It seems that you're in Germany. We have a dedicated site for Germany. This book focuses on the recent developments of virtual reality VR and immersive technologies, what effect they are having on our modern, digitised society and explores how current developments and advancements in this field are leading to a virtual revolution. Being Really Virtual is for researchers, designers and developers of VR and immersive technologies and anyone with an interest in the exponential rise of such technologies and how they are changing the very way we perceive, interact and communicate within our digital society.
Buy eBook. The simple switch results in less task completion time, less cognitive load, and is globally preferred by users.
With additional visual feedback of user switch destination, the improved switch seems to provide the user with a better understanding of the resulting spatial configuration of the switch. Rational Drug Design, is an approach based on detailed knowledge of molecular interactions and dynamic of bio-molecules, focused on rationally constructed new drugs, as opposed to conventional and empirical approaches. These Rational Drug Design approaches involve designing new digital and interactive tools that take into account unconventional physical laws at nanoscopic scale using molecular simulations.
However, many advanced interactive devices, such as haptic devices for manipulating and steering molecular models in silico especially to support protein docking activities, are not well-adapted to consider the numerous degrees of freedom and flexibility of bio-molecules.
In this paper, we propose to address this issue by implementing an innovative approach benefiting from a physical, modular and articulated molecular model augmented by an Internet Of Thing approach, to create, design and steer its in silico twin model through a tangible molecular interface. Such adaptation can consist in changing the user interface layout or its interaction techniques. Personalization systems which are based on user models can automatically determine the configuration of a 3D user interface in order to fit a particular user. In this paper, we propose to explore the use of machine learning in order to propose a 3D selection interaction technique adapted to a target user.
Our results suggest the interest of our approach for personalizing a 3D user interface according to the target user but it would require a larger dataset in order to increase the confidence about the proposed adaptations.
Superquadrics are one of the ideal shape representations for adapting various kinds of primitive shapes with a single equation. This paper revisits the task of representing a 3D human body with multiple superquadrics. As a single superquadric surface can only represent symmetric primitive shapes, we present a method that segments the human body into body parts to estimate their superquadric parameters. Moreover, we propose a novel initial parameter estimation method by using 3D skeleton joints. The results show that superquadric parameters are estimated, which represent human body parts volumetrically.
The goal of plasticity is to ensure usability continuity whatever the context of use. This context must be modeled into the system and possibly taken into account to adapt the final application. The difficulty to handle plasticity for 3D applications comes from the lack of solutions for developers and designers to model and take these constraints into account. These models are implemented in a software solution: 3DPlasticToolkit. It aims to provide a solution for developing 3D applications that can automatically fit any context of use.
This context of use includes a set of 3D hardware and environmental constraints, such as user preferences and available interaction devices. We propose an adaptation engine based on a scoring algorithm to dynamically create the most suited 3D user interfaces according to the context of use at runtime. We use a furniture planning scenario to show how these adaptations can impact interactions and content presentation.
Getting real about our virtual future | Nature Materials
Physical exercise is one of the main components of rehabilitation programs designed for patients with chronic respiratory diseases. Endurance exercise training, in the form of cycling or walking, allows to improve leg muscles strength and cardiorespiratory fitness. In this scenario, Virtual Reality VR represents a valuable solution thanks to the possibility to provide real-time feedback and to create engaging training environments. The literature shows some promising results mainly regarding the use of virtual games for strength and aerobic exercise in patients with respiratory diseases.
However, more research is needed to understand whether coupling VR with physical training is effective in improving respiratory rehabilitation. Within this context, the current paper presents a VR-based system for patients with respiratory diseases performing endurance exercise training on a cycle-ergometer. The Virtual Park allows the therapists to create a personalized training and enables patients to exercise while riding in a virtual park. Preliminary results on a group of 8 patients showed excellent usability and high acceptability after a single session of exercise. Future works foresee the comparison, in terms of both clinical outcomes and motivational aspects, between a training program based on the Virtual Park and a traditional one.
- Immersion (virtual reality) - Wikipedia.
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- Immersion (virtual reality) - Wikipedia;
- Virtual, Augmented, and Mixed Realities in Education | Dejian Liu | Springer.
In the digitalized era, we do less and less physical work, which in turn leads to less physical activities. Many different wearables and applications try to motivate us to exercise more but people stop using them after a couple of months. One of the reasons people stop using them is because they serve as a post-activity viewing and not as a motivator. Meanwhile, the gaming industry has spent years of perfecting the art of creating addictive games.
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One idea is to utilize other technology such as virtual reality VR to encourage people to exercise more. VR is a computer-generated world, which tracks users and can give users an illusion of participating in a synthetic environment. This paper aims to introduce a Fitness VR application, which was developed and evaluated. The application contains three exercises and a mindfulness scene, the evaluation focus on how different gamification and interaction techniques can be used to motivate users to exercise more.
Initial findings show that the participants find the Fitness VR application fun and motivating. Education is a highly interesting field for Augmented Reality AR applications allowing for tangible experimentation and increased immersion. In this paper we present our efforts on adding an AR visualization on a physics airtable experiment used for the understanding of object motion and collisions on a nearly frictionless surface.
Using AR, information such as the objects velocity, angular velocity and kinetic energy can be overlayed over the objects in real-time to give direct understanding of physics motion laws. The paper details the design and evaluation of a joint, multi-user immersive virtual field trip iVFT. The setting for our work centers on academic disciplines that value place-based education.
The reported user study is embedded into a developing research framework on place-based learning and the role immersive experiences play as supplement, proxy, or through providing experiences physically not possible. With quantitative analysis, we also identify potentially critical aspects in how individual differences shape the adoption of this technology. Finally, we report insights gained through two qualitative analyses on how to improve the design of future iVFTs for educational purposes.
Murphy, Jennifer Baka, Alexander Klippel. Augmented Reality AR technology facilitates interactions with information and understanding of complex situations. Aeronautical Maintenance combines complexity induced by the variety of products and constraints associated to aeronautic sector and the environment of maintenance. AR tools seem well indicated to solve constraints of productivity and quality on the aeronautical maintenance activities by simplifying data interactions for the workers. However, few evaluations of AR have been done in real processes due to the difficulty of integrating the technology without proper tools for deployment and assessing the results.
This paper proposes a method to select suitable criteria for AR evaluation in industrial environment and to deploy AR solutions suited to assist maintenance workers.
These are used to set up on-field experiments that demonstrate benefits of AR on process and user point of view for different profiles of workers. Further work will consist on using these elements to extend results to AR evaluation on the whole aeronautical maintenance process. A classification of maintenance activities linked to workers specific needs will lead to prediction of the value that augmented reality would bring to each activity.
In this work, we present an Augmented Reality AR application for handheld devices that support operators in information retrieval tasks in maintenance procedures in the context of Industry 4. Indeed, using AR allows the integration of knowledge-based information, traditionally used by operators and mainly provided in the form of technical drawings, and data available from sensors on the equipment.
This approach is suggested by companies, especially Small and Medium-sized Enterprises, that want a gradual introduction of Industry 4. We implemented a prototype of the application for the case study of a milling plant. Component data are retrieved, through a user interface, directly from the factory database and displayed on the screen. We evaluated the application through a user study aimed at comparing the AR application with the current practice, based on paper documentation, for an information retrieval task within a maintenance procedure.
Results of the study revealed that AR is effective for this task in terms of task time reduction and usability.
The AR application was tested both with a tablet and a smartphone, but results revealed that using tablet does not improve user performance in terms of task time, error rate, and usability. HeloVis draws on perceptive biases, highlighted by Gestalt laws, and on depth perception to enhance the recurrence properties contained in the data.
Getting real about our virtual future
Then, we present HeloVis, and we evaluate its efficiency through the results of an evaluation that we have made with civil and military operators who are the expert end-users of SIGINT analysis. A first raw version of the questionnaire was submitted to an item selection procedure and reliability tests with 67 participants. An exploratory factor analysis EFA with participants was then employed on the resulting version to explore its underlying scales.