Auflistung nach Autor:in "Lugrin, Jean-Luc"
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- WorkshopbeitragInvestigating Gesture-based Commands for First-Person Shooter Games in Virtual Reality(Mensch und Computer 2019 - Workshopband, 2019) Schmitt, Johann; Wienrich, Carolin; Latoschik, Marc Erich; Lugrin, Jean-LucIn this paper, we present the first results of a user-defined approach for designing gesture-driven commands for a first-person shooter (FPS) game in Virtual Reality (VR). We identified and categorized a set of common gestures for two in-game actions as well as two system control operations. We believe our preliminary results will interest VR game designers and researchers
- WorkshopbeitragPushing Out the Classroom Walls: A Scalability Benchmark for a Virtual Audience Behaviour Model in Virtual Reality(Mensch und Computer 2020 - Workshopband, 2020) Glémarec, Yann; Lugrin, Jean-Luc; Bosser, Anne-Gwenn; Cagniat, Paul; Buche, Cédric; Latoschik, Marc ErichIn this paper, we describe the implementation and performance of a Virtual Audience behaviour model for Virtual Reality (VR). The model is a VR adaptation of an existing desktop model based on crowd-sourced data. The system allows a user in VR to easily build and experience a wide variety of atmospheres with small or large groups of virtual agents. The paper describes the model’s implementation and possible benefits for different applications, e.g. training, therapeutic or culture. Our first scalability benchmark results demonstrated the ability to simultaneously handle one hundred virtual agents without significantly affecting the recommended frame rate for VR applications. Lastly, we propose a set of improvements our training system can benefit from. This research is conducted in the context of a classroom simulation software for teachers’ training.
- WorkshopbeitragTime Perception Research in Virtual Reality: Lessons Learned(Mensch und Computer 2023 - Workshopband, 2023) Landeck, Maximilian; Unruh, Fabian; Lugrin, Jean-Luc; Latoschik, Marc ErichIn this article, we present a selection of recent studies from our research group that investigated the relationship between time perception and virtual reality (VR). We focus on the influence of avatar embodiment, visual fidelity, motion perception, and body representation. We summarize findings on the impact of these factors on time perception, discuss lessons learned, and implications for future applications. In a waiting room experiment, the passage of time in VR with an avatar was perceived significantly faster than without an avatar. The passage of time in the real waiting room was not perceived as significantly different from the waiting room in VR with or without an avatar. In an interactive scenario, the absence of a virtual avatar resulted in a significantly slower perceived passage of time compared to the partial and full-body avatar conditions. High and medium embodiment conditions are assumed to be more plausible and to less different from a real experience. A virtual tunnel that induced the illusion of self-motion (vection) appeared to contribute to the perceived passage of time and experience of time. This effect was shown to increase with tunnel speed and the number of tunnel segments. A framework was proposed for the use of virtual zeitgebers along three dimensions (speed, density, synchronicity) to systematically control the experience of time. The body itself, as well as external objects, seem to be addressed by this theory of virtual zeitgebers. Finally, the standardization of the methodology and future research considerations are discussed.