1,721,209 research outputs found
Proposing the RecursiVerse Overlay Application for the MetaVerse
In a still uncertain future for the Meta Verse, we dare to envision one of its possible future developments, the RecursiVerse. The RecursiVerse is an overlay application that may be built upon the Meta Verse, amounting to symmetrical virtual-real space where a human being may rely on human digital twins which may move, operate and recursively replicate to collaboratively perform multiple tasks. The RecursiVerse may hence extend what will eventually be possible thanks to the Meta Verse, providing a service to a society that poses increasing cognitive and perceptual challenges due to growing work-life imbalances and increasing cognitive loads
Greetings from the chairs
International Workshop on Pervasive Wireless Healthcare, MobileHealt
Toward a Shared Experience of Uncertainty of Interpersonal Communication Through an Immersive Virtual Reality Serious Game
Ordinary life without uncertainty is unimaginable. Uncertainty is experienced daily almost by everybody in tasks such as choosing, and solving problems, and mostly it appears in the context of interpersonal communications. Past research highlights that perceived uncertainty of information in a communication system has high effects on the quality of information transfer between sender and receiver and may follow cognitive, emotional, and behavioral responses in people involved. In this paper, we extend the previous work of the authors. Similar to the previous work the aim is to create an enjoyable experience supporting the investigation of how different levels of uncertainty affect the ways participants manage uncertain features of interpersonal communications in a workplace scenario, but this time they are accompanied by an assistant. In the design of our proposed system we create uncertainty of interpersonal communications in terms of ambiguity, probability, and complexity. We also report the result of a within-subject user study with 6 participants aged between 20 and 40, and their behavioral responses to two levels of uncertainty with subjective and objective measures. Through our study, we found that the proposed application successfully created a pleasant experience, received good usability evaluation scores from the participants, and meaningfully measured some behavioral responses related to exposure to different levels of uncertainty in this social experience
Laying the path to consumer-level immersive simulation environments
Virtual reality is slowly transitioning from a specialized laboratory-only technology, to a consumer electronics appliance. In this transition, two interesting research questions amount to how 2D-based content and applications may benefit (or be hurt) by the adoption of 3D-based immersive environments and to how to proficiently support such integration. Acknowledging the relevance of the former, we here consider the latter question, focusing our attention on the diversified family of PC-based simulation tools and platforms. VR-based visualization is, in fact, widely understood and appreciated in the simulation arena, but mainly confined to high performance computing laboratories. Our contribution here aims at characterizing the simulation tools which could benefit from immersive interfaces, along with a general framework and a preliminary implementation which may be put to good use to support their transition from uniquely 2D to blended 2D/3D environments
Unity-VRlines: Towards a Modular eXtended Reality Unity Flight Simulator
Computer-aided flight simulation systems (CAFSS) make it possible to simulate flying an airplane using software and hardware. These simulations range from simple programs to intricate, full-motion simulators that often integrate physical feedback and visual clues to create realistic and affordable entertainment and pilot training. Nowadays, eXtended Reality (XR) paradigms have been integrated in CAFSS, to increase the immersiveness and realism of the experience, demonstrating positive cognitive learning effects in training procedures. However, no extensive results for simulator effectiveness are available to this date, considering the reach of such systems is limited by the costly hardware and unavailability of open-source software. For this reason, we here introduce Unity-VRlines, an open-source modular virtual reality flight simulator baseline, based on the Unity game engine and the SteamVR SDK, that can be deployed in any compatible VR device. The system components and software architecture enables developers to add new flight control instructions, alter aircraft parts, and change the surrounding environment
Fostering fashion retail experiences through virtual reality and voice assistants
This paper discusses the potential of using vocal commands in a virtual reality (VR) fashion store. In fact, online fashion shopping has bloomed in the last ten years, as technological developments are continuously fostering the evolution of fashion e-commerce and branding strategies. The advance in virtual reality devices, which are approaching the consumers' sphere, cannot but further support such trend.However, such commercial opportunity turns into the challenge of making VR-based shopping experiences enjoyable and easy-to-use to the whole class of users. To this aim, in this paper we resort to one of the most desirable ways a non-expert would use to interact with a new environment: voice. For this reason, the current study explores the benefits of speaking and verbally interacting with a VR assistant, which embodies a salesman at the service of customers. Motivated by an increasing acceptance of voice assistants, we designed and implemented an immersive VR experience where the Amazon Alexa virtual assistant is integrated and exploited, to build a proof of concept. To evaluate our proposal, we selected a specific group of fashion-experts, i.e. demanding and non tech-savvy, which tested our application and appraised the perceived comfort and appreciation of the virtual experience. The preliminary results suggest how working on the VR interface and interaction modalities could open the door to a new wave of fashion e-commerce platforms, supporting a widespread adoption of VR into everyday routines
CeVRicale: A VR app for cervical rehabilitation
We propose CeVRicale, a cervical rehabilitation application based on the use of virtual reality (VR). CeVRicale is smartphone-based, thus it may be available to larger shares of population when compared to those applications that are implemented for head mounted displays such as HTC Vive or Oculus Rift. The app exploits a smartphone's sensor to track head movements in five exergames inspired by rehabilitation exercises. This project is the first step in a study to evaluate the effectiveness and efficiency of a low cost VR application in the treatment of cervical musculoskeletal disorders
Preserving Family Album Photos with the HoloLens 2
Following the leap set by the introduction of digital photography and spread of social media, the custom of creating and nourishing a family photo album is steadily declining. The feeling of waving goodbye to an old technology may hence explain why collectors and museums are increasingly searching for such type of photographs. In such scenario, a barrier set to the preservation and analysis of the enormous source of information is the unavailability of a fine-grained digitization and cataloguing infrastructure. An opportunity to resolve such issue is offered by augmented reality (AR): we envision an AR-application capable of individuating and segmenting photos, while browsing through a family album. In addition to this digitization step, we also include a second one where the digitized images are analyzed, tagging them with meta-data pertaining their presumed socio-historical context and their date. The addition of such meta-data is key not only from a cataloguing point of view, but also from a conservation perspective. In fact, analog photos are more often preserved when some information pertaining their subject and their date is known. To this aim, we experiment the use of the HoloLens 2 along with artificial intelligence paradigms
Flying in XR: Bridging Desktop Applications in eXtended Reality through Deep Learning
The expanding realm of eXtended Reality (XR) has witnessed a surge in 3D experiences across diverse domains, undergoing significant transformations to define novel experiences. However, such experiences are often built from scratch, as there is a lack of tools that support augmenting existing non-immersive interfaces, like Desktop games and simulators, directly into XR. Such shortage is particularly exacerbated in the case of Mixed Reality (MR). Motivated by this, we present a novel middleware, Flying In XR (FIXR), leveraging Deep Learning to visualize and interact with desktop application views into XR. To demonstrate the flexibility of such an approach, we applied FIXR to a commercial Desktop flight simulator, sup-porting an MR experience. It is worth noticing that FIXR could be adapted to communicate with any desktop software with a camera that moves along the depth axis, opening new paths to enable user experiences in XR for a wide spectrum of applications
Searching for cultural relationships through deep learning models
Family album photo collections may reveal historical insights regarding specific cultures and times. In most cases, such photos are scattered among private homes and only available on paper or photographic film, thus making their analysis very cumbersome. Their study may also become difficult because of the number of photos that such collections contain. It would be exceedingly long to manually verify the characteristics of more than a few hundred photos, considering that often no associated descriptions are available. This work falls in the described domain, addressing the problem of dating an image resorting to the analysis of an analog family album photo dataset, namely IMAGO, containing photos shot in the 20th century. Thanks to the IMAGO dataset, it was possible to apply different deep learning-based architectures to date images belonging to photo albums without needing any other sources of information. In addition, with the implementation of cross-dataset experiments, which also involved models previously presented in the literature, it was possible to observe temporal shifts which may be due to known intercultural influences. Concluding, deep learning models revealed their potential not only in terms of their performance but also in terms of their possible applications to intercultural research
- …
