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1.
J Neurosci Methods ; 406: 110129, 2024 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-38614286

RESUMO

The integration of emotional intelligence in machines is an important step in advancing human-computer interaction. This demands the development of reliable end-to-end emotion recognition systems. However, the scarcity of public affective datasets presents a challenge. In this literature review, we emphasize the use of generative models to address this issue in neurophysiological signals, particularly Electroencephalogram (EEG) and Functional Near-Infrared Spectroscopy (fNIRS). We provide a comprehensive analysis of different generative models used in the field, examining their input formulation, deployment strategies, and methodologies for evaluating the quality of synthesized data. This review serves as a comprehensive overview, offering insights into the advantages, challenges, and promising future directions in the application of generative models in emotion recognition systems. Through this review, we aim to facilitate the progression of neurophysiological data augmentation, thereby supporting the development of more efficient and reliable emotion recognition systems.


Assuntos
Eletroencefalografia , Emoções , Espectroscopia de Luz Próxima ao Infravermelho , Humanos , Eletroencefalografia/métodos , Espectroscopia de Luz Próxima ao Infravermelho/métodos , Emoções/fisiologia , Encéfalo/fisiologia , Inteligência Emocional/fisiologia , Modelos Neurológicos
2.
IEEE Trans Vis Comput Graph ; 30(5): 2671-2681, 2024 May.
Artigo em Inglês | MEDLINE | ID: mdl-38437090

RESUMO

There is little research on how Virtual Reality (VR) applications can identify and respond meaningfully to users' emotional changes. In this paper, we investigate the impact of Context-Aware Empathic VR (CAEVR) on the emotional and cognitive aspects of user experience in VR. We developed a real-time emotion prediction model using electroencephalography (EEG), electrodermal activity (EDA), and heart rate variability (HRV) and used this in personalized and generalized models for emotion recognition. We then explored the application of this model in a context-aware empathic (CAE) virtual agent and an emotion-adaptive (EA) VR environment. We found a significant increase in positive emotions, cognitive load, and empathy toward the CAE agent, suggesting the potential of CAEVR environments to refine user-agent interactions. We identify lessons learned from this study and directions for future work.


Assuntos
Empatia , Realidade Virtual , Gráficos por Computador , Emoções/fisiologia , Conscientização
3.
IEEE Trans Vis Comput Graph ; 30(5): 2330-2336, 2024 May.
Artigo em Inglês | MEDLINE | ID: mdl-38437109

RESUMO

Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches would certainly benefit from an accurately labeled, real-world, diverse dataset that enables the development of generalizable ML models. We introduce 'VR.net', a dataset comprising 165-hour gameplay videos from 100 real-world games spanning ten diverse genres, evaluated by 500 participants. VR.net accurately assigns 24 motion sickness-related labels for each video frame, such as camera/object movement, depth of field, and motion flow. Building such a dataset is challenging since manual labeling would require an infeasible amount of time. Instead, we implement a tool to automatically and precisely extract ground truth data from 3D engines' rendering pipelines without accessing VR games' source code. We illustrate the utility of VR.net through several applications, such as risk factor detection and sickness level prediction. We believe that the scale, accuracy, and diversity of VR.net can offer unparalleled opportunities for VR motion sickness research and beyond.We also provide access to our data collection tool, enabling researchers to contribute to the expansion of VR.net.


Assuntos
Enjoo devido ao Movimento , Realidade Virtual , Humanos , Gráficos por Computador , Enjoo devido ao Movimento/diagnóstico , Software , Movimento
4.
IEEE Comput Graph Appl ; 44(2): 81-88, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38526874

RESUMO

This article examines the choices between sitting and standing in virtual reality (VR) experiences, addressing conflicts, challenges, and opportunities. It explores issues such as the risk of motion sickness in stationary users and virtual rotations, the formation of mental models, consistent authoring, affordances, and the integration of embodied interfaces for enhanced interactions. Furthermore, it delves into the significance of multisensory integration and the impact of postural mismatches on immersion and acceptance in VR. Ultimately, the article underscores the importance of aligning postural choices and embodied interfaces with the goals of VR applications, be it for entertainment or simulation, to enhance user experiences.

5.
IEEE Trans Vis Comput Graph ; 29(11): 4782-4793, 2023 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-37782599

RESUMO

Wearable Augmented Reality (AR) has attracted considerable attention in recent years, as evidenced by the growing number of research publications and industry investments. With swift advancements and a multitude of interdisciplinary research areas within wearable AR, a comprehensive review is crucial for integrating the current state of the field. In this paper, we present a review of 389 research papers on wearable AR, published between 2018 and 2022 in three major venues: ISMAR, TVCG, and CHI. Drawing inspiration from previous works by Zhou et al. and Kim et al., which summarized AR research at ISMAR over the past two decades (1998-2017), we categorize the papers into different topics and identify prevailing trends. One notable finding is that wearable AR research is increasingly geared towards enabling broader consumer adoption. From our analysis, we highlight key observations related to potential future research areas essential for capitalizing on this trend and achieving widespread adoption. These include addressing challenges in Display, Tracking, Interaction, and Applications, and exploring emerging frontiers in Ethics, Accessibility, Avatar and Embodiment, and Intelligent Virtual Agents.

6.
Geriatr Nurs ; 53: 270-279, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37598431

RESUMO

The present pilot study explored the research aim of understanding how independent-living older adults experience social isolation and loneliness and whether virtual tour digital technology can increase social connectedness (N = 10). Through triangulation of interviews, experiences, and feedback, this study contributes to the knowledge base on the well-being of our ageing populations and how digital technologies, specifically virtual tourism, can aid in this process. The key findings reveal that the participants in our study were moderately lonely but were open to embracing more digital technology, sharing how it is instrumental in facilitating social connection and life administration. Participating in virtual tour experiences was well accepted as participants expressed enjoyment, nostalgia, and interest in future use. However, its contribution to increasing social connections needs to be clarified and requires further investigation. Several future research and education directions are provided.


Assuntos
Solidão , Isolamento Social , Humanos , Idoso , Projetos Piloto , Envelhecimento
7.
Sci Robot ; 8(80): eadi6347, 2023 Jul 12.
Artigo em Inglês | MEDLINE | ID: mdl-37436971

RESUMO

Companion robots with AI may usher a new science of social connectedness that requires the development of ethical frameworks.

8.
Virtual Real ; : 1-25, 2023 Apr 12.
Artigo em Inglês | MEDLINE | ID: mdl-37360812

RESUMO

Virtual reality (VR) experiences can cause a range of negative symptoms such as nausea, disorientation, and oculomotor discomfort, which is collectively called cybersickness. Previous studies have attempted to develop a reliable measure for detecting cybersickness instead of using questionnaires, and electroencephalogram (EEG) has been regarded as one of the possible alternatives. However, despite the increasing interest, little is known about which brain activities are consistently associated with cybersickness and what types of methods should be adopted for measuring discomfort through brain activity. We conducted a scoping review of 33 experimental studies in cybersickness and EEG found through database searches and screening. To understand these studies, we organized the pipeline of EEG analysis into four steps (preprocessing, feature extraction, feature selection, classification) and surveyed the characteristics of each step. The results showed that most studies performed frequency or time-frequency analysis for EEG feature extraction. A part of the studies applied a classification model to predict cybersickness indicating an accuracy between 79 and 100%. These studies tended to use HMD-based VR with a portable EEG headset for measuring brain activity. Most VR content shown was scenic views such as driving or navigating a road, and the age of participants was limited to people in their 20 s. This scoping review contributes to presenting an overview of cybersickness-related EEG research and establishing directions for future work. Supplementary Information: The online version contains supplementary material available at 10.1007/s10055-023-00795-y.

9.
IEEE Comput Graph Appl ; 43(3): 84-87, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37195828

RESUMO

On October 21, 2022, the 21st IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2022) was successfully completed in Singapore. ISMAR is the leading international conference in the fields of augmented reality, mixed reality, and virtual reality. This was the first time that ISMAR was held in Southeast Asia and the first time in hybrid mode. ISMAR 2022 achieved a historically high number of papers and attendees, witnessing the steady growth of the community and the scientific contributions. In this article, we report the key outcomes, impressions, research trends, and lessons learned from the conference.

11.
Artigo em Inglês | MEDLINE | ID: mdl-37027731

RESUMO

In this paper, we explore how virtual replicas can enhance Mixed Reality (MR) remote collaboration with a 3D reconstruction of the task space. People in different locations may need to work together remotely on complicated tasks. For example, a local user could follow a remote expert's instructions to complete a physical task. However, it could be challenging for the local user to fully understand the remote expert's intentions without effective spatial referencing and action demonstration. In this research, we investigate how virtual replicas can work as a spatial communication cue to improve MR remote collaboration. This approach segments the foreground manipulable objects in the local environment and creates corresponding virtual replicas of physical task objects. The remote user can then manipulate these virtual replicas to explain the task and guide their partner. This enables the local user to rapidly and accurately understand the remote expert's intentions and instructions. Our user study with an object assembly task found that using virtual replica manipulation was more efficient than using 3D annotation drawing in an MR remote collaboration scenario. We report and discuss the findings and limitations of our system and study, and present directions for future research.

12.
Virtual Real ; 27(2): 1409-1430, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-36686612

RESUMO

In this paper, we focus on the significance of remote collaboration using virtual replicas, avatar, and gesture on a procedural task in industry; thus, we present a Virtual Reality (VR)/Spatial Augmented Reality (SAR) remote collaboration system, BeHere, based on 3D virtual replicas and sharing gestures and avatar. BeHere enables a remote expert in VR to guide a local worker in real-time to complete a procedural task in the real-world. For the remote VR site, we construct a 3D virtual environment using virtual replicas, and the user can manipulate them by using gestures in an intuitive interaction and see their partners' 3D virtual avatar. For the local site, we use SAR to enable the local worker to see instructions projected onto the real-world based on the shared virtual replicas and gestures. We conducted a formal user study to evaluate the prototype system in terms of performance, social presence, workload, and ranking and user preference. We found that the combination of visual cues of gestures, avatar, and virtual replicas plays a positive role in improving user experience, especially for remote VR users. More significantly, our study provides useful information and important design implications for further research on the use of gesture-, gaze- and avatar-based cues as well as virtual replicas in VR/AR remote collaboration on a procedural task in industry. Supplementary Information: The online version contains supplementary material available at 10.1007/s10055-023-00748-5.

13.
Appl Ergon ; 109: 103953, 2023 May.
Artigo em Inglês | MEDLINE | ID: mdl-36642060

RESUMO

Identifying and characterizing the factors that affect presence in virtual environments has been acknowledged as a critical step to improving Virtual Reality (VR) applications in the built environment domain. In the search to identify those factors, the research objective was to test whether three-dimensional perception affects presence in virtual environments. A controlled within-group experiment utilizing perception and presence questionnaires was conducted, followed by data analysis, to test the hypothesized unidirectional association between three-dimensional perception and presence in two different virtual environments (non-immersive and immersive). Results indicate no association in either of the systems studied, contrary to the assumption of many scholars in the field but in line with recent studies on the topic. Consequently, VR applications in architectural design may not necessarily need to incorporate advanced stereoscopic visualization techniques to deliver highly immersive experiences, which may be achieved by addressing factors other than depth realism. As findings suggest that the levels of presence experienced by users are not subject to the display mode of a 3D model (whether immersive or non-immersive display), it may still be possible for professionals involved in the review of 3D models (e.g., designers, contractors, clients) to experience high levels of presence through non-stereoscopic VR systems provided that other presence-promoting factors are included.


Assuntos
Realidade Virtual , Humanos , Interface Usuário-Computador , Percepção
14.
Front Psychol ; 13: 864047, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35837650

RESUMO

Emotions are multimodal processes that play a crucial role in our everyday lives. Recognizing emotions is becoming more critical in a wide range of application domains such as healthcare, education, human-computer interaction, Virtual Reality, intelligent agents, entertainment, and more. Facial macro-expressions or intense facial expressions are the most common modalities in recognizing emotional states. However, since facial expressions can be voluntarily controlled, they may not accurately represent emotional states. Earlier studies have shown that facial micro-expressions are more reliable than facial macro-expressions for revealing emotions. They are subtle, involuntary movements responding to external stimuli that cannot be controlled. This paper proposes using facial micro-expressions combined with brain and physiological signals to more reliably detect underlying emotions. We describe our models for measuring arousal and valence levels from a combination of facial micro-expressions, Electroencephalography (EEG) signals, galvanic skin responses (GSR), and Photoplethysmography (PPG) signals. We then evaluate our model using the DEAP dataset and our own dataset based on a subject-independent approach. Lastly, we discuss our results, the limitations of our work, and how these limitations could be overcome. We also discuss future directions for using facial micro-expressions and physiological signals in emotion recognition.

15.
IEEE Comput Graph Appl ; 42(3): 7-18, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35671280

RESUMO

The vision of extended reality (XR) systems is living in a world where real and virtual elements seamlessly and contextually augment experiences of ourselves and the worlds we inhabit. While this integration promises exciting opportunities for the future of XR, it comes with the risk of experiential distortions and feelings of dissociation, especially related to virtual reality (VR). When transitioning from a virtual world to the real world, users report of experiential structures that linger on, as sort of after images, causing disruptions in their daily life. In this work, we define these atypical experiences as experiential artifacts (EAs) and present preliminary results from an informal survey conducted online with 76 VR users to highlight different types of artifacts and their durations. To avoid disruptions caused by these artifacts and simultaneously increase the user's sense of presence, we propose the idea of situated VR, which blends the real and virtual in novel ways that can reduce incongruencies between the two worlds. We discuss the implications of EAs, and through examples from our own work in building hybrid experiences, we demonstrate the potential and relevance of situated VR in the design of a future, more immersive, artifact-free hybrid reality.


Assuntos
Artefatos , Realidade Virtual
16.
IEEE Comput Graph Appl ; 41(5): 104-112, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34506272

RESUMO

Physical props serving as proxies for virtual objects (haptic proxies) offer a cheap, convenient, and compelling way of delivering a sense of touch in virtual reality (VR). To successfully use haptic proxies for VR, they have to be both similar to and colocated with their virtual counterparts. In this article, we introduce a taxonomy organizing techniques using haptic proxies for VR into eight categories based on when the techniques are deployed (offline or real-time), what reality is being manipulated (physical or virtual reality), and the purpose of the techniques (to affect object perception or the mapping between real and virtual objects). Finally, we discuss key advantages and limitations of the different categories of techniques.


Assuntos
Percepção do Tato , Tato , Realidade Virtual , Tecnologia Háptica
17.
PLoS One ; 14(9): e0222351, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31504070

RESUMO

OBJECTIVE: The present study investigates skill transfer from Virtual Reality (VR) sports training to the real world, using the fast-paced sport of table tennis. BACKGROUND: A key assumption of VR training is that the learned skills and experiences transfer to the real world. Yet, in certain application areas, such as VR sports training, the research testing this assumption is sparse. DESIGN: Real-world table tennis performance was assessed using a mixed-model analysis of variance. The analysis comprised a between-subjects (VR training group vs control group) and a within-subjects (pre- and post-training) factor. METHOD: Fifty-seven participants (23 females) were either assigned to a VR training group (n = 29) or no-training control group (n = 28). During VR training, participants were immersed in competitive table tennis matches against an artificial intelligence opponent. An expert table tennis coach evaluated participants on real-world table tennis playing before and after the training phase. Blinded regarding participant's group assignment, the expert assessed participants' backhand, forehand and serving on quantitative aspects (e.g. count of rallies without errors) and quality of skill aspects (e.g. technique and consistency). RESULTS: VR training significantly improved participants' real-world table tennis performance compared to a no-training control group in both quantitative (p < .001, Cohen's d = 1.08) and quality of skill assessments (p < .001, Cohen's d = 1.10). CONCLUSIONS: This study adds to a sparse yet expanding literature, demonstrating real-world skill transfer from Virtual Reality in an athletic task.


Assuntos
Desempenho Atlético , Tênis , Realidade Virtual , Adolescente , Adulto , Feminino , Humanos , Masculino , Adulto Jovem
18.
Front Robot AI ; 6: 5, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-33501022

RESUMO

Augmented and Virtual Reality provide unique capabilities for Mixed Reality collaboration. This paper explores how different combinations of virtual awareness cues can provide users with valuable information about their collaborator's attention and actions. In a user study (n = 32, 16 pairs), we compared different combinations of three cues: Field-of-View (FoV) frustum, Eye-gaze ray, and Head-gaze ray against a baseline condition showing only virtual representations of each collaborator's head and hands. Through a collaborative object finding and placing task, the results showed that awareness cues significantly improved user performance, usability, and subjective preferences, with the combination of the FoV frustum and the Head-gaze ray being best. This work establishes the feasibility of room-scale MR collaboration and the utility of providing virtual awareness cues.

19.
IEEE Trans Vis Comput Graph ; 24(11): 2974-2982, 2018 11.
Artigo em Inglês | MEDLINE | ID: mdl-30387715

RESUMO

The advancements in Mixed Reality (MR), Unmanned Aerial Vehicle, and multi-scale collaborative virtual environments have led to new interface opportunities for remote collaboration. This paper explores a novel concept of flying telepresence for multi-scale mixed reality remote collaboration. This work could enable remote collaboration at a larger scale such as building construction. We conducted a user study with three experiments. The first experiment compared two interfaces, static and dynamic IPD, on simulator sickness and body size perception. The second experiment tested the user perception of a virtual object size under three levels of IPD and movement gain manipulation with a fixed eye height in a virtual environment having reduced or rich visual cues. Our last experiment investigated the participant's body size perception for two levels of manipulation of the IPDs and heights using stereo video footage to simulate a flying telepresence experience. The studies found that manipulating IPDs and eye height influenced the user's size perception. We present our findings and share the recommendations for designing a multi-scale MR flying telepresence interface.


Assuntos
Gráficos por Computador , Imageamento Tridimensional/métodos , Percepção Espacial/fisiologia , Navegação Espacial/fisiologia , Realidade Virtual , Adulto , Algoritmos , Feminino , Humanos , Masculino , Interface Usuário-Computador , Adulto Jovem
20.
IEEE Trans Vis Comput Graph ; 24(11): 2846-2856, 2018 11.
Artigo em Inglês | MEDLINE | ID: mdl-30334797

RESUMO

Previous research has demonstrated that Augmented Reality can reduce a user's task response time and mental effort when completing a procedural task. This paper investigates techniques to improve user performance and reduce mental effort by providing projector-based Spatial Augmented Reality predictive cues for future responses. The objective of the two experiments conducted in this study was to isolate the performance and mental effort differences from several different annotation cueing techniques for simple (Experiment 1) and complex (Experiment 2) button-pressing tasks. Comporting with existing cognitive neuroscience literature on prediction, attentional orienting, and interference, we hypothesized that for both simple procedural tasks and complex search-based tasks, having a visual cue guiding to the next task's location would positively impact performance relative to a baseline, no-cue condition. Additionally, we predicted that direction-based cues would provide a more significant positive impact than target-based cues. The results indicated that providing a line to the next task was the most effective technique for improving the users' task time and mental effort in both the simple and complex tasks.

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