scholarly journals Natural interfaces in VR - comparative analysis

2021 ◽  
Vol 18 ◽  
pp. 1-6
Author(s):  
Dawid Majdanik ◽  
Adrian Madoń ◽  
Tomasz Szymczyk

The article presents the results of a comparative analysis of contemporary virtual reality devices. The analysis focuses on both the analysis of technical parameters of the goggles as well as comparison of natural interfaces. The following devices were tested: HTC Vive, Oculus Rift, PlayStation VR, Samsung Gear VR. The most ergonomic and user-friendly interface turned out to be Oculus Rift, while goggles Samsung Gear VR were the worst from tested devices.

Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 26
Author(s):  
David González-Ortega ◽  
Francisco Javier Díaz-Pernas ◽  
Mario Martínez-Zarzuela ◽  
Míriam Antón-Rodríguez

Driver’s gaze information can be crucial in driving research because of its relation to driver attention. Particularly, the inclusion of gaze data in driving simulators broadens the scope of research studies as they can relate drivers’ gaze patterns to their features and performance. In this paper, we present two gaze region estimation modules integrated in a driving simulator. One uses the 3D Kinect device and another uses the virtual reality Oculus Rift device. The modules are able to detect the region, out of seven in which the driving scene was divided, where a driver is gazing at in every route processed frame. Four methods were implemented and compared for gaze estimation, which learn the relation between gaze displacement and head movement. Two are simpler and based on points that try to capture this relation and two are based on classifiers such as MLP and SVM. Experiments were carried out with 12 users that drove on the same scenario twice, each one with a different visualization display, first with a big screen and later with Oculus Rift. On the whole, Oculus Rift outperformed Kinect as the best hardware for gaze estimation. The Oculus-based gaze region estimation method with the highest performance achieved an accuracy of 97.94%. The information provided by the Oculus Rift module enriches the driving simulator data and makes it possible a multimodal driving performance analysis apart from the immersion and realism obtained with the virtual reality experience provided by Oculus.


2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


2021 ◽  
Vol 14 (2) ◽  
pp. 205979912110307
Author(s):  
Dennis Mathysen ◽  
Ignace Glorieux

Virtual reality (VR) is still very much a niche technology despite its increasing popularity since recent years. VR has now reached a point where it can offer photorealistic experiences, while also being consumer-friendly and affordable. However, so far only a very limited amount of software has been developed for the specific purpose of conducting (social science) research. In this article, we illustrate that integrating virtual reality to good effect in social science research does not necessarily require specialized hardware or software, an abundance of expertise regarding VR-technology or even a large budget. We do this by discussing our use of a method we have come to call ‘VR-assisted interviews’: conducting a (semi-structured) interview while respondents are confronted with a virtual environment viewed via a VR-headset. This method allows respondents to focus on what they are seeing and experiencing, instead of having them worry about how to operate a device and navigate an interface they are using for the first time. ‘VR-assisted interviews’ are very user-friendly for respondents but also limits options for interactiveness. We believe this method can be a valuable alternative, both because of methodological and practical considerations, for more complex applications of VR-technology in social science research.


Author(s):  
Aaron Crowson ◽  
Zachary H. Pugh ◽  
Michael Wilkinson ◽  
Christopher B. Mayhorn

The development of head-mounted display virtual reality systems (e.g., Oculus Rift, HTC Vive) has resulted in an increasing need to represent the physical world while immersed in the virtual. Current research has focused on representing static objects in the physical room, but there has been little research into notifying VR users of changes in the environment. This study investigates how different sensory modalities affect noticeability and comprehension of notifications designed to alert head-mounted display users when a person enters his/her area of use. In addition, this study investigates how the use of an orientation type notification aids in perception of alerts that manifest outside a virtual reality users’ visual field. Results of a survey indicated that participants perceived the auditory modality as more effective regardless of notification type. An experiment corroborated these findings for the person notifications; however, the visual modality was in practice more effective for orientation notifications.


2016 ◽  
Vol 34 (1) ◽  
pp. 51-82 ◽  
Author(s):  
Manuela Chessa ◽  
Guido Maiello ◽  
Alessia Borsari ◽  
Peter J. Bex

2020 ◽  
Vol 9 (2) ◽  
pp. 66-71
Author(s):  
Kartikadyota Kusumaningtyas ◽  
Eko Dwi Nugroho ◽  
Adri Priadana

COVID-19 has spread to various countries and affected many sectors, including education. New challenges arise in universities with study programs related to computer programming, which require a lot of practice. Difficulties encountered when students should setting up the environment needed to carry out programming practices. Furthermore, they should install a text editor called Integrated Development Environment (IDE) to support it. There is various online IDE that supports computer programming. However, students must have an internet connection to use it. After all, many students cannot afford to buy internet quotas to access online learning material during the COVID-19 pandemic. According to these problems, this study compares several online IDEs based on internet data usage and the necessary supporting libraries' availability. In this study, we only compared eleven online IDEs that support the Python programming language, free to access, and do not require logging in. Based on the comparative analysis, three online IDEs have most libraries supported. They are REPL.IT, CODECHEF, and IDEONE. Based on internet data usage, REPL.IT is an online IDE that requires the least transferred data. Moreover, this online IDE also has a user-friendly interface to place the left and right sides' code and output positions. It prevents the user from scrolling to see the results of the code that has been executed. The absence of advertisements also makes this online IDE a more focused appearance. Therefore, REPL.IT is highly recommended for users who have a limited internet quota, primarily to support the learning phase of computer programming during the COVID-19 pandemic.


2021 ◽  
pp. 59-80
Author(s):  
Benjamin Knoke ◽  
◽  
Moritz Quandt ◽  
Michael Freitag ◽  
Klaus-Dieter Thoben

The purpose of this research is to aggregate and discuss the validity of challenges and design guidelines regarding industrial Virtual Reality (VR) training applications. Although VR has seen significant advancements in the last 20 years, the technology still faces multiple research challenges. The challenges towards industrial VR applications are imposed by a limited technological maturity and the need to achieve industrial stakeholders' technology acceptance. Technology acceptance is closely connected with the consideration of individual user requirements for user interfaces in virtual environments. This paper analyses the current state-of-the-art in industrial VR applications and provides a structured overview of the existing challenges and applicable guidelines for user interface design, such as ISO 9241-110. The validity of the identified challenges and guidelines is discussed against an industrial training scenario on electrical safety during maintenance tasks.


CNS Spectrums ◽  
2010 ◽  
Vol 15 (2) ◽  
pp. 125-130 ◽  
Author(s):  
Yehuda Pollak ◽  
Hanan Barhoum Shomaly ◽  
Patrice L. Weiss ◽  
Albert A. Rizzo ◽  
Varda Gross-Tsur

ABSTRACTBackground: Continuous performance tasks (CPTs) embedded in a virtual reality (VR) classroom environment have been shown to be a sensitive and user-friendly assessment tool to detect cognitive deficits related to attention-deficit/hyperactivity disorder (ADHD). The aim of the current study was to compare the performance of children with ADHD on a VR-CPT while on and off treatment with methylphenidate (MPH) and to compare the VR-CPT to a cgrrently used CPT, Test of Variables of Attention (TOVA).Methods:Twenty-seven children with ADHD underwent the VR-CPT, the same CPT without VR (no VR-CPT), and theTOVA, 1 hour after the. ingestion of either placebo or 0.3 mg/kg MPH, in a double-blind, placebo-controlled, crossover design. Immediately following CPT, subjects described their subjective experiences on the Short Feedback Questionnaire.Results: MPH reduced omission errors to a greater extent on the VR-CPT compared to the no VR-CPT and the TOVA, and decreased other CPT measures on all types of CPT to a similar degree. Children rated the VR-CPT as more enjoyable compared to the other types of CPT.Conclusions: It is concluded that the VR-CPT is a sensitive and user-friendly assessment tool in measuring the response to MPH in children with ADHD.


Author(s):  
Danielle Julian ◽  
Alyssa Tanaka ◽  
Patricia Mattingly ◽  
Mireille Truong ◽  
Manuela Perez ◽  
...  

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