scholarly journals Effect of the Opponent’s Appearance on Interpersonal Cognition that Affects User-to-User Relationship in Virtual Whole-Body Interaction

2021 ◽  
Vol 33 (5) ◽  
pp. 1029-1042
Author(s):  
Sho Sakurai ◽  
◽  
Takumi Goto ◽  
Takuya Nojima ◽  
Koichi Hirota

People infer the internal characteristics (attitude, intent, thoughts, ability, relationship, etc.) of others (interpersonal cognition, IC) from the impressions they form from the personality or attributes of those others (impression formation). Studies premised on interpersonal communication in a seated condition have confirmed that, regardless of whether the communication is in the real world or in a media environment, the appearance of the other person affects IC and the outcome of the communication. People also develop relationships based on impressions or images of the other party. The psychological relationship manifests in physical relationships, that is, the relative positions of the body or the movement. In this study, we evaluate the effects of the appearance of the opponent’s avatar on the players’ IC in whole-body interaction taking place in a virtual reality (VR) space. Moreover, we examine the feasibility of constructing a method of changing the players’ relationship in interpersonal interactions that accompany the control and interference of the entire body, “whole-body interaction,” by manipulating their appearances. In this study, we selected the party game Twister as a case model of whole-body interaction and developed a system that allows users to play Twister in VR space. Using this system environment, we conducted an experiment to evaluate the players’ IC based on the gender and realism of the opponent’s avatar. The results showed that differences in the appearance of the opponent’s avatar affected the IC of male players. We also indicated that changes in IC observed in the experiment can affect the players’ relationship, thus identifying issues that must be resolved in order to realize the method.

2021 ◽  
Author(s):  
◽  
Gerrit Jacobus van Rooyen

<p>Writing for and designing a methodology for Virtual Reality (VR) can be difficult as the technology around this medium grows at a fast pace. Many game designers and directors of VR experiences still claim to make things up as they go along, with no definitive methodology for content and interaction design existing yet. So far, some guidelines have been set to help prevent discomfort, but clearly not enough has been done to look at how and why we should design for VR specifically. As VR is a very immersive medium that can allow the user to potentially use their entire body as they would in the real world to interact with an experience, we need to take precedents from real world interaction when designing VR experiences. This thesis focuses specifically on game design and content generation by looking at board and table top elements as the realworld precedent. To demonstrate my findings, I have created an experience named My VRchive. Much like a sketchbook an animator uses to save ideas for later use, My VRchive will house small experiences created from my research, into content and interaction design, in a format that can be added to and shared. At the finalisation of this thesis three experiences were created. My theory is that if more designers adopt this strategy, we can all add to this growing methodology of how to develop immersive content and interaction for VR gaming and experiences.</p>


2016 ◽  
Vol 231 (3) ◽  
pp. R77-R99 ◽  
Author(s):  
Liping Luo ◽  
Meilian Liu

Adipose tissue plays a central role in regulating whole-body energy and glucose homeostasis through its subtle functions at both organ and systemic levels. On one hand, adipose tissue stores energy in the form of lipid and controls the lipid mobilization and distribution in the body. On the other hand, adipose tissue acts as an endocrine organ and produces numerous bioactive factors such as adipokines that communicate with other organs and modulate a range of metabolic pathways. Moreover, brown and beige adipose tissue burn lipid by dissipating energy in the form of heat to maintain euthermia, and have been considered as a new way to counteract obesity. Therefore, adipose tissue dysfunction plays a prominent role in the development of obesity and its related disorders such as insulin resistance, cardiovascular disease, diabetes, depression and cancer. In this review, we will summarize the recent findings of adipose tissue in the control of metabolism, focusing on its endocrine and thermogenic function.


2021 ◽  
Vol 2 ◽  
Author(s):  
Eric Evans ◽  
Keith E. Naugle ◽  
Alex Ovispo ◽  
Anthony S. Kaleth ◽  
Brent Arnold ◽  
...  

Separately, both physical activity and virtual reality can attenuate pain sensitivity in healthy adults. What is unknown is whether virtual reality combined with physical activity (active virtual reality) could have a greater hypoalgesic effect compared to non-active virtual reality distraction (passive virtual reality engagement).Objective: The purpose of this study was to determine whether playing physically active virtual reality games exert a greater hypoalgesic effect than a non-active virtual reality game.Methods: Participants (n = 36) played three different active virtual reality games (Beat Saber, Holopoint, and Hot Squat) and one non-active virtual reality game (Relax Walk) for 15 min on four different visits. During gameplay, participants wore accelerometers on the thigh, wrist, and waist to measure movement intensity and quantity. Pressure pain thresholds were measured on the forearm and thigh immediately prior to gameplay (pretest) and immediately following each gaming bout (posttest).Results: Analysis of the accelerometer data indicated that Hot Squat elicited greater whole-body and lower body moderate to vigorous physical activity compared to the other games. The ANOVA revealed an overall hypoalgesic effect of the virtual reality games on the forearm, regardless of game type. Results also showed a significant hypoalgesic effect on the thigh following gameplay for Hot Squat, Holopoint, and Relax Walk VR. The magnitude of pain reduction was significantly greater during Hot Squat compared to the other games.Conclusion: Virtual reality gameplay exerted a hypoalgesic effect on experimental pressure pain. Additionally, the data provided evidence of a potential enhanced hypoalgesic effect of physically active virtual reality compared to non-active VR on pressure pain sensitivity.


1953 ◽  
Vol s3-94 (26) ◽  
pp. 177-184
Author(s):  
H. V. BRONDSTED

The findings presented here have a bearing on regeneration in general. They show that even in simply organized animals, the number of totipotent cells which are able to differentiate decreases as the individual ages. In older specimens it takes longer for the totipotent cells to differentiate than in younger ones; at the same time the nuclear and cytoplasmic volume of these cells is reduced. The expanded basal epithelium of sponges germinating from gemmules is an organ necessary to establish the tension in the body which is indispensable for the functioning of the sponge. Sponges that have germinated from gemmules can be forced to regenerate a basal epithelium. The materials for this regeneration is furnished by the archaeocytes, which are embryonic, totipotent amoebocytes. The number of archaeocytes that are able to perform this regeneration decreases with time, i.e. as the differentiation of the entire body proceeds. On the other hand, the ability of the sponge to expand repeatedly on its own basal epithelium after being pushed away from it is limited only by the onset of cytolysis. The ability of the archaeocytes to regenerate new typical basal epithelial cells is reduced after repeated regeneration. The size of both nucleus and cytoplasm is reduced more and more during repeated regeneration. The nucleo-cytoplasmic ratio is thus kept fairly constant.


Author(s):  
Mark Pegrum

What is it? Augmented Reality (AR) bridges the real and the digital. It is part of the Extended Reality (XR) spectrum of immersive technological interfaces. At one end of the continuum, Virtual Reality (VR) immerses users in fully digital simulations which effectively substitute for the real world. At the other end of the continuum, AR allows users to remain immersed in the real world while superimposing digital overlays on the world. The term mixed reality, meanwhile, is sometimes used as an alternative to AR and sometimes as an alternative to XR.


1899 ◽  
Vol 45 (191) ◽  
pp. 758-760
Author(s):  
E. B. Whitcombe

The patient, thirty-nine years of age, was admitted into Birmingham Asylum in February, 1898. He was a porter, married, in fairly robust condition, and was a typical example, both mentally and physically, of general paralysis of the insane of somewhat short duration. He was stated to have been steady, of temperate habits, and had been in the army. For twelve years he served in India. No history of fevers or other illness. The disease progressed without any special features until January 14th of this year, when he was noticed to be worse; his breathing was a little rapid, and in consequence he was sent to the infirmary ward and was examined thoroughly by the assistant medical officer, who found nothing specially interesting, but ordered him to be put to bed and kept warm. This was about 3 o'clock in the afternoon. At 7 o'clock the same evening I was asked to see the patient (he had been examined at 5 o'clock by the nurse). I found the left leg from thigh to toe was double the size of the other leg, and nearly the whole surface of the leg was perfectly black, and there were numerous large bullæ the size of one's fist in different places along the leg. There was no special line of demarcation. At first sight it looked like an extreme case of local purpura, but after a careful examination I came to the conclusion that putrefaction had actually set in, and that the man was dying, and death took place an hour after I saw him. The most extraordinary part of this case occurred afterwards. I am accustomed to go and see a body before giving my certificate to the coroner. I saw this man between 10 and 11 on Sunday morning, he having died at 8 p.m. on Saturday. The body was double the former size; it was more like the body of a negro, the whole surface being in a black condition, and the bullæ had increased on the other parts of the body. The scrotum was distended to the size of a man's head, and the penis swelled and distorted. The case was the more extraordinary as the highest temperature recorded locally at the time was 52·8°, and the lowest 34°. I personally saw the coroner, and together we went through numerous works on jurisprudence, but we could find nothing to give us any idea as to the cause of this condition, and he very kindly and in scientific interests ordered an inquest. He sent Dr. Simon, Professor of Medical Jurisprudence in Mason College, to make the post-mortem examination. The results were practically nil, the whole body internally and externally being putrefied. The cause of death was very naturally put down to general paralysis, but as to any cause for this extremely rapid putrefaction we could arrive at no conclusion. The case is one of very great interest. I believe that the first idea that the nurse had in the infirmary was that this man must have been injured. Now there was the usual considerable difference between the appearance of an injury and this condition, which looked like purpura; but besides this the difficulty that occurred to my mind was as to the fixing of the time of death. Here was a body presenting the appearances which are usually recognised as those of three or four weeks' duration, and these had happened certainly within sixteen hours. From the point of view of jurisprudence it occurred to me that a murder might be committed, that the body might present these appearances, and that it would be a most serious matter for a medical man to give an opinion as to the time of death. We know that in hot countries this condition does occur, but we were in the middle of winter, and the condition arose from, so far as we could judge, no special cause whatever. There was some atheroma of the arteries, but otherwise we could distinguish nothing of importance at the post-mortem. It is to be regretted that no bacteriological examination was made.


2019 ◽  
Vol 8 (7) ◽  
pp. 925 ◽  
Author(s):  
Bruno Porras Garcia ◽  
Marta Ferrer Garcia ◽  
Agata Olszewska ◽  
Lena Yilmaz ◽  
Cristina González Ibañez ◽  
...  

Body image disturbances (BIDs) have been widely studied using virtual reality (VR) devices that induce a full body illusion (FBI) and allow manipulation of the individual’s perceptual and affective experiences of the body. This study aimed to assess whether the induction of the FBI over a virtual body would produce changes in body-related anxiety and BIDs using a new whole-body visuo-tactile stimulation procedure. Fifty non-clinical participants were randomly assigned to synchronous or asynchronous visuo-tactile groups. During the pre-assessment, all participants filled in BIDs and body-anxiety questionnaires. Then, they were embodied into two virtual bodies (VBs): firstly, with their real measurements, and secondly, with a larger-size body. Body image disturbances, body anxiety, fear of gaining weight, and FBI levels were assessed after exposure to each avatar. All participants in both conditions showed higher levels of BIDs and body anxiety after owning the larger-size VB than after owning the real-size VB (p < 0.05). The synchronous visuo-tactile group had higher scores, although the differences did not reach statistical significance. This study provides evidence of the usefulness of this new embodiment-based technique to induce changes in BIDs or body anxiety in a non-clinical sample, being suitable for use in future body image interventions.


This appendix contains linear representations of various dimen­sions of the bones of the human body, both male and female, with a view to facilitate the comparison of the human frame with that of other animals, and reduce it to definite laws. The author states that many of the rectilinear dimensions of human bones appear to be mul­tiples of one unit, namely, the breadth of the cranium directly over the external passage of the ear; a dimension which he has found to be the most invariable in the body. No division of that dimension was found by him to measure the other dimensions so accurately as that by seven, or its multiples. Of such seventh parts there appear to be twelve in the longitudinal extent of the back, and ninety-six in the height of the whole body.


Author(s):  
Daphne E. Whitmer ◽  
Daniel Ullman ◽  
Cheryl I. Johnson

We investigated whether virtual reality (VR) training transfers to real-world performance. Participants were trained to complete a real-world maze task, which involved quickly moving an object through a tabletop maze without hitting the maze walls. Participants either trained in VR, trained by physically simulating the task (PS), or received no training (NT). After five timed training trials (or no training in the control condition), participants completed five timed test trials using the real-world maze. The VR training condition completed the maze significantly faster than the other conditions across each test trial. Other than the initial test trial where the NT condition was the slowest, the PS and NT conditions were comparable on the remaining test trials. These results suggest that VR provided trainees with an opportunity for meaningful encoding of the task, beyond the act of physically simulating the motions of the task.


2015 ◽  
Vol 15 (02) ◽  
pp. 1540003
Author(s):  
Hideyuki Hashimoto ◽  
Yuki Fujibayashi ◽  
Hiroki Imamura

Existing video communication systems, used in private business or video teleconference, show a part of the body of users on display only. This situation does not have realistic sensation because of showing a part of body on display and showing other users by 2D. This makes users feel communicating with the other users at a long distance without realistic sensation. Furthermore, although these existing communication systems have file transfer function such as sending and receiving file data, it does not use intuitive manipulation. It uses mouse or touching display only. In order to solve these problems, we propose 3D communication system supported by Kinect and head mounted display (HMD) to provide users communications with realistic sensation and intuitive manipulation. This system is able to show whole body of users on HMD as if they were in the same room by 3D reconstruction. It also enables users to transfer and share information by intuitive manipulation to augmented reality (AR) objects toward the other users in the future. The result of this paper is a system that extracts human body by using Kinect, reconstructs extracted human body on HMD, and also recognizes users' hands to be able to manipulate AR objects by a hand.


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