共查询到20条相似文献,搜索用时 15 毫秒
1.
《International journal of human-computer studies》2006,64(3):240-250
There is a need for an assessment tool which reliably distinguishes levels of participant performance in virtual environments (VEs) built within virtual reality (VR) systems. Such screening might be of potential users amongst a company's staff or might be carried out by human factors experimenters prior to the start of experiments in order to provide a base-line of participant competences. The Nottingham Tool for Assessment for Interaction in Virtual Environments (NAÏVE) comprises a set of VE tasks and related tests, with appropriate performance criteria levels, covering the main aspects of navigation (viewpoint) control and object manipulation and operation. Trials with test participants enabled performance levels to be set to distinguish good, adequate and poor performers and tests to be distinguished according to whether performance in the general population is evenly spread or is skewed towards success or failure. 相似文献
2.
This paper introduces a system for real-time physiological measurement, analysis, and metaphorical visualization within a virtual environment (VE). Our goal is to develop a method that allows humans to unconsciously relate to parts of an environment more strongly than to others, purely induced by their own physiological responses to the virtual reality (VR) displays. In particular, we exploit heart rate, respiration, and galvanic skin response in order to control the behavior of virtual characters in the VE. Such unconscious processes may become a useful tool for storytelling or assist guiding participants through a sequence of tasks in order to make the application more interesting, e.g., in rehabilitation. We claim that anchoring of subjective bodily states to a virtual reality (VR) can enhance a person’s sense of realism of the VR and ultimately create a stronger relationship between humans and the VR. 相似文献
3.
We evaluated the perception of affordances in virtual environments (VE). In our work, we considered the affordances for standing on a virtual slanted surface. Participants were asked to judge whether a virtual slanted surface supported upright stance. The objective was to evaluate whether this perception was possible in virtual reality (VR) and comparable to previous works conducted in real environments. We found that the perception of affordances for standing on a slanted surface in virtual reality is possible and comparable (with an underestimation) to previous studies conducted in real environments. We also found that participants were able to extract and to use virtual information about friction in order to judge whether a slanted surface supported an upright stance. Finally, results revealed that the person’s position on the slanted surface is involved in the perception of affordances for standing on virtual grounds. Taken together, our results show quantitatively that the perception of affordances can be effective in virtual environments and influenced by both environmental and person properties. Such a perceptual evaluation of affordances in VR could guide VE designers to improve their designs and to better understand the effect of these designs on VE users. 相似文献
4.
《International journal of human-computer studies》2006,64(3):158-169
Virtual reality (VR) systems and the virtual environments (VEs) experienced within them have presented challenges to human computer interaction over many years. The sheer range of different interfaces which might be experienced and of different behaviours which might be exhibited have caused difficulties in general understanding of participants’ performance within VR/VE and in providing coherent guidance for designers. We have recently completed a European Information Society Technologies (IST) project, Virtual and Interactive Environments for Workplaces of the Future (VIEW of the Future), which has made great strides in developing improved VR systems and interaction concepts and devices, based upon good understanding of participation in VEs. Particular emphasis in the VIEW of the Future project has been upon mobility and multiple active collaboration in use of VR/VE. This paper introduces a special issue devoted to this project and overviews the project as a whole. In doing so it also reviews some of the human factors issues defined for VR/VE over the years and the contribution of VIEW of the Future to addressing these. 相似文献
5.
Unfortunately, active shooter incidents are on the rise in the United States. With the recent technological advancements, virtual reality (VR) experiments could serve as an effective method to prepare civilians and law enforcement personnel for such scenarios. However, for VR experiments to be effective for active shooter training and research, such experiments must be able to evoke emotional and physiological responses as live active shooter drills and events do. The objective of this study is thus to test the effectiveness of an active shooter VR experiment on emotional and physiological responses. Additionally, we consider different locomotion techniques (i.e., walk-in-place and controller) and explore their impact on users’ sense of presence. The results suggest that the VR active shooter experiment in this study can induce emotional arousal and increase heart rate of the participants immersed in the virtual environment. Furthermore, compared to the controller, the walk-in-place technique resulted in a higher emotional arousal in terms of negative emotions and a stronger sense of presence. The study presents a foundation for future active shooter experiments as it supports the ecological validity using VR for active shooter incident related work for the purposes of training or research. 相似文献
6.
Transfer of learning in virtual environments: a new challenge? 总被引:1,自引:0,他引:1
The aim of all education is to apply what we learn in different contexts and to recognise and extend this learning to new
situations. Virtual learning environments can be used to build skills. Recent research in cognitive psychology and education
has shown that acquisitions are linked to the initial context. This provides a challenge for virtual reality in education
or training. A brief overview of transfer issues highlights five main ideas: (1) the type of transfer enables the virtual
environment (VE) to be classified according to what is learned; (2) the transfer process can create conditions within the
VE to facilitate transfer of learning; (3) specific features of VR must match and comply with transfer of learning; (4) transfer
can be used to assess a VE’s effectiveness; and (5) future research on transfer of learning must examine the singular context
of learning. This paper discusses how new perspectives in cognitive psychology influence and promote transfer of learning
through the use of VEs. 相似文献
7.
Early expectations of the contribution that virtual reality (VR) could make to education far exceeded actual applications. This was largely due to the initial immaturity of the technology and a lack of evidence base on which to base design and utilisation. While the early developments in computer based learning largely concentrated on mainstream education, leaving those with special needs behind, the potential of VR as an educational tool was exploited for those with intellectual disabilities right from the start. This paper describes the empirical evidence that has contributed to the development of educational virtual reality for those with intellectual disabilities: studies on transfer of learning from the virtual to the real world; how teachers might support those using VR; the design of virtual environments and what input/control devices best facilitate use of desktop VR. Future developments and ethical issues are also considered. 相似文献
8.
《Computer Graphics and Applications, IEEE》2009,29(1):82-85
Immersive virtual reality (VR) has attracted the attention of many researchers and educators who predicted that VR would considerably affect how learning and teaching are conducted. The research presented here aims to investigate how an interactive immersive virtual learning environment affects conceptual learning, specifically learning of fractions in mathematics. A virtual environment (VE) designed to simulate a playground was created and evaluated through empirical studies with 60 primary school students between the ages of 8 and 12. Results suggest that children who fully interacted with the VE were able to problem-solve but that there was no strong evidence of the expected conceptual change. Rather, it was the passive VR environment, where a virtual robot guided activity, that seemed to support student reflection and recall, leading to indications of sustained conceptual change. 相似文献
9.
Virtual Reality - Numerous studies have explored the effects of virtual reality (VR) on adults’ cognition. Little is known, however, of these effects in children. The aim of this study was to... 相似文献
10.
Robot task teaching on a real work cell is expensive and sometimes risky. This cost and risk can be avoided by using virtual reality technology. Using the simulated environment in virtual reality (VR), the operator can practise, explore and preview the operations for possible problems that might occur during implementation. It is therefore of practical importance to build the virtual robot work cell in VR that can facilitate the study of the performance of robotic tasks such as robotic assembly. This paper describes our work in incorporating physical behaviours of virtual objects into VR for robot task teaching. To facilitate the task teaching, we developed visual and audio cues which help visualise the dynamic interactions between virtual objects. Dynamic sensing capability is incorporated in the simulated environment. A simplified force sensor is modelled and simulated. The physical behaviours of the virtual objects are simulated using physics-based approach. A virtual robot work cell is built incorporating the developed features and an example for the task teaching is given. The implementation includes view tracking using virtual camera, visual and audio rendering, and the user interface developed in the VR. The current implementation was carried out on a PC-based VR platform, with the programs developed using Watcom C++. 相似文献
11.
虚拟现实技术在工程设计与分析上有很大的应用潜力。可是 ,虚拟环境的创建时间长、成本高,极大地限制了虚拟现实技术在工程上的应用。为此 ,提出了虚拟现实脚本生成器的概念,将虚拟现实技术与过程的设计、分析集成化,创造性地提出了一种自上而下的设计方法———VR-IEDA,以便高效、快速地创建虚拟原型,提高计算机虚拟复杂系统工程的性价比。在 VR-IEDA中复杂系统的结构和行为被计算机捕捉并自动生成可执行的 VR仿真代码 ,从而减少了创建虚拟环境的时间,便利了基于仿真的过程分析和设计。最后 ,以武器系统的维修过程为 相似文献
12.
Tina L.Y. Wu Adam Gomes Keegan Fernandes David Wang 《International journal of human-computer interaction》2013,29(17):1569-1577
ABSTRACTThe performance of a virtual reality (VR) system can be assessed from two aspects in the human-VR interaction loop. One aspect is the degree of immersion, which objectively quantifies the performance of the VR system using metrics such as the display field of view or the refresh rate. The other aspect is presence, which measures the user response to the VR system. This article presents a study that compares the impact on presence by changing immersion through enabling and disabling of the head tracking ability on a VR headset. The study quantitatively assesses this change by taking objective measurements of posture and subjective ratings of the VR experience, in terms of presence and motion sickness, after participants have gone through two versions of a roller coaster simulation; one with head tracking on and the other with head tracking off. The results indicate that a loss of immersion, caused by turning the head tracking feature off, results in a significant reduction in postural sway. This loss of immersion also affected presence, as shown through the user surveys. The survey responses indicate that the simulation with head tracking off was less enjoyable and caused more motion sickness compared to when head tracking is kept on. 相似文献
13.
Mohammed Alghamdi Simon Hoermann Nicola Swain 《Behaviour & Information Technology》2017,36(9):913-934
The experience of Virtual Reality (VR) can lead to unwanted or wanted psychological stress reactions. Highly immersive VR games for instance utilise extreme, life-threatening, or dangerous situations to achieve those responses from their players. There is also sufficient evidence that in clinical settings and specific situations, such as fear of heights or post-traumatic stress, virtual stimuli can lead to perceived stress for clients. However, there is a gap in research targeting everyday, mild emotional stimuli, which are neither extreme nor specific and which are not presented in an immersive system. To what extent can common stimuli in a non-immersive virtual environment elicit actual stress reactions for its users? We developed a desktop VR system and evaluated it in a study with 54 participants. We could show that virtual stimuli in a common, domestic family environment led to a significant increase in perceived stress as measured by quantitative (self-reports) and qualitative (semi-structured interviews analysed with a General Inductive Approach (GIA)) responses. The results also showed that the introduction of virtual stimuli induced significantly higher levels of perceived workload and sense of presence and led to different physiological reactions. These findings have implications for the design and implementation of non-immersive VR systems. 相似文献
14.
Silvia Erika Kober Christa Neuper 《International journal of human-computer interaction》2013,29(1):13-25
In virtual reality (VR) applications the user's subjective experiences and responses to the same VR technology, like the presence experience, can differ enormously between people. Such interindividual differences are not well examined yet. The aim of the present study was to examine the relationship between personality variables and presence in VR. Thirty female participants completed different personality questionnaires before they were exposed to an interactive and immersive virtual environment. Afterward, they completed various presence questionnaires to determine whether correlations between personality and presence depend on the used presence measure, or if different presence questionnaires reveal comparable results. Significant positive correlations were found among the different presence questionnaires. Nevertheless, personality variables like impulsive tendencies, empathy, locus of control, or the Big Five personality traits showed heterogeneous correlations with presence, depending on the presence questionnaire used. Absorption seemed to be the best predictor for the feeling of presence in VR and showed the strongest relationship with presence, independent of the used presence measure. Mental imagination, perspective taking, and immersive tendencies showed significant correlations with presence too, which were comparable between different presence measures. Hence, to find valid and meaningful relationships between personality variables and presence in VR it is beneficial to use different measures to assess presence. 相似文献
15.
Panagiota Papadopoulou 《Virtual Reality》2007,11(2-3):107-127
The application of virtual reality in e-commerce has enormous potential for transforming online shopping into a real-world
equivalent. However, the growing research interest focuses on virtual reality technology adoption for the development of e-commerce
environments without addressing social and behavioral facets of online shopping such as trust. At the same time, trust is
a critical success factor for e-commerce and remains an open issue as to how it can be accomplished within an online store.
This paper shows that the use of virtual reality for online shopping environments offers an advanced customer experience compared
to conventional web stores and enables the formation of customer trust. The paper presents a prototype virtual shopping mall
environment, designed on principles derived by an empirically tested model for building trust in e-commerce. The environment
is evaluated with an empirical study providing evidence and explaining that a virtual reality shopping environment would be
preferred by customers over a conventional web store and would facilitate the assessment of the e-vendor’s trustworthiness. 相似文献
16.
Louise Moody Alan Waterworth John G. Arthur Avril D. McCarthy Peter J. Harley Rod H. Smallwood 《Virtual Reality》2009,13(1):59-68
This paper considers tactile augmentation, the addition of a physical object within a virtual environment (VE) to provide
haptic feedback. The resulting mixed reality environment is limited in terms of the ease with which changes can be made to
the haptic properties of objects within it. Therefore sensory enhancements or illusions that make use of visual cues to alter
the perceived hardness of a physical object allowing variation in haptic properties are considered. Experimental work demonstrates
that a single physical surface can be made to ‘feel’ both softer and harder than it is in reality by the accompanying visual
information presented. The strong impact visual cues have on the overall perception of object hardness, indicates haptic accuracy
may not be essential for a realistic virtual experience. The experimental results are related specifically to the development
of a VE for surgical training; however, the conclusions drawn are broadly applicable to the simulation of touch and the understanding
of haptic perception within VEs. 相似文献
17.
Cobb SV 《Applied ergonomics》1999,30(1):47-57
Research into the effects of simulators has led to suggestions that postural instability occurring after immersion in a virtual reality virtual environment (VR/VE) may have direct implications for the safety of post-immersion activities such as driving or operating machinery. However, experimental studies have highlighted a lack of standardisation in the postural stability measurement techniques applied and subsequent inconsistencies in the results obtained. An experiment was conducted to evaluate the use of static, dynamic and posturographic postural stability measures in determining the effect of participation in an interactive virtual environment (VE) for 20 min. The results demonstrate differences in the sensitivity of postural stability measurement techniques and variations in inter- and intra-individual responses to measures. The VE immersion was found to produce postural instability only when measured using a posturographic technique under normal stance static posture, and then only mildly and not long-lasting. No associations were found between reported symptoms of simulator sickness and postural stability with postural stability measures. This paper discusses issues relating to postural stability measurement and the implications for evaluation of virtual environment effects. 相似文献
18.
Spatialized Vibrotactile Feedback Improves Goal-Directed Movements in Cluttered Virtual Environments
Céphise Louison Fabien Ferlay Daniel R. Mestre 《International journal of human-computer interaction》2018,34(11):1015-1031
Spatial awareness in virtual reality (VR) is a dominant research topic. It plays an essential role in the assessment of human operators’ behavior in simulated tasks, notably for the evaluation of the feasibility of manual maintenance tasks in cluttered industrial settings. In such contexts, it is decisive to evaluate the spatial and temporal correspondence between the operator’s movement kinematics and that of his/her virtual avatar in the virtual environment (VE). Often, in a cluttered VE, direct kinesthetic (force) feedback is limited or absent. We tested whether vibrotactile (cutaneous) feedback would increase visuo-proprioceptive consistency, spatial awareness, and thus the validity of VR studies, by augmenting the perception of the operator’s contact(s) with virtual objects. We present experimental results obtained using a head-mounted display (HMD) during a goal-directed task in a cluttered VE. Results suggest the contribution of spatialized vibrotactile feedback to visuo-proprioceptive consistency. 相似文献
19.
Virtual reality (VR) has been used both to simulate situations that are too dangerous to practice in real life and as a tool
to help children learn. This study was conducted as part of a larger more comprehensive long-term research project which aims
to combine the two techniques and demonstrate a novel application of the result, using immersive VR to help children learn
about fire hazards and practice escape techniques. In the current study, a CAVE was used to immerse participants in a fire
scene. To improve the children’s motivation for learning over prior VR fire-safety training methods, game-like interface interaction
techniques were used and students were encouraged to explore the virtual world. Rather than being passive viewers, as in prior
related studies, the children were given full control to navigate through the virtual environment and to interact with virtual
objects using a game pad and a 6DOF wand. Students identified home fire hazards with a partner and then practiced escaping
from a simulated fire in the virtual environment. To test for improved motivation, a user study was completed. Results indicate
that students were more engaged by the new game-like learning environment and that they reported that they found the experience
fun and intriguing. Their enhanced enthusiasm for what is relatively standard fire-safety information demonstrates the promise
of using game-based virtual environments for vital but otherwise tedious fire-safety skills training for children. 相似文献
20.
An important feature of virtual reality is the facility for the user to move around a virtual environment in a natural and easily controlled manner. Navigation, also called locomotion, travel or motion, involves changing the perspective of the user in the virtual environment (VE). It allows the user to move in the VE as well as reorient themselves to look at the world differently. Natural locomotion methods are able to contribute to a sense of presence and reality. The illusion of presence can be lost through unnatural experiences during travel in the VE. This can be caused by poor interactive metaphors or by experiences which do not agree with the user's everyday understanding of the real world. This paper focuses on the navigation method in the VE, one of the major interfaces for the interactivity between human and VE in virtual reality circumstances and worlds. It proposes a new navigation method. Intelligent Cruise-Control Navigation (ICCN), which provides a natural and user-centred approach to navigation in the VE and can improve the user's sense of reality and presence. ICCN is composed of three major phases: Constant Velocity Navigation, Collision Detection and Avoidance, and Path Adjustment. The ICCN can reduce the user's fatigue and improve the user's presence in the VE. The small experimental study reported in this paper suggests that the ICCN will be a natural, straightforward, and useful navigation interface in VE. 相似文献