Knowledge-based animation of articulated anthropomorphic models for virtual reality applications

Author(s):  
H.J.W. Spoelder ◽  
E.M. Petriu ◽  
T. Whalen ◽  
D.C. Petriu ◽  
M. Cordea
2007 ◽  
Vol 16 (6) ◽  
pp. 623-642 ◽  
Author(s):  
Marc Cavazza ◽  
Jean-Luc Lugrin ◽  
Marc Buehner

Causality is an important aspect of how we construct reality. Yet, while many psychological phenomena have been studied in their relation to virtual reality (VR), very little work has been dedicated specifically to causal perception, despite its potential relevance for user interaction and presence. In this paper, we describe the development of a virtual environment supporting experiments with causal perception. The system, inspired from psychological data, operates by intercepting events in the virtual world, so as to create artificial co-occurrences between events and their subsequent effects. After recognizing high-level events and formalizing them with a symbolic representation inspired from robotics planning, it modifies the events' effects using knowledge-based operators. The re-activation of the modified events creates co-occurrences inducing causal impressions in the user. We conducted experiments with fifty-three subjects who had to interact with virtual world objects and were presented with alternative consequences for their actions, generated by the system using various levels of plausibility. At the same time, these subjects had to answer ten items from the Presence Questionnaire corresponding mainly to control and realism factors: causal perception appears to have a positive impact on these items. The implications of this work are twofold: first, causal perception can provide an interesting experimental setting for some presence determinants, and second, the elicitation of causal impressions can become part of VR technologies to provide new forms of VR experiences.


2021 ◽  
Vol 57 (9) ◽  
pp. 6209-6219
Author(s):  
Anasuya Bardhan

Purpose – “Augmented and Virtual Reality” is a trend in retail that is lately catching a lot of attraction. These interactive technologies enhance the retail process by offering a better shopping experience and affects consumer's preference towards the retailers. Retailers need to align their business model to counteract the changing traffic patterns. This study will help in inferring trends, themes researched, identifying the prolific authors, researchers, and present the big picture. Methodology - To understand the current research state, Biblioshiny and VOS viewer has been employed to conduct a quantitative study on research papers done in the field of AR/VR in retail during the period 1993-2020 from the “Web of Science core database”.    Findings - (1) Increase in publication of papers in the past 27 years, divided into 2 parts: a low exploration period and developmental period. (2) The research covers 38 countries. With respect to the research volume, the top five countries being – (i) “China”, (ii) “the United States”, (iii) “the United Kingdom”, (iv) “Germany”, and (v) “South Korea”. There has been a lot of collaboration between these countries, with maximum collaboration between the USA and China. (3) Virtual Reality, Retailing, Interactivity are amongst the trending keywords in this field in recent years. (4) The main research themes in area of AR/VR in retail mainly focuses on the research directions like – the adoption of the technology, impact on consumer behavior, and performance and user's information control.   An overview of present state of academic studies was generated by employing a knowledge-based map which recognises researcher collaboration networks. This study is riveting as it has rarely been examined in this in a new manner.


2020 ◽  
Vol 7 (1) ◽  
pp. 44
Author(s):  
Catherine Purcell

<p>The importance of road safety education is widely acknowledged; however, there is a lack of consistency in road safety interventions currently being used in UK schools. Furthermore, the majority of road safety educational programmes use knowledge-based methods, which do not necessarily translate to improved behaviour in real traffic environments. The use of virtual reality is starting to emerge as a viable option, as it allows for repeated risk-free practice. This study aimed to test the efficacy and playability of a virtual reality road crossing iPad-based game with children aged 7-9 years. A total of 137 children from primary school years 3 and 4 completed the study. The game comprised ten levels increasing in complexity. Participants navigated to a target using a magic portal into the virtual world (the iPad position matching the direction of travel). Remote, anonymous in-game data were collected and the results suggested that performance was significantly better on their final attempt compared to their first attempt, regardless of age of gender. Overall, the results suggest that the iPad-based game allowed the children to practice road crossing in an immersive environment, without risk, and could provide a useful, evidence-based addition to current road safety education in UK schools.</p>


2019 ◽  
Vol 95 (2) ◽  
pp. 172-177 ◽  
Author(s):  
A. M. Bolshakov ◽  
Vyacheslav N. Krut’Ko ◽  
E. N. Kutepov ◽  
O. A. Mamikonova ◽  
N. S. Potemkina ◽  
...  

There were analyzed psychogygienic problems of the impact of the informational environment on children and adolescents. Their scope and controversy are shown. There are considered such problems related with virtual reality as clip thinking, consciousness manipulating, network self-identification, Internet dependence. The possibility of the creation of a knowledge-based society is set against a change of the development of consumer society. As a basic method for adaptation of children and adolescents to permanently informational environment there is proposed the aim-oriented development of cognitive and creative abilities and also skills ofknowledge extraction form information. The delivery of psychohygienic technologies for the work with information will allow to withstand against a destroying effect of mass culture and to use resourcefully opportunities of non-linear virtual environment.


2020 ◽  
Vol 59 (2) ◽  
pp. 134
Author(s):  
Daniel G. Kipnis

As part of the democratization of information, libraries are expanding their offerings beyond knowledge-based resources into the realm of virtual reality. In Beyond Reality, Varnum produces nine unique chapters on augmented, virtual, and mixed realities (AR/VR/MR). Six of the chapters are university case studies, two are from public libraries, and the final chapter is from an intellectual property attorney. The selected case studies offer a variety of geographic locations and sizes, which will help match libraries considering pursuing AR/VR/MR programs.


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