Auflistung nach Schlagwort "virtual reality"
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- KonferenzbeitragAdapting virtual trainings of applied skills to cognitive processes in medical and health care education within the DiViFaG project(DELFI 2020 – Die 18. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V., 2020) Hainke, Carolin; Pfeiffer, ThiesThe use of virtual reality technology in education rises in popularity, especially in professions that include the training of practical skills. By offering the possibility to repeatedly practice and apply skills in controllable environments, VR training can help to improve the education process. The training simulations that are going to be developed within this project will make use of the high controllability by evaluating behavioral data as well as gaze-based data during the training process. This analysis can reveal insights in the user’s mental states and offers the opportunity of autonomous training adaption.
- WorkshopbeitragApplication Scenarios for 3D-Printed Organ Models for Collaboration in VR & AR(Mensch und Computer 2019 - Workshopband, 2019) Muender, Thomas; Reinschluessel, Anke; Zargham, Nima; Döring, Tanja; Wenig, Dirk; Malaka, Rainer; Fischer, Roland; Zachmann, Gabriel; Schumann, Christian; Kraft, Valentin; Schenk, Andrea; Uslar, Verena; Weyhe, Dirk; Nopper, Hans; Lück, ThomasMedical software for computer-assisted surgery often solely supports one phase of the surgical process, e.g., surgery planning. This paper describes a concept for a system, which can be seamlessly used in the preoperative planning phase, in the intraoperative phase for viewing the planning data, as well as for training and education. A combination of virtual and augmented reality with a multi-user functionality will support the three phases. 3D-printed organ models will be used as interaction devices for more intuitive interaction with the visual data and for educating future surgeons. We present the three application scenarios for this concept in detail and discuss the research opportunities.
- KonferenzbeitragAssistance in Virtual Reality Exergames: Preference for Species of Agents in Relation to Personality of Users(Mensch und Computer 2023 - Tagungsband, 2023) Lehmann, Nora; Kruse, Lucie; Steinicke, FrankVirtual agents (VAs) can be used in a variety of scenarios, e.g. as assistants or in exergame tutorials. One of the advantages of VAs is that they can be customized to the user’s needs. Still, little research is done on preferences for the appearance of agents, especially when user groups are of mixed age. This work explores the effect of the species (abstract, animal, and human) of the agent on several dependent variables: user experience, anthropomorphism, animacy, likeability, and perceived intelligence. Therefore, an experimental study with a within-subject design was conducted. Furthermore, the effect of the user’s personality on the perception was investigated. Main findings were that people that had a high score in the openness to new experiences trait rated embodied agents significantly higher in likeability and animacy than people with a low score. This work highlights the importance of tailoring the appearance of agents to the users.
- KonferenzbeitragAutoWSD: Virtual Reality Automated Driving Simulator for Rapid HCI Prototyping(Mensch und Computer 2019 - Tagungsband, 2019) Riegler, Andreas; Riener, Andreas; Holzmann, ClemensHuman factors research in automated driving is nowadays often conducted using either low-quality setups such as 2D monitors or highly expensive driving simulators with motion platforms. Additionally, software for automated driving scenarios is often expensive and hard to modify for different scenarios. We intend to bridge this gap by proposing a low-cost, high-fidelity immersive prototyping solution by utilizing the recent advances in development of virtual reality (VR): AutoWSD - Automated driving simulator for research on windshield displays. We showcase a hybrid software and hardware solution that is based on the popular and widely used Unity development platform. Furthermore, we demonstrate the little effort needed to create scenarios for user studies, and thereby foster discussion about potential improvements and extensions for AutoWSD, as well as the topic of trust, acceptance, user experience and simulator sickness in automation.
- KonferenzbeitragBikeVR: a virtual reality bicycle simulator towards sustainable urban space and traffic planning(Mensch und Computer 2020 - Tagungsband, 2020) Ullmann, Daniela; Kreimeier, Julian; Götzelmann, Timo; Kipke, HaraldWhile becoming more and more aware of the ongoing climate change, eco-friendly means of transport for all citizens are moving further into focus. In order to be able to implement specific measures, it is necessary to better understand and emphasize sustainable transportation like walking and cycling through focused research. When developing novel traffic concepts and urban spaces for non-motorized traffic participants like bicycles and pedestrians, traffic and urban planning must be focused on their needs. To provide rare qualitative factors (such as stress, the perception of time and attractiveness of the environment) in this context, we present an audiovisual VR bicycle simulator which allows the user to cycle through a virtual urban environment by physically pedaling and also steering. Virtual Reality (VR) is a suitable tool in this context, as study participants find identical and almost freely definable (virtual) urban spaces with adjustable traffic scenarios. Our preliminary prototype proved to be promising and will be further optimized and evaluated.
- ZeitschriftenartikelBody Language of Avatars in VR Meetings as Communication Status Cue: Recommendations for Interaction Design and Implementation(i-com: Vol. 21, No. 1, 2022) Kurzweg, Marco; Wolf, KatrinWhile traditional videoconferencing causes privacy issues, virtual meetings are not yet widely used. Their communication quality still lacks usability and important non-verbal communication cues, such as body language, are underrepresented. We aim at exploring virtual avatars’ body language and how it can be used to indicate meeting attendees’ communication status. By comparing users’ perceptions of avatar behavior, we found that avatar body language across gender can be an indication of communication willingness. We derive resulting body language design recommendations and recommend using attentively behaving avatars as default body language and to indicate being busy through actions of the avatar, such as drinking, typing, or talking on a phone. These actions indicate that users are temporarily busy with another task, but still are attending the meeting. When users are unavailable, their avatars should not be displayed at all and in cases of longer meeting interruptions, the avatar of a user should leave the virtual meeting room.
- KonferenzbeitragCode Cities in Virtual and Augmented Reality(Softwaretechnik-Trends Band 40, Heft 2, 2020) Koschke, Rainer; Steinbeck, MarcelIn this paper, we summarize existing research on visualizing software as code cities with a focus on virtual and augmented reality technology (VR/AR). The review of existing knowledge shows that several of the hopes in VR/AR have not been fulfilled yet. A possible reason for that may be that existing means of visualization and interaction cannot simply be transferred one-to-one from desktop to VR/AR environments as our own research suggests. Moreover, we view the true potential of VR/AR in supporting the communication among multiple developers. All studies we are aware of have had a single developer trying to solve a given task. VR/AR can bridge spatial gaps and more research should be targeted at that particular advantage for distributed teams.
- KonferenzbeitragComparison Between Video-mediated and Asymmetric 3D Teleconsultation During a Preclinical Scenario(Mensch und Computer 2021 - Tagungsband, 2021) Strak, Robin; Yu, Kevin; Pankratz, Frieder; Lazarovici, Marc; Sandmeyer, Benedikt; Reichling, Julia; Weidert, Simon; Kraetsch, Clemens; Roegele, Barbara; Navab, Nassir; Eck, Ulrich; Roth, DanielCurrent teleconsultation solutions for preclinical emergencies can transmit knowledge from a remote expert to a local paramedic using audio and 2D video channels. Such technology lacks precision and efficiency for medical diagnostic tasks, and visual feedback is often missing between participants. We investigate a mixed reality 3D teleconsultation solution for preclinical use, which provides a 3D reconstruction of the local scene to a remote expert, displayed in Virtual Reality. A remote expert can join the local scene virtually as an Augmented Reality avatar. The remote expert can annotate the local scene and guide the local paramedics through the procedure. We explored our system in a user study within a preclinical scenario on a collaborative task of attaching chest lead electrodes of a 12 channel electrocardiogram on a mannequin. We compared the 3D teleconsultation system to a 2D video-mediated teleconsultation via a top-mounted camera and report results from the consultee side in AR. Based on our empirical user study with 10 paramedics with an average of 17 years experience, we observe an improvement in the electrode placement quality using the 3D teleconsultation system. Results indicate no significant difference in the cognitive task-load between conditions. Participants perceived the video-mediated consultation as more usable due to their unfamiliarity with the 3D teleconsultation system. However, participants acknowledge the potential of 3D teleconsultation and believe such a system can significantly improve the preclinical treatment.
- KonferenzbeitragA Context-aware Virtual Reality First Aid Training Application(Mensch und Computer 2019 - Tagungsband, 2019) Yigitbas, Enes; Heindörfer, Joshua; Engels, GregorWith the spread of virtual reality (VR) applications in various domains (e.g. education and training, engineering or entertainment) targeting heterogeneous end-users, the aspect \emph{context-awareness} started to play an important role. As tasks and environments in VR applications become more and more complex, it is important to adapt the interaction to the needs and the context in order to improve usability. In this paper, we study how to exploit context-awareness in VR applications in order to automatically adapt the interaction techniques in a VR application based on context parameter like user, platform, and environment. To show the benefit of our approach, we present a context-aware VR application for first aid training.
- KonferenzbeitragConveying perspective in multi-user virtual reality collaborations(Mensch und Computer 2020 - Tagungsband, 2020) Freiwald, Jann Philipp; Diedrichsen, Lennart; Baur, Alexander; Manka, Oliver; Jorshery, Pedram Berendjy; Steinicke, FrankEffectively conveying the users' visual point of view in a collaborative virtual reality environment is a crucial factor in successful and efficient cooperation. Visual indicators of users' perspectives can reduce the required verbal communication and therefore increase the efficiency of work within remote teams. In this paper we compare three distinct types of visual indicators regarding task completion time, precision and error rate. These perspective conveying methods include a 3D cone indicating the boundaries of a user's field of view, highlighting the object a user is looking at, and displaying a direct video mirror of the user's view port. In an experiment these methods were used to transmit information from one person to another, that would otherwise be inaccessible. In a virtual warehouse scenario, participants moved visually obstructed boxes to a target area with a crane, while an experiment conductor provided visual cues as to where these boxes are, solely by looking at them. The results indicate that object highlighting is significantly inferior regarding precision and error rate, while the video mirror proved to be the most reliable. The view cone was however perceived as the method with the highest degree of social presence.