Browsing by Subject "Virtual reality"
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Item Open Access A New Approach to Digitizing Cultural Heritage: Constructing Immersive VR Experiences of Traditional Huizhou Architecture(2023) Wei, ZiqiaoVernacular architectural studies are an integral part of the world’s cultural heritage research. Compared with other tangible or intangible cultural heritage, the physical properties of vernacular architecture and its site-specific nature make it difficult to be physically exhibited in museums, thus limiting the dissemination of vernacular culture and impeding the potential conservation awareness of its audiences. The development of new media technology in the 21st century, represented by virtual reality in particular, has helped to alleviate this cultural communication deadlock. This thesis focuses on the traditional architecture of Huizhou, and consists of a written paper and a digital project. The written paper explores the origins of Huizhou culture and discusses how long-term developments in ethnography, social history, and the natural environment have influenced the unique appearance and design concepts of Huizhou architecture. Moreover, based on the spatial affordances of digital media, the paper discusses how virtual reality (VR) technology can enhance the experience of, accessibility to, and interactivity with Huizhou architecture as represented through 3D reconstruction. The digital part of the thesis is a VR application called “Virtual Huizhou,” and was developed in Unreal Engine 5. This application is a 3D reconstruction of Yin Yu Tang. It will also demonstrate the role of VR in enhancing visitors’ interests and evoking cultural and emotional experiences through the following aspects: 3D models, interface design, and user experience functionalities.
Item Open Access A Virtual Reality Application: Creating an Alternative Immersive Experience for Dunhuang Mogao Cave Visitors(2023) Zhao, XinqianAs the largest cave of Buddhist art with thousands of murals spanning ten dynasties, the Dunhuang Mogao cave has been described as a “peerless cave” because of its fabulous frescos and handcrafted delicate sculptures. However, tourism and in-cave human activities had damaged the frescos; only a few caves are now open with limited accessibility for global visitors and the public. In addition, Dunhuang Cave authorities set strict rules to exclude some people, such as people in wheelchairs, to protect the murals and sculptures from possible damage. This thesis project aims to address this problem by modeling how digital environments might provide universal access to the cave by marginalized and excluded groups. The thesis project includes two separate digital sections: a Unity VR (Virtual Reality) immersive experience and a web-based Story Map with a three-dimensional view of selected murals. The thesis project not only provides an immersive experience for worldwide visitors but also unlocks the door for the possibilities of preserving cultural heritage by using innovative digital methods. Through the use of Maya and Steam, the Unity game engine can be used to curate a virtual space by placing the audience into well-textured 3D cave models, while the web-based story map can be used to contextualize basic background knowledge and provides a comprehensive text explanation of the Silk Road and Buddhist culture to inform the user’s understanding of what they are seeing. Overall, this thesis demonstrates endeavors to discover more possibilities and opportunities for historical and cultural heritage protection while not losing access.
Item Open Access Can Computers Assist Treatment? Virtual Reality as a Possible Cue Exposure Technique With Adolescent Substance Abusers(2014) Hersh, Jacqueline ReneeSubstance use disorders are one of the most common psychiatric diagnoses among adolescents; marijuana is the illicit drug used most frequently by youth. Treatment dropout and relapse following treatment are common; innovative strategies are needed to improve treatment outcomes for youth substance abusers. The aim of this study was to develop and evaluate the feasibility of a virtual reality (VR) cue reactivity paradigm for adolescent cannabis abusers and to compare it to a video cue reactivity paradigm. Forty-two treatment-seeking youth with a cannabis use disorder completed the study, which incorporated three parts. During Part 1, drug and neutral video clips were shown to 11 youth and five substance-abuse experts who provided craving/usefulness ratings for each video clip. During Part 2, five youth met in a focus group and then individually to provide input on the development of the VR paradigm. During Part 3, 26 youth completed a laboratory procedure involving neutral and drug-related video clips and VR presentations. Heart rate, skin conductance, and skin temperature were measured as well as craving. Higher levels of craving and skin conductance were observed during drug-related presentations. The presentations did not significantly differ in their ability to elicit craving and arousal. Results suggest that youth can experience subjective and physiological reactivity to VR drug cues warranting further study with a larger, more diverse sample. Implications are discussed.
Item Open Access Evaluating Human Performance in Virtual Reality Based on Psychophysiological Signal Analysis(2018) Clements, JillianPhysiological signals measured from the body, such as brain activity and motor behavior, can be used to infer different physiological states or processes in humans. Signal processing and machine learning often play a fundamental role in this assessment, providing unique approaches to analyzing and interpreting physiological data for a variety of applications, such as medical diagnosis and human-computer interaction. In this work, these approaches were utilized and adapted for two separate applications: brain-computer interfaces (BCIs) and the assessment of visual-motor skill in virtual reality (VR).
The goal of BCI technology is to allow people with severe motor impairments to control a device without the need for voluntary muscle control. Conventional BCIs operate by converting electrophysiological signals measured from the brain into meaningful control commands, eliminating the need for physical interaction with the system. However, despite encouraging improvements over the last decade, BCI use remains primarily in research laboratories. One of the biggest obstacles limiting their daily in-home use is the significant amount of time and expertise that is often required to set up the biosensors (electrodes) for recording brain activity. The most common modality for brain recording is electroencephalography (EEG), which typically employs gel-based “wet” electrodes for recording signals with high signal-to-noise ratios (SNRs). However, while wet electrodes record higher quality signals than dry electrodes, they often hinder frequent use because of the complex and time-consuming process of applying the electrodes to the scalp. Therefore, in this research, a signal processing solution was implemented to help mitigate noise in a dry electrode system to facilitate a more practical BCI device for everyday use in people with severe motor impairments. This solution utilized a Bayesian algorithm that automatically determined the amount of EEG data to collect online based on the quality of incoming data. The hypothesis for this research was that the algorithm would detect the need for additional data collection in low SNR scenarios, such as those in the dry electrode systems, and collect sufficient data to improve BCI performance. In addition to this solution, two anomaly detection techniques were implemented to characterize the differences between the wet and dry electrode recordings to determine if any additional types of signal processing would further improve BCI performance with dry electrodes. Taken as a whole, this research demonstrated the impact of noise in dry electrode recordings on BCI performance and showed the potential of a signal processing approach for noise mitigation. However, further signal processing efforts are likely necessary for full mitigation and adoption of dry electrodes for use in the home.
The second study presented in this work focused on signal processing and machine learning techniques for assessing visual-motor skill during a simulated marksmanship task in immersive VR. Immersive VR systems offer flexible control of an interactive environment, along with precise position and orientation tracking of realistic movements. These systems can also be used in conjunction with brain monitoring techniques, such as EEG, to record neural signals as individuals perform complex motor tasks. In this study, these elements were fused to investigate the psychophysiological mechanisms underlying visual-motor skill during a multi-day simulated marksmanship training regimen. On each of 3 days, twenty participants performed a task where they were instructed to shoot simulated clay pigeons that were launched from behind a trap house using a mock firearm controller. Through the practice of this protocol, participants significantly improved their shot accuracy and precision. Furthermore, systematic changes in the variables extracted from the EEG and kinematic signals were observed that accompanied these improvements in performance. Using a machine learning approach, two predictive classification models were developed to automatically determine the combinations of EEG and kinematic variables that best differentiated successful (target hit) from unsuccessful (target miss) trials and high-performing participants (top fourth) from low-performing participants (bottom fourth). Finally, in order to capture the more complex patterns of human motion in the spatiotemporal domain, time series methods for motion trajectory prediction were developed that utilized the raw tracking data to estimate the future motion of the firearm controller. The objective of this approach was to predict whether the controller’s virtually projected ray would intersect with the target before the trigger was pulled to shoot, with the eventual goal of alerting participants in real-time when shooting may be suboptimal.
Overall, the findings from this research project point towards a comprehensive psychophysiological signal processing approach that can be used to characterize and predict human performance in VR, which has the potential to revolutionize the design of current simulation-based training programs for realistic visual-motor tasks.
Item Open Access Evaluation of an Eye Tracking Selection Technique with Progressive Refinement(2018) Wang, YunhanWe designed a novel eye tracking selection technique with progressive refinement - eye-controlled sphere-casting refined by quad-menu (EyeSQUAD) selection technique. Through a user study, we evaluated the performance of this technique with comparison of two previous selection techniques - ray-casting and SQUAD under different target size and distractor density scenarios. Results show that the EyeSQUAD technique can achieve similar selection speed as ray-casting and SQUAD and is more accurate than ray-casting although less precise than SQUAD. Finally, we summarized several insights for designing interaction techniques with eye tracking.
Item Open Access NMR Structure Improvement: A Structural Bioinformatics & Visualization Approach(2010) Block, JeremyThe overall goal of this project is to enhance the physical accuracy of individual models in macromolecular NMR (Nuclear Magnetic Resonance) structures and the realism of variation within NMR ensembles of models, while improving agreement with the experimental data. A secondary overall goal is to combine synergistically the best aspects of NMR and crystallographic methodologies to better illuminate the underlying joint molecular reality. This is accomplished by using the powerful method of all-atom contact analysis (describing detailed sterics between atoms, including hydrogens); new graphical representations and interactive tools in 3D and virtual reality; and structural bioinformatics approaches to the expanded and enhanced data now available.
The resulting better descriptions of macromolecular structure and its dynamic variation enhances the effectiveness of the many biomedical applications that depend on detailed molecular structure, such as mutational analysis, homology modeling, molecular simulations, protein design, and drug design.
Item Open Access Online 3D Qilou: The Distribution of Heritage with VR and Mapping(2023) Ruan, KaiyinGiven the growing digitization of cultural heritage, there is an opportunity to leverage digital technologies in order to better serve visitors, against the limitations of people’s traditional approaches to heritage in museums and sites. Digitalizing heritage has become part of the national agenda of many countries, including China. This thesis aims to improve the experience of Chinese heritage for online visitors, by investigating how online three-dimensional representations can support and enhance the experience of viewing heritage for a wider audience. The thesis is comprised of a paper and a digital project. It focuses on Qilou, a kind of Chinese architectural heritage distributed in southeast Asia and southeast China, as a case study practice and develops a prototype for its online 3D presentation, in an effort to develop a real-life application as well as to seek ideas for a future exhibition possibilities. With an emphasis of expressing the historical context of Qilou’s distribution, the digital project used the methodology of online 3D models with virtual reality space as well as story map to assemble and visualize Qilou’s spread from different regions. Through the design of interactivity, ambience, and navigation, the online 3D models can generate an immersive and compelling experience for visitors.
Item Open Access Split Reality: Virtual Worlds of American Culture from 1692-2017(2020) Gorecki, KatyaVirtuality—specifically the influence of the immaterial digital world—has been identified as an accomplice of twenty-first century media driven crises. From arguments that video games cause mass shootings to the emergence of “alt-facts” in the 2016 Presidential election, our encounters with digital media have prompted questions about what is real and, more importantly, how do we know it. Split Reality explores an extended history of virtuality to argue that these challenges are new versions of old anxieties. I approach the virtual as a realm of immaterial experience different from but deeply connected to the material world. While immaterial contexts inform our experiences of the world, they have often been considered sources of illusory, counterfeit, or otherwise lesser information. This perceived illegitimacy motivates the eradication of immaterial contexts from daily experience through assertions that the material world is the only source of viable information. These attempts do not account for the importance of representation, the imagination, or the virtual to the construction of meaning and, therefore, of reality. The second half of Split Reality focuses how twentieth century shifts towards embracing virtual worlds allowed thinkers to imagine alternative realities as critical tools to change how audiences understood and acted in the material world. These writers were able to imagine media forms that maximized the potential of virtual worlds as critical tools will minimizing their tendency toward delusion by accepting, rather than ignoring, the influence of the immaterial world as a legitimate source of reality. This acceptance is sorely needed to cope with digital culture, as I demonstrate in the emergence of “alt-facts” in the 2016 U.S. Presidential election as an example of what can happen when we are inattentive to the existence and influence of the virtual worlds around us.
Item Open Access The effect of rest frames on simulator sickness reduction(2017) Cao, ZekunWith increasing prevalence and capabilities of Virtual Reality (VR) as a part of education, entertainment, data analysis and industrial applications, the consideration of constructing a more user-friendly virtual environment becomes more important, which requires the reduction or elimination of simulator sickness (SS) -- a discomfort caused in simulated environment. As a form of motion sickness (MS) -- caused by movement in travel, some signs and symptoms of SS are the same as those of MS's, such as pallor, cold sweating, nausea, and vomiting. Several convincing theories or hypothesis to explain the cause of SS have been advanced, such as Sensory Conflict Theory, Postural Instability Theory and Rest Frames Hypothesis. Based on the first two theories aforementioned, high-quality tracking systems and modification of field of view (FOV) have been proposed to reduce the mismatch between visual perception and vestibular system in virtual environment (VE). Two main drawbacks exist in these techniques: (1) They will make uses weary in VE needs long distance physical navigation; (2) Modifying the field of view will decrease immersion.
To this end, inspired by the rest frame hypothesis and previous study on field of view, the goal of this research is to evaluate the effect of rest frames -- portions of the virtual environment that remain fixed in relation to the real world and do not move as the user moves around -- on SS reduction. A study was performed in this research, in which all participants experienced two different VR sessions: one with rest frames and the other without rest frames. The rest frames were developed by using a transparent cockpit attached with a black metal net in our experimental environment. A questionnaire asking users' discomfort was shown periodically in the VE during the study, which allowed us to record the level of participants' comfort in real time. Participants were required to finish a Simulator Sickness Questionnaire (SSQ) and a presence questionnaire after completing either session, to analyze the influence of rest frames on presence and their overall sickness induced by VR. Through comparing the time spent in VE, the real-time subjects' discomfort levels and scores of SSQ and presence questionnaire from both sessions, we found that rest frames have advantages as follows:
(1) Users could experience VEs without physical navigation;
(2) Rest frames significantly helped users acclimate to VR;
(3) The level of discomfort in VR was reduced;
(4) The level of presence was not impacted.
Item Open Access Uncontrollable: A User Experience Design Proposal for a Hands-Free Gaming Accessibility Framework(2021) Brucculeri, AndreaThe technology necessary for hands-free video gaming is available, especially for head-gesture-centric controls. However, remapping controls to head gestures ranges from frustratingly tedious to impossible. I propose a common language of gestures and game actions that categorizes the controls by their use frequency. My suggested categories are primary, secondary, tertiary, and quaternary. The most preferred gestures and more frequently used controls are classified as primary while the least preferred gestures and least frequently used controls classified as quaternary. I also propose constructing an interface software and API to gather data from game designers, hardware designers, and users to suggest optimized game controls for users requiring accessibility. I created a demo for one branch of this for my technical project -- a game to help players determine which gestures they can perform the most accurately so that these gestures may be paired with controls most vital to successful gameplay.
Item Open Access Virtual Reality and Its Application in Environmental Education(2022-04-22) Zhou, ZiyaThis paper introduces the basis of virtual reality (VR), describes the benefits of applying virtual reality technology in environmental education, and presents a 360° VR product that focused on whales in Antarctica. According to the results of previous studies in this field, virtual reality can assist environmental education in many ways, including providing an affordable substitute for field trips. However, currently, there are a few challenges that need to be resolved. The product of this study was produced by multiple computer software systems, containing nine scenes of 360° videos or panoramas with interactive features. This VR product can serve as a tool for entry-level learners of marine science to acquire information about Antarctica, Antarctic minke whales, and climate change, in a compelling and fun way. In conclusion, it is practical and beneficial to apply virtual reality as a tool in environmental education.Item Open Access Virtually One: Using VR to Increase Empathy in the Palestinian-Israeli Conflict(2019-05-03) Lauder, ElianaTwo cameras were sent to two 23-year-old boys living parallel lives in Tel Aviv, Israel and Ramallah, Palestine. Each of them filmed a full day of their lives from the first-person perspective while narrating their story. These videos were given to Palestinian and Israeli study participants in Jerusalem to watch through a virtual reality headset (with the exception of 10 control participants who watched the video on a computer screen). This study analyzes their response to these videos and thus the degree to which a VR experience has the power to elicit an empathic response in a region of extreme social polarization and turbulent conflict. Empathy was measured behaviorally, attitudinally and altruistically across five markers: strength of personal identification to ingroup, prejudice towards the outgroup, positive affect associated with the outgroup, degree of perceived similarity to the outgroup, and openness to social proximity with outgroup members in the future. The results of this study showed that when the 3-minute video was viewed from the first-person perspective in virtual reality, all empathy markers increased, and strength of personal identity group and prejudice markers decreased (which was not the case in the control condition). This study has powerful implications for the potential of this technology to bring unlikely peoples together through perspective-taking in the face of deepening societal rifts that challenge our world today. This study has been done in hopes of spurring a conversation about our shared humanity and this technology’s potential for good.Item Open Access VR Touch Museum(2018) Zhao, YuchenIn recent years, digital technology has become ubiquitous in the museum. They have changed the ways museums document, preserve and present cultural heritage. Now, we are exploring if there are some ways that could provide more historical context to a displayed object and make an exhibition more immersive. Therefore, we did a project called “The Virtual Reality Touch Museum” and used an experiment to test if such museum performs better on “Presence” and learning achievements. As the results show, our VR Touch Museum was outstanding in “presence” but more research is necessary to verify how effective it is for learning.