scholarly journals Head-mounted displays as opera glasses: using mixed-reality to deliver an egalitarian user experience during live events

Author(s):  
Carl Bishop ◽  
Augusto Esteves ◽  
Iain McGregor
2020 ◽  
Vol 17 (1) ◽  
pp. 37-48 ◽  
Author(s):  
Florian Mundhenke

Audience research proves that possibilities of interaction in i-docs are often not fulfilled by the user, who is not really part of a ‘work in progress’ (as intended by the makers). With the shift and development of new digital formats (360-degree-films, nonfictional VR experiences, AR apps), the question of the possible interactive potential should be addressed once again. Since VR projects are fully immersive (mostly using head-mounted displays), there is no possible distraction from outside on the one hand. On the other hand, there is a shift from the computer game style aesthetic of early i-docs, with their pure spatial arrangement of events, to a more inclusive digital storytelling modality with the user experiencing his own world-building. This will be discussed with taking into consideration the non-fictional VR experience as a mode of actively combining immersion and storytelling for a satisfactory user experience. Afterwards two very different examples of nonfictional VR production will be presented, and their modalities will be briefly touched; the utilized approach and its user response will be discussed. A look at the future of possible developments concludes the essay.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


2021 ◽  
Author(s):  
Amel Yaddaden ◽  
Guillaume Spalla ◽  
Charles Gouin-Vallerand ◽  
Patty Semeniuk ◽  
Nathalie Bier

BACKGROUND Mixed reality is an emerging technology allowing to "blend" virtual objects in the actual user's environment. A way to realize this is by using head-mounted displays. Many recent studies have suggested the possibility of using this technology to support the cognition of people with neurodegenerative disorders. However, most studies explored improvements in cognition rather than in independence and safety during the accomplishment of daily living activities. It is therefore crucial to document the possibility of using mixed reality to support the independence of older adults in their daily life. OBJECTIVE This study is part of a larger user-centered design study of a cognitive orthosis using pure mixed reality to support independence of people living with neurodegenerative disorders (NDs). The objectives were to explore: (1) What are the main difficulties encountered by older adults with NDs in their daily life to ensure that the pure mixed reality meets their needs; (2) What are the most effective interventions with this population in order to determine what types of assistance should be given by the pure mixed reality technology; (3) How should the pure mixed reality technology provide assistance to promote safety and independence at home; and (4) What are the main facilitators and barriers for the use of this technology. METHODS We conducted a descriptive qualitative study with 5 focus groups with experts of the disease and its functional impacts (n = 29) to gather information. Qualitative data from the focus groups was analyzed through an inductive thematic analysis. RESULTS The themes emerging from the analysis will provide clear guidelines to the development team prototyping a first version of a cognitive orthosis based on pure mixed reality. CONCLUSIONS The cognitive orthosis that will be developed in the light of this study will act as a proof of concept of the possibility of supporting people with neurodegenerative disorders using pure mixed reality.


Author(s):  
Aleshia T. Hayes ◽  
Carrie L. Straub ◽  
Lisa A. Dieker ◽  
Charlie E. Hughes ◽  
Michael C. Hynes

New and emerging technology in the field of virtual environments has permitted a certain malleability of learning milieus. These emerging environments allow learning and transfer through interactions that have been intentionally designed to be pleasurable experiences. TLE TeachLivE™ is just such an emerging environment that engages teachers in practice on pedagogical and content aspects of teaching in a simulator. The sense of presence, engagement, and ludus of TLE TeachLivE™ are derived from the compelling Mixed Reality that includes components of off-the shelf and emerging technologies. Some of the noted features that have been identified relevant to the ludic nature of TeachLivE include the flow, fidelity, unpredicability, suspension of disbelief, social presence, and gamelike elements. This article explores TLE TeachLivE™ in terms of the ludology, paideic user experience, the source of the ludus, and outcomes of the ludic nature of the experience.


Author(s):  
Thiago D'Angelo ◽  
Saul Emanuel Delabrida Silva ◽  
Ricardo A. R. Oliveira ◽  
Antonio A. F. Loureiro

Virtual Reality and Augmented Reality Head-Mounted Displays (HMDs) have been emerging in the last years. These technologies sound like the new hot topic for the next years. Head-Mounted Displays have been developed for many different purposes. Users have the opportunity to enjoy these technologies for entertainment, work tasks, and many other daily activities. Despite the recent release of many AR and VR HMDs, two major problems are hindering the AR HMDs from reaching the mainstream market: the extremely high costs and the user experience issues. In order to minimize these problems, we have developed an AR HMD prototype based on a smartphone and on other low-cost materials. The prototype is capable of running Eye Tracking algorithms, which can be used to improve user interaction and user experience. To assess our AR HMD prototype, we choose a state-of-the-art method for eye center location found in the literature and evaluate its real-time performance in different development boards.


2021 ◽  
Vol 4 (4) ◽  
pp. 92
Author(s):  
Alfonsina Pagano ◽  
Eva Pietroni ◽  
Daniele Ferdani ◽  
Enzo d’Annibale

Within the EU CEMEC project framework, a novel approach for using holographic showcases in museums has been conceived and experimented upon in different venues in the context of an itinerant exhibition dealing with Early Medieval European collections. The purpose of this holographic showcase, the so-called “box of stories”, is to improve the link and interaction between real and virtual contents in the museum’s context, making the exhibited object “alive” in the visitors’ perception. An Avar sword and a Byzantine treasure have been used as the main case studies, and they have been experienced in the museums of several European regions by audiences with different cultural backgrounds. This has been a great opportunity to carry out user experience (UX) evaluations in order to collect feedback (from about 600 museum visitors) regarding the attractiveness of such a mixed reality (MR) system, its usability, the comprehension of the contents, the efficacy of the logistics and environmental conditions, as well as the educational impact. The results of such inquiries helped the CNR ISPC team to identify the most meaningful User eXperience Analytics (UXA) able to support the work of UX evaluators and UX designers to assess the efficacy of digital cultural products. Indeed, this manuscript presents UXA and tries to draft a concrete and effective evaluation model for future digital projects for museum contexts.


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