scholarly journals Social viewing in cinematic virtual reality: a design space for social movie applications

2020 ◽  
Author(s):  
Sylvia Rothe ◽  
Alexander Schmidt ◽  
Mario Montagud ◽  
Daniel Buschek ◽  
Heinrich Hußmann

AbstractSince watching movies is a social experience for most people, it is important to know how an application should be designed for enabling shared cinematic virtual reality (CVR) experiences via head-mounted displays (HMDs). Viewers can feel isolated when watching omnidirectional movies with HMDs. Even if they are watching the movie simultaneously, they do not automatically see the same field of view, since they can freely choose their viewing direction. Our goal is to explore interaction techniques to efficiently support social viewing and to improve social movie experiences in CVR. Based on the literature review and insights from earlier work, we identify seven challenges that need to be addressed: communication, field-of-view (FoV) awareness, togetherness, accessibility, interaction techniques, synchronization, and multiuser environments. We investigate four aspects (voice chat, sending emotion states, FoV indication, and video chat) to address some of the challenges and report the results of four user studies. Finally, we present and discuss a design space for CVR social movie applications and highlight directions for future work.

2019 ◽  
Vol 27 (1) ◽  
pp. 15-31 ◽  
Author(s):  
Stanislava Rangelova ◽  
Elisabeth Andre

This article discusses factors related to simulation sickness in virtual reality driving simulations with head-mounted displays. Simulation sickness is a well-known phenomenon that has physiological effects on users, such as disorientation, headache, and nausea. There are three major theories why simulation sickness arises. Previous research on this phenomenon has mostly concentrated on driving or flying simulators with standard computer displays. It is, therefore, possible to conclude that any simulated environment could have such an effect, and virtual reality should not be considered an exception to such problems. While virtual reality has had and will continue to have a positive impact on the development and testing of new automotive interior concepts, simulation sickness is a significant drawback. Despite the advances in technology, discomfort from using head-mounted displays has yet to be resolved. A review of these displays in the context of virtual reality driving applications over the recent years will be presented. Moreover, characterization and comparison of approaches to mitigate simulation sickness will be given in the text. Concluding suggestions for future work on the correlation between simulation sickness and a virtual driving environment will be provided.


2021 ◽  
Vol 5 (7) ◽  
pp. 36
Author(s):  
Jingyi Li ◽  
Alexandra Mayer ◽  
Andreas Butz

Virtual Reality (VR) has become a consumer-grade technology, especially with the advent of standalone headsets working independently from a powerful computer. Domestic VR mainly uses the visual and auditory senses since VR headsets make this accessible. Haptic feedback, however, has the potential to increase immersion substantially. So far, it is mostly used in laboratory settings with specialized haptic devices. Especially for domestic VR, there is underexplored potential in exploiting physical elements of the often confined space in which it is used. In a literature review (n = 20), we analyzed VR interaction using haptic feedback with or without physical limitations. From this, we derive a design space for VR haptics across three spatial scales (seated, standing, and walking). In our narrow selection of papers, we found inspirations for future work and will discuss two example scenarios. Our work gives a current overview of haptic VR solutions and highlights strategies for adapting laboratory solutions to an everyday context.


2021 ◽  
Vol 11 (4) ◽  
pp. 1367
Author(s):  
Jorge C. S. Cardoso ◽  
Jorge M. Ribeiro

Tangible User Interface (TUI) represents a huge potential for Virtual Reality (VR) because tangibles can naturally provide rich haptic cues which are often missing in VR experiences that make use of standard controllers. We are particularly interested in implementing TUIs for smartphone-based VR, given the lower usage barrier and easy deployment. In order to keep the overall system simple and accessible, we have explored object detection through visual markers, using the smartphone’s camera. In order to help VR experience designers, in this work we present a design space for marker-based TUI for VR. We have mapped this design space by developing several marker-based tangible interaction prototypes and through a formative study with professionals with different backgrounds. We then instantiated the design space in a Tangible VR Book which we evaluate with remote user studies inspired by the vignette methodology.


2021 ◽  
Author(s):  
Polona Caserman ◽  
Augusto Garcia-Agundez ◽  
Alvar Gámez Zerban ◽  
Stefan Göbel

AbstractCybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and dizziness that users experience during or after virtual reality immersion. Initially discovered in flight simulators, commercial virtual reality (VR) head-mounted displays (HMD) of the current generation also seem to cause CS, albeit in a different manner and severity. The goal of this work is to summarize recent literature on CS with modern HMDs, to determine the specificities and profile of immersive VR-caused CS, and to provide an outlook for future research areas. A systematic review was performed on the databases IEEE Xplore, PubMed, ACM, and Scopus from 2013 to 2019 and 49 publications were selected. A summarized text states how different VR HMDs impact CS, how the nature of movement in VR HMDs contributes to CS, and how we can use biosensors to detect CS. The results of the meta-analysis show that although current-generation VR HMDs cause significantly less CS ($$p<0.001$$ p < 0.001 ), some symptoms remain as intense. Further results show that the nature of movement and, in particular, sensory mismatch as well as perceived motion have been the leading cause of CS. We suggest an outlook on future research, including the use of galvanic skin response to evaluate CS in combination with the golden standard (Simulator Sickness Questionnaire, SSQ) as well as an update on the subjective evaluation scores of the SSQ.


Electronics ◽  
2021 ◽  
Vol 10 (6) ◽  
pp. 715
Author(s):  
Alexander Schäfer ◽  
Gerd Reis ◽  
Didier Stricker

Virtual Reality (VR) technology offers users the possibility to immerse and freely navigate through virtual worlds. An important component for achieving a high degree of immersion in VR is locomotion. Often discussed in the literature, a natural and effective way of controlling locomotion is still a general problem which needs to be solved. Recently, VR headset manufacturers have been integrating more sensors, allowing hand or eye tracking without any additional required equipment. This enables a wide range of application scenarios with natural freehand interaction techniques where no additional hardware is required. This paper focuses on techniques to control teleportation-based locomotion with hand gestures, where users are able to move around in VR using their hands only. With the help of a comprehensive study involving 21 participants, four different techniques are evaluated. The effectiveness and efficiency as well as user preferences of the presented techniques are determined. Two two-handed and two one-handed techniques are evaluated, revealing that it is possible to move comfortable and effectively through virtual worlds with a single hand only.


2021 ◽  
Vol 40 (2) ◽  
pp. 1-15
Author(s):  
Minqi Wang ◽  
Emily A. Cooper

Dichoptic tone mapping methods aim to leverage stereoscopic displays to increase visual detail and contrast in images and videos. These methods, which have been called both binocular tone mapping and dichoptic contrast enhancement , selectively emphasize contrast differently in the two eyes’ views. The visual system integrates these contrast differences into a unified percept, which is theorized to contain more contrast overall than each eye’s view on its own. As stereoscopic displays become increasingly common for augmented and virtual reality (AR/VR), dichoptic tone mapping is an appealing technique for imaging pipelines. We sought to examine whether a standard photographic technique, exposure bracketing, could be modified to enhance contrast similarly to dichoptic tone mapping. While assessing the efficacy of this technique with user studies, we also re-evaluated existing dichoptic tone mapping methods. Across several user studies; however, we did not find evidence that either dichoptic tone mapping or dichoptic exposures consistently increased subjective image preferences. We also did not observe improvements in subjective or objective measures of detail visibility. We did find evidence that dichoptic methods enhanced subjective 3D impressions. Here, we present these results and evaluate the potential contributions and current limitations of dichoptic methods for applications in stereoscopic displays.


2021 ◽  
pp. 1-52
Author(s):  
Alexandra Bloesch-Paidosh ◽  
Kristina Shea

Abstract When designing for Additive Manufacturing (AM), designers often need assistance in breaking out of their conventional manufacturing mind-set. Previously, Blösch-Paidosh and Shea (2019) derived Design Heuristics for AM (DHAM) to assist designers in doing this during the early phases of the design process. This work proposes a set of 25 multi-modal cards and objects to accompany each of the Design Heuristics for AM and studies their effect through a series of controlled, novice user studies conducted using both teams and individuals who redesign a city E-Bike. The resulting AM concepts are analyzed in terms of the quantity of design modifications relevant for AM, AM-flexibility, novelty, and variety. It is found that the DHAM cards and objects increase the inclusion of AM concepts, AM modifications, and the unique capabilities of AM in the concepts generated by both individuals and teams. They also increase the creativity of the concepts generated by both individuals and teams, as measured through a series of defined metrics. Further, the objects in combination with the cards are more effective at stimulating the generation of a wider variety of designs than the cards alone. Future work will focus on studying the use of the DHAM cards and objects in an industrial setting.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


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.


Sign in / Sign up

Export Citation Format

Share Document