16,794 research outputs found

    A Comparison of the Meta Quest Pro and HTC Vive Focus 3 Eye-Tracking Systems: Analysis of Data Accuracy and Spatial Precision

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    The rise of Virtual Reality has highlighted eye gaze as a key interaction method. Data reliability becomes critical in this context, with gaze accuracy and precision serving as leading indicators of data quality. This study compared the spatial accuracy and precision of Meta Quest Pro and HTC Vive Focus 3 headsets using eye movement data collected during a subjective experiment involving 30 users. Participants were asked to look at visual stimuli placed in a virtual environment under both head-free and head-constrained conditions. The stimuli were positioned at various locations and distances from the users. The analysis revealed inconsistencies between manufacturer-provided data, obtained under ideal conditions, and data collected in different settings. Moreover, the results showed greater spatial accuracy for Meta Quest Pro and higher spatial precision for HTC Vive Focus 3. This study aims to offer an extensive examination of the performance of these systems, thus assisting researchers in choosing suitable eye-tracking technology for diverse applications

    On the identification of the leading sensory cue in mulsemedia VR applications

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    This work aims to investigate the existence of a leading sensory cue in a mulsemedia Virtual Reality application involving three senses: vision, hearing, and touch. On the one hand this study can help in gaining insights into how the different senses contribute to mulsemedia applications in Virtual Reality. On the other, the identification of the leading cue could drive the optimization of Virtual Reality applications in terms of Quality of Experience, stimuli definition, and transmission requirements. In this paper, we present a mulsemedia experimental protocol for a subjective test aimed at identifying the material of a virtual object. We present the encountered challenges and describe and discuss the obtained results

    Stress Assessment for Augmented Reality Applications Based on Head Movement Features

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    : Augmented reality is one of the enabling technologies of the upcoming future. Its usage in working and learning scenarios may lead to a better quality of work and training by helping the operators during the most crucial stages of processes. Therefore, the automatic detection of stress during augmented reality experiences can be a valuable support to prevent consequences on people's health and foster the spreading of this technology. In this work, we present the design of a non-invasive stress assessment approach. The proposed system is based on the analysis of the head movements of people wearing a Head Mounted Display while performing stress-inducing tasks. First, we designed a subjective experiment consisting of two stress-related tests for data acquisition. Then, a statistical analysis of head movements has been performed to determine which features are representative of the presence of stress. Finally, a stress classifier based on a combination of Support Vector Machines has been designed and trained. The proposed approach achieved promising performances thus paving the way for further studies in this research direction

    An Article About Albertus C. Van Raalte, Author Unknown, Except for Parts Taken from an Article by Anna C. Post

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    An article about Albertus C. Van Raalte, author unknown, except for parts taken from an article by Anna C. Post. The author knew first generation persons in the Holland settlement and therefore, the article has some value.https://digitalcommons.hope.edu/vrp_1890s/1012/thumbnail.jp

    Interaction goes virtual: towards collaborative XR

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    This demo presents an interactive communication system based on immersive media for analyzing the users' Quality of Experience in collaborative tasks. The interaction between users is studied in an asymmetric scenario where a peer-to-peer communication has been set up between a PC and a Virtual Reality headset. Two application scenarios have been considered: a Block Building task and a Treasure Hunt game. The two users will cooperate to perform the two tasks. The goal is to study the relation between the type of transmitted information (i.e., audio and video or audio only) and the quality and quantity of interaction. During the demo, participants will have the opportunity to try one of the designed applications

    Slaying the MEAP Monster

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    Richardson, Barbauld, and the construction of an early modern fan club

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    MPhilMuch has been written about the life and long works of the eighteenth century epistolary novelist, Samuel Richardson, but the prospect of his position as the first celebrity novelist – responsible for courting his own fame as well as initiating his own fan club – has largely been ignored. The body of manuscripts housed at the National Art Library in the Victoria and Albert Museum in London provides the modern scholar with evidence of the skeletal beginnings of an early fan club. This thesis aims to show how these manuscripts were turned into a saleable commodity by the publisher and entrepreneur Richard Phillips, while under the guiding hand of another, slightly later, literary celebrity, Anna Laetitia Barbauld. In order to restore Richardson’s reputation amongst a new nineteenth century audience, Barbauld was required to construct her own idea of him as an eighteenth century celebrity author, and in doing so the insecurities of a self-professed, apparently diffident man, are revealed. Barbauld’s capacious, but heavily edited selection of letters is analyzed in this thesis, providing ample evidence that Richardson’s correspondents were more than just eager letter writers. By using Barbauld’s biography of Richardson this thesis aims to show how she manipulates the genre of life writing in her construction of him. This thesis offers an alternative reading of how the Richardson manuscripts are viewed, redefining them as not simply a collection of letters, but as a collective entity, deliberately selected and archived as evidence of an early modern fan club, and its celebrity managing director

    Selection of work by Anna Gerber

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    Various journals and magazines Anna Gerber has contributed to. Anna Gerber is a graphic designer and writer based in London. She is the author and designer of All Messed Up: Unpredictable Graphics (Laurence King, 2004) and co-editor and co-designer of Influences: A Lexicon of Contemporary Graphic Design (Die Gestalten Verlag, 2006) with Anja Lutz. She writes regularily for magazines such as Print, Eye, Creative Review, Varoom and Idea Magazine and her work has also been published in shift!, dot dot dot and +rosebud. She teaches at the London College of Communication on the BA Graphic Design and MA Design Writing Criticism programmes. She has also held workshops and lectures across the U.K. (including Tate Modern and the V&A Museum), as well as in India, the U.S., Australia and Malaysia. Anna Gerber is currently engaged in research and developing projects relating to sustainability and how it applies to graphic design as well as exploring contemporary graphic design in India
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