scholarly journals Social Presence Outside the Augmented Reality Field of View

2021 ◽  
Vol 2 ◽  
Author(s):  
Mark Roman Miller ◽  
Jeremy N. Bailenson

Augmented reality headsets in use today have a large area in which the real world can be seen, but virtual content cannot be displayed. Users perceptions of content in this area is not well understood. This work studies participants perception of a virtual character in this area by grounding this question in relevant theories of perception and performing a study using both behavioral and self-report measures. We find that virtual characters within the augmented periphery receive lower social presence scores, but we do notfind a difference in task performance. These findings inform application design and encourage future work in theories of AR perception and perception of virtual humans.

2020 ◽  
Author(s):  
Jesus Lopez ◽  
Joseph M Orr

Media multitasking (e.g., listening to podcasts while studying) has been linked to decreased executive functioning. However, the tasks used to establish this finding do not approximate a real-world volitional multitasking environment. A novel experimental framework was designed to mimic a desktop computer environment where a “popup” associated with a secondary task would occasionally appear. Participants could select the popup and perform a difficult word stem completion trial or ignore the popup and continue performing the primary task which consisted of math problems. We predicted that individuals who are more impulsive, more frequent media multitaskers, and individuals who prefer to multitask(quantified with self-report questionnaires) would be more distracted by the popups, choose to perform the secondary task more often, and be slower to return to the primary task compared to those who media multitask to a lesser degree. We found that as individuals media multitask to a greater extent, they are slower to return to the previous (primary) task set and are slower to complete the primary task overall whether a popup was present or not, among other task performance measures. Our findings suggest that overall, more frequent media multitaskers show a marginal decrease in task performance, including an increased return cost, but those who prefer to multitask show the opposite pattern of effects with some performance measures. Impulsivity was not found to influence any task performance measures. Further iterations of this paradigm are necessary to elucidate the relationship between media multitasking and task performance, if one exists.


PeerJ ◽  
2016 ◽  
Vol 4 ◽  
pp. e1743 ◽  
Author(s):  
Alexander Toet ◽  
Joske M. Houtkamp ◽  
Paul E. Vreugdenhil

This study investigated whether personal relevance influences the affective appraisal of a desktop virtual environment (VE) in simulated darkness. In the real world, darkness often evokes thoughts of vulnerability, threat, and danger, and may automatically precipitate emotional responses consonant with those thoughts (fear of darkness). This influences the affective appraisal of a given environment after dark and the way humans behave in that environment in conditions of low lighting. Desktop VEs are increasingly deployed to study the effects of environmental qualities and (architectural or lighting) interventions on human behaviour and feelings of safety. Their (ecological) validity for these purposes depends critically on their ability to correctly address the user’s cognitive and affective experience. Previous studies with desktop (i.e., non-immersive) VEs found that simulated darkness only slightly affects the user’s behavioral and emotional responses to the represented environment, in contrast to the responses observed for immersive VEs. We hypothesize that the desktop VE scenarios used in previous studies less effectively induced emotional and behavioral responses because they lacked personal relevance. In addition, factors like signs of social presence and relatively high levels of ambient lighting may also have limited these responses. In this study, young female volunteers explored either a daytime or a night-time (low ambient light level) version of a desktop VE representing a deserted (no social presence) prototypical Dutch polder landscape. To enhance the personal relevance of the simulation, a fraction of the participants were led to believe that the virtual exploration tour would prepare them for a follow-up tour through the real world counterpart of the VE. The affective appraisal of the VE and the emotional response of the participants were measured through self-report. The results show that the VE was appraised as slightly less pleasant and more arousing in simulated darkness (compared to a daylight) condition, as expected. However, the fictitious follow-up assignment had no emotional effects and did not influence the affective appraisal of the VE. Further research is required to establish the qualities that may enhance the validity of desktop VEs for both etiological (e.g., the effects of signs of darkness on navigation behaviour and fear of crime) and intervention (e.g., effects of street lighting on feelings of safety) research.


2019 ◽  
Author(s):  
Sabine U. König ◽  
Viviane Kakerbeck ◽  
Debora Nolte ◽  
Laura Duesberg ◽  
Nicolas Kuske ◽  
...  

AbstractOn the basis of embodied/-enacted theories of the mind, investigations of spatial cognition related to real world environments have become current research interests. How this perspective relates to acquiring spatial knowledge not by active exploration, but through map learning, however, remains unresolved. Therefore, we designed a large virtual city comprised of over 200 houses, suitable for active exploration or spatial learning based on a map. Here, we report our results after single and repeated 30-minute training sessions using an interactive city map. We tested subjects’ knowledge of the orientation of houses towards cardinal north and of two houses relative to each other and the locations of two houses towards each other in a pointing task. Our results revealed that a single training session was sufficient to repeatedly view the majority of houses covering a large area of the city. However, repeated training sessions were necessary to improve the performance level and reveal significant differences between tasks. In contrast to a previous study in a real world city, performance in the two orientation tasks was better than in the pointing task. The lack of distance and the lack of angular difference effects onto task performance suggest the use of a global reference frame. Performance was positively correlated with a self-report on spatial abilities (FRS) in the absolute orientation and pointing task but not the relative orientation task. Overall, our results suggest that training with an interactive city map enhances abstract knowledge, not directly available from an embodied perspective.


Author(s):  
Dung Trung Bui ◽  
Tony Barnett ◽  
Ha T. Hoang ◽  
Winyu Chinthammit

This systematic review aimed to identify how tele-mentoring systems that incorporate augmented reality (AR) technology are being used in healthcare environments. A total of 12 electronic bibliographic databases were searched using the terms “augmented reality”, “tele-mentoring” and “health”. The PRISMA checklist was used as a guide for reporting. The mixed method appraisal tool was used to assess the quality of the included experiments. The data were then analysed using a concept-centric approach and categorised primarily with regards to system performance and task performance measures. A total of 11 randomised controlled trials and 14 non-randomised designs were included for review. Both mentees and mentors assessed the system and task performance according to 25 categories. The feedback of mentees using AR tele-mentoring systems was generally positive. The majority of experiments revealed that the AR system was an effective tele-mentoring device overall and resulted in the effective performance of a procedure. Benefits included improvements in trainees’ confidence, task completion time and reductions in task errors and shifts in focus. However, the systems had limitations, including heaviness of the equipment, inconvenience, discomfort and distraction of wearing devices, limited battery life, the latency of video and audio signals and limited field of view.   Implications for practice or policy: Health practitioners can apply AR technology to receive and follow real-time annotated instructions verbally and visually from remote experts. Technical developers may consider improving AR devices in terms of lighter weight, larger field of view, more ergonomic design, more stable network connection and longer battery life. Further AR-related experiments may need to explore AR tele-mentoring systems’ utility across healthcare environments with larger samples, real patient populations in remote settings, cost-benefit analysis and impacts on short- and long-term patient outcomes.


Author(s):  
Jorge Peña ◽  
Jannath Ghaznavi ◽  
Nicholas Brody ◽  
Rui Prada ◽  
Carlos Martinho ◽  
...  

Abstract. This study explored how group identification, avatar similarity identification, and social presence mediated the effect of character type (avatars or agents) and social identity cues (presence or absence of avatars wearing participants’ school colors) on game enjoyment. Playing with teammate avatars increased enjoyment indirectly by enhancing group identification. In addition, the presence of social identity cues increased enjoyment indirectly by augmenting identification with one’s avatar. Unexpectedly, playing in multiplayer mode in the presence of social identity cues decreased enjoyment, whereas playing in multiplayer mode in the absence of social identity cues increased enjoyment. Social presence was not a reliable mediator. The findings supported media enjoyment and social identity theories, and highlighted how virtual character type and identification processes influence enjoyment.


2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


2018 ◽  
Author(s):  
Kyle Plunkett

This manuscript provides two demonstrations of how Augmented Reality (AR), which is the projection of virtual information onto a real-world object, can be applied in the classroom and in the laboratory. Using only a smart phone and the free HP Reveal app, content rich AR notecards were prepared. The physical notecards are based on Organic Chemistry I reactions and show only a reagent and substrate. Upon interacting with the HP Reveal app, an AR video projection shows the product of the reaction as well as a real-time, hand-drawn curved-arrow mechanism of how the product is formed. Thirty AR notecards based on common Organic Chemistry I reactions and mechanisms are provided in the Supporting Information and are available for widespread use. In addition, the HP Reveal app was used to create AR video projections onto laboratory instrumentation so that a virtual expert can guide the user during the equipment setup and operation.


10.28945/2207 ◽  
2015 ◽  
Vol 10 ◽  
pp. 021-035 ◽  
Author(s):  
Yan Lu ◽  
Joseph T. Chao ◽  
Kevin R. Parker

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located


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