scholarly journals Body Language Influences on Facial Identification at Passport Control: An Exploration in Virtual Reality

i-Perception ◽  
2020 ◽  
Vol 11 (5) ◽  
pp. 204166952095803
Author(s):  
Hannah M. Tummon ◽  
John Allen ◽  
Markus Bindemann

Person identification at airports requires the matching of a passport photograph to its bearer. One aim of this process is to find identity impostors, who use valid identity documents of similar-looking people to avoid detection. In psychology, this process has been studied extensively with static pairs of face photographs that require identity match (same person shown) versus mismatch (two different people) decisions. However, this approach provides a limited proxy for studying how other factors, such as nonverbal behaviour, affect this task. The current study investigated the influence of body language on facial identity matching within a virtual reality airport environment, by manipulating activity levels of person avatars queueing at passport control. In a series of six experiments, detection of identity mismatches was unaffected when observers were not instructed to utilise body language. By contrast, under explicit instruction to look out for unusual body language, these cues enhanced detection of mismatches but also increased false classification of matches. This effect was driven by increased activity levels rather than body language that simply differed from the behaviour of the majority of passengers. The implications and limitations of these findings are discussed.

i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


2018 ◽  
Vol 76 ◽  
pp. 47-59 ◽  
Author(s):  
Felix Hülsmann ◽  
Jan Philip Göpfert ◽  
Barbara Hammer ◽  
Stefan Kopp ◽  
Mario Botsch

Author(s):  
K.N. Zhernova

Technologies of virtual and augmented reality are gaining popularity. Virtual reality is used in many areas, including beginning to be used in the field of information and computer security. In addition, virtual reality interfaces are also susceptible to attacks. However, there are still few works on research in this area. This article provides an overview of existing solutions to computer security problems using virtual and augmented reality interfaces, as well as an overview and classification of the identified threats for these interfaces themselves.


2020 ◽  
Vol 31 (3) ◽  
pp. 675-691 ◽  
Author(s):  
Jella Pfeiffer ◽  
Thies Pfeiffer ◽  
Martin Meißner ◽  
Elisa Weiß

How can we tailor assistance systems, such as recommender systems or decision support systems, to consumers’ individual shopping motives? How can companies unobtrusively identify shopping motives without explicit user input? We demonstrate that eye movement data allow building reliable prediction models for identifying goal-directed and exploratory shopping motives. Our approach is validated in a real supermarket and in an immersive virtual reality supermarket. Several managerial implications of using gaze-based classification of information search behavior are discussed: First, the advent of virtual shopping environments makes using our approach straightforward as eye movement data are readily available in next-generation virtual reality devices. Virtual environments can be adapted to individual needs once shopping motives are identified and can be used to generate more emotionally engaging customer experiences. Second, identifying exploratory behavior offers opportunities for marketers to adapt marketing communication and interaction processes. Personalizing the shopping experience and profiling customers’ needs based on eye movement data promises to further increase conversion rates and customer satisfaction. Third, eye movement-based recommender systems do not need to interrupt consumers and thus do not take away attention from the purchase process. Finally, our paper outlines the technological basis of our approach and discusses the practical relevance of individual predictors.


2013 ◽  
Vol 9 (S298) ◽  
pp. 298-303
Author(s):  
M. Žerjal ◽  
T. Zwitter ◽  
G. Matijevič ◽  
K. G. Strassmeier ◽  

AbstractWe present a qualitative characterization of activity levels of a large database of ~44,000 candidate RAVE stars (unbiased, magnitude limited medium resolution survey) that show chromospheric emission in the Ca II infrared triplet and this vastly enlarges previously known samples. Our main motivation to study these stars is the anti-correlation of chromospheric activity and stellar ages that could be calibrated using stellar clusters with known ages. Locally linear embedding used for a morphological classification of spectra revealed 53,347 cases with a suggested emission component in the calcium lines. We analyzed a subsample of ~44,000 stars with S/N>20 using a spectral subtraction technique where observed reference spectra of inactive stars were used as templates instead of synthetic ones. Both the equivalent width of the excess emission for each calcium line and their sum is derived for all candidate active stars with no respect to the origin of their emission flux. ~17,800 spectra show a detectable chromospheric flux with at least 2 σ confidence level. The overall distribution of activity levels shows a bimodal shape, with the first peak coinciding with inactive stars and the second with the pre-main-sequence cases.


2020 ◽  
Vol 13 (5) ◽  
pp. 1
Author(s):  
Mina Safizadeh ◽  
Massoomeh Hedayati Marzbali ◽  
Aldrin Abdullah ◽  
Nor Zarifah Maliki

As a crucial factor of health, physical activity is widely explored in many empirical studies. The problem of how the built environment may affect physical activity attributes was discussed in previous studies, and the classification of interventions was presented in a limited scope. Therefore, the present study aims to review built environment interventions while classifying them into motivators and barriers of physical activity in residential neighbourhoods worldwide. Firstly, the main dimensions explaining how the built environment affects physical activity are presented. Fifteen papers published between 2009 and 2019 were identified by an extensive search in ScienceDirect, Web of Science, Scopus and PubMed. These works were systematically reviewed based on their main characteristics and then classified based on their relevant operationalisation of variables. Improving motivators and conquering barriers of physical activity on neighbourhoods lead to a healthy and sustainable society. The results of the current work can help policymakers and urban planners use exclusive methods for each part of neighbourhood planning and create an environment that overcomes barriers and promotes public physical activity levels.


2017 ◽  
Vol 8 (16) ◽  
pp. 69 ◽  
Author(s):  
Hyuk-Jin Lee

Human consciousness is always the consciousness toward some thing and our perception of cultural heritage is no exception. Thus, understanding human cognition is closely related to understanding how the perceptible objects are classified in human mind. The perceptible objects include both physical and virtual experiences and thoughts, and it is important and necessary to analyze the types and the effective levels of those objects. With the emergence of Virtual Reality (VR) technologies in cultural heritage field, it is necessary to understand how and why different cognitive media such as realor visual reality including VR, are differently recognized by people. This study suggests the philosophical and theoretical frame for the usage of phenomenological classfication and analysis. By using this new classification with the case of Korean built heritage, the role of VR is explained in cultural discourse of the community.


Author(s):  
Ana Paula Cláudio ◽  
Maria Beatriz Carmo ◽  
Augusta Gaspar ◽  
Renato Teixeira

A wide range of applications for virtual humans can be envisaged for the needs of both research and intervention in Psychology. This chapter describes the development and preliminary testing of an interactive virtual reality application “Virtual Spectators” – whereby virtual humans with expressive behaviour modelled on the basis of field research in human facial expression in real emotion contexts can be configured to interact with people in an interview or jury. We discuss the possibilities of this application in cognitive behavioural therapy using virtual reality and in nonverbal behaviour.


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