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Keywords = teleported avatar

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11 pages, 3238 KiB  
Article
AnyPlace: Automatic Gaze Alignment of the Teleported Avatar for MR Collaborative Environments
by Jin-Ho Chung and Dongsik Jo
Appl. Sci. 2022, 12(18), 9154; https://doi.org/10.3390/app12189154 - 13 Sep 2022
Cited by 4 | Viewed by 1839
Abstract
Tele-conference systems are widely used as a form of communication media between remote sites. In order to overcome the limitations of video-based tele-conference systems with the continued technological innovations in mixed reality (MR), the use of a three-dimensional teleported avatar, in which a [...] Read more.
Tele-conference systems are widely used as a form of communication media between remote sites. In order to overcome the limitations of video-based tele-conference systems with the continued technological innovations in mixed reality (MR), the use of a three-dimensional teleported avatar, in which a remote participant is teleported into a local environment, would be an effective future tele-conference system that would allow natural movement and interaction in the same location. However, technical difficulties must be resolved to enable control of the teleported avatar adapted to the environmental differences of the remote location and the user’s situation. This paper presents a novel method to adjust automatic gaze alignment of the teleported avatar with matching in the local site for MR collaborative environments. We ran comparative validation experiments to measure spatial accuracy of the gaze and evaluate the user’s communication efficiency using our method. In a quantitative experiment, the degree of gaze matching error in various environments was found to form a mirror-symmetrical U-shape, and the necessity of gaze matching gain was also recognized. Additionally, our experimental study showed that participants felt a greater co-presence during communication than in an idle situation without conversation. Full article
(This article belongs to the Special Issue Future Information & Communication Engineering 2022)
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12 pages, 593 KiB  
Entry
Metaverse
by Stylianos Mystakidis
Encyclopedia 2022, 2(1), 486-497; https://doi.org/10.3390/encyclopedia2010031 - 10 Feb 2022
Cited by 1029 | Viewed by 155961
Definition
The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with virtual environments, digital objects and people such as virtual reality (VR) and [...] Read more.
The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with virtual environments, digital objects and people such as virtual reality (VR) and augmented reality (AR). Hence, the Metaverse is an interconnected web of social, networked immersive environments in persistent multiuser platforms. It enables seamless embodied user communication in real-time and dynamic interactions with digital artifacts. Its first iteration was a web of virtual worlds where avatars were able to teleport among them. The contemporary iteration of the Metaverse features social, immersive VR platforms compatible with massive multiplayer online video games, open game worlds and AR collaborative spaces. Full article
(This article belongs to the Section Mathematics & Computer Science)
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18 pages, 2084 KiB  
Article
Virtual Reality Systems as an Orientation Aid for People Who Are Blind to Acquire New Spatial Information
by Orly Lahav
Sensors 2022, 22(4), 1307; https://doi.org/10.3390/s22041307 - 9 Feb 2022
Cited by 13 | Viewed by 4166
Abstract
This research aims to examine the impact of virtual environments interface on the exploration process, construction of cognitive maps, and performance of orientation tasks in real spaces by users who are blind. The study compared interaction with identical spaces using different systems: BlindAid, [...] Read more.
This research aims to examine the impact of virtual environments interface on the exploration process, construction of cognitive maps, and performance of orientation tasks in real spaces by users who are blind. The study compared interaction with identical spaces using different systems: BlindAid, Virtual Cane, and real space. These two virtual systems include user-interface action commands that convey unique abilities and activities to users who are blind and that operate only in these VR systems and not in real space (e.g., teleporting the user’s avatar or pointing at a virtual object to receive information). This research included 15 participants who are blind, divided into three groups: a control group and two experimental groups. Varied tasks (exploration and orientation) were used in two virtual environments and in real spaces, with both qualitative and quantitative methodologies. The results show that the participants were able to explore, construct a cognitive map, and perform orientation tasks. Participants in both virtual systems used these action commands during their exploration process: all participants used the teleport action command to move their avatar to the starting point and all Virtual Cane participants explored the environment mainly by using the look-around mode, which enabled them to collect spatial information in a way that influenced their ability to construct a cognitive map based on a map model. Full article
(This article belongs to the Special Issue Spatial Perception and Navigation in the Absence of Vision)
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