In the field of autonomous driving research, the use of immersive virtual reality (VR) techniques is widespread to enable a variety of studies under safe and controlled conditions. However, this methodology is only valid and consistent if the conduct of participants in the simulated setting mirrors their actions in an actual environment. In this paper, we present a first and innovative approach to evaluating what we term the behavioural gap, a concept that captures the disparity in a participant's conduct when engaging in a VR experiment compared to an equivalent real-world situation. To this end, we developed a digital twin of a pre-existed crosswalk and carried out a field experiment (N=18) to investigate pedestrian-autonomous vehicle interaction in both real and simulated driving conditions. In the experiment, the pedestrian attempts to cross the road in the presence of different driving styles and an external Human-Machine Interface (eHMI). By combining survey-based and behavioural analysis methodologies, we develop a quantitative approach to empirically assess the behavioural gap, as a mechanism to validate data obtained from real subjects interacting in a simulated VR-based environment. Results show that participants are more cautious and curious in VR, affecting their speed and decisions, and that VR interfaces significantly influence their actions.
Simulators are an essential tool for behavioural and interaction research on driving, due to the safety, cost, and experimental control issues of on-road driving experiments. The most advanced simulators use expensive 360 degree projections systems to ensure visual fidelity, full field of view, and immersion. However, similar visual fidelity can be achieved affordably using a virtual reality (VR) based visual interface. We present DReyeVR, an open-source VR based driving simulator platform designed with behavioural and interaction research priorities in mind. DReyeVR (read "driver") is based o…
Eberhard Karls Universität Tübingen(图宾根大学);Mathematisch-Naturwissenschaftlichen Fakultät der Eberhard Karls Universität Tübingen(图宾根大学数学与自然科学学院)
With developments in computer graphics, hardware technology, perception engineering, and human-computer interaction, virtual reality and virtual environments are becoming more integrated into our daily lives. Head-mounted displays, however, are still not used as frequently as other mobile devices such as smart phones and watches. With increased usage of this technology and the acclimation of humans to virtual application scenarios, it is possible that in the near future an everyday virtual reality paradigm will be realized. When considering the marriage of everyday virtual reality and head-mou…
In this paper, we review the background of physical reality, virtual reality, and some traditional mixed forms of them. Based on the current knowledge, we propose a new unified concept called symmetrical reality to describe the physical and virtual world in a unified perspective. Under the framework of symmetrical reality, the traditional virtual reality, augmented reality, inverse virtual reality, and inverse augmented reality can be interpreted using a unified presentation. We analyze the characteristics of symmetrical reality from two different observation locations (i.e., from the physical…
American International University-Bangladesh(孟加拉国美国国际大学)
Virtual Reality has become a significant element of education throughout the years. To understand the quality and advantages of these techniques, it is important to understand how they were developed and evaluated. Since COVID-19, the education system has drastically changed a lot. It has shifted from being in a classroom with a whiteboard and projectors to having your own room in front of your laptop in a virtual meeting. In this respect, virtual reality in the laboratory or Virtual Laboratory is the main focus of this research, which is intended to comprehend the work done in quality educati…
We propose a framework called inverse augmented reality (IAR) which describes the scenario that a virtual agent living in the virtual world can observe both virtual objects and real objects. This is different from the traditional augmented reality. The traditional virtual reality, mixed reality and augmented reality are all generated for humans, i.e., they are human-centered frameworks. On the contrary, the proposed inverse augmented reality is a virtual agent-centered framework, which represents and analyzes the reality from a virtual agent's perspective. In this paper, we elaborate the frame…
When establishing a visual connection between a virtual reality user and an augmented reality user, it is important to consider whether the augmented reality user faces a surplus of information. Augmented reality, compared to virtual reality, involves two, not one, planes of information: the physical and the virtual. We propose SelectVisAR, a selective visualisation system of virtual environments in augmented reality. Our system enables an augmented reality spectator to perceive a co-located virtual reality user in the context of four distinct visualisation conditions: Interactive, Proximity, …
The contributions of this paper are: (1) a taxonomy of the "Realities" (Virtual, Augmented, Mixed, Mediated, etc.), and (2) some new kinds of "reality" that come from nature itself, i.e. that expand our notion beyond synthetic realities to include also phenomenological realities. VR (Virtual Reality) replaces the real world with a simulated experience (virtual world). AR (Augmented Reality) allows a virtual world to be experienced while also experiencing the real world at the same time. Mixed Reality provides blends that interpolate between real and virtual worlds in various proportions, along…
A driving simulator was created using commercially available 3 degree of freedom motion platform (DOFreality H3) and a virtual reality head-mounted display (Oculus CV1). Using virtual reality headset as the visual simulation system with low-cost moving base platform allowed us to create a high-fidelity driving simulator with minimal cost and space. A custom motion cueing algorithm was used to minimize visuo-vestibular conflict, and simulator sickness questionnaire (SSQ) was used to measure progression of simulator sickness over time while driving on a highway environment.
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these experiences to be simulated in a controlled virtual environment. However, virtual reality users remain anchored in the real world and the conventions by which the virtual environment is deployed influence user performance. There is currently a need to evaluate the degree of influence imposed by extrinsic factors and virtual reality hardware on its users. Tr…
Near distances are overestimated in virtual reality, and far distances are underestimated, but an explanation for these distortions remains elusive. One potential concern is that whilst the eye rotates to look at the virtual scene, the virtual cameras remain static. Could using eye-tracking to change the perspective of the virtual cameras as the eye rotates improve depth perception in virtual reality? This paper identifies 14 distinct perspective distortions that could in theory occur from keeping the virtual cameras fixed whilst the eye rotates in the context of near-eye displays. However, th…
Interactive fiction is a literary genre that is rapidly gaining popularity. In this genre, readers are able to explicitly take actions in order to guide the course of the story. With the recent popularity of narrative focused games, we propose to design and develop an interactive narrative tool for content creators. In this extended abstract, we show how we leverage this interactive medium to present a tool for interactive storytelling in virtual reality. Using a simple markup language, content creators and researchers are now able to create interactive narratives in a virtual reality environm…
Virtual Reality enables the exploration of large information spaces. In physically constrained spaces such as airplanes or buses, controller-based or mid-air interaction in mobile Virtual Reality can be challenging. Instead, the input space on and above touch-screen enabled devices such as smartphones or tablets could be employed for Virtual Reality interaction in those spaces. In this context, we compared an above surface interaction technique with traditional 2D on-surface input for navigating large planar information spaces such as maps in a controlled user study (n = 20). We find that our …
Columbia University(哥伦比亚大学);University of Washington(华盛顿大学)
This paper proposed a new interaction paradigm in the virtual reality (VR) environments, which consists of a virtual mirror or window projected onto a virtual surface, representing the correct perspective geometry of a mirror or window reflecting the real world. This technique can be applied to various videos, live streaming apps, augmented and virtual reality settings to provide an interactive and immersive user experience. To support such a perspective-accurate representation, we implemented computer vision algorithms for feature detection and correspondence matching. To constrain the soluti…
Environmental citizen science frequently relies on experience-based assessment, however volunteers are not trained to make qualitative judgments. Embodied learning in virtual reality (VR) has been explored as a way to train behavior, but has not fully been considered as a way to train judgment. This preliminary research explores embodied learning in VR through the design, evaluation, and redesign of StreamBED, a water quality monitoring training environment that teaches volunteers to make qualitative assessments by exploring, assessing and comparing virtual watersheds.
This workshop paper presents two proxy objects for high fidelity interaction in virtual reality (VR): a paper map and a smartphone. We showcase how our virtual paper map can increase interactivity and orientation, while our virtual smartphone extends the use of a proxy object, as it allows for actual touch input on a real phone leading to an almost infinite set of possible (inter-)actions (e.g. snapping pictures in the virtual world). Observations showed that participants were very precise in holding and interacting with both the paper map and the smartphone even though they did not see their …
In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR programming language in which nodes represent functions and node connections represent data flow. Using this programming framework, players reprogram VR objects such as elevators, robots, and switches. Hack.VR has been designed to be highly interactable both physically and semantically.
Virtual reality offers the unique possibility to experience a virtual representation as our own body. In contrast to previous research that predominantly studied this phenomenon for humanoid avatars, our work focuses on virtual animals. In this paper, we discuss different body tracking approaches to control creatures such as spiders or bats and the respective virtual body ownership effects. Our empirical results demonstrate that virtual body ownership is also applicable for nonhumanoids and can even outperform human-like avatars in certain cases. An additional survey confirms the general inter…
This paper presents I-nteract, a cyber-physical system that enables real-time interaction with real and virtual objects in a mixed augmented reality environment to design 3D models for additive manufacturing. The system has been developed using mixed reality technologies such as HoloLens, for augmenting visual feedback, and haptic gloves, for augmenting haptic force feedback. The efficacy of the system has been demonstrated by generating 3D model using a novel scanning method to 3D print a customized orthopedic cast for human arm, by estimating spring rates of compression springs, and by simul…
We created a hand texture resource (with different skin tone versions as well as non-human hands) for use in virtual reality studies. This makes it easier to run lab and remote studies where the hand representation is matched to the participant's own skin tone. We validate that the virtual hands with our textures align with participants view of their own real hands and allow to create VR applications where participants have an increased sense of body ownership. These properties are critical for a range of VR studies, such as of immersion.
Facing the severe global dementia problem, an exploration was conducted adopting the technology of virtual reality (VR). This report lays a technical foundation for further research project "Early Detection of Dementia Using Testing Tools in VR Environment", which illustrates the process of developing a VR application using Unity 3D software on Oculus Go. This preliminary exploration is composed of three steps, including 3D virtual scene construction, VR interaction design and monitoring. The exploration was recorded to provide basic technical guidance and detailed method for subsequent resear…
Thanks to the eye-tracking sensors that are embedded in emerging consumer devices like the Vive Pro Eye, we demonstrate that it is feasible to deliver user authentication via eye movement biometrics.
Technological advances in recent years have promoted the development of virtual reality systems that have a wide variety of hardware and software characteristics, providing varying degrees of immersion. Immersion is an objective property of the virtual reality system that depends on both its hardware and software characteristics. Virtual reality systems are currently attempting to improve immersion as much as possible. However, there is no metric to measure the level of immersion of a virtual reality system based on its characteristics. To date, the influence of these hardware and software var…
Brown Ring Experiment is a very popular test to detect the presence of Nitrate in salts commonly performed in chemical laboratories with supplies of required chemicals. Our work clears out the need for a chemical laboratory and chemicals in order to understand the experiment practically. We have used the technology of Virtual Reality to fulfill this requirement. Our research work can be extensively utilized to create virtual environments for conducting other chemical processes in a virtual environment hence, eliminating the need for a chemical laboratory. This can help students in remote areas…
University of North Carolina at Chapel Hill(北卡罗来纳大学教堂山分校);Colorado School of Mines(科罗拉多矿业学院);IBM Research AI(IBM人工智能研究院)
Virtual, Augmented, and Mixed Reality for Human-Robot Interaction (VAM-HRI) has been gaining considerable attention in research in recent years. However, the HRI community lacks a set of shared terminology and framework for characterizing aspects of mixed reality interfaces, presenting serious problems for future research. Therefore, it is important to have a common set of terms and concepts that can be used to precisely describe and organize the diverse array of work being done within the field. In this paper, we present a novel taxonomic framework for different types of VAM-HRI interfaces, c…
Virtual Reality (VR) technology has been shown to achieve remarkable results in multiple fields. Due to the nature of the immersive medium of Virtual Reality it logically follows that it can be used as a high-quality educational tool as it offers potentially a higher bandwidth than other mediums such as text, pictures and videos. This short paper illustrates the development of a climate change educational awareness application for virtual reality to simulate virtual scenes of local scenery and sea level rising until 2100 using prediction data. The paper also reports on the current in progress …
In this position paper, we outline our research challenges in Affective Interactive Systems, and present recent work on visualizing avatar biosignals for social VR entertainment. We highlight considerations for how biosignals animations in social VR spaces can (falsely) indicate users' availability status.
This paper presents and analyses existing taxonomies of virtual and augmented reality and demonstrates knowledge gaps and mixed terminology which may cause confusion among educators, researchers, and developers. Several such occasions of confusion are presented. A methodology is then presented to construct a taxonomy of virtual reality and augmented reality applications based on a combination of: a faceted analysis approach for the overall design of the taxonomy; an existing taxonomy of educational objectives to derive the educational purpose; an information systems analysis to establish impor…
We present an IoT home network visualizer that utilizes virtual reality (VR). This prototype demonstrates the potential that VR has to aid in the understanding of home IoT networks. This is particularly important due the increased number of household devices now connected to the Internet. This prototype is able to function in a standard display or a VR headset. A prototype was developed to aid in the understanding of home IoT networks for homeowners.
Virtual Reality (VR) provides immersive experiences in the virtual world, but it may reduce users' awareness of physical surroundings and cause safety concerns and psychological discomfort. Hence, there is a need of an ambient information design to increase users' situational awareness (SA) of physical elements when they are immersed in VR environment. This is challenging, since there is a tradeoff between the awareness in reality and the interference with users' experience in virtuality. In this paper, we design five representations (indexical, symbolic, and iconic with three emotions) based …
Meditation, or mindfulness, is widely used to improve mental health. With the emergence of Virtual Reality technology, many studies have provided evidence that meditation with VR can bring health benefits. However, to our knowledge, there are no guidelines and comprehensive reviews in the literature on how to conduct such research in virtual reality. In order to understand the role of VR technology in meditation and future research opportunities, we conducted a systematic literature review in the IEEE and ACM databases. Our process yielded 19 eligible papers and we conducted a structured analy…
In recent years there has been a strong development of the concept of virtual reality (VR) which from the first video games developed in the 60s has reached the current immersive systems. VR and the consequent deception of perception pose an interesting question: is it possible to deceive the mind to the point of not being able to recognize whether the perceived reality is real or simulated? In addition to this question, another question arises spontaneously: is it possible to simulate a non-reality in which the physical laws do not apply? The answer to the first question is that it would theo…
In this paper we introduce novel Virtual Reality (VR) and Augmented Reality (AR) treatments to improve the psychological well being of patients in palliative care, based on interviews with a clinical psychologist who has successfully implemented VR assisted interventions on palliative care patients in the Hong Kong hospital system. Our VR and AR assisted interventions are adaptations of traditional palliative care therapies which simultaneously facilitate patients communication with family and friends while isolated in hospital due to physical weakness and COVID-19 related restrictions. The fi…
Virtual and augmented reality communication platforms are seen as promising modalities for next-generation remote face-to-face interactions. Our study attempts to explore non-verbal communication features in relation to their conversation context for virtual and augmented reality mediated communication settings. We perform a series of user experiments, triggering nine conversation tasks in 4 settings, each containing corresponding non-verbal communication features. Our results indicate that conversation types which involve less emotional engagement are more likely to be acceptable in virtual r…
Bionic vision is a rapidly advancing field aimed at developing visual neuroprostheses ('bionic eyes') to restore useful vision to people who are blind. However, a major outstanding challenge is predicting what people 'see' when they use their devices. The limited field of view of current devices necessitates head movements to scan the scene, which is difficult to simulate on a computer screen. In addition, many computational models of bionic vision lack biological realism. To address these challenges, we propose to embed biologically realistic models of simulated prosthetic vision (SPV) in imm…
Virtual reality technology is biased. It excludes approximately 95% the world's population by being primarily designed for male, western, educated, industrial, rich, and democratic populations. This bias may be due to the lack of diversity in virtual reality researchers, research participants, developers, and end users, fueling a noninclusive research, development, and usability cycle. The objective of this paper is to highlight the minimal virtual reality research involving understudied populations with respect to dimensions of diversity, such as gender, race, culture, ethnicity, age, disabil…