Virtual Environments

14,000,000 Leading Edge Experts on the ideXlab platform

Scan Science and Technology

Contact Leading Edge Experts & Companies

Scan Science and Technology

Contact Leading Edge Experts & Companies

The Experts below are selected from a list of 360 Experts worldwide ranked by ideXlab platform

Maureen K Holden - One of the best experts on this subject based on the ideXlab platform.

  • Virtual Environments for motor rehabilitation review
    Cyberpsychology Behavior and Social Networking, 2005
    Co-Authors: Maureen K Holden
    Abstract:

    In this paper, the current "state of the art" for Virtual reality (VR) applications in the field of motor rehabilitation is reviewed. The paper begins with a brief overview of available equipment options. Next, a discussion of the scientific rationale for use of VR in motor rehabilitation is provided. Finally, the major portion of the paper describes the various VR systems that have been developed for use with patients, and the results of clinical studies reported to date in the literature. Areas covered include stroke rehabilitation (upper and lower extremity training, spatial and perceptual-motor training), acquired brain injury, Parkinson's disease, orthopedic rehabilitation, balance training, wheelchair mobility and functional activities of daily living training, and the newly developing field of telerehabilitation. Four major findings emerge from these studies: (1) people with disabilities appear capable of motor learning within Virtual Environments; (2) movements learned by people with disabilities in VR transfer to real world equivalent motor tasks in most cases, and in some cases even generalize to other untrained tasks; (3) in the few studies (n = 5) that have compared motor learning in real versus Virtual Environments, some advantage for VR training has been found in all cases; and (4) no occurrences of cybersickness in impaired populations have been reported to date in experiments where VR has been used to train motor abilities.

  • Virtual Environments for motor rehabilitation review
    Cyberpsychology Behavior and Social Networking, 2005
    Co-Authors: Maureen K Holden
    Abstract:

    In this paper, the current "state of the art" for Virtual reality (VR) applications in the field of motor rehabilitation is reviewed. The paper begins with a brief overview of available equipment options. Next, a discussion of the scientific rationale for use of VR in motor rehabilitation is provided. Finally, the major portion of the paper describes the various VR systems that have been developed for use with patients, and the results of clinical studies reported to date in the literature. Areas covered include stroke rehabilitation (upper and lower extremity training, spatial and perceptual-motor training), acquired brain injury, Parkinson's disease, orthopedic rehabilitation, balance training, wheelchair mobility and functional activities of daily living training, and the newly developing field of telerehabilitation. Four major findings emerge from these studies: (1) people with disabilities appear capable of motor learning within Virtual Environments; (2) movements learned by people with disabilities ...

Jens R Helmert - One of the best experts on this subject based on the ideXlab platform.

  • the perception of egocentric distances in Virtual Environments a review
    ACM Computing Surveys, 2013
    Co-Authors: Rebekka S Renner, Boris M Velichkovsky, Jens R Helmert
    Abstract:

    Over the last 20 years research has been done on the question of how egocentric distances, i.e., the subjectively reported distance from a human observer to an object, are perceived in Virtual Environments. This review surveys the existing literature on empirical user studies on this topic. In summary, there is a mean estimation of egocentric distances in Virtual Environments of about 74p of the modeled distances. Many factors possibly influencing distance estimates were reported in the literature. We arranged these factors into four groups, namely measurement methods, technical factors, compositional factors, and human factors. The research on these factors is summarized, conclusions are drawn, and promising areas for future research are outlined.

Waiki Sung - One of the best experts on this subject based on the ideXlab platform.

  • using 3d Virtual Environments to facilitate students in constructivist learning
    Decision Support Systems, 2013
    Co-Authors: Michael Chau, Ada Wong, Minhong Wang, Songnia Lai, Kristal W Y Chan, Debbie Chu, Ian K W Chan, Waiki Sung
    Abstract:

    Advances in network infrastructure and computing technology have made 3D Virtual environment increasingly popular and less costly. Many education institutions have shown interests in its application in teaching and learning activities. In this project, we evaluated how the 3D Virtual environment can facilitate students in achieving learning outcomes. To provide students with learning experience in 3D Virtual Environments, we designed a task which requested students to identify some information security issues in a Virtual office set-up in Second Life, the most widely adopted 3D Virtual environment. In this paper, we report our experience in having students finish the task within the Virtual environment in an introductory management information system course. Evaluation on the students' learning experience showed that 3D Virtual Environments could indeed facilitate students in achieving learning outcomes through constructivist learning. We suggest some recommendations in using 3D Virtual Environments as an educational platform.

Shin Takahashi - One of the best experts on this subject based on the ideXlab platform.

  • text entry method for immersive Virtual Environments using curved keyboard
    Virtual Reality Software and Technology, 2019
    Co-Authors: Naoki Yanagihara, Buntarou Shizuki, Shin Takahashi
    Abstract:

    In this paper, we introduce a curved QWERTY keyboard, bent spherically in front of the user, to facilitate 3D word-gesture text entry in immersive Virtual Environments. Using the curved keyboard, the number of candidate words in the 3D word-gesture text entry is reduced compared with that using a planar keyboard. In the pilot study, the text entry performance of the first author was 21.0 WPM (SD = 5.06), with a total error rate of 26.0% (SD = 15.2).

Mel Slater - One of the best experts on this subject based on the ideXlab platform.

  • Exploring activity theory as a tool for evaluating interactivity and learning in Virtual Environments for children
    Cognition Technology & Work, 2008
    Co-Authors: Maria Roussou, Martin Oliver, Mel Slater
    Abstract:

    This paper explores the use of Activity Theory for the evaluation of user behaviour in immersive Virtual Environments. Specifically, the study of user behaviour focuses on interactivity, which is argued to be one of the most important processes that take place between a user and the system in Virtual reality. The ultimate intention is to study the role and the effect of interactivity on learning and conceptual change and to examine how interaction and conceptual learning are related in the context of Virtual Environments developed primarily for informal educational settings. As a first step to this study, a set of exploratory experiments was carried out with children aged 7–12. The children were asked to complete tasks, such as the assembly of ancient columns from parts, which were designed to promote constructivist learning and explore the methods of carrying out in-depth experiments with children. This paper describes the analysis of these exploratory case studies from an Activity Theory perspective.

  • an experimental study on the role of touch in shared Virtual Environments
    Collaborative Virtual Environments, 2000
    Co-Authors: Cagatay Basdogan, Mandayam A Srinivasan, Mel Slater
    Abstract:

    Investigating Virtual Environments has become an increasingly interesting research topic for engineers, computer and cognitive scientists, and psychologists. Although there have been several recent studies focused on the development of multimodal Virtual Environments (VEs) to study human-machine interactions, less attention has been paid to human-human and human-machine interactions in shared Virtual Environments (SVEs), and to our knowledge, no attention paid at all to what extent the addition of haptic communication between people would contribute to the shared experience. We have developed a multimodal shared Virtual environment and performed a set of experiments with human subjects to study the role of haptic feedback in collaborative tasks and whether haptic communication through force feedback can facilitate a sense of being and collaborating with a remote partner. The study concerns a scenario where two participants at remote sites must cooperate to perform a joint task in an SVE. The goals of the study are (1) to assess the impact of force feedback on task performance, (2) to better understand the role of haptic communication in human-human interactions, (3) to study the impact of touch on the subjective sense of collaborating with a human as reported by the participants based on what they could see and feel, and (4) to investigate if gender, personality, or emotional experiences of users can affect haptic communication in SVEs. The outcomes of this research can have a powerful impact on the development of next-generation human-computer interfaces and network protocols that integrate touch and force feedback technology into the internet, development of protocols and techniques for collaborative teleoperation such as hazardous material removal, space station.

  • a framework for immersive Virtual Environments five speculations on the role of presence in Virtual Environments
    Presence: Teleoperators & Virtual Environments, 1997
    Co-Authors: Mel Slater, Sylvia Wilbur
    Abstract:

    This paper reviews the concepts of immersion and presence in Virtual Environments VEs. We propose that the degree of immersion can be objectively assessed as the characteristics of a technology, and has dimensions such as the extent to which a display system can deliver an inclusive, extensive, surrounding, and vivid illusion of Virtual environment to a participant. Other dimensions of immersion are concerned with the extent of body matching, and the extent to which there is a self-contained plot in which the participant can act and in which there is an autonomous response. Presence is a state of consciousness that may be concomitant with immersion, and is related to a sense of being in a place. Presence governs aspects of autonomie responses and higher-level behaviors of a participant in a VE. The paper considers single and multiparticipant shared Environments, and draws on the experience of ComputerSupported Cooperative Working CSCW research as a guide to understanding presence in shared Environments. The paper finally outlines the aims of the FIVE Working Group, and the 1995 FIVE Conference in London, UK.

  • depth of presence in Virtual Environments
    Presence: Teleoperators & Virtual Environments, 1994
    Co-Authors: Mel Slater, Martin Usoh, Anthony Steed
    Abstract:

    This paper describes a study to assess the influence of a variety of factors on reported level of presence in immersive Virtual Environments. It introduces the idea of “stacking depth,” that is, where a participant can simulate the process of entering the Virtual environment while already in such an environment, which can be repeated to several levels of depth. An experimental study including 24 subjects was carried out. Half of the subjects were transported between Environments by using Virtual head-mounted displays, and the other half by going through doors. Three other binary factors were whether or not gravity operated, whether or not the subject experienced a Virtual precipice, and whether or not the subject was followed around by a Virtual actor. Visual, auditory, and kinesthetic representation systems and egocentric/exocentric perceptual positions were assessed by a preexperiment questionnaire. Presence was assessed by the subjects as their sense of “being there,” the extent to which they experienced the Virtual Environments as more the presenting reality than the real world in which the experiment was taking place, and the extent to which the subject experienced the Virtual Environments as places visited rather than images seen. A logistic regression analysis revealed that subjective reporting of presence was significantly positively associated with visual and kinesthetic representation systems, and negatively with the auditory system. This was not surprising since the Virtual reality system used was primarily visual. The analysis also showed a significant and positive association with stacking level depth for those who were transported between Environments by using the Virtual HMD, and a negative association for those who were transported through doors. Finally, four of the subjects moved their real left arm to match movement of the left arm of the Virtual body displayed by the system. These four scored significantly higher on the kinesthetic representation system than the remainder of the subjects.