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1

Kim, Mi Jeong, So Yun Park, and Xiangyu Wang. "A Conceptual Framework of Immersive Shared Environments Emphasizing Social Interaction." International Journal of Architectural Research: ArchNet-IJAR 9, no. 3 (November 27, 2015): 45. http://dx.doi.org/10.26687/archnet-ijar.v9i3.764.

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The effectiveness of visual displays has often been linked to the sense of presence embodied by immersive visualization. However, efforts analyzing how presence is associated with multi-users’ quality of communication, including visualization capabilities to assist in architecture, engineering and construction (AEC), are still unfolding. This research is an exploratory study on social interaction, which aims to improve the presentation and communication of complex data through immersive simulation techniques. This paper reviews key concepts such as presence and immersion to identify factors that influence communication in the representative literature. It then introduces the Hub for Immersive Visualization and eResearch (HIVE) with a focus on the technological components. Finally it presents a conceptual framework of immersive shared environment, which enables multi-users to understand how to implement social interaction in a system efficiently or to determine whether a visualization system could support communication effectively. Future studies to validate the proposed framework are discussed, particularly in the context of cognitive factors in a shared environment.
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Kronqvist, Aila, Jussi Jokinen, and Rebekah Rousi. "Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices." Advances in Human-Computer Interaction 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/2937632.

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Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sickness was developed and tested. The HMD proved to be the most immersive device, although the headband was demonstrated as being a more stable environment causing the least simulator sickness. The results have design implication as they provide insight into specific factors which make experience in a VE seem more authentic to users. The paper emphasizes that, in addition to the quality of the VE, focus needs to be placed on ergonomic factors such as the weight of the devices, as these may compromise the quality of results obtained when examining studying human-technology interaction in a VE.
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Tcha-Tokey, Katy, Olivier Christmann, Emilie Loup-Escande, Guillaume Loup, and Simon Richir. "Towards a Model of User Experience in Immersive Virtual Environments." Advances in Human-Computer Interaction 2018 (September 12, 2018): 1–10. http://dx.doi.org/10.1155/2018/7827286.

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There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientific literature without the fact that there are specific models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing models (i.e., presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement, and technology adoption). It was validated in a user study involving 152 participants who were asked to use the edutainment application Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow).
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FRICKER, Pia. "VIRTUAL REALITY FOR IMMERSIVE DATA INTERACTION." Landscape Architecture Frontiers 7, no. 2 (2019): 153. http://dx.doi.org/10.15302/j-laf-20190216.

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Agius, Harry, and Damon Daylamani-Zad. "Guest editorial: Interaction in immersive experiences." Multimedia Tools and Applications 80, no. 20 (August 2021): 30939–42. http://dx.doi.org/10.1007/s11042-021-11306-z.

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Newbury, Rhys, Kadek Ananta Satriadi, Jesse Bolton, Jiazhou Liu, Maxime Cordeil, Arnaud Prouzeau, and Bernhard Jenny. "Embodied gesture interaction for immersive maps." Cartography and Geographic Information Science 48, no. 5 (June 15, 2021): 417–31. http://dx.doi.org/10.1080/15230406.2021.1929492.

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Bendeck Soto, Juan Habib, Diana Carolina Toro Ocampo, Lued Del Carmen Beltrán Colon, and Alejandro Valencia Oropesa. "Perceptions of ImmerseMe Virtual Reality Platform to Improve English Communicative Skills in Higher Education." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 07 (May 6, 2020): 4. http://dx.doi.org/10.3991/ijim.v14i07.12181.

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The main objective of this project was to evaluate the impact of the application of the virtual reality platform ImmerseMe as an empowering and innovative tool for learning English in a private university, as well as evaluating its possible future implementation in a private university in Medellín. It was applied in speaking activities to measure and evaluate the level of speaking of students from levels 1 to 3, as a pilot test for the use of immersive virtual reality within the thematic units currently designed from the department of foreign languages and cultures. The findings of the study showed that an immersive VR platform like this one is ideal to enhance the different skills of English as a foreign language (EFL) from an immersive focus considering different contexts and thinking of the development of communicative skills and interaction with native speakers in higher education. The recommendations given are for teachers and students’ participation and motivation for its implementation contemplating the cost and the multiple advantages of immersing students in a second language virtual environment.
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Kyriakou, Marios, Xueni Pan, and Yiorgos Chrysanthou. "Interaction with virtual crowd in Immersive and semi-Immersive Virtual Reality systems." Computer Animation and Virtual Worlds 28, no. 5 (August 15, 2016): e1729. http://dx.doi.org/10.1002/cav.1729.

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Boulic, Ronan. "Presence Through Fullbodied Interactions Overview of research activities at the Immersive Interaction Group." Journal on Interactive Systems 2, no. 2 (November 16, 2011): 1. http://dx.doi.org/10.5753/jis.2011.570.

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J, Divya Udayan. "Gesture Based Interaction in Immersive Virtual Reality." Engineering and Scientific International Journal 07, no. 02 (June 4, 2020): 52–56. http://dx.doi.org/10.30726/esij/v7.i2.2020.72011.

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Kabadayı, Sanem, and Christine Julien. "Scenes: Abstracting interaction in immersive sensor networks." Pervasive and Mobile Computing 3, no. 6 (December 2007): 635–58. http://dx.doi.org/10.1016/j.pmcj.2007.06.001.

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Wakefield, Graham, Tobias Hollerer, JoAnn Kuchera-Morin, Charles Roberts, and Matthew Wright. "Spatial Interaction in a Multiuser Immersive Instrument." IEEE Computer Graphics and Applications 33, no. 6 (November 2013): 14–20. http://dx.doi.org/10.1109/mcg.2013.99.

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Frees, Scott. "Context-driven interaction in immersive virtual environments." Virtual Reality 14, no. 4 (November 16, 2010): 277–90. http://dx.doi.org/10.1007/s10055-010-0178-2.

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Gallotti Rodrigues, Paulo, Alberto Barbosa Raposo, and Luciano Pereira Soares. "A Virtual Touch Interaction Device for Immersive Applications." International Journal of Virtual Reality 10, no. 4 (January 1, 2011): 1–10. http://dx.doi.org/10.20870/ijvr.2011.10.4.2824.

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Traditional interaction devices such as computer mice and keyboards do not adapt very well to immersive envi-ronments, since they were not necessarily designed for users who may be standing or in movement. Moreover, in the current inte-raction model for immersive environments, based on wands and 3D mice, a change of context is necessary in order to execute non-immersive tasks. These constant context changes from im-mersive to 2D desktops introduce a rupture in user interaction with the application. The objective of this work is to study how to adapt interaction techniques from touch surface based systems to 3D virtual environments to reduce this physical rupture from the fully immersive mode to the desktop paradigm. In order to do this, a wireless glove (v-Glove) that maps to a touch interface in a vir-tual reality immersive environment was developed, enabling it to interact in 3D applications. The glove has two main functionalities: tracking the position of the user's index finger and vibrating the fingertip when it reaches an area mapped in the interaction space to simulate a touch feeling. Quantitative and qualitative analysis were performed with users to evaluate the v-Glove, comparing it with a gyroscopic 3D mouse.
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Koay, Kheng Lee, Dag Sverre Syrdal, Kerstin Dautenhahn, and Michael L. Walters. "A narrative approach to human-robot interaction prototyping for companion robots." Paladyn, Journal of Behavioral Robotics 11, no. 1 (March 8, 2020): 66–85. http://dx.doi.org/10.1515/pjbr-2020-0003.

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AbstractThis paper presents a proof of concept prototype study for domestic home robot companions, using a narrative-based methodology based on the principles of immersive engagement and fictional enquiry, creating scenarios which are inter-connected through a coherent narrative arc, to encourage participant immersion within a realistic setting. The aim was to ground human interactions with this technology in a coherent, meaningful experience. Nine participants interacted with a robotic agent in a smart home environment twice a week over a month, with each interaction framed within a greater narrative arc. Participant responses, both to the scenarios and the robotic agents used within them are discussed, suggesting that the prototyping methodology was successful in conveying a meaningful interaction experience.
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Kharoub, Hind, Mohammed Lataifeh, and Naveed Ahmed. "3D User Interface Design and Usability for Immersive VR." Applied Sciences 9, no. 22 (November 13, 2019): 4861. http://dx.doi.org/10.3390/app9224861.

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This work presents a novel design of a new 3D user interface for an immersive virtual reality desktop and a new empirical analysis of the proposed interface using three interaction modes. The proposed novel dual-layer 3D user interface allows for user interactions with multiple screens portrayed within a curved 360-degree effective field of view available for the user. Downward gaze allows the user to raise the interaction layer that facilitates several traditional desktop tasks. The 3D user interface is analyzed using three different interaction modes, point-and-click, controller-based direct manipulation, and a gesture-based user interface. A comprehensive user study is performed within a mixed-methods approach for the usability and user experience analysis of all three user interaction modes. Each user interaction is quantitatively and qualitatively analyzed for simple and compound tasks in both standing and seated positions. The crafted mixed approach for this study allows to collect, evaluate, and validate the viability of the new 3D user interface. The results are used to draw conclusions about the suitability of the interaction modes for a variety of tasks in an immersive Virtual Reality 3D desktop environment.
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Kong, Hwayeon. "Wide Bezel Televisions Decrease Immersive Experiences." Advances in Human-Computer Interaction 2020 (September 1, 2020): 1–5. http://dx.doi.org/10.1155/2020/9349560.

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This study explored how telepresence could be affected by stimuli from reality that distracts people while they are watching television. The sample comprised of 36 undergraduate and graduate students from a university in South Korea (age range: 18–38 years, M = 22.61, and SD = 4.12). A between-subjects experimental design was employed with two types of viewing equipment (a television screen vs. a television screen with side screens that act as stimuli from reality) and two bezel widths (2 cm vs. 10 cm) to examine how each condition influenced the viewers’ perceived telepresence. The results revealed that participants’ perception of telepresence was not affected by the type of viewing equipment. However, the level of telepresence was affected by the bezel width: the thinner the bezel, the more telepresence felt by the viewers. These findings provide important insights that can guide the future designs of screen bezels for televisions and other devices in order to more effectively create immersive virtual worlds. Future studies are needed to examine the relationship between central vision and telepresence.
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Zhang, Yongfei, Jianshu Chen, Dan Miao, and Chen Zhang. "Design and Analysis of an Interactive MOOC Teaching System Based on Virtual Reality." International Journal of Emerging Technologies in Learning (iJET) 13, no. 07 (June 28, 2018): 111. http://dx.doi.org/10.3991/ijet.v13i07.8790.

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In order to solve the problem of lack of immersion in the MOOC curriculum, through research on key technologies, a MOOC teaching interactive system based on virtual reality was constructed to improve it. Through the decompo-sition of complex objects or the addition of blank sub-objects, the system built corresponding collision detectors to achieve more realistic collision de-tection effects. The immersive and interactive nature of the virtual user in the virtual scene was enhanced. The results showed that the system used the immersive, interactive and constructive sense of virtual reality to build peo-ple's interest in learning. Therefore, the MOOC teaching interactive system based on virtual reality has a good sense of immersion, interaction and con-ceivability.
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Du, Guiying, Auriol Degbelo, and Christian Kray. "User-Generated Gestures for Voting and Commenting on Immersive Displays in Urban Planning." Multimodal Technologies and Interaction 3, no. 2 (May 7, 2019): 31. http://dx.doi.org/10.3390/mti3020031.

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Traditional methods of public consultation offer only limited interactivity with urban planning materials, leading to a restricted engagement of citizens. Public displays and immersive virtual environments have the potential to address this issue, enhance citizen engagement and improve the public consultation process, overall. In this paper, we investigate how people would interact with a large display showing urban planning content. We conducted an elicitation study with a large immersive display, where we asked participants (N = 28) to produce gestures to vote and comment on urban planning material. Our results suggest that the phone interaction modality may be more suitable than the hand interaction modality for voting and commenting on large interactive displays. Our findings may inform the design of interactions for large immersive displays, in particular, those showing urban planning content.
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Tong, Lingwei, Robert W. Lindeman, and Holger Regenbrecht. "Viewer’s Role and Viewer Interaction in Cinematic Virtual Reality." Computers 10, no. 5 (May 18, 2021): 66. http://dx.doi.org/10.3390/computers10050066.

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Cinematic Virtual Reality (CVR) is a form of immersive storytelling widely used to create engaging and enjoyable experiences. However, issues related to the Narrative Paradox and Fear of Missing Out (FOMO) can negatively affect the user experience. In this paper, we review the literature about designing CVR content with the consideration of the viewer’s role in the story, the target scenario, and the level of viewer interaction, all aimed to resolve these issues. Based on our explorations, we propose a “Continuum of Interactivity” to explore appropriate spaces for creating CVR experiences to archive high levels of engagement and immersion. We also discuss two properties to consider when enabling interaction in CVR, the depth of impact and the visibility. We then propose the concept framework Adaptive Playback Control (APC), a machine-mediated narrative system with implicit user interaction and backstage authorial control. We focus on “swivel-chair” 360-degree video CVR with the aim of providing a framework of mediated CVR storytelling with interactivity. We target content creators who develop engaging CVR experiences for education, entertainment, and other applications without requiring professional knowledge in VR and immersive systems design.
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Yang, Ungyeon, Nam-Gyu Kim, and Ki-Hong Kim. "Augmented System for Immersive 3D Expansion and Interaction." ETRI Journal 38, no. 1 (February 1, 2016): 149–58. http://dx.doi.org/10.4218/etrij.16.0115.0750.

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Clini, P., L. Ruggeri, R. Angeloni, and M. Sasso. "INTERACTIVE IMMERSIVE VIRTUALMUSEUM: DIGITAL DOCUMENTATION FOR VIRTUAL INTERACTION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2 (May 30, 2018): 251–57. http://dx.doi.org/10.5194/isprs-archives-xlii-2-251-2018.

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Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums.<br> This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces.<br> Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one.<br> In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience.<br> The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors’ experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.
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Abedan Kondori, Farid, Shahrouz Yousefi, Jean-Paul Kouma, Li Liu, and Haibo Li. "Direct hand pose estimation for immersive gestural interaction." Pattern Recognition Letters 66 (November 2015): 91–99. http://dx.doi.org/10.1016/j.patrec.2015.03.013.

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Tedjokusumo, Jefry, Steven ZhiYing Zhou, and Stefan Winkler. "Immersive Multiplayer Games With Tangible and Physical Interaction." IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans 40, no. 1 (January 2010): 147–57. http://dx.doi.org/10.1109/tsmca.2009.2028432.

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Carvalho, Rodrigo. "The magical features of immersive audiovisual environments." Interactions 20, no. 5 (September 2013): 32–37. http://dx.doi.org/10.1145/2500096.

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Putnam, Lance, William Latham, and Stephen Todd. "Flow Fields and Agents for Immersive Interaction in Mutator VR: Vortex." Presence: Teleoperators and Virtual Environments 26, no. 2 (May 1, 2017): 138–56. http://dx.doi.org/10.1162/pres_a_00290.

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This article discusses the challenges in creating Mutator VR: Vortex, a virtual reality experience based on interaction with semi-autonomous, organically inspired agents. The work allows the immersant to morph between a vast number of procedurallygenerated microworlds, each with its own visual elements, sounds, agent dynamics, and user interactions. We outline two methods used for procedural generation that are based fundamentally on integration of different modalities. Curve-based synthesis is used for simultaneous generation of entity sounds and shape and flow grains are employed to determine both agent dynamics and user interaction with the agents.
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Aceves Sepulveda, Gabriela, and Matilda Azlisadeh. "Alternative Beginnings." Media-N 14, no. 1 (September 26, 2018): 1–10. http://dx.doi.org/10.21900/j.median.v14i1.57.

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In this paper, we discuss three alternative approaches to the dominant histories of techniques of illusion and interaction that emerged in the context of the panel “Alternative Beginnings: Towards an-Other history of immersive arts and technologies” sponsored by the New Media Caucus presented at the 2018 College Art Association Conference. Bringing together recent insights by media archaeologists (Huhtamo and Parikka 2011, Parikka 2012), decolonial thinkers (Mignolo 2011a, b), feminist and indigenous media scholars (Zylinska 2014, Todd 1996, Todd 2015) we invited papers that gave visibility to diverse genealogies of immersion, outside the dominant western art historical canon, to contextualize our current interest for embodied and multi-sensorial experiences. Focusing on the Latin American context – both geographically and epistemologically— the three critical approaches proposed include a discussion on the decolonizing potential of immersion as it moves away from a purely ocular regime towards an embodied one, an exploration of strategies that delink the development of immersive technologies from the military and for-profit game industry, and an emphasis on how localized sites can highlight the decolonizing potential of the local/global relationship in our possible rethinking of immersive technologies.
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Steed, Anthony, and Chris Parker. "Evaluating Effectiveness of Interaction Techniques across Immersive Virtual Environmental Systems." Presence: Teleoperators and Virtual Environments 14, no. 5 (October 2005): 511–27. http://dx.doi.org/10.1162/105474605774918750.

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This paper presents the results of a formal experiment to compare different interaction techniques across two types of immersive display: an immersive projection technology (IPT) and a head-mounted display (HMD). Our aim is to investigate the effectiveness of two widely used interaction metaphors, virtual hand and ray casting, on these two display technologies. Our motivation is that design and evaluation of interaction techniques for immersive egocentric display systems has been undertaken almost exclusively on HMDs. We argue that basing interaction for IPTs on techniques developed for other types of immersive systems is a flawed approach, as there are some categorical differences between the experience given by an IPT and an HMD. For example, an IPT user has a much wider field of view than an HMD user. We have chosen two types of interaction tasks to study: simple selection of objects both near to and at some distance from the user, and manipulation of objects involving a change of both position and orientation. As previous studies have found, we find that ray casting is preferable for selection and virtual hand is preferable for manipulation for a HMD. We show that this is also the case for the IPT. More interestingly, while we find performance on selection tasks is much better on the IPT, for manipulation tasks there is little difference between the two display technologies.
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Kim, Chang E., and Judy M. Vance. "Collision Detection and Part Interaction Modeling to Facilitate Immersive Virtual Assembly Methods." Journal of Computing and Information Science in Engineering 4, no. 2 (May 28, 2004): 83–90. http://dx.doi.org/10.1115/1.1738125.

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Realistic part interaction is an important component of an effective virtual assembly application. Both collision detection and part interaction modeling are needed to simulate part-to-part and hand-to-part interactions. This paper examines several polygonal-based collision detection packages and compares their usage for virtual assembly applications with the Voxmap PointShell (VPS) software developed by the Boeing Company. VPS is a software developer’s toolkit for real-time collision and proximity detection, swept-volume generation, dynamic animation, and 6 degree-of-freedom haptics which is based on volumetric collision detection and physically based modeling. VPS works by detecting interactions between two parts: a dynamic object moving in the virtual environment, and a static object defined as a collection of all other objects in the environment. The method was found to provide realistic collision detection and physically-based modeling interaction, with good performance at the expense of contact accuracy. Results from several performance tests on VPS are presented. This paper concludes by presenting how VPS has been implemented to handle multiple dynamic part collisions and two-handed assembly using the 5DT dataglove in a projection screen virtual environment.
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Bulon, Amélie. "Comparing the ‘phrasicon’ of teenagers in immersive and non-immersive settings." Journal of Immersion and Content-Based Language Education 8, no. 1 (March 31, 2020): 107–36. http://dx.doi.org/10.1075/jicb.18010.bul.

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Abstract Foreign language learners’ phraseological proficiency remains problematic, even at advanced levels (e.g., Meunier, 2012; Meunier & Granger, 2008; Siepmann, 2008). While the Content and Language Integrated Learning (CLIL) method is believed to facilitate foreign language learning by fostering input, interaction, and output, little attention has been paid to the phraseological competence of CLIL learners. The present study aims to fill this gap as it is framed within an interdisciplinary project on CLIL in Belgium and specifically focuses on the phrasicon, i.e. the phraseological lexicon, of 5th year French-speaking secondary school learners of English in immersive (CLIL) and non-immersive (NON-CLIL) settings. The paper reports on (1) an analysis of the variety/range of the phrasicon and (2) an overview of phraseological accuracy. The analyses are based on a corpus of written productions of 180 learners. The findings of this study indicate higher frequency, range and accuracy in the phrasicon of CLIL learners.
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Steed, Anthony, Francisco R. Ortega, Adam S. Williams, Ernst Kruijff, Wolfgang Stuerzlinger, Anil Ufuk Batmaz, Andrea Stevenson Won, Evan Suma Rosenberg, Adalberto L. Simeone, and Aleshia Hayes. "Evaluating immersive experiences during Covid-19 and beyond." Interactions 27, no. 4 (July 9, 2020): 62–67. http://dx.doi.org/10.1145/3406098.

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Cai, Xingquan, Yakun Ge, Chen Sun, Chao Chen, and Honghao Buni. "Immersive Interactive Virtual Fish Swarm Simulation Based on Infrared Sensors." International Journal of Pattern Recognition and Artificial Intelligence 34, no. 11 (February 26, 2020): 2054027. http://dx.doi.org/10.1142/s0218001420540270.

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Virtual simulation and 3D interaction have shown great potentials in a variety of domains for our future life. For a virtual fish swarm simulation system, the simulation of cohesion behaviors of fish swarm and the interaction between human and fish swarm are two key components to create immersive interactive experiences. However, it is a huge challenge to create a realistic fish swarm simulation system while providing a natural and comfortable interaction. In this paper, we propose a method for immersive virtual fish swarm simulation based on infrared sensors. Based on dynamic weight constraints, we propose a particle swarm optimization method for fish swarm cohesion simulation, which separates a particle swarm by the state of each particle and dynamically controls the particle swarm, making the movement behavior of virtual fish more realistic. In addition, an interactive fast skinning method is proposed for cartoon fishes, which leverages image segmentation, Optical Character Recognition (OCR) and bone skinning are used to generate cartoon fishes based on user-created colors. With infrared sensors, we propose a method for virtual fish swarm interaction, where the positions of human skeleton are processed by an action analyzer, achieving real-time user interactions with fish swarms. With all the proposed techniques integrated in a system, the experimental results show that our method is feasible and effective.
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Coninx, K., F. Van Reeth, and E. Flerackers. "2D human-computer interaction techniques in immersive virtual environments." Computer Networks and ISDN Systems 29, no. 14 (October 1997): 1685–93. http://dx.doi.org/10.1016/s0169-7552(97)00083-4.

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Frees, Scott, G. Drew Kessler, and Edwin Kay. "PRISM interaction for enhancing control in immersive virtual environments." ACM Transactions on Computer-Human Interaction 14, no. 1 (May 2007): 2. http://dx.doi.org/10.1145/1229855.1229857.

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Wu, Huiyue, Yu Wang, Jiali Qiu, Jiayi Liu, and Xiaolong (Luke) Zhang. "User-defined gesture interaction for immersive VR shopping applications." Behaviour & Information Technology 38, no. 7 (December 2, 2018): 726–41. http://dx.doi.org/10.1080/0144929x.2018.1552313.

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Sourin, Alexei, and Lei Wei. "Visual immersive haptic mathematics." Virtual Reality 13, no. 4 (September 2, 2009): 221–34. http://dx.doi.org/10.1007/s10055-009-0133-2.

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Cai, Y. Y., B. F. Lu, Z. W. Fan, C. W. Chan, K. T. Lim, L. Qi, and L. Li. "Proteins, Immersive Games and Music." Leonardo 39, no. 2 (April 2006): 135–37. http://dx.doi.org/10.1162/leon.2006.39.2.135.

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The authors present their research on using virtual reality (VR) in the presentation of protein music and immersive games. They first describe the core components of VR technology for protein modeling, visualization and interaction. They then present their implementations of VR protein games and protein-derived computer music. Instruction in protein-structure learning is discussed in the context of the authors' trial project in the Chinese High School in Singapore and an exhibition at Singapore Art Museum.
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Roussos, Maria, Andrew Johnson, Thomas Moher, Jason Leigh, Christina Vasilakis, and Craig Barnes. "Learning and Building Together in an Immersive Virtual World." Presence: Teleoperators and Virtual Environments 8, no. 3 (June 1999): 247–63. http://dx.doi.org/10.1162/105474699566215.

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This paper describes the design, evaluation, and lessons learned from a project involving the implementation of an immersive virtual environment for children called NICE (Narrative-based, Immersive, Constructionist/Collaborative Environments). The goal of the NICE project was to construct a testbed for the exploration of virtual reality as a learning medium within the context of the primary educational reform themes of the past three decades. With a focus on informal education and domains with social content, NICE embraces the constructivist approach to learning, collaboration, and narrative development, and is designed to utilize the strengths of virtual reality: a combination of immersion, telepresence, immediate visual feedback, and interactivity. Based on our experiences with a broad range of users, the paper discusses both the successes and limitations of NICE and concludes with recommendations for research directions in the application of immersive VR technologies to children's learning.
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39

Park, Wonjun, Hayoung Heo, Seongjun Park, and Jinmo Kim. "A Study on the Presence of Immersive User Interface in Collaborative Virtual Environments Application." Symmetry 11, no. 4 (April 3, 2019): 476. http://dx.doi.org/10.3390/sym11040476.

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This study proposes a collaboration-based interaction as a new method for providing an improved presence and a satisfying experience to various head-mounted display (HMD) users utilized in immersive virtual reality (IVR), and analyzes the experiences (improved presence, satisfying enjoyment, and social interaction) of applying collaboration to user interfaces. The key objective of the proposed interaction is to provide an environment where HMD users are able to collaborate with each other, based on their differentiated roles and behaviors. To this end, a collaboration-based interaction structured in three parts was designed, including a synchronization procedure and a communication interface that enable users to swiftly execute common goals with precision, based on immersive interactions that allow users to directly exchange information and provide feedback with their hands and feet. Moreover, experimental VR applications were built to systematically analyze the improved presence, enjoyment, and social interaction experienced by users through collaboration. Finally, by conducting a survey on the participants of the experiment, this study confirmed that the proposed interface indeed provided users with an improved presence and a satisfying experience, based on collaboration.
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40

Steptoe, William, and Anthony Steed. "Multimodal Data Capture and Analysis of Interaction in Immersive Collaborative Virtual Environments." Presence: Teleoperators and Virtual Environments 21, no. 4 (November 2012): 388–405. http://dx.doi.org/10.1162/pres_a_00123.

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Users of immersive virtual reality (VR) are often observed to act realistically on social, behavioral, physiological, and subjective levels. However, experimental studies in the field typically collect and analyze metrics independently, which fails to consider the synchronous and multimodal nature of the original human activity. This paper concerns multimodal data capture and analysis in immersive collaborative virtual environments (ICVEs) in order to enable a holistic and rich analysis based on techniques from interaction analysis. A reference architecture for collecting multimodal data specifically for immersive VR is presented. It collates multiple components of a user's nonverbal and verbal behavior in single log file, thereby preserving the temporal relationships between cues. Two case studies describing sequences of immersive avatar-mediated communication (AMC) demonstrate the ability of multimodal data to preserve a rich description of the original mediated social interaction. Analyses of the sequences using techniques from interaction analysis emphasize the causal interrelationships between the captured components of human behavior, leading to a deeper understanding of how and why the communication may have unfolded. In presenting our logging architecture, we hope that we will initiate a discussion of a logging standard that can be built by the community so that practitioners can share data and build better tools to analyze the utility of VR.
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41

Abeele, Vero Vanden, Brenda Schraepen, Hanne Huygelier, Celine Gillebert, Kathrin Gerling, and Raymond Van Ee. "Immersive Virtual Reality for Older Adults." ACM Transactions on Accessible Computing 14, no. 3 (September 30, 2021): 1–30. http://dx.doi.org/10.1145/3470743.

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Despite the proliferation of research on immersive virtual reality (IVR) technologies for older adults, comprehensive guidelines on designing immersive and engaging VR for older adults remain sparse. Therefore, we first compounded 67 guidelines based on published literature. Next, to empirically ground these design recommendations, we provided 37 older adults of diverse ages, education levels, and cognitive abilities with a first VR experience. Analyzing interviews with the 37 older adults via the Laddering method, we found that they generally reported positive experiences with their first VR exposure. With these deepened insights, we reflect on, nuance, and contextualize existing design guidelines, and formulate points to bear in mind when designing accessible and engaging VR experiences for older persons.
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42

Grimshaw, Mark, and Gareth Schott. "A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/720280.

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We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through real-time synthesis.
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43

Johnsen, Kyle, Robert Dickerson, Andrew Raij, Cyrus Harrison, Benjamin Lok, Amy Stevens, and D. Scott Lind. "Evolving an Immersive Medical Communication Skills Trainer." Presence: Teleoperators and Virtual Environments 15, no. 1 (February 2006): 33–46. http://dx.doi.org/10.1162/pres.2006.15.1.33.

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This paper presents our experiences in evolving the Virtual Objective Structured Clinical Exam (VOSCE) system. This system allows medical students to experience the interaction between a patient and a medical doctor using natural methods of interaction with a high level of immersion. These features enable the system to provide training on medical communication skills. We discuss the experiences of a group of medical and physician assistant students that pilot tested the system. Further, we examine the impact of evolving the system based on their feedback. The VOSCE system's performance in subsequent studies has indicated that end-user feedback improvements have significantly impacted overall performance and efficacy.
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44

Bekele, Mafkereseb Kassahun. "Clouds-Based Collaborative and Multi-Modal Mixed Reality for Virtual Heritage." Heritage 4, no. 3 (July 28, 2021): 1447–59. http://dx.doi.org/10.3390/heritage4030080.

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Recent technological advancements in immersive reality technologies have become a focus area in the virtual heritage (VH) domain. In this regard, this paper attempts to design and implement clouds-based collaborative and multi-modal MR application aiming at enhancing cultural learning in VH. The design and implementation can be adopted by the VH domain for various application themes. The application utilises cloud computing and immersive reality technologies. The use of cloud computing, collaborative, and multi-modal interaction methods is influenced by the following three issues. First, studies show that users’ interaction with immersive reality technologies and virtual environments determines their learning outcome and the overall experience. Second, studies also demonstrate that collaborative and multi-modal interaction methods enable engagement in immersive reality environments. Third, the integration of immersive reality technologies with traditional museums and cultural heritage sites is getting significant attention in the domain. However, a robust approach, development platforms (frameworks) and easily adopted design and implementation approaches, or guidelines are not commonly available to the VH community. This paper, therefore, will attempt to achieve two major goals. First, it attempts to design and implement a novel application that integrates cloud computing, immersive reality technology and VH. Second, it attempts to apply the proposed application to enhance cultural learning. From the perspective of cultural learning and users’ experience, the assumption is that the proposed approach (clouds-based collaborative and multi-modal MR) can enhance cultural learning by (1) establishing a contextual relationship and engagement between users, virtual environments and cultural context in museums and heritage sites, and (2) by enabling collaboration between users.
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45

Tatar, Kıvanç, Mirjana Prpa, and Philippe Pasquier. "Respire: Virtual Reality Art with Musical Agent Guided by Respiratory Interaction." Leonardo Music Journal 29 (December 2019): 19–24. http://dx.doi.org/10.1162/lmj_a_01057.

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Respire is an immersive art piece that brings together three components: an immersive virtual reality (VR) environment, embodied interaction (via a breathing sensor) and a musical agent system to generate unique experiences of augmented breathing. The breathing sensor controls the user’s vertical elevation of the point of view under and over the virtual ocean. The frequency and patterns of breathing data guide the arousal of the musical agent, and the waviness of a virtual ocean in the environment. Respire proposes an intimate exploration of breathing through an intelligent mapping of breathing data to the parameters of visual and sonic environments.
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Tcha-Tokey, Katy, Emilie Loup-Escande, Olivier Christmann, and Simon Richir. "Effects of Interaction Level, Framerate, Field of View, 3D Content Feedback, Previous Experience on Subjective User eXperience and Objective Usability in Immersive Virtual Environment." International Journal of Virtual Reality 17, no. 3 (January 1, 2017): 27–51. http://dx.doi.org/10.20870/ijvr.2017.17.3.2898.

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This paper investigates the effects of interaction level, framerate, field of view, 3D content feedback and previous experience on subjective User eXperience (i.e., presence, engagement, immersion, flow, emotion, skill, experience consequence, judgement, technology adoption) and objective usability in immersive virtual environment. Data were collected from a series of five sub- experiments (i.e., one for each influential factor) that involved a total of 152 individuals. The participants were asked to use the "Think and Shoot" immersive virtual environment and to complete a User eXperience questionnaire. Their subjective perceptions and objective measures were collected and analyzed. The results revealed that interactivity level and previous experience had an effect on subjective User eXperience and on objective usability. Framerate and field of view had an effect on objective usability. Finally, 3D content feedback had no significant influence on User eXperience. From these findings, key points for User eXperience practitioners are proposed.
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47

Medeiros, Daniel, Felipe Carvalho, Lucas Teixeira, Priscilla Braz, Alberto Raposo, and Ismael Santos. "Proposal and evaluation of a tablet-based tool for 3D virtual environments." Journal on Interactive Systems 4, no. 2 (January 29, 2014): 1. http://dx.doi.org/10.5753/jis.2013.633.

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The introduction of embedded sensors in smartphones and tablets allowed the use of these devices to interact with virtual environments. These devices also have the possibility of including additional information and performing naturally non-immersive tasks. This work presents a 3D interaction tablet-based tool, which allows the aggregation of all major 3D interaction tasks, such as navigation, selection, manipulation, system control and symbolic input. This tool is for generalpurpose systems, as well as, engineering applications. Generally this kind of application uses specific interaction devices with four or more degrees of freedom and a common keyboard and mouse for tasks that are naturally non-immersive, such as symbolic input (e.g., text or number input). This article proposes a new tablet-based device that can perform all these major tasks in an immersive environment. It also presents a study case of the use of the device and some user tests.
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48

Breuleux, Yan, Bruno de Coninck, and Simon Therrien. "The World Building Framework for Immersive Storytelling Projects." SHS Web of Conferences 64 (2019): 00003. http://dx.doi.org/10.1051/shsconf/20196400003.

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This article explores issues associated with immersive storytelling in order to examine how the field of World Building can constitute a theoretical framework for practice in the context of VR-based and Full Dome artistic projects. With respect to immersion, the intent will be to interpret the concept of storytelling in relation with the recent formulation of the concept of extended reality (XR). The very concept of World Building is transauthor and transmedia by nature. The transauthor dimension of World Building resides in the idea of subcreation, i.e., designing environments and interaction rules that help create a storytelling basis for generating multiple stories. Once the universe has been conceived, stories written by different authors take shape through transmedia processes across multiple distribution media (film, video games, web, etc.). The question then arises: How can the World Building approach shape the construction of immersive experiences? The article sets out to answer this question, and in doing so, to contribute to the research on environmental storytelling.
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49

Robinson, Lyn. "Immersive information behaviour: using the documents of the future." New Library World 116, no. 3/4 (March 9, 2015): 112–21. http://dx.doi.org/10.1108/nlw-07-2014-0093.

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Purpose – The purpose of this paper is to present the case for studies of information behaviour in the use of immersive documents. Immersive documents, where unreality is perceived as reality, arise from a combination of rapidly developing technologies and applications: pervasive and networked information, multi-sensory interaction and the creation of participatory texts. Design/methodology/approach – A critical and selective analysis of relevant literature is presented. Findings – Immersive documents are likely to have a significant effect on library/information service provision, as it is to expected that novel information behaviours will emerge as these documents become widely used. Studies of immersive information behaviour and practices will be valuable in planning for how library/information services can best provide access to such documents, and may also guide the development of such documents. They may also contribute to the development of information behaviour research generally, and to better interaction between research and practice. Research limitations/implications – As such documents are not yet in wide use, the conclusions are necessarily speculative. Originality/value – This is the first paper to discuss information behaviour in respect of immersive documents.
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50

de la Peña, Nonny, Peggy Weil, Joan Llobera, Bernhard Spanlang, Doron Friedman, Maria V. Sanchez-Vives, and Mel Slater. "Immersive Journalism: Immersive Virtual Reality for the First-Person Experience of News." Presence: Teleoperators and Virtual Environments 19, no. 4 (August 1, 2010): 291–301. http://dx.doi.org/10.1162/pres_a_00005.

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This paper introduces the concept and discusses the implications of immersive journalism, which is the production of news in a form in which people can gain first-person experiences of the events or situation described in news stories. The fundamental idea of immersive journalism is to allow the participant, typically represented as a digital avatar, to actually enter a virtually recreated scenario representing the news story. The sense of presence obtained through an immersive system (whether a Cave or head-tracked head-mounted displays [HMD] and online virtual worlds, such as video games and online virtual worlds) affords the participant unprecedented access to the sights and sounds, and possibly feelings and emotions, that accompany the news. This paper surveys current approaches to immersive journalism and the theoretical background supporting claims regarding avatar experience in immersive systems. We also provide a specific demonstration: giving participants the experience of being in an interrogation room in an offshore prison. By both describing current approaches and demonstrating an immersive journalism experience, we open a new avenue for research into how presence can be utilized in the field of news and nonfiction.
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