scholarly journals Future Virtual Heritage - Techniques

2020 ◽  
Author(s):  
Jessie Rogers ◽  
Marc Aurel Schnabel ◽  
Tane Moleta

© 2018 IEEE. The paper discusses, examines and evaluates the 'five-dimensional' qualities of virtual reality environments to create an authentic, immersive virtual reality experience. Investigated within the paper are the methodologies, tangible and intangible components, architect's role, existing immersive virtual reality environments, and resulting critical elements in order to form a particular experience of virtual heritage. Critical elements of virtual heritage creation techniques are interactivity, time, depth of interpretation, workflow documentation, spatial environment boundaries, authenticity, and modes of presentation. The user experience of an immersive virtual environment for existing and non-existing structures that follow the successfully tested framework embody the structure's essence and legacy. Our virtual heritage articulations provide a novel basis for authentic knowledge acquisition for emerging and established architects. The paper ends with a discussion of how the current user-experience driven architectural realms are contributing to the future of virtual heritage.

2020 ◽  
Author(s):  
Jessie Rogers ◽  
Marc Aurel Schnabel ◽  
Tane Moleta

© 2018 IEEE. The paper discusses, examines and evaluates the 'five-dimensional' qualities of virtual reality environments to create an authentic, immersive virtual reality experience. Investigated within the paper are the methodologies, tangible and intangible components, architect's role, existing immersive virtual reality environments, and resulting critical elements in order to form a particular experience of virtual heritage. Critical elements of virtual heritage creation techniques are interactivity, time, depth of interpretation, workflow documentation, spatial environment boundaries, authenticity, and modes of presentation. The user experience of an immersive virtual environment for existing and non-existing structures that follow the successfully tested framework embody the structure's essence and legacy. Our virtual heritage articulations provide a novel basis for authentic knowledge acquisition for emerging and established architects. The paper ends with a discussion of how the current user-experience driven architectural realms are contributing to the future of virtual heritage.


2021 ◽  
Author(s):  
Panagiotis Kourtesis ◽  
Danai Korre ◽  
Simona Collina ◽  
Leonidas A. A. Doumas ◽  
Sarah E. MacPherson

Virtual reality (VR) head-mounted displays (HMD) appear to be effective research tools, which may address the problem of ecological validity in neuropsychological testing. However, their widespread implementation is hindered by VR induced symptoms and effects (VRISE) and the lack of skills in VR software development. This study offers guidelines for the development of VR software in cognitive neuroscience and neuropsychology, by describing and discussing the stages of the development of Virtual Reality Everyday Assessment Lab (VR-EAL), the first neuropsychological battery in immersive VR. Techniques for evaluating cognitive functions within a realistic storyline are discussed. The utility of various assets in Unity, software development kits, and other software are described so that cognitive scientists can overcome challenges pertinent to VRISE and the quality of the VR software. In addition, this pilot study attempts to evaluate VR-EAL in accordance with the necessary criteria for VR software for research purposes. The VR neuroscience questionnaire (VRNQ; Kourtesis et al., 2019b) was implemented to appraise the quality of the three versions of VR-EAL in terms of user experience, game mechanics, in-game assistance, and VRISE. Twenty-five participants aged between 20 and 45 years with 12-16 years of full-time education evaluated various versions of VR-EAL. The final version of VR-EAL achieved high scores in every sub-score of the VRNQ and exceeded its parsimonious cut-offs. It also appeared to have better in-game assistance and game mechanics, while its improved graphics substantially increased the quality of the user experience and almost eradicated VRISE. The results substantially support the feasibility of the development of effective VR research and clinical software without the presence of VRISE during a 60-minute VR session.


Author(s):  
Chris Shaw ◽  
Diane Gromala ◽  
Meehae Song

The Meditation Chamber is an immersive virtual environment (VE), initially created to enhance and augment the existing methods of training users how to meditate, and by extension, to realize the benefits from meditation practice, including the reduction of stress, anxiety and pain. Its innovative combination of immersive virtual reality (VR) and biofeedback technologies added interoceptive or dimensions of inner senses to the already sensorially rich affordances of VR. Because the Meditation Chamber enabled users to become aware of autonomic senses that they are not normally conscious of, and to manipulate them in real-time, we found that it did enhance users’ abilities to learn how to meditate, particularly those who had never meditated. We describe the Meditation Chamber, scientific methods of evaluation and findings, and discuss first-person phenomenological aspects, its long-term applicability for users who have chronic pain, and future directions.


2012 ◽  
Vol 21 (4) ◽  
pp. 373-387 ◽  
Author(s):  
Konstantina Kilteni ◽  
Raphaela Groten ◽  
Mel Slater

What does it feel like to own, to control, and to be inside a body? The multidimensional nature of this experience together with the continuous presence of one's biological body, render both theoretical and experimental approaches problematic. Nevertheless, exploitation of immersive virtual reality has allowed a reframing of this question to whether it is possible to experience the same sensations towards a virtual body inside an immersive virtual environment as toward the biological body, and if so, to what extent. The current paper addresses these issues by referring to the Sense of Embodiment (SoE). Due to the conceptual confusion around this sense, we provide a working definition which states that SoE consists of three subcomponents: the sense of self-location, the sense of agency, and the sense of body ownership. Under this proposed structure, measures and experimental manipulations reported in the literature are reviewed and related challenges are outlined. Finally, future experimental studies are proposed to overcome those challenges, toward deepening the concept of SoE and enhancing it in virtual applications.


2021 ◽  
Author(s):  
Panagiotis Kourtesis ◽  
Danai Korre ◽  
Simona Collina ◽  
Leonidas A. A. Doumas ◽  
Sarah E. MacPherson

Virtual reality (VR) head-mounted displays (HMD) appear to be effective research tools, which may address the problem of ecological validity in neuropsychological testing. However, their widespread implementation is hindered by VR induced symptoms and effects (VRISE) and the lack of skills in VR software development. This study offers guidelines for the development of VR software in cognitive neuroscience and neuropsychology, by describing and discussing the stages of the development of Virtual Reality Everyday Assessment Lab (VR-EAL), the first neuropsychological battery in immersive VR. Techniques for evaluating cognitive functions within a realistic storyline are discussed. The utility of various assets in Unity, software development kits, and other software are described so that cognitive scientists can overcome challenges pertinent to VRISE and the quality of the VR software. In addition, this pilot study attempts to evaluate VR-EAL in accordance with the necessary criteria for VR software for research purposes. The VR neuroscience questionnaire (VRNQ; Kourtesis et al., 2019b) was implemented to appraise the quality of the three versions of VR-EAL in terms of user experience, game mechanics, in-game assistance, and VRISE. Twenty-five participants aged between 20 and 45 years with 12-16 years of full-time education evaluated various versions of VR-EAL. The final version of VR-EAL achieved high scores in every sub-score of the VRNQ and exceeded its parsimonious cut-offs. It also appeared to have better in-game assistance and game mechanics, while its improved graphics substantially increased the quality of the user experience and almost eradicated VRISE. The results substantially support the feasibility of the development of effective VR research and clinical software without the presence of VRISE during a 60-minute VR session.


2021 ◽  
Author(s):  
Panagiotis Kourtesis ◽  
Simona Collina ◽  
Leonidas A. A. Doumas ◽  
Sarah E. MacPherson

Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The VRNQ was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for the study. They participated in 3 different VR sessions until they felt weary or discomfort and subsequently filled in the VRNQ. Our results demonstrated that VRNQ is a valid tool for assessing VR software as it has good convergent, discriminant, and construct validity. The maximum duration of VR sessions should be between 55-70 minutes when the VR software meets or exceeds the parsimonious cut-offs of the VRNQ and the users are familiarized with the VR system. Also. the gaming experience does not seem to affect how long VR sessions should last. Also, while the quality of VR software substantially modulates the maximum duration of VR sessions, age and education do not. Finally, deeper immersion, better quality of graphics and sound, and more helpful in-game instructions and prompts were found to reduce VRISE intensity. The VRNQ facilitates the brief assessment and reporting of the quality of VR software features and/or the intensity of VRISE, while its minimum and parsimonious cut-offs may appraise the suitability of VR software. The findings of this study contribute to the establishment of rigorous VR methods that are crucial for the viability of immersive VR as a research and clinical tool.


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