scholarly journals Multimodality in VR: A survey

2022 ◽  
Author(s):  
Daniel Martin ◽  
Sandra Malpica ◽  
Diego Gutierrez ◽  
Belen Masia ◽  
Ana Serrano

Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this survey, we review the body of work addressing multimodality in VR, and its role and benefits in user experience, together with different applications that leverage multimodality in many disciplines. These works thus encompass several fields of research, and demonstrate that multimodality plays a fundamental role in VR; enhancing the experience, improving overall performance, and yielding unprecedented abilities in skill and knowledge transfer.

Author(s):  
Yong Min Kim ◽  
Ilsun Rhiu ◽  
Minshik Rhie ◽  
Hye Seon Choi ◽  
Myung Hwan Yun

Virtual reality (VR) is receiving enough attention to be regarded as a revival era and technologies related to the implementation of VR systems continue to evolve. VR systems are applied not only in entertainment but also in various fields such as medicine, rehabilitation, education, engineering, and military (Aïm, Lonjon, Hannouche, & Nizard, 2016; Howard, 2017; Lele, 2013). In particular, low-cost and immersive VR systems are commercialized to the general public, accelerating the revival of VR (Wang & Lindeman, 2015). In VR system, the research from the viewpoint of human–computer interaction and user experience (UX) is required to provide a high sense of immersion to the user. Therefore, the purpose of this study is to provide a structural methodology for classifying current VR researches and to review UX evaluation of VR systems systematically to identify research trends and to clarify future research directions. This study followed systematic review protocol of (PRISMA) (Liberati et al., 2009). To cover a broad spectrum of perspectives of engineering and medical fields, six web databases were selected: Scopus, Web of Science, Science direct, IEEE Xplore, EBSCO, and ProQuest. The main search keywords were virtual reality and user experience. These two words can be used in acronyms or other words. As a result, four and three words were chosen for virtual reality and user experience, respectively (‘virtual reality’, ‘virtual environment’, ‘VR,’ and ‘VE’ were chosen as keywords for virtual reality, ‘user experience’, ‘UX,’ and ‘human experience’). In addition, the journal articles in English were searched only. After the screening process was completed, final articles were selected based on the full-text. In this process, there were two essential selection conditions. The selected articles should use VR system and evaluate UX component. No restrictions other than these conditions were made. As a result, 78 articles were found to be consistent with the purpose of this study. As a result, there were two main points of discussion about UX studies in a VR system. The first is related to the implementation of equipment and technology including input devices, output devices, feedback forms, platforms, and applications. The other is related to research methods including user characteristics, interactions, and evaluation method. With respect to hand input devices, conventional input devices such as keyboards and game pads were used in many cases compared to trackable devices. However, as implementation techniques for natural interaction such as gesture recognition or real-time tracking of the body parts have been extensively developed, UX research needs to be conducted on VR systems that apply these techniques. In relation to feedback, stimuli other than visual stimuli were not frequently provided. Since providing multiple types of stimuli simultaneously may increase the user’s immersion and sense of reality, it is necessary to intensively study the effect of multi-sensory feedback in the future. In addition, there is a lack of academic research on CAVE and motion platforms. Though CAVE and motion platforms are difficult to set up for experimentation because they are expensive to build and require large space, there is a need to continually expand the UX research on this platform since the public will have more opportunities to access these platforms. Regarding research methods, most of the studies have focused on subjective measurements, quantitative research, laboratory experiments, and episode UX. To comprehensively understand the overall UX, it is necessary to conduct a qualitative study such as observation of subjects experiencing a VR system, think aloud, or deep interview with them, rather than evaluating UX only through a questionnaire. In addition, there was no case in which UX was evaluated in terms of momentary UX. However, there is a limit to evaluating the subjective measurement such as immersion, presence, and motion sickness during usage by directly asking the user, since the VR system provides an immersive environment to the user. Thus, behavioral characteristic or physiological signal of users can be used as one of the evaluation indicators of these measurements. Today, new VR systems are emerging and VR-related technologies are expected to evolve steadily. In this context, the findings can contribute to future research directions and provide insights into conducting UX evaluation in VR system.


2013 ◽  
Vol 19 (4) ◽  
pp. 597-605 ◽  
Author(s):  
Konstantina Kilteni ◽  
Ilias Bergstrom ◽  
Mel Slater

2020 ◽  
Author(s):  
Marta Matamala-Gomez ◽  
Eleonora Brivio ◽  
Alice CHIRICO ◽  
Clelia Malighetti ◽  
Olivia Realdon ◽  
...  

Virtual Reality (VR) has progressively emerged as an effective tool for wellbeing and health in clinical populations. VR effectiveness has been tested before in Anorexia Nervosa (AN) with full-body illusion. It consists in the embodiment of patients with AN into a different virtual body to modify their long-term memory of the body as a crucial factor for the onset and maintenance of this disorder. We extended this protocol using the autobiographical recall emotion-induction technique, in which patients recall an emotional episode of their life related to their body. In this pilot study, we aimed to test the usability and User Experience (UX) of this VR-based protocol. Five Italian women with AN were embodied in a virtual body resembling their perceived body size from an ego- and an allocentric perspective while remembering episodes of their life related to their body. High levels of embodiment were reported while embodied in a virtual body resembling their real perceived body size for ownership (p<0.0001), agency (p=0.04), and self-location (p=0.023). Negative affective state increase after session 2 (p=0.012), and positive affective state increase after session 4 (p=0.006) (PANAS). However, further iteration of the VR system is needed to improve the user experience and usability of the system.


2021 ◽  
Vol 2 (2) ◽  
pp. 5
Author(s):  
Masashi Matsumura ◽  
Toshihisa Murofushi

Human postural control is regulated by the vestibular, somatosensory, and visual systems. These types of sensory information are integrated in the central nervous system to ascertain the body’s position in space. Proper functioning of the vestibular, somatosensory, and visual senses is necessary for the body to maintain equilibrium. Bilateral vestibulopathy (BVP) is a condition in which bilateral peripheral vestibular function is reduced. Its treatment includes vestibular rehabilitation (VeR), balance training, counseling, treating the underlying cause, and avoiding further damage to the vestibular system. As VeR is often tedious for patients, patient motivation is required or patients may drop out of the program. To solve this problem, in recent years, there have been increasing reports of VeR using virtual reality, which increases vestibulo-ocular reflex gain and decreased dizziness by inducing adaptation. In this review, we discuss VeR, particularly for BVP, and VeR using virtual reality.


Author(s):  
Sita Popat

This chapter considers how the use of screendance within performances and installations affects the ways in which audiences and participants experience bodies in space by transcending the dimensions ascribed to them traditionally by the material world and the projection screen. Mixed reality and “ubiquitous computing” are increasingly embedded in our social and cultural experiences, and three dance or dance-related examples that use them are examined: Merce Cunningham’s Biped, igloo’s SwanQuake: House, and Paul Sermon’s Telematic Dreaming. Virtual reality can have a realistic perspective that creates an environment comparable to the physical world, or it can challenge Euclidean space and Newtonian physics by highlighting phenomena that can only exist in the virtual world—yet both of these can create binaries that disrupt embodied experiences by prioritizing concept over sensation. Dance has much to offer in developing understandings of how the body and technology can manage and overcome binary tendencies within a mixed reality environment.


2020 ◽  
Vol 56 (S2) ◽  
pp. 81-94
Author(s):  
Anna Latawiec

The development of computer sciences has transformed the way of thinking and our perception of the world. To express this new view of the world, a new language is created, which uses such notions as “virtuality”, “virtual world”, “virtual reality”. These words have already worked in our colloquial speech and our thinking. However, they are used in various contexts and have a different meaning. The paper offers some remarks on the problem of the meaning of these notions and draws some consequences of their interpretation.


2021 ◽  
Vol 9 (1) ◽  
pp. 5-16 ◽  
Author(s):  
Lars-Ole Wehden ◽  
Felix Reer ◽  
Robin Janzik ◽  
Wai Yen Tang ◽  
Thorsten Quandt

Researchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research has shown that VR technology can improve the gaming experience in a number of ways compared to traditional desktop gaming, for instance by amplifying immersion and flow. However, on the downside, a mismatch between physical locomotion and the movements of the avatar in the virtual world can also lead to unpleasant feelings when using VR technology—often referred to as cybersickness. One solution to this problem may be the implementation of novel passive repositioning systems (also called omnidirectional treadmills) that are designed to allow a continuous, more natural form of locomotion in VR. In the current study, we investigate how VR technology and the use of an omnidirectional treadmill influence the gaming experience. Traditional desktop gaming, VR gaming, and omnidirectional treadmill gaming are compared in a one-factorial experimental design (<em>N</em> = 203). As expected, we found that VR gaming on the one hand leads to higher levels of flow, presence, and enjoyment, but at the same time also is accompanied by higher levels of cybersickness than traditional desktop gaming. The use of the omnidirectional treadmill did not significantly improve the gaming experience and also did not reduce cybersickness. However, this more physically demanding form of locomotion may make omnidirectional treadmills interesting for exergame designers.


Author(s):  
Ahmad Nasikun ◽  
Bagas Y. Wijonarko ◽  
Raja Bagus Arief Rahman ◽  
Anugerah Galang Persada ◽  
Sunu Wibirama

As a country with abundant traditional culture, Indonesia is facing serious challenge in conserving them. There is a need to promote the traditional culture to a wider area of people, particularly to the younger generation. Virtual world offers a new way of promoting a nation’s culture via Virtual Reality (VR). This research aims to develop a VR-based platformer mobile game to promote cultural awareness in a new and creative way for younger generation. In the game, a player can observe one famous architectural heritage in Yogyakarta—Mesjid Gedhe Kauman—in fun way of game. A survey is conducted to measure its success in reaching the predetermined goals and to measure its user experience (UX). The survey confirm that the VR-based platformer game helps them in learning cultural value of the architecture (62.5/100) and it is relatively easy to navigate (72.5/100). Moreover, it has a good user experience (UX) score—all are above 0.8, meaning that its users are generally comfortable in playing the game.


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