7,100 Hits in 8.4 sec

Usability in virtual and augmented environments: a qualitative and quantitative study

Paulo Dias, Angela Pimentel, Carlos Ferreira, Frank van Huussen, Jan-Willem Baggerman, Pauline van der Horst, Joaquim Madeira, Rafael Bidarra, Beatriz Sousa Santos, Andrew J. Woods, Neil A. Dodgson, John O. Merritt (+2 others)
2007 Stereoscopic Displays and Virtual Reality Systems XIV  
The second study consisted in a controlled experiment meant to compare users' performances in a gaming scenario in a Virtual Reality environment and a desktop.  ...  This paper presents a preliminary usability evaluation of a low-cost Virtual and Augmented Reality environment under development at the University of Aveiro, Portugal.  ...  all the users that participated in the Virtual Reality study.  ... 
doi:10.1117/12.703878 fatcat:d2d5gr7iu5evtnrgcesvrrbgqy

Usability Engineering of Virtual Environments [chapter]

Joseph Gabbard
2014 Handbook of Virtual Environments  
Our study compared prescreen projection with panning and zooming using a mouse-based interaction technique and also a Spaceballbased interaction technique.  ...  Based on these formative evaluations, we modified a three-button game flightstick by removing its base and placing a six degree-of-freedom position sensor inside.  ... 
doi:10.1201/b17360-35 fatcat:5yxiysd2pvafddt64vbqso3iuq

Learning Performance Assessment using Mobile-Based Augmented Reality Application for Preschool Environment

2019 International journal of recent technology and engineering  
This study used non probability sampling and a paired t-test to compare the data collected from the sample test.  ...  This study presents learning performance assessment using mobile-based augmented reality application for Malaysian preschool in rural areas.  ...  In [16] developed and compared three human interfaces appropriate for a mobile phone game application.  ... 
doi:10.35940/10.35940/ijrte.b1076.0782s319 fatcat:s3y7ttwmpvflhea6gcfnnyqobu

Measuring the effect of gaming experience on virtual environment navigation tasks

Shamus P. Smith, Sam Du'Mont
2009 2009 IEEE Symposium on 3D User Interfaces  
Two computer games and a virtual environment were developed to elicit performance metrics for use within a user study.  ...  This paper examines the effects of previous computer gaming experience, user perceived gaming ability and actual gaming performance on navigation tasks in a virtual environment.  ...  A comprehensive study of the currently available 3D tools, virtual reality toolkits and computer game development environments, suitable for both virtual environments and computer games, was completed  ... 
doi:10.1109/3dui.2009.4811198 dblp:conf/3dui/SmithD09 fatcat:2vy2zvdiu5bpdmdi5t2l6gxjdu

VETO: An Immersive Virtual Environment for Tele-Operation

Brandon Wilson, Matthew Bounds, David McFadden, Jace Regenbrecht, Loveth Ohenhen, Alireza Tavakkoli, Donald Loffredo
2018 Robotics  
The proposed Virtual Environment for Tele-Operation (VETO) architecture is a tele-operation system that provides a feature-rich framework to implement robotic agents into an immersive end-user game interface  ...  Game levels are generated dynamically on a Graphic Processing Unit or GPU-accelerated server based on real-world sensor data from the robotic agents.  ...  Virtual Reality (VR) Session: The subject sat at a computer desk and performed the tasks in the proposed virtual reality environment.  ... 
doi:10.3390/robotics7020026 fatcat:hy4rloa5hnawjnu3djn5wvn2vi

Short Paper: User Study for Mobile Mixed Reality Devices [article]

Anne Braun, Rod McCall
2010 ICAT-EGVE 2014 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments  
In this paper we present a user study comparing four different mobile Augemented Reality (AR) interfaces.  ...  The focus of the study was on the usability of the devices, with respect to the unique nature of AR experiences, especially in the context of MR games, namely: the user usually needs at least one free  ...  Scenario The scenario was comprised of simple actions such as targeting and selection of 3D virtual objects. It was based on the scenario of the MR game TimeWarp [HBMB08].  ... 
doi:10.2312/egve/jvrc10/089-092 fatcat:xvhmqzpxz5ghxooekctrhzbule

Design and evaluation of a haptically enable virtual environment for object assembly training

Dawei Jia, Asim Bhatti, Saeid Nahavandi
2009 2009 IEEE International Workshop on Haptic Audio visual Environments and Games  
This paper presents a newly developed virtual environment (VE) for training of procedure tasks i.e. object assembly.  ...  Significant cost savings can be realized due to the shorter times for the development of different training-scenarios as well as reuse of existing designed engineering (math) models.  ...  INTRODUCTION Assembly is one of the most studied processes in manufacturing and a number of computer based virtual reality systems has been proposed, developed [1, 2] and adopted by the manufacturing  ... 
doi:10.1109/have.2009.5356130 fatcat:umxyodu5xzgsrnzvzv7jmzz4nm

Immersiveness of Ubiquitous Computing Environments Prototypes: A Case Study [chapter]

Tiago Abade, José C. Campos, Rui Moreira, Carlos C. L. Silva, José Luís Silva
2015 Lecture Notes in Computer Science  
This work presents a case study where two ubicomp prototypes, featuring di↵erent levels of immersion (desktop-based versus CAVE-based), were developed and compared.  ...  Ubicomp virtual reality prototyping tools enable users to experience the system to be developed and are of great help to face those challenges, as they support developers in assessing the consequences  ...  A very recent work [5] compared three evaluation methods for mobile interactive systems: field-based studies, classical lab-based studies and evaluation using Immersive Video Environments (IVE).  ... 
doi:10.1007/978-3-319-20804-6_22 fatcat:goytxoqe7rfmlfu2l6lzjuhwly

A Design and Application Space for Visualizing User Sessions of Virtual and Mixed Reality Environments

Shivam Agarwal, Jonas Auda, Stefan Schneegaß, Fabian Beck
2020 International Symposium on Vision, Modeling, and Visualization  
We analyze which aspects of these related visualizations can be leveraged for analyzing user sessions in virtual and mixed reality environments and describe a design and application space for such visualizations  ...  A core challenge for developers and researchers while analyzing sessions from such environments lies in understanding the interaction between entities.  ...  Acknowledgments We are thankful to the student members of the Master project group VinteR at the University of Duisburg-Essen for implementing the first application example.  ... 
doi:10.2312/vmv.20201194 dblp:conf/vmv/AgarwalASB20 fatcat:dp6k5foxrvd23f325uofx6wtgy

Computer-Simulated 3D Virtual Environments in Collaborative Learning and Training: Meta-Review, Refinement, and Roadmap [chapter]

António Correia, Benjamim Fonseca, Hugo Paredes, Paulo Martins, Leonel Morgado
2016 Progress in IS  
the FCT-Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) within project «FCOMP-01-0124-FEDER-022701».  ...  Special acknowledgments are addressed to Tzafnat Shpak and Yesha Sivan for inviting the authors to submit this extended chapter as part of an ongoing research agenda on 3D virtual worlds for collaborative  ...  A computer-based simulated environment provides several features for creating an online presence that can replicate real-world scenarios in multi-user settings.  ... 
doi:10.1007/978-3-319-22041-3_15 fatcat:b3gll7w6srccdikzv7znhticdq

3D AutoSysLab Prototype - A Social, Immersive and Mixed Reality Approach for Collaborative Learning Environments

Frederico Menine Schaf, Suenoni Paladini, Carlos Eduardo Pereira
2012 International Journal of Engineering Pedagogy (iJEP)  
Recent evolutions of social networks, virtual environments, Web technologies and 3D virtual worlds motivate the adoption of new technologies in education, opening successive innovative possibilities.  ...  In order to develop a feasible implementation to this research area, a prototype was developed, called 3DAutoSysLab, in which a metaverse is used as social collaborative interface, experiments (real or  ...  ACKNOWLEDGMENT The authors thank all researchers that are directly or indirectly involved with the developed with the hardware as well as the developing community of the free and opensource softwares employed  ... 
doi:10.3991/ijep.v2i2.2083 fatcat:x2bbrvrbcvgo3chskxvnasvitq

Design and engineering of game-like virtual and multimodal environments

Chris Raymaekers, Karin Coninx, Juan Manuel González-Calleros
2010 Proceedings of the 2nd ACM SIGCHI symposium on Engineering interactive computing systems - EICS '10  
In this position paper, I outline the research methods and approach our group at the Social Game Lab takes to understanding and innovating successful social and emotional game and virtual world experiences  ...  ACKNOWLEDGMENTS Thanks to Microsoft for funding the Games for Learning Institute; thanks to Chelsea Hash and Ulf Schwekendiek for their work on the social gaming prototypes and on the Games for Learning  ...  INTRODUCTION Nowadays, in accordance with the increasing presence of video games and virtual reality-based software in everyday computer applications and entertainment, there has been a growing need for  ... 
doi:10.1145/1822018.1822083 dblp:conf/eics/RaymaekersCG10 fatcat:zinrgjtuofglneuvio5eymjvwm

Immersive Environments and Virtual Reality: Systematic Review and Advances in Communication, Interaction and Simulation

Jose Rubio-Tamayo, Manuel Gertrudix Barrio, Francisco García García
2017 Multimodal Technologies and Interaction  
In medical sciences, user experience applied to virtual reality and immersive environments are the basis for developing a neurofeedback scenario, especially in the recovery of patients with cognitive disorders  ...  Additionally, user experience, interaction design and human-computer interactions have been classified under taxonomical categorisation for designing virtual reality systems [9] .  ...  , it is playable, so, a relevant factor is to integrate research into game and play possibilities, even for experiences based on physical environments (such as games-in the physical world-, video games-digital  ... 
doi:10.3390/mti1040021 fatcat:zwwsvealu5fpbldsntb5buao7i

Metaversal Learning Environments: Measuring, predicting and improving interpersonal effectiveness [article]

Arjun Nagendran, Scott Compton, William Follette, Artem Golenchenko, Anna Compton, Jonathan Grizou
2022 arXiv   pre-print
In this work, we introduce a novel architecture that combines Artificial intelligence and Virtual Reality to create a highly immersive and efficient learning experience using avatars.  ...  We first present a small pilot study and its results which were used to enhance the framework.  ...  The VR software used for the study was built using the game development engine Unity (Haas, J. K., 2014). Photogrammetry was used to generate the avatars.  ... 
arXiv:2205.02875v1 fatcat:3f3vj43nknhbnjptnx5rnw77pe

BIM Based Virtual Environment for Fire Emergency Evacuation

Bin Wang, Haijiang Li, Yacine Rezgui, Alex Bradley, Hoang N. Ong
2014 The Scientific World Journal  
This paper introduces a BIM based virtual environment supported by virtual reality (VR) and a serious game engine to address several key issues for building emergency management, for example, timely two-way  ...  The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR) environment aiming at practical problem solving by leveraging state-of-the-art computing technologies  ...  Recent computing developments have enabled computer gaming systems to be utilized for building emergency management [6] .  ... 
doi:10.1155/2014/589016 pmid:25197704 pmcid:PMC4146354 fatcat:x742cu3d4rh33hg454ws55sm2e
« Previous Showing results 1 — 15 out of 7,100 results