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Virtual Worlds, Volume 3, Issue 4 (December 2024) – 7 articles

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36 pages, 4876 KiB  
Systematic Review
Virtual Versus Reality: A Systematic Review of Real-World Built Environment Tasks Performed in CAVEs and a Framework for Performance and Experience Evaluation
by Alexander C. Pogmore, Richard J. Davies and Neil J. Cooke
Virtual Worlds 2024, 3(4), 536-571; https://doi.org/10.3390/virtualworlds3040028 - 20 Nov 2024
Viewed by 378
Abstract
With operations in the built environment becoming increasingly data-rich (via Building Information Models and Internet of Things devices) and the rapid development of highly immersive environments, there are new opportunities for components of traditional “real-world” tasks to be undertaken in a “virtual” environment. [...] Read more.
With operations in the built environment becoming increasingly data-rich (via Building Information Models and Internet of Things devices) and the rapid development of highly immersive environments, there are new opportunities for components of traditional “real-world” tasks to be undertaken in a “virtual” environment. However, an approach to compare both subjective (psychological) and objective (task-based) performance in real and virtual environments is rarely used in this context. This paper begins by introducing the industrial, technological, and psychological context of real-world and virtual tasks. A systematic review of the application of CAVE Automatic Virtual Environments (CAVEs) for “virtual” built environment tasks is conducted, and research gaps regarding the development of systems and comparison of task environments (CAVE and real-world condition) is identified. A theoretical framework to assess task performance is developed, and a novel practical experiment to compare participant(s) psychological and decision-making performance for an identical task in the real world and in a CAVE is proposed. Full article
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30 pages, 4128 KiB  
Article
Mitigating Cybersickness in Virtual Reality: Impact of Eye–Hand Coordination Tasks, Immersion, and Gaming Skills
by Sokratis Papaefthymiou, Anastasios Giannakopoulos, Petros Roussos and Panagiotis Kourtesis
Virtual Worlds 2024, 3(4), 506-535; https://doi.org/10.3390/virtualworlds3040027 - 15 Nov 2024
Viewed by 444
Abstract
Cybersickness remains a significant challenge for virtual reality (VR) applications, particularly in highly immersive environments. This study examined the effects of immersion, task performance, and individual differences on cybersickness symptoms across multiple stages of VR exposure. Forty-seven participants aged 18–45 completed a within-subjects [...] Read more.
Cybersickness remains a significant challenge for virtual reality (VR) applications, particularly in highly immersive environments. This study examined the effects of immersion, task performance, and individual differences on cybersickness symptoms across multiple stages of VR exposure. Forty-seven participants aged 18–45 completed a within-subjects design that involved the Cybersickness in Virtual Reality Questionnaire (CSQ-VR) and the Deary–Liewald Reaction Time (DLRT) task. Cybersickness symptoms were assessed across four stages: before and after VR immersion, and before and after a 12 min rollercoaster ride designed to induce cybersickness. The results showed significant increases in symptoms following the rollercoaster ride, with partial recovery during the post-ride tasks. Eye–hand coordination tasks, performed after the ride and VR immersion, mitigated nausea, as well as vestibular, and oculomotor symptoms, suggesting that task engagement plays a key role in alleviating cybersickness. The key predictors of symptom severity included a susceptibility to motion sickness and gaming experience, particularly proficiency in first-person shooter (FPS) games, which was associated with a reduced cybersickness intensity. While task engagement reduced symptoms in the later stages, particularly nausea and vestibular discomfort, overall cybersickness levels remained elevated post-immersion. These findings underscore the importance of task timing, individual differences, and immersive experience design in developing strategies to mitigate cybersickness and enhance user experiences in VR environments. Full article
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26 pages, 3041 KiB  
Systematic Review
Immersive Learning: A Systematic Literature Review on Transforming Engineering Education Through Virtual Reality
by Artwell Regis Muzata, Ghanshyam Singh, Mikhail Sergeevich Stepanov and Innocent Musonda
Virtual Worlds 2024, 3(4), 480-505; https://doi.org/10.3390/virtualworlds3040026 - 5 Nov 2024
Viewed by 930
Abstract
Integrating Virtual Reality (VR) with developing technology has become crucial in today’s schools to transform in-the-moment instruction. A change in perspective has occurred because of VR, enabling teachers to create immersive learning experiences in addition to conventional classes. This paper presents a systematic [...] Read more.
Integrating Virtual Reality (VR) with developing technology has become crucial in today’s schools to transform in-the-moment instruction. A change in perspective has occurred because of VR, enabling teachers to create immersive learning experiences in addition to conventional classes. This paper presents a systematic literature review with an in-depth analysis of the changing environment of immersive learning. It discusses advantages and challenges, noting results from previous researchers. VR facilitates more profound knowledge and memory of complex subjects by allowing students to collaborate with digital structures, explore virtual landscapes, and participate in simulated experiments. Developing VR gear, like thin headsets and tactile feedback mechanisms, has democratised immersive engineering learning by making it more approachable and natural for a broader range of students. This study sheds light on the revolutionary potential of immersive learning via VR integration with new technologies in real-time education by examining current trends, discussing obstacles, and an outlook on future directions using the new Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). This study used four databases: Scopus, IEEE, Springer, and Google Scholar. During the selection, 24 articles were added during the review, and 66 studies were selected. It clarifies best practices for adopting VR-enhanced learning environments through empirical analysis and case studies, and it also points out directions for future innovation and growth in the field of immersive pedagogy. Full article
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21 pages, 16019 KiB  
Article
Avatar Detection in Metaverse Recordings
by Felix Becker, Patrick Steinert, Stefan Wagenpfeil and Matthias L. Hemmje
Virtual Worlds 2024, 3(4), 459-479; https://doi.org/10.3390/virtualworlds3040025 - 30 Oct 2024
Viewed by 512
Abstract
The metaverse is gradually expanding. There is a growing number of photo and video recordings of metaverse virtual worlds being used in multiple domains, and the collection of these recordings is a rapidly growing field. An essential element of the metaverse and its [...] Read more.
The metaverse is gradually expanding. There is a growing number of photo and video recordings of metaverse virtual worlds being used in multiple domains, and the collection of these recordings is a rapidly growing field. An essential element of the metaverse and its recordings is the concept of avatars. In this paper, we present the novel task of avatar detection in metaverse recordings, supporting semantic retrieval in collections of metaverse recordings and other use cases. Our work addresses the characterizations and definitions of avatars and presents a new model that supports avatar detection. The latest object detection algorithms are trained and tested on a variety of avatar types in metaverse recordings. Our work achieves a significantly higher level of accuracy than existing models, which encourages further research in this field. Full article
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23 pages, 17790 KiB  
Technical Note
Development of a Modular Adjustable Wearable Haptic Device for XR Applications
by Ali Najm, Domna Banakou and Despina Michael-Grigoriou
Virtual Worlds 2024, 3(4), 436-458; https://doi.org/10.3390/virtualworlds3040024 - 16 Oct 2024
Viewed by 841
Abstract
Current XR applications move beyond audiovisual information, with haptic feedback rapidly gaining ground. However, current haptic devices are still evolving and often struggle to combine key desired features in a balanced way. In this paper, we propose the development of a high-resolution haptic [...] Read more.
Current XR applications move beyond audiovisual information, with haptic feedback rapidly gaining ground. However, current haptic devices are still evolving and often struggle to combine key desired features in a balanced way. In this paper, we propose the development of a high-resolution haptic (HRH) system for perception enhancement, a wearable technology designed to augment extended reality (XR) experiences through precise and localized tactile feedback. The HRH system features a modular design with 58 individually addressable actuators, enabling intricate haptic interactions within a compact wearable form. Dual ESP32-S3 microcontrollers and a custom-designed system ensure robust processing and low-latency performance, crucial for real-time applications. Integration with the Unity game engine provides developers with a user-friendly and dynamic environment for accurate, simple control and customization. The modular design, utilizing a flexible PCB, supports a wide range of actuators, enhancing its versatility for various applications. A comparison of our proposed system with existing solutions indicates that the HRH system outperforms other devices by encapsulating several key features, including adjustability, affordability, modularity, and high-resolution feedback. The HRH system not only aims to advance the field of haptic feedback but also introduces an intuitive tool for exploring new methods of human–computer and XR interactions. Future work will focus on refining and exploring the haptic feedback communication methods used to convey information and expand the system’s applications. Full article
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18 pages, 2163 KiB  
Article
Virtual Reality Pursuit: Using Individual Predispositions towards VR to Understand Perceptions of a Virtualized Workplace Team Experience
by Diana R. Sanchez, Joshua McVeigh-Schultz, Katherine Isbister, Monica Tran, Kassidy Martinez, Marjan Dost, Anya Osborne, Daniel Diaz, Philip Farillas, Timothy Lang, Alexandra Leeds, George Butler and Monique Ferronatto
Virtual Worlds 2024, 3(4), 418-435; https://doi.org/10.3390/virtualworlds3040023 - 10 Oct 2024
Viewed by 610
Abstract
This study investigates how individual predispositions toward Virtual Reality (VR) affect user experiences in collaborative VR environments, particularly in workplace settings. By adapting the Video Game Pursuit Scale to measure VR predisposition, we aim to establish the reliability and validity of this adapted [...] Read more.
This study investigates how individual predispositions toward Virtual Reality (VR) affect user experiences in collaborative VR environments, particularly in workplace settings. By adapting the Video Game Pursuit Scale to measure VR predisposition, we aim to establish the reliability and validity of this adapted measure in assessing how personal characteristics influence engagement and interaction in VR. Two studies, the first correlational and the second quasi-experimental, were conducted to examine the impact of environmental features, specifically the differences between static and mobile VR platforms, on participants’ perceptions of time, presence, and task motivation. The findings indicate that individual differences in VR predisposition significantly influence user experiences in virtual environments with important implications for enhancing VR applications in training and team collaboration. This research contributes to the understanding of human–computer interaction in VR and offers valuable insights for organizations aiming to implement VR technologies effectively. The results highlight the importance of considering psychological factors in the design and deployment of VR systems, paving the way for future research in this rapidly evolving field. Full article
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14 pages, 1878 KiB  
Article
XR MUSE: An Open-Source Unity Framework for Extended Reality-Based Networked Multi-User Studies
by Stéven Picard, Ningyuan Sun and Jean Botev
Virtual Worlds 2024, 3(4), 404-417; https://doi.org/10.3390/virtualworlds3040022 - 2 Oct 2024
Viewed by 1015
Abstract
In recent years, extended reality (XR) technologies have been increasingly used as a research tool in behavioral studies. They allow experimenters to conduct user studies in simulated environments that are both controllable and reproducible across participants. However, creating XR experiences for such studies [...] Read more.
In recent years, extended reality (XR) technologies have been increasingly used as a research tool in behavioral studies. They allow experimenters to conduct user studies in simulated environments that are both controllable and reproducible across participants. However, creating XR experiences for such studies remains challenging, particularly in networked, multi-user setups that investigate collaborative or competitive scenarios. Numerous aspects need to be implemented and coherently integrated, e.g., in terms of user interaction, environment configuration, and data synchronization. To reduce this complexity and facilitate development, we present the open-source Unity framework XR MUSE for devising user studies in shared virtual environments. The framework provides various ready-to-use components and sample scenes that researchers can easily customize and adapt to their specific needs. Full article
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