A Collaborative Pointing Experiment for Analyzing Bodily Communication in a Virtual Immersive Environment

Author(s):  
Divesh Lala ◽  
Toyoaki Nishida

Virtual environments are a medium in which humans can effectively interact; however, until recently, research on body expression in these worlds has been sparse. This has changed with the recent development of markerless motion capture. This paper is a first step toward using this technology as part of an investigation into a collaborative task in the virtual world. In this task, participants used a pointing gesture as a means to both complete the task and communicate with their partner. The results gained from the experiment were inconclusive, but did show that the effectiveness of the experiment depends largely on the algorithm used to detect gesture and thereby influence the virtual world. Additionally, the benefits of the experimental system are shown. This research shows the potential of examining body expression in collaborative virtual environments.

2009 ◽  
Vol 18 (4) ◽  
pp. 286-293 ◽  
Author(s):  
Doron Friedman ◽  
Yuval Karniel ◽  
Amit Lavie Dinur

One of the main promises of collaborative virtual environments (CVEs) is that they would decrease the need for travel and face-to-face meetings. In this study we aim at comparing the dynamics and content of group discussions in desktop virtual environments with physical-world discussions. We have conducted an experiment in which four groups of 7–12 participants each carried out a political discussion on the same topic; specifically, global warming. Two groups conducted the experiment in a face-to-face setting and two other groups conducted a similar discussion inside the virtual world SecondLife ( http://www.secondlife.com ). Virtual-world discussions were found to include shorter sentences on average, have a smaller number of themes discussed, discuss a smaller number of themes in depth, and require a longer time for discussion threads to form. In this paper we provide a quantitative analysis of the similarities and differences between virtual-world and physical-world discussions.


2021 ◽  
Vol 2 ◽  
pp. 121-135
Author(s):  
Donna Davis ◽  
Shelby Shelby

This research explores how the technological affordances of emerging social virtual environments and VR platforms where individuals from an online disability community are represented in avatar form, correspond to these users’ development of embodied identity, ability, and access to work and social communities. The visual attributes of these avatars, which can realistically reflect the user’s physical self or divert from human form entirely, raise interesting questions regarding the role identity plays in the workplace, be it gender, race, age, weight, or visible disability. Additionally, the technology itself becomes fundamental to identity as the increasing use of artificial intelligence (AI), motion capture, and speech-to-text/text-to-speech technologies create digital capabilities that become part of an individual’s identity. This raises further questions about how virtual world technologies can both increase and potentially create barriers to accessibility for individuals who find freedom in their technologically embodied surrogates.


Author(s):  
Eric Burns ◽  
David Easter ◽  
Rob Chadwick ◽  
David A. Smith ◽  
Carl Rosengrant

2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


2021 ◽  
pp. 110414
Author(s):  
Robert M. Kanko ◽  
Elise K. Laende ◽  
Gerda Strutzenberger ◽  
Marcus Brown ◽  
W. Scott Selbie ◽  
...  

1997 ◽  
Vol 29 (15) ◽  
pp. 1751-1761 ◽  
Author(s):  
Steve Benford ◽  
Dave Snowdon ◽  
Chris Brown ◽  
Gail Reynard ◽  
Rob Ingram

2009 ◽  
Vol 87 (1-2) ◽  
pp. 156-169 ◽  
Author(s):  
Stefano Corazza ◽  
Lars Mündermann ◽  
Emiliano Gambaretto ◽  
Giancarlo Ferrigno ◽  
Thomas P. Andriacchi

2010 ◽  
Vol 14 (4) ◽  
pp. 229-240 ◽  
Author(s):  
Nasser Nassiri ◽  
Norman Powell ◽  
David Moore

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