Virtual reality based social communication platform: Implications on performance and eye gaze

Author(s):  
K B Pradeep Raj ◽  
Uttama Lahiri
Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 1051
Author(s):  
Si Jung Kim ◽  
Teemu H. Laine ◽  
Hae Jung Suk

Presence refers to the emotional state of users where their motivation for thinking and acting arises based on the perception of the entities in a virtual world. The immersion level of users can vary when they interact with different media content, which may result in different levels of presence especially in a virtual reality (VR) environment. This study investigates how user characteristics, such as gender, immersion level, and emotional valence on VR, are related to the three elements of presence effects (attention, enjoyment, and memory). A VR story was created and used as an immersive stimulus in an experiment, which was presented through a head-mounted display (HMD) equipped with an eye tracker that collected the participants’ eye gaze data during the experiment. A total of 53 university students (26 females, 27 males), with an age range from 20 to 29 years old (mean 23.8), participated in the experiment. A set of pre- and post-questionnaires were used as a subjective measure to support the evidence of relationships among the presence effects and user characteristics. The results showed that user characteristics, such as gender, immersion level, and emotional valence, affected their level of presence, however, there is no evidence that attention is associated with enjoyment or memory.


2020 ◽  
Vol 1518 ◽  
pp. 012020
Author(s):  
Shengfu Lu ◽  
Richeng Li ◽  
Jinan Jiao ◽  
Jiaming Kang ◽  
Nana Zhao ◽  
...  

2016 ◽  
Vol 55 (01) ◽  
pp. 79-83 ◽  
Author(s):  
A. Vourvopoulos ◽  
A. Bernardino ◽  
i Bermúdez Badia ◽  
J. Alves

Summary Introduction: This article is part of the Focus Theme of Methods of Information in Medicine on “Methodologies, Models and Algorithms for Patients Rehabilitation”. Objective: Identify eye gaze correlates of motor impairment in a virtual reality motor observation task in a study with healthy participants and stroke patients. Methods: Participants consisted of a group of healthy subjects (N = 20) and a group of stroke survivors (N = 10). Both groups were required to observe a simple reach-and-grab and place-and-release task in a virtual environment. Additionally, healthy subjects were required to observe the task in a normal condition and a constrained movement condition. Eye movements were recorded during the observation task for later analysis. Results: For healthy participants, results showed differences in gaze metrics when comparing the normal and arm-constrained conditions. Differences in gaze metrics were also found when comparing dominant and non-dominant arm for saccades and smooth pursuit events. For stroke patients, results showed longer smooth pursuit segments in action observation when observing the paretic arm, thus providing evidence that the affected circuitry may be activated for eye gaze control during observation of the simulated motor action. Conclusions: This study suggests that neural motor circuits are involved, at multiple levels, in observation of motor actions displayed in a virtual reality environment. Thus, eye tracking combined with action observation tasks in a virtual reality display can be used to monitor motor deficits derived from stroke, and consequently can also be used for re -habilitation of stroke patients.


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.


2018 ◽  
pp. 13-18
Author(s):  
Г. Ю. Омельченко ◽  
О. М. Осіпов

The authors consider the problem of communication as social reality in the context of conceptual representations of non-classical ontology. These views are based on the idea of variability in the interpretation of basic philosophical category of reality. Works of Chris Berry, Jean Baudrillard, Robin Dunbar, Paul Lazarsfeld, Harold Laswell, Andrew Zverintsev, Charles Cooley, Merab Mamardashvili, Alina Panfilova, Alan Pulford, Paul Smith, Arkady Ursuland and others are devoted to this problem.The article aims to clarify the ontological meaning of the concept «communicative reality». It can resolve conceptual representations of non-classical ontology that is based on the idea of variability of interpretation basic to the concept of space is a philosophical category of reality.Non-classical ontology interprets the concept of «reality» as a collection of objects and phenomena that have approximately the same being or exist in the same way. If being is the property of objects, and existence is their procedural characteristics, then reality is the very objects that possess this property and realize this action. Thus, the objects and phenomena of the material world exist in one way and form an objective reality. There is another way and form of artistic reality. Plans, projects, fantasies have a way of existence and form of mental reality. Therefore, there is an idea of coexistence of different realities. Thus, it is possible to consider not only one reality («actually existed»), but also different realities that constitute the «sector of existence». In this case, it is necessary to speak not about reality, but about reality in a particular sector of life (objective, subjective and virtual reality). That is, the communicative reality can be defined as the particular sector being associated with a subjective interpretation of the real world. Is it possible to define a specific combination of objects, existing solely in the communication processes according to the laws that differ from laws of objective and virtual reality?Therefore, social communication is the result of the interaction of objectively existing segments of the social structure, with defined interests and requests. Social communication is based on existing channels of social ties and actually existing social interests and preferences. It is established that the person prefers to obtain information from a limited number of sources, which he/ she considers asthe closest social environment. Information is perceived positively if it meets social needs of individuals. Information influence that does not consider requests and exceeds the threshold of perception is filtered out as information noise. The patterns of perception of information determine certain forms of informational influence.Thus, the communicative reality even when generating a virtual picture of the world relies on objectively existing social relations, patterns of perception of information and the channels of mass communication. To sum up, the authorsgive an ontological definition of communication space– a set of conditions of interaction of social facilities, with a focus on specific layers of links between the communication objects.


Sign in / Sign up

Export Citation Format

Share Document