scholarly journals Towards Balancing VR Immersion and Bystander Awareness

2021 ◽  
Vol 5 (ISS) ◽  
pp. 1-22
Author(s):  
Yoshiki Kudo ◽  
Anthony Tang ◽  
Kazuyuki Fujita ◽  
Isamu Endo ◽  
Kazuki Takashima ◽  
...  

Head-mounted displays (HMDs) increase immersion into virtual worlds. The problem is that this limits headset users' awareness of bystanders: headset users cannot attend to bystanders' presence and activities. We call this the HMD boundary. We explore how to make the HMD boundary permeable by comparing different ways of providing informal awareness cues to the headset user about bystanders. We adapted and implemented three visualization techniques (Avatar View, Radar and Presence++) that share bystanders' location and orientation with headset users. We conducted a hybrid user and simulation study with three different types of VR content (high, medium, low interactivity) with twenty participants to compare how these visualization techniques allow people to maintain an awareness of bystanders, and how they affect immersion (compared to a baseline condition). Our study reveals that a see-through avatar representation of bystanders was effective, but led to slightly reduced immersion in the VR content. Based on our findings, we discuss how future awareness visualization techniques can be designed to mitigate the reduction of immersion for the headset user.

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.


Author(s):  
Y. Cao ◽  
M. Previtali ◽  
M. Scaioni

Abstract. In the wake of the success of Deep Learning Networks (DLN) for image recognition, object detection, shape classification and semantic segmentation, this approach has proven to be both a major breakthrough and an excellent tool in point cloud classification. However, understanding how different types of DLN achieve still lacks. In several studies the output of segmentation/classification process is compared against benchmarks, but the network is treated as a “black-box” and intermediate steps are not deeply analysed. Specifically, here the following questions are discussed: (1) what exactly did DLN learn from a point cloud? (2) On the basis of what information do DLN make decisions? To conduct such a quantitative investigation of these DLN applied to point clouds, this paper investigates the visual interpretability for the decision-making process. Firstly, we introduce a reconstruction network able to reconstruct and visualise the learned features, in order to face with question (1). Then, we propose 3DCAM to indicate the discriminative point cloud regions used by these networks to identify that category, thus dealing with question (2). Through answering the above two questions, the paper would like to offer some initial solutions to better understand the application of DLN to point clouds.


2010 ◽  
Vol 19 (4) ◽  
pp. 291-301 ◽  
Author(s):  
Nonny de la Peña ◽  
Peggy Weil ◽  
Joan Llobera ◽  
Bernhard Spanlang ◽  
Doron Friedman ◽  
...  

This paper introduces the concept and discusses the implications of immersive journalism, which is the production of news in a form in which people can gain first-person experiences of the events or situation described in news stories. The fundamental idea of immersive journalism is to allow the participant, typically represented as a digital avatar, to actually enter a virtually recreated scenario representing the news story. The sense of presence obtained through an immersive system (whether a Cave or head-tracked head-mounted displays [HMD] and online virtual worlds, such as video games and online virtual worlds) affords the participant unprecedented access to the sights and sounds, and possibly feelings and emotions, that accompany the news. This paper surveys current approaches to immersive journalism and the theoretical background supporting claims regarding avatar experience in immersive systems. We also provide a specific demonstration: giving participants the experience of being in an interrogation room in an offshore prison. By both describing current approaches and demonstrating an immersive journalism experience, we open a new avenue for research into how presence can be utilized in the field of news and nonfiction.


2009 ◽  
Vol 9 (2) ◽  
pp. 152-164 ◽  
Author(s):  
Andreas Kjellin ◽  
Lars Winkler Pettersson ◽  
Stefan Seipel ◽  
Mats Lind

New technologies and techniques allow novel kinds of visualizations and different types of 3D visualizations are constantly developed. We propose a categorization of 3D visualizations and, based on this categorization, evaluate two versions of a space-time cube that show discrete spatiotemporal data. The two visualization techniques used are a head-tracked stereoscopic visualization (‘strong 3D’) and a static monocular visualization (‘weak 3D’). In terms of effectiveness and efficiency the weak 3D visualization is as good as the strong 3D and thus the need for advanced 3D visualizations in these kinds of tasks may not be necessary.


Author(s):  
Jeffrey M. Morris

Developments in electronic communications are drastically changing what it means to be human and to interact with humans. The value of recent technological developments to artists is more than doing more, faster and better; it is also the ability to highlight and elevate humanness in new ways through art, even by appearing to replace the real with the virtual. New tools don’t simply replace humans, they allow human creators to shift into new realms of creation: creating dynamic systems and worlds instead of static products. This chapter will give consideration to the different types of presence manifest in various communications formats, stage presence in technology-mediated performance, and several artworks that bring new light to the artist’s approach to virtual worlds as a kind of counterpoint with reality.


2021 ◽  
Vol 46 (1) ◽  
pp. 201-210
Author(s):  
Ekaterina Starodvorskaia

The paper deals with the linguistic means that had helped us to adapt to virtual reality and that now seem to us to have existed always. The words and expressions didn’t appear out ofnowhere – they were imported from our everyday language where they had been used for naming objects and processes in the real world. Thus the new realm, such as the physical one, was marked by language signs that determine the nature and the structure of our conception of the Internet which is interpreted generally as a physical space (different types of the latter). These signs are described here in terms of conceptual metaphor theory. Recently we have been dealing with some new, “web-born” expressions. It is shown that such expressions are no more limited to the describing of the Internet and are extended to the real world; it can be said they provide us with new tools to interpret the “old” reality. Thereby we can see the very moment when the source and the target domains (that is real and virtual worlds) are switching their places.


2017 ◽  
Vol 1 (4) ◽  
pp. 115 ◽  
Author(s):  
Vijaya Perumalla ◽  
B. Seetha Ramanjaneyulu ◽  
Ashok Kolli

Time-Slotted Channel hopping (TSCH) that was introduced in IEEE802.15.4e is a promising technique to offer deterministic data deliveries in Wireless Sensor Networks (WSN). Its main strength lies in using multiple channels for the transmissions, using frequency hopping method. However, it takes more time for initializing the network, as beacons have to be released on multiple frequencies and scanning needs to be carried out by the devices in all those frequencies for joining the network. In this work, a simulation study is carried out to investigate the effect of these delays for different types of multihop networks. The benefit of introducing multiple coordinators in reducing these time delays is also studied. It is found that the delays are increasing linearly with the number of hops in the network and adding an additional coordinator can bring down the initialization time by half.


2019 ◽  
Vol 36 (3) ◽  
pp. e12384 ◽  
Author(s):  
Duen‐Ren Liu ◽  
Hsiu‐Yu Liao ◽  
Kuan‐Yu Chen ◽  
Yi‐Ling Chiu

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