Quantitative Analysis of Voice and Keyboard Chat in a Paper Presentation Seminar in a Virtual World

Author(s):  
Michael Gutjahr ◽  
Wolfgang Bösche

To investigate the possibilities that are offered to improve teaching within a virtual environment, chat recordings from a paper presentation seminar in a virtual world were analyzed. A total of 9 sessions with more than 500 minutes of recordings from 19 participants were classified in diverse categories by two independent coders. The channel used (voice or keyboard) as well as other attributes of the contributions, the contributors, and the sessions were coded. Results show that the voice channel was mainly used for relevant contributions, while the keyboard channel contained mainly irrelevant contributions. The longer a session was the lower was the percentage of irrelevant contributions, p < .05. Gender and previous experience with digital games are both highly correlated with the percentage of irrelevant contributions, p < .01. Technical and personal factors are related to the rate of irrelevant contributions, while situational and relational factors seem to have a minor impact.

Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


2016 ◽  
Vol 1 (3) ◽  
pp. 75-82 ◽  
Author(s):  
Thomas Murry ◽  
Claudio F. Milstein

This review describes the current information related to laryngeal neuropathic disorders and the possible management options available. Voice changes may range from severe hoarseness due to choking and coughing to a mild intermittent dysphonia possibly accompanied by unusual breathing. Neither the sound of the voice nor the lack of hoarseness should suggest that the problem itself is a minor one. Laryngeal neuropathic disorders may be the outcome of inflammation, irritation, infection, or a combination of these that causes a disruption in normal sensation. When sensory mediators no longer function normally, breathing, phonation, and even swallowing changes may be affected. Clinicians must be aware of the numerous sensory related disorders in the upper airway and currently accepted methods of treatment.


Author(s):  
Kay M. Stanney ◽  
Kelly S. Kingdon ◽  
Robert S. Kennedy

Are current virtual environments (VEs) usable by the broad spectrum of people who may wish to utilize this technology? The current study, which examined over 1000 participants, indicates the answer to this question is a definitive ‘no’. Virtual environment exposure was found to cause people to vomit (1.1%), experience nausea (71%), disorientation (70%), and oculomotor disturbances (79%). Overall, 88% of participants reported some level of adverse symptomatology, ranging from a minor headache to vomiting and intense vertigo. These disturbances led 12% of those exposed to prematurely cease their interaction. Dropout rates as high as nearly 50% were found in exposures of 1 hr in length. In addition, long-term aftereffects were found, including headaches, drowsiness, nausea, and fatigue. These problems could substantially reduce the accessibility of VE technology by the general public and thus must be resolved if this technology is to be widely adopted.


2014 ◽  
Vol 23 (04) ◽  
pp. 1460020 ◽  
Author(s):  
George Anastassakis ◽  
Themis Panayiotopoulos

Intelligent virtual agent behaviour is a crucial element of any virtual environment application as it essentially brings the environment to life, introduces believability and realism and enables complex interactions and evolution over time. However, the development of mechanisms for virtual agent perception and action is neither a trivial nor a straight-forward task. In this paper we present a model of perception and action for intelligent virtual agents that meets specific requirements and can as such be systematically implemented, can seamlessly and transparently integrate with knowledge representation and intelligent reasoning mechanisms, is highly independent of virtual world implementation specifics, and enables virtual agent portability and reuse.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


2012 ◽  
Vol 241-244 ◽  
pp. 3116-3120
Author(s):  
Xiao Mei Hu ◽  
Biao Wang

Collaborative Virtual Environment (CVE) system supports a large number of users to explore a virtual world and interact with each other through networks, so one of the key issues in the design of scalable CVE systems is the partitioning problem. Existing partitioning algorithms in CVE systems based on multiple-server architecture, in our opinion, hardly consider the communication character of virtual environment. In this paper, we propose a new partitioning method based on area of interest (AOI) model matching to improve the quality of partitioning. The experimental results show preliminarily that our partitioning approach based on AOI model matching does decrease the traffic among the servers in the system and improve the partitioning performance.


2018 ◽  
Vol 18 (33) ◽  
pp. 129-144 ◽  
Author(s):  
Eleni Timplalexi

Shakespeare’s plays have long flirted with using various artistic and medial forms other than theatre, such as cinema, music, visual arts, television, comics, animation and, lately, digital games and virtual worlds. Especially in the 20th and 21st century, a fascination with Shakespeare both as a historical and theatrical figure and as a playwright has become evident in screen based media (cinema, television and video), ranging from “faithful,” almost documented performances of his plays to free style adaptations or vague film references. Digital games and virtual worlds carry on this tradition of the transmedial journey of Shakespeare’s plays to screen based media but top it up with new forms of interaction and performativity. For the first time in the history of mankind everyone can enjoy firsthand from his armchair and for free the experience of taking part in a play by the Bard by entering a virtual world as if it was a stage and by assuming roles through avatars. The article attempts first to introduce the reader to the deeper needs that gave rise to animation, a fundamental aspect of digital gaming and virtual worlds. It then tries to illuminate the various facets of digital performance and gaming, especially in relation to Shakespeare-themed and inspired digital games and virtual worlds, by putting forward some axes of classification. Finally, it both suggests some ideas that may be of use in rendering the Shakespeare gaming experience more “complete” and “theatrical” and ends by acknowledging the immense potential for the exploration of theatricality and performativity in digital games and virtual worlds.


2021 ◽  
Vol 29 (2) ◽  
pp. 62-99
Author(s):  
O.A. Sagalakova ◽  
O.V. Zhirnova ◽  
D.V. Truevtsev

The paper examines the problem of the use of modern AVATAR therapy for auditory hallucinations (AH). There is a traditional asymmetry of the focus of interest in the study of AH with a bias towards the study of the final result of perception at the expense of comprehension of the process of AH development. The methodology of the cultural-activity approach and study of the patterns of the genesis of the “voices” in pathopsychology provide an adequate basis for understanding the nature of AH. Current intervention in psychosis is based on recognizing the role of psychological factors. АН are amplified in the state of anxiety, or in case of disturbed interpersonal relationships. AVATAR therapy provides the patient with psychological means of restoring deliberate mental activity, gaining control over one’s mental activity through its objectification, making the “voice” less malevolent and managing negative experiences. The method is based on a dialogue with an avatar, a visual digital image of the “voice”. It is designed in a virtual environment evoking a presence effect, which allows directed interaction with it in order to increase assertiveness. The experiments showed encouraging, but still debatable, results of the effectiveness of AVATAR therapy.


Author(s):  
Yungang Wei ◽  
Xiaoye Tan ◽  
Xiaoran Qin ◽  
Xiaohang Yu ◽  
Bo Sun ◽  
...  

The use of 3D virtual technology in cultural transmission has been more and more innovative and popular in the recent years. Meanwhile, with the high interactivity, experience of virtual technology deeply rooted in the people's hearts, the use of 3D virtual world in cultural transmission shows an evident advantage. Through scene construction and intelligent interaction in a 3D virtual world environment, we developed the project “Confucius' Journey”. And considering the problems in such applications, such as the lack of interaction and reduced effectiveness in representing the application purpose, we explored interactive objects and virtual human technology. In addition, we can verify the advantage of using the 3D platform via the experimental results.


2012 ◽  
pp. 706-720
Author(s):  
Erkki Patokorpi ◽  
Sami Leppimäki ◽  
Franck Tétard

Digital games have, or can be made to have, certain characteristics that make them suitable for education, communication, and the promotion of civic skills in e-Government: hypertextuality, interactivity, reusability, updateability, object-likeness, reprogrammability, personalizability, multimodality, and so forth. From the citizens’ point of view, the functions of societal games can be divided into learning support and the enhancement of participation in society. Enlightened participation in the civic society requires both. Learning by games should promote the understanding of complex social issues and their mutual relationships. For learning to act as a springboard to informed action, one would also have to understand the consequences of actions and events. Consequently, learning by playing serious games is best understood as reasoned practical action in a virtual world.


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