) The functional requirements to improve products will have a significant positive impact on the increase in downloads of English vocabulary APPs.


2012 ◽  
Vol 21 (1) ◽  
pp. 58-68 ◽  
Author(s):  
Sergio Moya ◽  
Dani Tost ◽  
Sergi Grau

We describe a graphical narrative editor that we have developed for the design of serious games for cognitive neurorehabilitation. The system is addressed to neuropsychologists. It is aimed at providing them an easy, user-friendly, and fast way of specifying the therapeutical contents of the rehabilitation tasks that constitute the serious games. The editor takes as input a description of the virtual task environment and the actions allowed inside. Therapists use it to describe the actions that they expect patients to do in order to fulfill the goals of the task and the behavior of the game if patients do not reach their goals. The output of the system is a complete description of the task logic. We have designed a 3D game platform that provides to the editor a description the 3D virtual environments, and that translates the task description created in the editor into the task logic. The main advantage of the system is that it is fully automatic, it allows therapists to interactively design the tasks and immediately validate them by realizing it virtually. We describe the design of the two applications and present the results of system testing.


1984 ◽  
Vol 62 (9) ◽  
pp. 1968-1970 ◽  
Author(s):  
William G. Roland ◽  
L. Michael Coon

Recovery of intertidal Porphyra beds following hand harvest was studied near the northwest tip of the Queen Charlotte Islands, B.C. Twenty-six percent of the standing crop of Porphyra perforata J. Ag. was removed in a large plot in June 1981; no negative effect on standing crop was apparent in May 1982 as compared with the adjacent control area. There was no negative impact on percent cover of Porphyra (mostly P. perforata) within 1 year after hand harvest of seven, approximately 1-m2 plots, as compared with respective controls. Annual fluctuation in cover, biomass, and relative mix of Porphyra species was large. Porphyra cover in a small plot harvested in early June 1981 increased to 86% of the June value by mid-July 1981, indicating substantial growth of the remaining thallus fragments and small, whole plants within one season. It was concluded that sustained yield of Porphyra beds can be assured if harvest is restricted to gathering by hand.


2012 ◽  
Vol 21 (1) ◽  
pp. 96-116 ◽  
Author(s):  
Haringer Matthias ◽  
Steffi Beckhaus

In this paper we introduce novel methods of intensifying and varying the user experience in virtual environments (VE). VEs technically have numerous means for crafting the user experience. Little has yet been done to evaluate those means of expression (MoEs) for their emotional impact on people and to use their capability to create different experiences and subtly guide the user. One of the reasons is that this requires a system which is capable of easily and dynamically providing those MoEs in such a way that they can easily be composed, evaluated, and compared between applications and users. In the following, we first introduce our model of both informational and emotional impact of VEs on users, introduce our dynamic, expressive VR-system, and present our novel evaluation and rating method for MoEs. MoEs can be used to guide attention to specific objects or build up an emotion or mood over time. We then present a study in which users experience 30 selected MoEs and rate their qualitative emotional impact using this rating method. We found that different MoEs can be used to elicit many diverse emotions which were surprisingly consistent among the test persons. With these results, our work enables new ways to make VEs more interesting and emotionally engaging, especially over a longer period of time, opening new possibilities, for example, to increase the motivation for long, stressful, and tiresome training as in neurorehabilitation.


2018 ◽  
Vol 2018 ◽  
pp. 1-11 ◽  
Author(s):  
Yea Som Lee ◽  
Bong-Soo Sohn

3D maps such as Google Earth and Apple Maps (3D mode), in which users can see and navigate in 3D models of real worlds, are widely available in current mobile and desktop environments. Users usually use a monitor for display and a keyboard/mouse for interaction. Head-mounted displays (HMDs) are currently attracting great attention from industry and consumers because they can provide an immersive virtual reality (VR) experience at an affordable cost. However, conventional keyboard and mouse interfaces decrease the level of immersion because the manipulation method does not resemble actual actions in reality, which often makes the traditional interface method inappropriate for the navigation of 3D maps in virtual environments. From this motivation, we design immersive gesture interfaces for the navigation of 3D maps which are suitable for HMD-based virtual environments. We also describe a simple algorithm to capture and recognize the gestures in real-time using a Kinect depth camera. We evaluated the usability of the proposed gesture interfaces and compared them with conventional keyboard and mouse-based interfaces. Results of the user study indicate that our gesture interfaces are preferable for obtaining a high level of immersion and fun in HMD-based virtual environments.


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