Exploring the Benefits of Immersive End User Development for Virtual Reality

Author(s):  
Telmo Zarraonandia ◽  
Paloma Díaz ◽  
Alvaro Montero ◽  
Ignacio Aedo
Keyword(s):  
2022 ◽  
pp. 1-10
Author(s):  
Dorota Kamińska ◽  
Grzegorz Zwolińsksi ◽  
Anna Laska-Leśniewicz ◽  
Luis Pinto Coelho

Over the past few years, the rapid development of virtual reality has led to the technology finding its way into the professional sector in addition to the gaming market. It plays a particularly important role in medical applications by providing a virtual environment to enable therapy, rehabilitation, and serving as an educational platform. The chapter provides an overview of the applications of virtual reality in medicine about some of the most important areas. Both scenario development and application validation methods are presented, as well as their impact on the end user. Finally, the technological potential and future development of VR applications used for improving medical service delivery are summarized and briefly discussed.


Electronics ◽  
2020 ◽  
Vol 9 (9) ◽  
pp. 1530
Author(s):  
Muhammad Shahid Anwar ◽  
Jing Wang ◽  
Sadique Ahmad ◽  
Asad Ullah ◽  
Wahab Khan ◽  
...  

360-degree Virtual Reality (VR) videos have already taken up viewers’ attention by storm. Despite the immense attractiveness and hype, VR conveys a loathsome side effect called “cybersickness” that often creates significant discomfort to the viewers. It is of great importance to evaluate the factors that induce cybersickness symptoms and its deterioration on the end user’s Quality-of-Experience (QoE) when visualizing 360-degree videos in VR. This manuscript’s intent is to subjectively investigate factors of high priority that affect a user’s QoE in terms of perceptual quality, presence, and cybersickness. The content type (fast, medium, and slow), the effect of camera motion (fixed, horizontal, and vertical), and the number of moving targets (none, single, and multiple) in a video can be the factors that may affect the QoE. The significant effect of such factors on end-user QoE under various stalling events (none, single, and multiple) is evaluated in a subjective experiment. The results from subjective experiments show a notable impact of these factors on end-user QoE. Finally, to label the viewing safety concern in VR, we propose a neural network-based QoE prediction method that can predict the degree of cybersickness influenced by 360-degree videos under various stalling events in VR. The performance accuracy of the proposed method is then compared against well-known Machine Learning (ML) algorithms and existing QoE prediction models. The proposed method achieved a 90% prediction accuracy rate and performed well against existing models and other ML methods.


2019 ◽  
Vol 13 (2) ◽  
pp. 92-100 ◽  
Author(s):  
Rachel Proffitt ◽  
Stephanie Glegg ◽  
Danielle Levac ◽  
Belinda Lange

Purpose Despite increasing evidence for the effectiveness of off-the-shelf and rehabilitation-specific active video games (AVGs) and virtual reality (VR) systems for rehabilitation, clinical uptake remains poor. A better match between VR/AVG system capabilities and client/therapist needs, through improved end-user involvement (UI) in VR/AVG implementation research, may increase uptake of this technology. The purpose of this paper is to review four case examples from the authors’ collective experience of including end users in VR/AVG research to identify common benefits, challenges and lessons learned. Design/methodology/approach The authors apply knowledge and lessons learned from the four cases to make recommendations for subsequent user-engaged research design and methods, including evaluation of the impact of end UI. Findings A better match between VR/AVG system capabilities and client/therapist needs leads to improved end UI in all stages of VR/AVG implementation research. There are common benefits of increasing buy-in and soliciting early on the knowledge and skills of therapists as well as input from the ultimate end users: people participating in rehabilitation. Most settings have the challenges of balancing the technology requirements with the needs and goals of the practice setting and of the end users. Research limitations/implications Increasing end UI in VR/AVG implementation research may address issues related to poor clinical uptake. In the VR/AVG context, end users can be therapists, clients or technology developers/engineers. This paper presented four case scenarios describing the implementation of different VR/AVG systems and involving a variety of populations, end users and settings. Originality/value The set of recommendations for subsequent user-engaged research design and methods span the process of development, research and implementation. The authors hope that these recommendations will foster collaborations across disciplines, encourage researchers and therapists to adopt VR/AVGs more readily, and lead to efficacious and effective treatment approaches for rehabilitation clients.


2021 ◽  
Author(s):  
I. Vazquez ◽  
S. Cutchin

360◦ photogrammetry captures the surrounding light from a central point. To process and transmit these types of images over the network to the end user, the most common approach is to project them onto a 2D image using the equirectangular projection to generate a 360◦ image. However, this projection introduces redundancy into the image, increasing storage and transmission requirements. To address this problem, the standard approach is to use compression algorithms, such as JPEG or PNG, but they do not take full advantage of the visual redundancy produced by the equirectangular projection. In this study of the 360SP dataset (a collection of Google Street View images), we analyze the redundancy in equirectangular images and show how it is structured across the image. Outcomes from our study will support the developing of spherical compression algorithms, improving the immersive experience of Virtual Reality users by reducing loading times and increasing the perceptual image quality.


LINK ◽  
2018 ◽  
Vol 24 (1) ◽  
Author(s):  
Setiawardhana Setiawardhana ◽  
Sigit Wasista ◽  
Ahmad Yusuf Ardiansyah

Tujuan adanya diciptakannya aplikasi ini adalaha untuk memberikan solusi dari permasalahan tersebut, yaitu membuat aplikasi pembelajaran tentang pengenalan perangkat jaringan komputer beserta topologi jaringannya dengan menggunakan teknologi Augmented Reality, agar dapat memberikan nuansa baru dan dapat mengurangi rasa bosen dalam belajar. Aplikasi yang diberi nama “PengajAR” adalah teknologi yang dapat menvisualisasikan gambar 3 dimensi kedalam virtual reality (penglihatan virtual). Marker yang terdapat pada masing masing perangkat bergambar akan ditangkap oleh kamera mobile device yang kemudian diproses untuk menampilkan animasi 3D modeling pada layar secara realtime. PengajAR menyajikan pengetahuan tentang fungsi perangkat jaringan seperti Router, Hub, Lan Tester, Access Point, karakteristik topologi Star, Mesh, Ring, dan Bus, selain itu aplikasi PengajAR menyediakan fitur Kuis untuk latihan soal seputar materi dasar perangkat jaringan komputer, dan dilengkapi dengan fitur Minigame yang memberikan latihan cara merancang model jaringan kabel dan wireless, serta terdapat fitur setting nomor IP (Internet Protocol). Pengujian yang dilakukan adalah dengan menggunakan metode Study Field, didemonstrasikan langsung ke siswa SMK (end user) yang akan mencoba aplikasi ini, Para siswa- siswi diberikan beberapa tugas untuk merancang jaringan, dan diakhir acara siswa-siswi diminta untuk mengisi kuisioner sebagai penilaian atas perangkat lunak yang telah mereka gunakan. Hasil luaran yang diharapkan dari kontribusi media pembelajaran ini adalah dapat membantu mereview materi sebesar 40 % yang telah diajarkan oleh guru, serta membantu untuk memvisualisasikan cara kerja topologi jaringan komputer sebesar 45%, dan secara keseluruhan aplikasi ini sangat sesuaidengan materi komputer dan jaringan.Kata Kunci: Augmented Reality, Marker, Topologi Jaringan, Internet Protocol


Materials ◽  
2003 ◽  
Author(s):  
Pavel G. Ikonomov ◽  
Emiliya D. Milkova

This papers present using Virtual reality (VR) simulation trough product lifecycle for product testing that would lead to better new products without faults. Using complete VR product simulation for new products, from design, manufacturing, and maintenance to the end-user and recycle state allows the end-user to test the virtual products, and by providing feedback to reduces design errors and contribute for better design. After production the same VR product simulation can be used for training, virtual user manual virtual user manual, virtual repair maintenance, and for disassembly before recycle. A framework for building VR simulation for designed products is described and working application examples are provided. An expanding of the VR simulation applications for using with extensive range of computation platforms and devices is proposed.


2013 ◽  
Vol 10 ◽  
pp. 34-39 ◽  
Author(s):  
Maryam Mousavi ◽  
Yap Hwa Jen ◽  
Siti Nurmaya Binti Musa

With the emerge of new technologies many systems are presented to a wider range of users at reasonable costs. Virtual Reality (VR) technology has also entered many new economical areas such as tourism, business, online games, and also cultural heritage. The new advancement in VR and its availability to the end user in many forms necessitates considering the health issues because cybersickness is one of the drawbacks of Virtual Environments (VE). In addition, usability of the VE and the provided VR technology and system is of paramount importance in the market to attract the user. However, usability measurement of the VE also has become a difficult issue due to the vast range of products and users. A review on the cybersickness and usability issues in VE is prepared and presented in this paper.


Author(s):  
Robert W. Stone ◽  
John W. Henry

Consumer purchasing online is considered, with interactivity highlighted as a critical end-user issue. Levels of user interactivity up to and including virtual reality environments are now realistic in e-tailing. Conceptualizing interactivity to recognize the relevance of perceptions to consumer engagement motivates a focus on the user interface. Aspects relating to trust, usability and involvement are identified, and examined in a series of linked studies focusing on hedonic and high-involvement products, particularly surfboards. Preliminary studies across a range of businesses and products indicated consumer willingness to purchase hedonic products online, but many businesses imposed a high workload on online purchasers. Despite successful web marketing of hedonic products such as CDs, we found that no contemporary providers of customized surfboards offered finished product e-tailing, nor used virtual reality technology to demonstrate performance. A real case study of online swimwear purchase demonstrated an improved purchase process. “Beachtown”, a virtual reality e-tailing environment related to a coastal tourism economy allowed further examination of apparel, surfboard and holiday purchase. Results indicate that an enhanced interactive virtual environment increases end user involvement and willingness to purchase.


Author(s):  
John Gammack ◽  
Christopher Hodkinson

Consumer purchasing online is considered, with interactivity highlighted as a critical end-user issue. Levels of user interactivity up to and including virtual reality environments are now realistic in e-tailing. Conceptualizing interactivity to recognize the relevance of perceptions to consumer engagement motivates a focus on the user interface. Aspects relating to trust, usability and involvement are identified, and examined in a series of linked studies focusing on hedonic and high-involvement products, particularly surfboards. Preliminary studies across a range of businesses and products indicated consumer willingness to purchase hedonic products online, but many businesses imposed a high workload on online purchasers. Despite successful web marketing of hedonic products such as CDs, we found that no contemporary providers of customized surfboards offered finished product e-tailing, nor used virtual reality technology to demonstrate performance. A real case study of online swimwear purchase demonstrated an improved purchase process. “Beachtown”, a virtual reality e-tailing environment related to a coastal tourism economy allowed further examination of apparel, surfboard and holiday purchase. Results indicate that an enhanced interactive virtual environment increases end user involvement and willingness to purchase.


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