scholarly journals DeepHandsVR: Hand Interface Using Deep Learning in Immersive Virtual Reality

Electronics ◽  
2020 ◽  
Vol 9 (11) ◽  
pp. 1863 ◽  
Author(s):  
Taeseok Kang ◽  
Minsu Chae ◽  
Eunbin Seo ◽  
Mingyu Kim ◽  
Jinmo Kim

This paper proposes a hand interface through a novel deep learning that provides easy and realistic interactions with hands in immersive virtual reality. The proposed interface is designed to provide a real-to-virtual direct hand interface using a controller to map a real hand gesture to a virtual hand in an easy and simple structure. In addition, a gesture-to-action interface that expresses the process of gesture to action in real-time without the necessity of a graphical user interface (GUI) used in existing interactive applications is proposed. This interface uses the method of applying image classification training process of capturing a 3D virtual hand gesture model as a 2D image using a deep learning model, convolutional neural network (CNN). The key objective of this process is to provide users with intuitive and realistic interactions that feature convenient operation in immersive virtual reality. To achieve this, an application that can compare and analyze the proposed interface and the existing GUI was developed. Next, a survey experiment was conducted to statistically analyze and evaluate the positive effects on the sense of presence through user satisfaction with the interface experience.

2021 ◽  
Author(s):  
Xiangdong Li ◽  
Yifei Shan ◽  
Wenqian Chen ◽  
Yue Wu ◽  
Preben Hansen ◽  
...  

Sensors ◽  
2020 ◽  
Vol 20 (10) ◽  
pp. 2972
Author(s):  
Qinghua Gao ◽  
Shuo Jiang ◽  
Peter B. Shull

Hand gesture classification and finger angle estimation are both critical for intuitive human–computer interaction. However, most approaches study them in isolation. We thus propose a dual-output deep learning model to enable simultaneous hand gesture classification and finger angle estimation. Data augmentation and deep learning were used to detect spatial-temporal features via a wristband with ten modified barometric sensors. Ten subjects performed experimental testing by flexing/extending each finger at the metacarpophalangeal joint while the proposed model was used to classify each hand gesture and estimate continuous finger angles simultaneously. A data glove was worn to record ground-truth finger angles. Overall hand gesture classification accuracy was 97.5% and finger angle estimation R 2 was 0.922, both of which were significantly higher than shallow existing learning approaches used in isolation. The proposed method could be used in applications related to the human–computer interaction and in control environments with both discrete and continuous variables.


Author(s):  
Mathias Clasen

This chapter discusses recent and future developments in horror entertainment. It argues that future horror media will give consumers access to a wider range of experiences, some of which are more immersive and much more emotionally powerful than those offered by traditional horror media. The chapter analyzes horror videogames such as Until Dawn (2015), as well as so-called survival horror games such as Amnesia: The Dark Descent (2010), which foster immersion through interaction, and immersive virtual reality, which increases the sense of presence in a frightening computer-generated world. The chapter also analyzes haunted attractions and live-action horror experiences which situate consumers as protagonists in horror stories that unfold around them. Finally, the chapter argues that horror research needs to engage more actively with science, in theory as well as method.


2022 ◽  
Vol 14 (1) ◽  
pp. 467
Author(s):  
Ling-Long Tsai

The COVID-19 pandemic has dramatically restricted domestic and foreign travel; thus, virtual tourism has become a new option for traveling. As regards virtual tourism, the present study seeks to investigate the effect of tourist involvement on the three components of holistic image, namely cognitive, affective, and conative images; the influence of cognitive, affective, and conative images on the construction of the holistic image; and the moderating effect of sense of presence on the relationships between cognitive, affective, and conative images on the holistic image. Prospective tourists were chosen as research subjects in the present study on non-immersive virtual reality (VR) tourism, or virtual tourism. Participants first watched the 360° VR tour video of AirPano. Afterward, they filled out an online questionnaire, of which 386 valid samples were collected for analyses. Results show that tourist involvement considerably affects cognitive, affective, and conative images, which significantly influence the holistic image. Furthermore, a sense of presence was found to positively moderate the relationships between (1) cognitive and holistic, (2) affective and holistic, and (3) conative and holistic images. These results may allow tourism marketing organizations to better understand how to strengthen the holistic image in the context of virtual tourism.


2021 ◽  
Author(s):  
David Checa ◽  
Ines Miguel-Alonso ◽  
Andres Bustillo

AbstractImmersive virtual reality (VR) environments create a very strong sense of presence and immersion. Nowadays, especially when student isolation and online autonomous learning is required, such sensations can provide higher satisfaction and learning rates than conventional teaching. However, up until the present, learning outcomes with VR tools have yet to prove their advantageous aspects over conventional teaching. The project presents a VR serious game for teaching concepts associated with computer hardware assembly. These concepts are often included in any undergraduate’s introduction to Computer Science. The learning outcomes are evaluated using a pre-test of previous knowledge, a satisfaction/usability test, and a post-test on knowledge acquisition, structured with questions on different knowledge areas. The results of the VR serious game are compared with another two learning methodologies adapted to online learning: (1) an online conventional lecture; and (2) playing the same serious game on a desktop PC. An extensive sample of students (n = 77) was formed for this purpose. The results showed the strong potential of VR serious games to improve student well-being during spells of confinement, due to higher learning satisfaction. Besides, ease of usability and the use of in-game tutorials are directly related with game-user satisfaction and performance. The main novelty of this research is related to academic performance. Although a very limited effect was noted for learning theoretical knowledge with the VR application in comparison with the other methodologies, this effect was significantly improved through visual knowledge, understanding and making connections between different concepts. It can therefore be concluded that the proposed VR serious game has the potential to increase student learning and therefore student satisfaction, by imparting a deeper understanding of the subject matter to students.


2021 ◽  
Vol 11 (24) ◽  
pp. 11613
Author(s):  
Agapi Chrysanthakopoulou ◽  
Konstantinos Kalatzis ◽  
Konstantinos Moustakas

Virtual reality (VR) and 3D modeling technologies have become increasingly powerful tools for multiple fields, such as education, architecture, and cultural heritage. Museums are no longer places for only placing and exhibiting collections and artworks. They use such technologies to offer a new way of communicating art and history with their visitors. In this paper, we present the initial results of a proposed workflow towards highlighting and interpreting a historic event with the use of an immersive and interactive VR experience and the utilization of multiple senses of the user. Using a treadmill for navigating and haptic gloves for interacting with the environment, combined with the detailed 3D models, deepens the sense of immersion. The results of our study show that engaging multiple senses and visual manipulation in an immersive 3D environment can effectively enhance the perception of visual realism and evoke a stronger sense of presence, amplifying the educational and informative experience in a museum.


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