scholarly journals Superman vs Giant: A Study on Spatial Perception for a Multi-Scale Mixed Reality Flying Telepresence Interface

2018 ◽  
Vol 24 (11) ◽  
pp. 2974-2982 ◽  
Author(s):  
Thammathip Piumsomboon ◽  
Gun A. Lee ◽  
Barrett Ens ◽  
Bruce H. Thomas ◽  
Mark Billinghurst
Author(s):  
Hyung-Il Kim ◽  
Taehei Kim ◽  
Eunhwa Song ◽  
Seo Young Oh ◽  
Dooyoung Kim ◽  
...  

2021 ◽  
Vol 2 ◽  
Author(s):  
Prasanth Sasikumar ◽  
Soumith Chittajallu ◽  
Navindd Raj ◽  
Huidong Bai ◽  
Mark Billinghurst

Conventional training and remote collaboration systems allow users to see each other’s faces, heightening the sense of presence while sharing content like videos or slideshows. However, these methods lack depth information and a free 3D perspective of the training content. This paper investigates the impact of volumetric playback in a Mixed Reality (MR) spatial training system. We describe the MR system in a mechanical assembly scenario that incorporates various instruction delivery cues. Building upon previous research, four spatial instruction cues were explored; “Annotation”, “Hand gestures”, “Avatar”, and “Volumetric playback”. Through two user studies that simulated a real-world mechanical assembly task, we found that the volumetric visual cue enhanced spatial perception in the tested MR training tasks, exhibiting increased co-presence and system usability while reducing mental workload and frustration. We also found that the given tasks required less effort and mental load when eye gaze was incorporated. Eye gaze on its own was not perceived to be very useful, but it helped to compliment the hand gesture cues. Finally, we discuss limitations, future work and potential applications of our system.


2020 ◽  
Vol 10 (2) ◽  
pp. 523
Author(s):  
Santiago Real ◽  
Alvaro Araujo

In this paper, the Virtually Enhanced Senses (VES) System is described. It is an ARCore-based, mixed-reality system meant to assist blind and visually impaired people’s navigation. VES operates in indoor and outdoor environments without any previous in-situ installation. It provides users with specific, runtime-configurable stimuli according to their pose, i.e., position and orientation, and the information of the environment recorded in a virtual replica. It implements three output data modalities: Wall-tracking assistance, acoustic compass, and a novel sensory substitution algorithm, Geometry-based Virtual Acoustic Space (GbVAS). The multimodal output of this algorithm takes advantage of natural human perception encoding of spatial data. Preliminary experiments of GbVAS have been conducted with sixteen subjects in three different scenarios, demonstrating basic orientation and mobility skills after six minutes training.


Author(s):  
Jacqueline A. Towson ◽  
Matthew S. Taylor ◽  
Diana L. Abarca ◽  
Claire Donehower Paul ◽  
Faith Ezekiel-Wilder

Purpose Communication between allied health professionals, teachers, and family members is a critical skill when addressing and providing for the individual needs of patients. Graduate students in speech-language pathology programs often have limited opportunities to practice these skills prior to or during externship placements. The purpose of this study was to research a mixed reality simulator as a viable option for speech-language pathology graduate students to practice interprofessional communication (IPC) skills delivering diagnostic information to different stakeholders compared to traditional role-play scenarios. Method Eighty graduate students ( N = 80) completing their third semester in one speech-language pathology program were randomly assigned to one of four conditions: mixed-reality simulation with and without coaching or role play with and without coaching. Data were collected on students' self-efficacy, IPC skills pre- and postintervention, and perceptions of the intervention. Results The students in the two coaching groups scored significantly higher than the students in the noncoaching groups on observed IPC skills. There were no significant differences in students' self-efficacy. Students' responses on social validity measures showed both interventions, including coaching, were acceptable and feasible. Conclusions Findings indicated that coaching paired with either mixed-reality simulation or role play are viable methods to target improvement of IPC skills for graduate students in speech-language pathology. These findings are particularly relevant given the recent approval for students to obtain clinical hours in simulated environments.


2011 ◽  
Author(s):  
Andrew Kenning ◽  
J. Scott Jordan ◽  
Cooper Cutting ◽  
Jim Clinton ◽  
Justin Durtschi

2014 ◽  
Author(s):  
J. Scott Jordan ◽  
Devin Gill ◽  
Rachel Dupuis
Keyword(s):  

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