scholarly journals A Study on the Presence of Immersive User Interface in Collaborative Virtual Environments Application

Symmetry ◽  
2019 ◽  
Vol 11 (4) ◽  
pp. 476 ◽  
Author(s):  
Wonjun Park ◽  
Hayoung Heo ◽  
Seongjun Park ◽  
Jinmo Kim

This study proposes a collaboration-based interaction as a new method for providing an improved presence and a satisfying experience to various head-mounted display (HMD) users utilized in immersive virtual reality (IVR), and analyzes the experiences (improved presence, satisfying enjoyment, and social interaction) of applying collaboration to user interfaces. The key objective of the proposed interaction is to provide an environment where HMD users are able to collaborate with each other, based on their differentiated roles and behaviors. To this end, a collaboration-based interaction structured in three parts was designed, including a synchronization procedure and a communication interface that enable users to swiftly execute common goals with precision, based on immersive interactions that allow users to directly exchange information and provide feedback with their hands and feet. Moreover, experimental VR applications were built to systematically analyze the improved presence, enjoyment, and social interaction experienced by users through collaboration. Finally, by conducting a survey on the participants of the experiment, this study confirmed that the proposed interface indeed provided users with an improved presence and a satisfying experience, based on collaboration.

Author(s):  
N. Pretto ◽  
F. Poiesi

We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user’s VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.


1999 ◽  
Vol 4 (1) ◽  
pp. 49-59 ◽  
Author(s):  
A. Guye-Vuill�me ◽  
T. K. Capin ◽  
S. Pandzic ◽  
N. Magnenat Thalmann ◽  
D. Thalmann

2022 ◽  
Vol 2 ◽  
Author(s):  
Christos Kyrlitsias ◽  
Despina Michael-Grigoriou

Immersive virtual reality technologies are used in a wide range of fields such as training, education, health, and research. Many of these applications include virtual humans that are classified into avatars and agents. An overview of the applications and the advantages of immersive virtual reality and virtual humans is presented in this survey, as well as the basic concepts and terminology. To be effective, many virtual reality applications require that the users perceive and react socially to the virtual humans in a realistic manner. Numerous studies show that people can react socially to virtual humans; however, this is not always the case. This survey provides an overview of the main findings regarding the factors affecting the social interaction with virtual humans within immersive virtual environments. Finally, this survey highlights the need for further research that can lead to a better understanding of human–virtual human interaction.


2006 ◽  
Vol 15 (6) ◽  
pp. 699-716 ◽  
Author(s):  
Jeremy N Bailenson ◽  
Nick Yee

Empirical research on human behavior in collaborative virtual environments (CVEs) is in its infancy. Historically, one of the more valuable tools social scientists have used to evaluate new forms of media is longitudinal studies that examine user behavior over an extended period of time. In the current study, three triads of participants came to the lab for 15 sessions over a ten week period to collaborate for approximately 45 minutes per session. We examined nonverbal behavior, task performance on verbal tasks, and subjective ratings of presence, copresence, simulator sickness, and entitativity over time. Furthermore, we examined two types of transformed social interaction: nonverbal mimicry and facial similarity. Results demonstrated substantial changes in task performance, subjective ratings, nonverbal behavior, and simulator sickness over time as participants became familiar with the system. Furthermore, transforming avatar appearance to increase facial similarity sometimes improved task performance. We discuss implications for research on CVEs.


2004 ◽  
Vol 13 (4) ◽  
pp. 428-441 ◽  
Author(s):  
Jeremy N. Bailenson ◽  
Andrew C. Beall ◽  
Jack Loomis ◽  
Jim Blascovich ◽  
Matthew Turk

Computer-mediated communication systems known as collaborative virtual environments (CVEs) allow geographically separated individuals to interact verbally and nonverbally in a shared virtual space in real time. We discuss a CVE-based research paradigm that transforms (i.e., filters and modifies) nonverbal behaviors during social interaction. Because the technology underlying CVEs allows a strategic decoupling of rendered behavior from the actual behavior of the interactants, conceptual and perceptual constraints inherent in face-to-face interaction need not apply. Decoupling algorithms can enhance or degrade facets of nonverbal behavior within CVEs, such that interactants can reap the benefits of nonverbal enhancement or suffer nonverbal degradation. Concepts underlying transformed social interaction (TSI), the ethics and implications of such a research paradigm, and data from a pilot study examining TSI are discussed.


1997 ◽  
Vol 6 (1) ◽  
pp. 118-126 ◽  
Author(s):  
P. E. Gruenbaum ◽  
W. A. McNeely ◽  
H. A. Sowizral ◽  
T. L. Overman ◽  
B. W. Knutson

This paper describes an implementation of “robotic graphics,” in which forces and torques are provided in virtual environments by the method of interacting with robots that are not attached to the body. The demonstration simulates a flat control panel containing an assortment of switches by using an immersive virtual reality head-mounted display, electro-magnetic and videometric tracking, and a robot that holds a turret containing one of each of the types of switches. The robot dynamically presents the switches to be touched in a just-in-time only-as-needed basis. Results are presented regarding visual/force registration for finger tracking and human performance.


2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


1997 ◽  
Vol 29 (15) ◽  
pp. 1751-1761 ◽  
Author(s):  
Steve Benford ◽  
Dave Snowdon ◽  
Chris Brown ◽  
Gail Reynard ◽  
Rob Ingram

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