Social Viewing in Cinematic Virtual Reality: Challenges and Opportunities

Author(s):  
Sylvia Rothe ◽  
Mario Montagud ◽  
Christian Mai ◽  
Daniel Buschek ◽  
Heinrich Hußmann
Author(s):  
Jennifer L. Penland ◽  
Kennard Laviers ◽  
Elbert Bassham ◽  
Victor Nnochiri

Virtual reality (VR) is now becoming a major player in education. When first introduced into schools, computer technology and multi-media content were riveted by its newness. Over time, more higher education institutions began to use newer technologies online or distance classes that could be taken from home. Unfortunately, many students have difficulty acquiring the same experience when learning with most classroom management software (CMS). Virtual reality technology is taking user involvement to the next level of immersion and is postured to change the landscape of education in a very significant way. This chapter examines methods of employing VR to maximize benefits to the student as well as the challenges and opportunities for using VR for distance learning. Finally, emerging research and developments in VR is discussed.


2021 ◽  
Vol 11 (24) ◽  
pp. 11610
Author(s):  
Alexandre Costa Henriques ◽  
Ingrid Winkler

Virtual Reality (VR) can play a key role in automotive marketing research, lowering costs and shortening the time to launch a new product. However, few VR applications support automotive customers’ experiences during the early stages of product design. This study aims to identify and characterize into attributes the challenges and opportunities for the application of Virtual Reality in car clinics through a systematic review of the literature and patents. We searched PatentScout, ScienceDirect, Springer, and IEEEXplore for studies published between the databases’ inception and July 2020. Of the 77,383 patents and 336,785 articles identified, 72 and 13 were eligible, respectively. We discovered that patents are strongly concentrated by a few inventors, that the United States has the most records, and that the most prevalent applications relate to devices for automatically reading responders’ emotions in virtual environments. The articles revealed sixteen categories of challenges and opportunities: cost, location to customers, flexibility in interactions, model transportation, depth perception, haptic perception, motion, movement perception/physical collision, color and texture, sound feedback, product interaction/manipulation, visual–spatial, graphic quality, intuitiveness, cybersecurity, and cybersickness. Virtual Reality may be used for automotive marketing research but key factors such as hardware and software specification, stimulus quality, and survey objectives must be considered.


2019 ◽  
Vol 5 ◽  
pp. 233372141988528 ◽  
Author(s):  
Julie A. Brown

Despite increased research on virtual reality (VR) platforms in recent years, there are very few studies that specifically examine its application within a gerontological context. This study examines the usability, preferences, and application considerations of a mobile VR platform by individually interviewing community-dwelling older adults both before and after trying the Samsung Gear VR. Participants were asked to self-select and view short VR videos (30 s-3 min) that were filmed within the local community (e.g., walking path and art museum). Semi-structured interview questions explored participant perceptions of using the device and was followed with two focus group sessions. Thematic analysis was employed when reviewing observational notes and transcribed audio recordings. Ten adults (aged 63-89) participated and themes identified include (a) usability, (b) video subject matter preferences, and (c) application. These themes highlighted both the challenges and opportunities of VR use among a wide range of older populations and provided greater insight with its exploration and application in future studies. This included potential use among those older adults who have notable functional limitations, such as those who are immobile, or reside within a care facility.


2018 ◽  
Vol 49 (1) ◽  
pp. 502-505 ◽  
Author(s):  
Kunjal Parikh ◽  
Jim Zhuang ◽  
Kim Pallister ◽  
Jun Jiang ◽  
Marshall Smith

Author(s):  
Alexandre Costa Henriques ◽  
Ingrid Winkler

Virtual reality (VR) can play a key role in automotive marketing research, lowering costs and shortening the time it takes to bring a new product to market. However, there are still few VR applications that support automotive customers' experiences during the early stages of product development. Through a systematic review of literature and patents, this study aims to identify the challenges and opportunities for the application of virtual reality in car clinics, and to categorize them into attributes. We searched through the knowledge databases of PatentScout, ScienceDirect, Springer, and IEEEXplore. We found 72 patents with a high concentration in a few inventors. The United States of America presented the greatest number of records and the most common applications related to the apparatus for automatically reading respondents' reactions in a virtual environment. In terms of articles, we found 19 research papers that discussed sixteen categories identified as challenges and opportunities for automotive marketing research: 1) cost, 2) location to customers, 3) flexibility in interactions, 4) model transportation, 5) depth perception, 6) haptic perception, 7) motion, 8) movement perception/ physical collision, 9) color and texture, 10) sound feedback, 11) product interaction/manipulation, 12) visual-spatial, 13) graphic quality, 14) intuitiveness, 15) cybersecurity and 16) cybersickness. We conclude that the automotive industry can employ virtual reality for marketing research, but relevant elements such as hardware and software definition, stimulus quality, and research objectives, among others, must be considered.


Author(s):  
Imre Horva´th ◽  
Zolta´n Rusa´k ◽  
Bram de Smit ◽  
Adrie Kooijman ◽  
Eliab Z. Opiyo

The paradigm of tangible virtuality (TV) has grown out from the paradigm of virtual reality (VR), leaving some key concepts of projective and immersive VR behind, but introducing many new ones. The ultimate objective of TV is to intuitively generate air-borne synthetic objects (SOs), share them between remote work environments in real time, simulate their physical behavior, and enable a physics-obeying interaction of humans with SOs. The major challenges for the implementation of TV originate in the need for multi-sensory integral rendering of SOs and un-instrumented generation of high fidelity sensations. These scientific and technological challenges have a strong influence on the current advancement of TV. Actually, implementation of fully featured TV environments is still in its infancy. The goal of this paper is to analyze the main implementation concepts and to make an inventory of the technological challenges and opportunities. Six major issues have been identified: (i) use of natural interaction modalities to express SOs, (ii) multi-aspect (e.g., tactile, haptic and auditory) volumetric rendering and sensation of air-borne SOs, (iii) simulation of physical behavior of interacting SOs, and (iv) manipulative human interaction with SOs. The paper investigates the opportunities of a short-term implementation based on the current technologies and of a near-future implementation based on emerging and anticipated technologies. The conclusion is that current technologies allow only a limited implementation of SOs and a low fidelity multi-sensorial experience. For a full scale implementation, radically new technologies and implementation concepts are needed, but it also requires a goal-driven extension of the existing scientific knowledge.


2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S240-S240
Author(s):  
Julie A Brown

Abstract Within the past two years there has been a very small but growing number of scholarly articles that highlight the potential benefit of mobile Virtual Reality (VR) platforms among older adult populations. Yet, it is critical to assess older adult user needs and preferences, as well as ethical considerations, before utilizing VR in applied contexts. This pilot study investigated perceptions of VR use and its potential application by individually interviewing ten community-dwelling older adults (ages 63 to 89) both before and after trying the Samsung Gear VR and followed with two focus group discussions. Themes identified from the transcripts include 1) usability, 2) video subject matter preferences, and 3) implications with use. These themes highlighted both the challenges and opportunities of VR use among a wide range of older populations, and provided greater insight with its exploration and application in future studies, particularly with individuals with functional limitations.


2000 ◽  
Vol 04 (02) ◽  
pp. 173-186 ◽  
Author(s):  
GILL RINGLAND

We in ICL have understood some of the challenges and opportunities of the future, but have not yet found a way of communicating this effectively to our customers. This paper describes the background to our innovation in experimenting with using virtual reality to communicate ideas about the future, and the lessons learnt so far.


2021 ◽  
Author(s):  
Wu Lan ◽  
Yuan Peng Du ◽  
Songlan Sun ◽  
Jean Behaghel de Bueren ◽  
Florent Héroguel ◽  
...  

We performed a steady state high-yielding depolymerization of soluble acetal-stabilized lignin in flow, which offered a window into challenges and opportunities that will be faced when continuously processing this feedstock.


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