scholarly journals Exploitation of Gaze Data for Photo Region Labeling in an Immersive Environment

Author(s):  
Tina Walber ◽  
Ansgar Scherp ◽  
Steffen Staab
eLearn ◽  
2019 ◽  
Vol 2019 (12) ◽  
Author(s):  
Michael A. Dzbenski

2021 ◽  
Vol 11 (11) ◽  
pp. 5067
Author(s):  
Paulo Veloso Gomes ◽  
António Marques ◽  
João Donga ◽  
Catarina Sá ◽  
António Correia ◽  
...  

The interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces.


Author(s):  
Zhenyu Yang ◽  
K. Nahrstedt ◽  
Yi Cui ◽  
Bin Yu ◽  
Jin Liang ◽  
...  

2018 ◽  
Author(s):  
Jorge A Fuentes ◽  
Rodrigo Nieto ◽  
Francisca Melis ◽  
Luz María González ◽  
Gonzalo Mauricio Rojas ◽  
...  

To feel fear in a specific situation is a normal human experience, however, when this fear or aversion becomes excessive and disrupts the day to day life of an individual, it is said the person suffers from a type of anxiety disorder called phobia. One common type of treatment for phobias is exposure therapy (professionals expose the patient gradually to the feared object or situation).The objective of this paper is to implement a Virtual Reality system that simulates a real highway environment which allows to treat patients affected by highway phobias in a safe place.In cooperation with psychologists and psychiatrists, an action protocol was conducted to create and recreate the variables of the virtual environment to which the patient will be subjected to. Once this was completed, a Virtual Reality application was made that simulates a realistic highway which includes exits, overpasses, underpasses, and tunnels, among others.This hardware/software system will include Oculus Rift DK2 VR glasses in order to create an immersive environment that the patient can consider real and who will be able to interact with it. The performance of the vehicle was programmed through physical responses similar to reality as well as techniques of artificial intelligence in the vehicles that will interact with the one controlled by the patient. Also, this system includes a steering wheel, pedals, and a gearshift (manual or automatic).We think that this system will contribute to treating highway phobias, allowing the psychiatrist or psychologist to carry out therapy in an appropriate manner and through the support of technology the professional will have the ability to simulate the anxiogenic environment in a realistic manner so as to achieve effective treatment. In a future work, we must quantify the possible benefits of this type of VR system in phobia patients.


2014 ◽  
Vol 4 (2) ◽  
pp. 1
Author(s):  
Daniel Medeiros ◽  
Felipe Carvalho ◽  
Lucas Teixeira ◽  
Priscilla Braz ◽  
Alberto Raposo ◽  
...  

The introduction of embedded sensors in smartphones and tablets allowed the use of these devices to interact with virtual environments. These devices also have the possibility of including additional information and performing naturally non-immersive tasks. This work presents a 3D interaction tablet-based tool, which allows the aggregation of all major 3D interaction tasks, such as navigation, selection, manipulation, system control and symbolic input. This tool is for generalpurpose systems, as well as, engineering applications. Generally this kind of application uses specific interaction devices with four or more degrees of freedom and a common keyboard and mouse for tasks that are naturally non-immersive, such as symbolic input (e.g., text or number input). This article proposes a new tablet-based device that can perform all these major tasks in an immersive environment. It also presents a study case of the use of the device and some user tests.


2021 ◽  
pp. 23-40
Author(s):  
Oksana Chepelyk

The article is devoted to the scientific problem of theoretical elaboration and contextualization of immersive environment realized in the physical space of a gallery or museum, in VR and on the new virtual platforms on the Internet, as well as in hybrid space, in the augmented and mixed reality of the 21st century. The aim of the research is to identify the peculiarities of the formation of the immersive environment and of the practices of VR and AR projects creation in Ukrainian contemporary art in recent years. The task is to elaborate the theoretical bases of the development of immersive environments and VR, review and analysis of projects that use the digital technologies in order to create an immersion and AR. The methodology of the study consists in theoretical and field research of immersivity and in the author’s experiments development. The main method is a comprehensive and systematic approach to the development of the theory of virtuality, visual and photometric methods, analysis of concepts, spatial structure and technological features of online VR platforms and artistic realizations. The concept of sensorium is involved, which describes the feeling, perception and interpretation of information about the world around. The peculiarities of creating immersive environments in physical space in the projects «MetaPhysical Time-Space», «Refraction of Reality», «Living Energy» were explored (to be included into the national art discourse), as well as in VR in the frame of VR-festivals, such, as Carbon Media Art Festival, «Frontier» and «Virtuality» that serve as a testing ground for the development of new technological art. The possibilities of new online VR platforms, such as Mozilla Hubs, WebXR, AltspaceVR, artspaces.kunstmatrix, Cryptovoxels, Transmadatac Virtual Museum, are analyzed. The practice of creating VR projects on platforms on the Internet: Artefact Chornobyl 33 and Artefact Chornobyl + MADATAC, «VR Collider» and «Genesis» are considered as case study. Drift from immersive environments in physical space to virtual reality has been detected. The multi-vector nature of AR projects and different types of connection with book publishing, public art objects, contemporary sculpture and urban practice have been revealed.


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