scholarly journals Back to reality: transition techniques from short HMD-based virtual experiences to the physical world

Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.

Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


Sensors ◽  
2020 ◽  
Vol 20 (10) ◽  
pp. 2944
Author(s):  
Ilesanmi Olade ◽  
Charles Fleming ◽  
Hai-Ning Liang

Virtual reality (VR) has advanced rapidly and is used for many entertainment and business purposes. The need for secure, transparent and non-intrusive identification mechanisms is important to facilitate users’ safe participation and secure experience. People are kinesiologically unique, having individual behavioral and movement characteristics, which can be leveraged and used in security sensitive VR applications to compensate for users’ inability to detect potential observational attackers in the physical world. Additionally, such method of identification using a user’s kinesiological data is valuable in common scenarios where multiple users simultaneously participate in a VR environment. In this paper, we present a user study (n = 15) where our participants performed a series of controlled tasks that require physical movements (such as grabbing, rotating and dropping) that could be decomposed into unique kinesiological patterns while we monitored and captured their hand, head and eye gaze data within the VR environment. We present an analysis of the data and show that these data can be used as a biometric discriminant of high confidence using machine learning classification methods such as kNN or SVM, thereby adding a layer of security in terms of identification or dynamically adapting the VR environment to the users’ preferences. We also performed a whitebox penetration testing with 12 attackers, some of whom were physically similar to the participants. We could obtain an average identification confidence value of 0.98 from the actual participants’ test data after the initial study and also a trained model classification accuracy of 98.6%. Penetration testing indicated all attackers resulted in confidence values of less than 50% (<50%), although physically similar attackers had higher confidence values. These findings can help the design and development of secure VR systems.


2021 ◽  
Vol 76 (3) ◽  
pp. 369-380
Author(s):  
Katharina Mohring ◽  
Nina Brendel

Abstract. Virtual reality (VR) enables users to have an alternate reality experience. The virtual world surrounds users and can be perceived atmospherically. However, VR triggers human perception with far-reaching consequences. VR worlds are hardly questioned by the consumers. The effects of virtual experiences could have a lasting impact on learning or acting. Therefore, it is necessary to reflect on the use of VR in educational contexts. In our research and teaching project students produced VR field trips on topics of urban society–environment research. Based on the project findings we explain how we implement VR as a practice of sense-based and content-based acquirement of space and a (visual) practice of mediation. A key element is the critical reflection on the meaning of body and emotion. This can be a way to mindfulness – both in the context of teaching and in the context of the transformation of society–environment relations in general.


Author(s):  
Sun Joo Ahn

Embodied experiences in virtual reality (VR) involves the reproduction of sufficiently realistic sensory information so that users are able to see, hear, and feel experiences as if they are going through them at the moment. A growing body of literature evinces that the effects of these virtual experiences carry over into the physical world to impact attitudes and behaviors in the physical world. Underlying mechanisms of embodied experiences that produce these outcomes are discussed in the context of media affordances or interactions between novel attributes of VR and user perceptions of them. Design implications to maximize persuasive effects are examined and illustrated with case studies. Finally, the limitations of embodied experiences are considered using the efficiency framework.


Author(s):  
Sita Popat

This chapter considers how the use of screendance within performances and installations affects the ways in which audiences and participants experience bodies in space by transcending the dimensions ascribed to them traditionally by the material world and the projection screen. Mixed reality and “ubiquitous computing” are increasingly embedded in our social and cultural experiences, and three dance or dance-related examples that use them are examined: Merce Cunningham’s Biped, igloo’s SwanQuake: House, and Paul Sermon’s Telematic Dreaming. Virtual reality can have a realistic perspective that creates an environment comparable to the physical world, or it can challenge Euclidean space and Newtonian physics by highlighting phenomena that can only exist in the virtual world—yet both of these can create binaries that disrupt embodied experiences by prioritizing concept over sensation. Dance has much to offer in developing understandings of how the body and technology can manage and overcome binary tendencies within a mixed reality environment.


1996 ◽  
Vol 2 (1) ◽  
pp. 21-33 ◽  
Author(s):  
Sarah M. North

This brief article reports on the use of virtual reality and its effectiveness on improving and maintaining learners' intrinsic motivation or interest. Research suggests that interest contributes to learning. Therefore a study of the impact of interests is essential to an understanding of intrinsic motivation. Since the virtual environment provides a sense of presence, it may be possible to create scenarios to stimulate the learners' curiosity and interest. Eighteen students, 11 males and 7 females, between 21 and 32 years old, served as subjects for the study. The experiment consisted of the physical world environment using wooden blocks, and the virtual world using virtual blocks. Both worlds used color and shape as variables. The two variables consisted of three shapes (sphere, pyramid, and cube), and three colors (red, green, and blue). In both worlds, the wooden blocks and virtual blocks had to be manipulated and arranged in nine different patterns. The first experiment started with a two-block pattern. At each step the difficulty was increased by increasing the number of blocks. The subject's score was based on a ten-point scale instrument administered at the end of each experiment. The scores ranged from very weak to very strong. The results were used to identify a significant difference between the subjects' performance in the virtual world and in physical world with respect to curiosity, interest, and sense of control. The interest level comparison indicated that for all subjects scores in the virtual world were always higher than the scores in the physical world. The sense of control level comparison indicated that in the beginning scores in the virtualworld were not always higher than the scores in the physical world. However, after orientation to navigation through the virtual environment, the mean score gradually rose. This research demonstrates that the virtual world is more useful than the physical world (with respect of color and shape) in increasing the memory span of the learner.


2020 ◽  
Author(s):  
Richard Schurz ◽  
Earl Bull

MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.


Frameless ◽  
2019 ◽  
Vol 1 (1) ◽  
pp. 1-3
Author(s):  
Saylee Bhide ◽  
◽  
Elizabeth Goins ◽  
Joe Geigel ◽  
◽  
...  

Virtual Reality leverages our cognitive and perceptual abilities to provide immersive experiences that recreate both the visual and aural elements of real spaces with a high degree of realism making it a suitable delivery platform for conveying narratives through games and films. Spatial sound is useful in enhancing immersion and presence of the user in a virtual world. This audio design allows the game designer to place audio cues that appropriately match with the visual cues in a virtual game environment. These localized audio cues placed in a story based game environment also help to evoke an emotional response from the user and construct the narrative of the game by capturing the user’s attention towards the guiding action events in the game. Our work currently involves a thorough literature study on the significance of debating the usefulness of spatial sound. Our future work involves conducting a user study for analyzing the same i.e., understanding how spatial sound improves user performance and user experience in a virtual game environment. Furthermore, with the help of the relevant subjective and objective inferences that will be collected from the user study conducted on four different evaluation models, our work will also analyze and establish the potential of spatial sound as a powerful storytelling tool in a virtual game environment.


Author(s):  
Alessandra Gorini ◽  
Andrea Gaggioli ◽  
Giuseppe Riva

The present chapter illustrates the past and the future of different virtual reality applications for the treatment of psychological disorders. After a brief technical description of the virtual reality systems, the rationale of using virtual reality to treat different psychological disorders, as well as the advantages that the online virtual worlds offer to the promising field of the virtual therapy will be discussed. However, challenges related to the potential risks of the use of virtual worlds and questions regarding privacy and personal safety will also be discussed. Finally, the chapter introduces the concept of “Interreality”, a personalized immersive form of e-therapy whose main novelty is a hybrid, closed-loop empowering experience bridging physical and virtual worlds. The main feature of interreality is a twofold link between the virtual and the real world: (a) behavior in the physical world influences the experience in the virtual one; (b) behavior in the virtual world influences the experience in the real one. This is achieved through: (1) 3D shared virtual worlds; (2) bio and activity sensors (that connect the real to the virtual world); (3) mobile internet appliances (that connect the virtual to the real world).


2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S306-S306
Author(s):  
Steven J Baker ◽  
Jenny Waycott ◽  
Jeni Warburton ◽  
Frances Batchelor

Abstract A large body of research demonstrates the positive impact that reminiscence activities can have on older adult wellbeing. Within this space, researchers have begun to explore how virtual reality (VR) technology might be used as a reminiscence tool. The immersive characteristics of VR could aid reminiscence by giving the sense of being fully present in a virtual environment that evokes the time being explored in the reminiscence session. However, to date, research into the use of VR as a reminiscence tool has overwhelmingly focussed on static environments that can only be viewed by a single user. This paper reports on a first-of-its-kind research project that used social VR (multiple users co-present in a single virtual environment), and 3D representations of personal artifacts (such as, photographs and recorded anecdotes), to allow a group of older adults to reminisce about their school experiences. Sixteen older adults aged 70-81 participated in a four-month user study, meeting in groups with a facilitator in a social virtual world called the Highway of Life. Results demonstrate how the social experience, tailored environment, and personal artifacts that were features of the social VR environment allowed the older adults to collaboratively reminisce about their school days. We conclude by considering the benefits and challenges associated with using social VR as a reminiscence tool with older adults.


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