In recent years, virtual reality has experienced notorious technological advances in a quite short time. In an attempt to quickly response to this technical developments, some designs and developments of inmersive environments have caused different symptoms such as dizziness or disorientation. This work aims to analyze different methods of interaction and locomotion used in inmersive environments (Point of Interest, Gamepad, Teleport and Room-Scale) in three different aspects: presence, cybersickness and usability. We have designed and developed an experimental environment to carry out an empirical analysis with 48 subjects comparing the results obtained in different perceptual experiments. As a result, we provide a guideline for the use of these methods of interaction and locomotion in virtual reality.
12 August 2015 in IEEE Transactions on Visualization and Computer Graphics
RadViz and star coordinates are two of the most popular projection-based multivariate visualization techniques that arrange variables in radial layouts. Formally, the main difference between them consists of a nonlinear normalization step inherent in RadViz. In this paper we show that, although RadViz can be useful when analyzing sparse data, in general this design choice limits its applicability and introduces several drawbacks for exploratory data analysis. In particular, we observe that the normalization step introduces nonlinear distortions, can encumber outlier detection, prevents associating the plots with useful linear mappings, and impedes estimating original data attributes accurately. In addition, users have greater flexibility when choosing different layouts and views of the data in star coordinates. Therefore, we suggest that analysts and researchers should carefully consider whether RadViz's normalization step is beneficial regarding the data sets' characteristics and analysis tasks.
The personalization of user experiences through recommendation systems has been extensively explored in Internet applications, but this has yet to be fully addressed in Virtual Reality (VR) environments. The complexity of managing geometric 3D data, computational load, and natural interactions poses significant challenges in real-time adaptation in these immersive experiences. However, tailoring VR environments to individual user needs and interests holds promise for enhancing user experiences. In this paper, we present Virtual Reality Environment Adaptation through Recommendations (VR-EAR), a framework designed to address this challenge. VR-EAR employs customizable object metadata and a hybrid recommendation system modeling implicit user feedback in VR environments. We utilize VR optimization techniques to ensure efficient performance. To evaluate our framework, we designed a virtual store where product locations dynamically adjust based on user interactions. Our results demonstrate the effectiveness of VR-EAR in adapting and personalizing VR environments in real time. domains.
29 January 2021 in IEEE Computer Graphics and Applications
There is concern within the cultural community about the decreasing number of people, especially young people, visiting museums and cultural institutions. To fight this trend, new ways of accessing art are needed. We believe that technologies like Virtual Reality can greatly foster the relationship between users and works of art. In this paper we present an elaborated Virtual Reality experience, ImmersArt, whose aim is to take users literally inside a work of art and the creative universe of its creator. The motivational impact of this tool was empirically analyzed and compared with other formats for experiencing art such as illustrated books and audiovisual presentations. The study suggests that young people are more motivated to study artwork when using virtual reality.
22 March 2019 in IEEE Computer Graphics and Applications
Asperger's syndrome is a disorder that involves a qualitative impairment in social interactions. While most treatments are aimed at children or adolescents, in this paper we present the development of a virtual reality training application in which adults with Asperger's syndrome can train in an autonomous and controlled way how to present in public.
Minor Surgery Sutures is a fundamental skill for healthcare professionals. However, in the educational field, the practice of suturing is sometimes limited and reduced, with more theoretical than practical study. In order to facilitate learning, our goal is to develop an immersive and interactive educational tool that complements theoretical study, called Suture MR. This application could enhance suture procedural skills in the fields of nursing and medicine. Applying Mixed Reality techniques, we generate a 3D model of an arm with a full-scale wound. Realistically, the user will simulate the suture movements as part of the learning process. The application has surgical clamps and a needle holder that are virtually visualized in the user’s hands, allowing gestures and movements faithful to the real ones. In this article, we want to demonstrate the usability of our environment and the feasibility of using Mixed Reality learning experiences in clinical practical training as a complement to theoretical training. The results of the study reveal a greater perception of learning and the willingness of students to use this methodology.