Immersive reading in virtual and augmented reality environment

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Pei-Luen Patrick Rau ◽  
Jian Zheng ◽  
Zhi Guo

Purpose This study aims to investigate “immersive reading,” which occurs when individuals read text while in a virtual reality (VR) or augmented reality (AR) environment. Design/methodology/approach In Experiment 1, 64 participants read text passages and answered multiple-choice questions in VR and AR head-mounted displays (HMDs) compared with doing the same task on liquid crystal display (LCD). In Experiment 2, 31 participants performed the same reading tasks but with two VR HMDs of different display quality. Findings Compared with reading on LCD as the baseline, participants reading in VR and AR HMDs got 82% (VR) and 88% (AR) of the information accurately. Participants tended to respond more accurately and faster, though not statistically significant, with the VR HMD of higher pixel density in the speed-reading task. Originality/value The authors observed the speed and accuracy of reading in VR and AR environments, compared with the reading speed and accuracy on an LCD monitor. The authors also compared the reading performance on two VR HMDs that differed in display quality but were otherwise similar in every way.

Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2234
Author(s):  
Sebastian Kapp ◽  
Michael Barz ◽  
Sergey Mukhametov ◽  
Daniel Sonntag ◽  
Jochen Kuhn

Currently an increasing number of head mounted displays (HMD) for virtual and augmented reality (VR/AR) are equipped with integrated eye trackers. Use cases of these integrated eye trackers include rendering optimization and gaze-based user interaction. In addition, visual attention in VR and AR is interesting for applied research based on eye tracking in cognitive or educational sciences for example. While some research toolkits for VR already exist, only a few target AR scenarios. In this work, we present an open-source eye tracking toolkit for reliable gaze data acquisition in AR based on Unity 3D and the Microsoft HoloLens 2, as well as an R package for seamless data analysis. Furthermore, we evaluate the spatial accuracy and precision of the integrated eye tracker for fixation targets with different distances and angles to the user (n=21). On average, we found that gaze estimates are reported with an angular accuracy of 0.83 degrees and a precision of 0.27 degrees while the user is resting, which is on par with state-of-the-art mobile eye trackers.


Author(s):  
Pierre-Yves Laffont ◽  
Ali Hasnain ◽  
Shukri B. Jalil ◽  
Kutluhan Buyukburc ◽  
Pierre-Yves Guillemet ◽  
...  

Sensors ◽  
2021 ◽  
Vol 21 (17) ◽  
pp. 5765
Author(s):  
Soram Kim ◽  
Seungyun Lee ◽  
Hyunsuk Kang ◽  
Sion Kim ◽  
Minkyu Ahn

Since the emergence of head-mounted displays (HMDs), researchers have attempted to introduce virtual and augmented reality (VR, AR) in brain–computer interface (BCI) studies. However, there is a lack of studies that incorporate both AR and VR to compare the performance in the two environments. Therefore, it is necessary to develop a BCI application that can be used in both VR and AR to allow BCI performance to be compared in the two environments. In this study, we developed an opensource-based drone control application using P300-based BCI, which can be used in both VR and AR. Twenty healthy subjects participated in the experiment with this application. They were asked to control the drone in two environments and filled out questionnaires before and after the experiment. We found no significant (p > 0.05) difference in online performance (classification accuracy and amplitude/latency of P300 component) and user experience (satisfaction about time length, program, environment, interest, difficulty, immersion, and feeling of self-control) between VR and AR. This indicates that the P300 BCI paradigm is relatively reliable and may work well in various situations.


2019 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
David Greene ◽  
Michael Groenendyk

Purpose The growing popularity of virtual and augmented reality (VR and AR) technologies, and increased research into their educational uses, has seen them appearing in a significant number of academic libraries. Little is known, however, about how many libraries have actually adopted these technologies or how they have structured library services around them. The purpose of this paper is to answer these questions. Design/methodology/approach The authors surveyed the websites of the Association of Research Libraries (ARL) member libraries to gather information about the availability of VR and AR equipment as well as information about how access is provided. Recorded details about these services included information about staffing, dedicated space, software, what type of technology was offered and whether or not the technology was lent out or only made available for in-library use. Findings Results of the research project showed that a significant number of ARL-member libraries do offer access to VR technology. AR technology was much less widespread. The most common technologies offered were the Oculus Rift and HTC Vive. The technology was most typically offered for in-library use only. There were few details about staff or what software was offered to be used with the technology. Originality/value While there is growing research around how VR and AR is being used in education, little research has been undertaken into how libraries are adopting these technologies. This paper summarizes the research that has been done so far and also takes the next step of providing a larger picture of how widespread the adoption of VR and AR technologies has been within academic libraries, as well as how access to these technologies is being provided.


2017 ◽  
Vol 34 (4) ◽  
pp. 1-4 ◽  
Author(s):  
Adetoun A. Oyelude

Purpose Virtual reality (VR) and augmented reality (AR) are technologies gaining more ground, and their uses in libraries and for educational purposes are expanding. Design/methodology/approach Ethical and legal issues in the use of VR and AR are bound to arise in future if the technology is used for less-than-laudable functions. Findings For now, the Western world uses both technologies more, even though it is free and, in some cases, less expensive than before now. Originality/value It superimposes a computer-generated image on a user’s view of the real world, providing a composite view. Both technologies aim to make the user feel a sense of being there and experiencing what is being viewed in real time.


2021 ◽  
Author(s):  
Trevor Nelson

Virtual Reality (VR) and Augmented Reality (AR), provide immersive experiences that are increasingly considered for implementation within Theme Parks. This paper seeks to determine the impact of virtual technologies on the Theme Parks. The method for this paper involved interviews with industry leading experts from the Theme Park industry. The interviews were structured to determine more detailed information on how they are approaching VR/AR in Theme Park attractions. Theme Parks need to provide guests with something they can’t get at home. There are many challenges with head mounted displays (HMD) in Theme Parks, as a result, several participants pointed to Mixed Reality (MR) as a better current solution. It mixes physical spaces with digital overlays with less complicated and operationally challenging technology. New attractions using VR/AR/MR technologies need to carefully consider what content they will use, mechanics of the experience and the business case to ultimately achieve overall success.


2021 ◽  
Author(s):  
Daniel Schneider ◽  
Verena Biener ◽  
Alexander Otte ◽  
Travis Gesslein ◽  
Philipp Gagel ◽  
...  

Author(s):  
Farakh Zaman ◽  
William Drake ◽  
James Intriligator ◽  
Aaron Gardony ◽  
MA Natick ◽  
...  

Virtual and augmented reality have made it possible to test new technologies for military missions - such as using augmented reality to support complicated subterranean (sub-t) missions. The military will soon offer operators the ability to wear augmented reality (AR) head-mounted displays (HMDs) while conducting missions. Therefore, it is crucial to understand how this emerging technology will positively and negatively impact Soldiers’ ability to execute missions. This paper describes the development of a virtual reality (VR) scenario designed to support user experience research for evaluating the efficacy of Soldier AR systems during sub-t operations. We describe usability test results that captured feedback and reactions to the VR scenario and the AR interface that presented critical information through a VR HMD. We conclude with lessons learned from our development process and future research plans.


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