Although most readers associate the term virtual reality (VR) with visually appealing entertainment content, this technology also promises to be helpful to disadvantaged people like blind or visually impaired people. While overcoming physical objects’ and spaces’ limitations, virtual objects and environments that can be spatially explored have a particular benefit. To give readers a complete, clear and concise overview of current and past publications on touchable and walkable audio supplemented VR applications for blind and visually impaired users, this survey paper presents a high-level taxonomy to cluster the work done up to now from the perspective of technology, interaction and application. In this respect, we introduced a classification into small-, medium- and large-scale virtual environments to cluster and characterize related work. Our comprehensive table shows that especially grounded force feedback devices for haptic feedback (‘small scale’) were strongly researched in different applications scenarios and mainly from an exocentric perspective, but there are also increasingly physically (‘medium scale’) or avatar-walkable (‘large scale’) egocentric audio-haptic virtual environments. In this respect, novel and widespread interfaces such as smartphones or nowadays consumer grade VR components represent a promising potential for further improvements. Our survey paper provides a database on related work to foster the creation process of new ideas and approaches for both technical and methodological aspects.
Digitalization in the field of education for sustainable development (ESD) has gained attention in the last decade. In particular, technologies such as augmented reality (AR) and virtual reality (VR) offer new ways to deliver educational content on sustainable development by simulating real-world experiences and using immersive and interactive formats for learning. Using an explorative qualitative research approach, the benefits of AR and VR technologies in the context of ESD are assessed. The results of a first expert panel show that AR and VR technologies are particularly suitable for sustainability topics when an understanding of action and the transfer of knowledge and values are to be promoted among learners.
3 October 2023 in IEEE Transactions on Visualization and Computer Graphics
Human cognition relies on embodiment as a fundamental mechanism. Virtual avatars allow users to experience the adaptation, control, and perceptual illusion of alternative bodies. Although virtual bodies have medical applications in motor rehabilitation and therapeutic interventions, their potential for learning anatomy and medical communication remains underexplored. For learners and patients, anatomy, procedures, and medical imaging can be abstract and difficult to grasp. Experiencing anatomies, injuries, and treatments virtually through one's own body could be a valuable tool for fostering understanding. This work investigates the impact of avatars displaying anatomy and injuries suitable for such medical simulations. We ran a user study utilizing a skeleton avatar and virtual injuries, comparing to a healthy human avatar as a baseline. We evaluate the influence on embodiment, well-being, and presence with self-report questionnaires, as well as motor performance via an arm movement task. Our results show that while both anatomical representation and injuries increase feelings of eeriness, there are no negative effects on embodiment, well-being, presence, or motor performance. These findings suggest that virtual representations of anatomy and injuries are suitable for medical visualizations targeting learning or communication without significantly affecting users' mental state or physical control within the simulation.
7 June 2024 in International Journal of Computer Assisted Radiology and Surgery
Purpose: We aim to investigate the integration of augmented reality (AR) within the context of increasingly complex surgical procedures and instrument handling toward the transition to smart operating rooms (OR). In contrast to cumbersome paper-based surgical instrument manuals still used in the OR, we wish to provide surgical staff with an AR head-mounted display that provides in-situ visualization and guidance throughout the assembly process of surgical instruments. Our requirement analysis supports the development and provides guidelines for its transfer into surgical practice. Methods: A three-phase user-centered design approach was applied with online interviews, an observational study, and a workshop with two focus groups with scrub nurses, circulating nurses, surgeons, manufacturers, clinic IT staff, and members of the sterilization department. The requirement analysis was based on key criteria for usability. The data were analyzed via structured content analysis. Results: We identified twelve main problems with the current use of paper manuals. Major issues included sterile users’ inability to directly handle non-sterile manuals, missing details, and excessive text information, potentially delaying procedure performance. Major requirements for AR-driven guidance fall into the categories of design, practicability, control, and integration into the current workflow. Additionally, further recommendations for technical development could be obtained. Conclusion: In conclusion, our insights have outlined a comprehensive spectrum of requirements that are essential for the successful implementation of an AI- and AR-driven guidance for assembling surgical instruments. The consistently appreciative evaluation by stakeholders underscores the profound potential of AR and AI technology as valuable assistance and guidance.
Manual assembly tasks can be difficult and tedious without assistance. Here, augmented reality (AR) can help to ease the task load and lower the time and error rates by interactive in-situ instructions. Such approaches are often implemented by video or optical see-through AR. In order to test a system that is as low-threshold as possible and easy to implement, we developed a prototype with a mirror display supplemented by a RGB-D camera and evaluated it against an well-established AR HMD (HoloLens 2). For this purpose, in our study 10 participants placed 3D printed bricks via both technologies. The quantitative and qualitative analysis revealed that the fulfillment of this task with a professional, established product AR HMD yet remains unmatched in terms of the time required, error rate, usability and task load due to the prototype status and the remaining technical shortcomings. However, the mirror display setup prototype met with interest from the participants as a novel, but unfamiliar and thus more difficult to use way of interaction. Furthermore, we report implementation challenges and advises. The empirical insights of our prototype and the first-time comparison to an established AR HMD aims to foster refining future work with half-silvered AR mirrors as an little researched field and many different fields of application.