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Keywords = virtual environments (VE)

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16 pages, 1075 KiB  
Article
Promoting Domestic Fire-Safety: Virtual Drills as a Training Tool for Citizens
by Pedro Ubieto-Artur, Laura Asión-Suñer and César García-Hernández
Fire 2025, 8(8), 286; https://doi.org/10.3390/fire8080286 - 22 Jul 2025
Viewed by 432
Abstract
Promoting domestic fire safety is crucial for preventing and effectively managing risky situations. This study evaluated the effectiveness of virtual environments (VEs) in fire drills to improve citizens’ knowledge and safe behavior in domestic settings. Conducted at the Citizen School for Risk Prevention [...] Read more.
Promoting domestic fire safety is crucial for preventing and effectively managing risky situations. This study evaluated the effectiveness of virtual environments (VEs) in fire drills to improve citizens’ knowledge and safe behavior in domestic settings. Conducted at the Citizen School for Risk Prevention (CSRP) in Zaragoza (Spain), the experiment involved 20 participants facing a simulated kitchen fire using a combination of physical and virtual extinguishing equipment. A theoretical session accompanied the drills to reinforce learning. Participants were divided into two groups: one completed the drill before and after the theoretical session, while the other completed it only afterward. Performance was assessed based on the ability to extinguish, control, or lose control of the fire. Surveys administered before, immediately after, and three months after training measured knowledge retention and behavioral changes. The results indicate a significant improvement in fire safety awareness and lasting adoption of safe practices. Participants also emerged as safety advocates. This study highlights the potential of combining theoretical instruction with immersive practical training and identifies strategies for replicating this approach in other prevention schools. Full article
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25 pages, 1292 KiB  
Article
Trust Domain Extensions Guest Fuzzing Framework for Security Vulnerability Detection
by Eran Dahan, Itzhak Aviv and Michael Kiperberg
Mathematics 2025, 13(11), 1879; https://doi.org/10.3390/math13111879 - 4 Jun 2025
Viewed by 671
Abstract
The Intel® Trust Domain Extensions (TDX) encrypt guest memory and minimize host interactions to provide hardware-enforced isolation for sensitive virtual machines (VMs). Software vulnerabilities in the guest OS continue to pose a serious risk even as the TDX improves security against a [...] Read more.
The Intel® Trust Domain Extensions (TDX) encrypt guest memory and minimize host interactions to provide hardware-enforced isolation for sensitive virtual machines (VMs). Software vulnerabilities in the guest OS continue to pose a serious risk even as the TDX improves security against a malicious hypervisor. We suggest a comprehensive TDX Guest Fuzzing Framework that systematically explores the guest’s code paths handling untrusted inputs. Our method uses a customized coverage-guided fuzzer to target those pathways with random input mutations following integrating static analysis to identify possible attack surfaces, where the guest reads data from the host. To achieve high throughput, we also use snapshot-based virtual machine execution, which returns the guest to its pre-interaction state at the end of each fuzz iteration. We show how our framework reveals undiscovered vulnerabilities in device initialization procedures, hypercall error-handling, and random number seeding logic using a QEMU/KVM-based TDX emulator and a TDX-enabled Linux kernel. We demonstrate that a large number of vulnerabilities occur when developers implicitly rely on values supplied by a hypervisor rather than thoroughly verifying them. This study highlights the urgent need for ongoing, automated testing in private computing environments by connecting theoretical completeness arguments for coverage-guided fuzzing with real-world results on TDX-specific code. We discovered several memory corruption and concurrency weaknesses in the TDX guest OS through our coverage-guided fuzzing campaigns. These flaws ranged from nested #VE handler deadlocks to buffer overflows in paravirtual device initialization to faulty randomness-seeding logic. By exploiting these vulnerabilities, the TDX’s hardware-based memory isolation may be compromised or denial-of-service attacks may be made possible. Thus, our results demonstrate that, although the TDX offers a robust hardware barrier, comprehensive input validation and equally stringent software defenses are essential to preserving overall security. Full article
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16 pages, 3606 KiB  
Article
Impact of Virtual Reality on Decision-Making and Risk Assessment During Simulated Residential Fire Scenarios
by Micah D. Russell, Justin W. Bonny and Randal Reed
Fire 2024, 7(12), 427; https://doi.org/10.3390/fire7120427 - 22 Nov 2024
Cited by 3 | Viewed by 1717
Abstract
Recent research has used virtual environments (VEs), as presented via virtual reality (VR) headsets, to study human behavior in hypothetical fire scenarios. One goal of using VEs in fire scenarios is to elicit patterns of behavior which more closely align to how individuals [...] Read more.
Recent research has used virtual environments (VEs), as presented via virtual reality (VR) headsets, to study human behavior in hypothetical fire scenarios. One goal of using VEs in fire scenarios is to elicit patterns of behavior which more closely align to how individuals would react to real fire emergency situations. The present study investigated whether elicited behaviors and perceived risk varied during fire scenarios presented as VEs via two viewing conditions. These included a VR condition, where the VE was rendered as 360-degree videos presented in a VR headset, and a screen condition, where VEs were rendered as fixed-view videos via a computer monitor screen. We predicted that the selection of actions during the scenario would vary between conditions, that participants would rate fires as more dangerous if they developed more quickly and when smoke was rendered as thicker, and that participants would report greater levels of immersion in the VR condition. A total of 159 participants completed a decision-making task where they viewed videos of an incipient fire in a residential building and judged what action to take. Initial action responses to the fire scenarios varied between both viewing and smoke conditions, with those assigned to the thicker smoke and screen conditions being more likely to take protective action. Risk ratings also varied by smoke condition, with evidence of higher perceived risk for thicker smoke. Several factors of self-reported immersion (namely ‘interest’, ‘emotional attachment’, ‘focus of attention’, and ‘flow’) were associated with risk ratings, with perceived presence associated with initial actions. The present study provides evidence that enhancing immersion and perceived risk in a VE contributes to a different pattern of behaviors during simulated fire decision-making tasks. While our investigation only addressed the ideas of presence in an environment, future research should investigate the relative contribution of interactivity and consequences within the environment to further identify how behaviors during simulated fire scenarios are affected by each of these factors. Full article
(This article belongs to the Special Issue Fire Safety and Emergency Evacuation)
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20 pages, 3340 KiB  
Article
Implementing Autonomous Control in the Digital-Twins-Based Internet of Robotic Things for Remote Patient Monitoring
by Sangeen Khan, Sehat Ullah, Khalil Ullah, Sulaiman Almutairi and Sulaiman Aftan
Sensors 2024, 24(17), 5840; https://doi.org/10.3390/s24175840 - 9 Sep 2024
Cited by 1 | Viewed by 2642
Abstract
Conventional patient monitoring methods require skin-to-skin contact, continuous observation, and long working shifts, causing physical and mental stress for medical professionals. Remote patient monitoring (RPM) assists healthcare workers in monitoring patients distantly using various wearable sensors, reducing stress and infection risk. RPM can [...] Read more.
Conventional patient monitoring methods require skin-to-skin contact, continuous observation, and long working shifts, causing physical and mental stress for medical professionals. Remote patient monitoring (RPM) assists healthcare workers in monitoring patients distantly using various wearable sensors, reducing stress and infection risk. RPM can be enabled by using the Digital Twins (DTs)-based Internet of Robotic Things (IoRT) that merges robotics with the Internet of Things (IoT) and creates a virtual twin (VT) that acquires sensor data from the physical twin (PT) during operation to reflect its behavior. However, manual navigation of PT causes cognitive fatigue for the operator, affecting trust dynamics, satisfaction, and task performance. Also, operating manual systems requires proper training and long-term experience. This research implements autonomous control in the DTs-based IoRT to remotely monitor patients with chronic or contagious diseases. This work extends our previous paper that required the user to manually operate the PT using its VT to collect patient data for medical inspection. The proposed decision-making algorithm enables the PT to autonomously navigate towards the patient’s room, collect and transmit health data, and return to the base station while avoiding various obstacles. Rather than manually navigating, the medical personnel direct the PT to a specific target position using the Menu buttons. The medical staff can monitor the PT and the received sensor information in the pre-built virtual environment (VE). Based on the operator’s preference, manual control of the PT is also achievable. The experimental outcomes and comparative analysis verify the efficiency of the proposed system. Full article
(This article belongs to the Section Internet of Things)
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24 pages, 1191 KiB  
Article
Usability Heuristics for Metaverse
by Khalil Omar, Hussam Fakhouri, Jamal Zraqou and Jorge Marx Gómez
Computers 2024, 13(9), 222; https://doi.org/10.3390/computers13090222 - 6 Sep 2024
Cited by 15 | Viewed by 2752
Abstract
The inclusion of usability heuristics into the metaverse is aimed at solving the unique issues raised by virtual reality (VR), augmented reality (AR), and mixed reality (MR) environments. This research points out the usability challenges of metaverse user interfaces (UIs), such as information [...] Read more.
The inclusion of usability heuristics into the metaverse is aimed at solving the unique issues raised by virtual reality (VR), augmented reality (AR), and mixed reality (MR) environments. This research points out the usability challenges of metaverse user interfaces (UIs), such as information overloading, complex navigation, and the need for intuitive control mechanisms in these immersive spaces. By adapting the existing usability models to suit the metaverse context, this study presents a detailed list of heuristics and sub-heuristics that are designed to improve the overall usability of metaverse UIs. These heuristics are essential when it comes to creating user-friendly, inclusive, and captivating virtual environments (VEs) that take care of the needs of three-dimensional interactions, social dynamics demands, and integration with digital–physical worlds. It should be noted that these heuristics have to keep up with new technological advancements, as well as changing expectations from users, hence ensuring a positive user experience (UX) within the metaverse. Full article
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27 pages, 1099 KiB  
Article
A Shared Metrological Framework for Trustworthy Virtual Experiments and Digital Twins
by Giacomo Maculotti, Manuel Marschall, Gertjan Kok, Brahim Ahmed Chekh, Marcel van Dijk, Jon Flores, Gianfranco Genta, Pablo Puerto, Maurizio Galetto and Sonja Schmelter
Metrology 2024, 4(3), 337-363; https://doi.org/10.3390/metrology4030021 - 17 Jul 2024
Cited by 2 | Viewed by 2067
Abstract
Virtual experiments (VEs) and digital twins (DTs), pivotal for realizing European strategic policies on sustainability and digitalization within Industry 4.0 and the European Green Deal, simulate physical systems and characteristics in a virtual environment, with DTs incorporating dynamic inputs from and outputs to [...] Read more.
Virtual experiments (VEs) and digital twins (DTs), pivotal for realizing European strategic policies on sustainability and digitalization within Industry 4.0 and the European Green Deal, simulate physical systems and characteristics in a virtual environment, with DTs incorporating dynamic inputs from and outputs to the real-world counterpart. To ensure confidence in their use and outcomes, traceability and methods to evaluate measurement uncertainty are needed, topics that are hardly covered by the literature so far. This paper provides a harmonized definition of VEs and DTs and introduces a framework for evaluating measurement uncertainty. Furthermore, it discusses how to propagate the uncertainty of the contributions coming from the different parts of the DT. For the core part of the DT, the framework derived for VEs can be used. For the physical-to-virtual (P2V) connection and the virtual-to-physical (V2P) connection, additional sources of uncertainty need to be considered. This paper provides a metrological framework for taking all these uncertainty contributions into account while describing a framework to establish traceability for DTs. Two case studies are presented to demonstrate the proposed methodology considering industrially relevant measuring instruments and devices, namely, a coordinate measuring machine (CMM) and a collaborative robot arm (cobot). Full article
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19 pages, 9772 KiB  
Article
Study on Multiscale Virtual Environment Construction and Spatial Navigation Based on Hierarchical Structure
by Chao Chen, Chaoyang Li, Kai Lu, Hao Chen, Xin Xiao and Chaoyang Fang
ISPRS Int. J. Geo-Inf. 2024, 13(7), 219; https://doi.org/10.3390/ijgi13070219 - 24 Jun 2024
Cited by 1 | Viewed by 1692
Abstract
Multiscale virtual environments (MSVEs) allow the integration of elements and environments at different scale levels into a unified space, which facilitates researchers’ perception, understanding, and experimental research of complex geospatial spaces. Although there have been several methods for achieving multiscale effects in virtual [...] Read more.
Multiscale virtual environments (MSVEs) allow the integration of elements and environments at different scale levels into a unified space, which facilitates researchers’ perception, understanding, and experimental research of complex geospatial spaces. Although there have been several methods for achieving multiscale effects in virtual environments (VEs), they cannot assist users in constructing more complete spatial cognitive maps and presenting multiscale information efficiently. This study proposes a hierarchical-structure-based MSVE construction method, which can effectively integrate multiscale information and ensure that the richness of details of information is gradually enhanced with the progression of the hierarchical structure. In addition, a spatial navigation study is conducted, considering the relationship between users’ perspective changes and spatial cognition, and the effects of users’ perspective changes on their spatial cognition in an MSVE are explored. A multiscale virtual wetland environment covering four levels is constructed to conduct a case study of a virtual environment of a wetland of Poyang Lake. The research results show that the proposed method is feasible. Moreover, the spatial navigation based on the change in the hierarchical perspective is in line with the spatial cognitive habits of users, which can satisfy the cognitive needs of users from the macro-region to specific wetland landscapes. Full article
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20 pages, 30289 KiB  
Article
Classification of Emotional and Immersive Outcomes in the Context of Virtual Reality Scene Interactions
by Yaşar Daşdemir
Diagnostics 2023, 13(22), 3437; https://doi.org/10.3390/diagnostics13223437 - 13 Nov 2023
Cited by 9 | Viewed by 2580
Abstract
The constantly evolving technological landscape of the Metaverse has introduced a significant concern: cybersickness (CS). There is growing academic interest in detecting and mitigating these adverse effects within virtual environments (VEs). However, the development of effective methodologies in this field has been hindered [...] Read more.
The constantly evolving technological landscape of the Metaverse has introduced a significant concern: cybersickness (CS). There is growing academic interest in detecting and mitigating these adverse effects within virtual environments (VEs). However, the development of effective methodologies in this field has been hindered by the lack of sufficient benchmark datasets. In pursuit of this objective, we meticulously compiled a comprehensive dataset by analyzing the impact of virtual reality (VR) environments on CS, immersion levels, and EEG-based emotion estimation. Our dataset encompasses both implicit and explicit measurements. Implicit measurements focus on brain signals, while explicit measurements are based on participant questionnaires. These measurements were used to collect data on the extent of cybersickness experienced by participants in VEs. Using statistical methods, we conducted a comparative analysis of CS levels in VEs tailored for specific tasks and their immersion factors. Our findings revealed statistically significant differences between VEs, highlighting crucial factors influencing participant engagement, engrossment, and immersion. Additionally, our study achieved a remarkable classification performance of 96.25% in distinguishing brain oscillations associated with VR scenes using the multi-instance learning method and 95.63% in predicting emotions within the valence-arousal space with four labels. The dataset presented in this study holds great promise for objectively evaluating CS in VR contexts, differentiating between VEs, and providing valuable insights for future research endeavors. Full article
(This article belongs to the Special Issue Classifications of Diseases Using Machine Learning Algorithms)
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11 pages, 763 KiB  
Article
Validation of a Virtual Environment to Induce State Social Physique Anxiety in Women with Obesity and Social Physique Anxiety
by Alice Jeanningros, Aurélie Baillot, Giulia Corno, Marie-Christine Rivard, Annie Aimé and Stéphane Bouchard
J. Clin. Med. 2023, 12(18), 6065; https://doi.org/10.3390/jcm12186065 - 20 Sep 2023
Cited by 2 | Viewed by 1502
Abstract
State Social Physique Anxiety (SPA), in contrast to Trait SPA, is triggered by specific situations that elicit SPA. To date, no research has used virtual reality (VR) to recreate a situation that may elicit State SPA. The purpose of this study is to [...] Read more.
State Social Physique Anxiety (SPA), in contrast to Trait SPA, is triggered by specific situations that elicit SPA. To date, no research has used virtual reality (VR) to recreate a situation that may elicit State SPA. The purpose of this study is to validate a virtual environment (VE) that simulates an anxiogenic situation to induce State SPA in women with obesity and high SPA. The high SPA group consisted of 25 self-identified women living with obesity and high Trait SPA. The low SPA group consisted of 20 self-identified women with low SPA. All participants were immersed in a virtual swimming pool environment for 10 min using a virtual reality headset. After the immersion, State SPA and fear of being negatively judged felt during immersion were measured with self-report questionnaires. A questionnaire assessing unwanted negative side effects was administered before and after the immersion. Using an ANCOVA with Trait SPA as covariate, State SPA was found to be significantly higher in the high SPA group. Fear of being judged negatively was also significantly higher in the high SPA group. Unwanted negative side effects scores did not increase post-immersion in either group. This study documents the validity of a novel VE for inducing State SPA in women with obesity and high SPA. Full article
(This article belongs to the Section Mental Health)
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12 pages, 1298 KiB  
Article
UniRoVE: Unified Robot Virtual Environment Framework
by Alberto Zafra Navarro, Javier Rodriguez Juan, Victor Igelmo García, Enrique Ruiz Zúñiga and Jose Garcia-Rodriguez
Machines 2023, 11(8), 798; https://doi.org/10.3390/machines11080798 - 3 Aug 2023
Cited by 2 | Viewed by 1912
Abstract
With robotics applications playing an increasingly significant role in our daily lives, it is crucial to develop effective methods for teaching and understanding their behavior. However, limited access to physical robots in educational institutions and companies poses a significant obstacle for many individuals. [...] Read more.
With robotics applications playing an increasingly significant role in our daily lives, it is crucial to develop effective methods for teaching and understanding their behavior. However, limited access to physical robots in educational institutions and companies poses a significant obstacle for many individuals. To overcome this barrier, a novel framework that combines realistic robot simulation and intuitive control mechanisms within a virtual reality environment is presented. By accurately emulating the physical characteristics and behaviors of various robots, this framework offers an immersive and authentic learning experience. Through an intuitive control interface, users can interact naturally with virtual robots, facilitating the acquisition of practical robotics skills. In this study, a qualitative assessment to evaluate the effectiveness and user satisfaction with the framework is conducted. The results highlighted its usability, realism, and educational value. Specifically, the framework bridges the gap between theoretical knowledge and practical application in robotics, enabling users to gain hands-on experience and develop a deeper understanding of robot behavior and control strategies. Compared to existing approaches, the framework provides a more accessible and effective alternative for interacting with robots, particularly for individuals with limited physical access to such devices. In conclusion, the study presents a comprehensive framework that leverages virtual reality technology to enhance the learning and training process in robotics. By combining realistic simulations and intuitive controls, this framework represents a significant advancement in providing an immersive and effective learning environment. The positive user feedback obtained from the study reinforces the value and potential of the framework in facilitating the acquisition of essential robotics skills. Ultimately, this work contributes to flattening the robotics learning curve and promoting broader access to robotics education. Full article
(This article belongs to the Section Robotics, Mechatronics and Intelligent Machines)
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26 pages, 1352 KiB  
Review
Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research
by Jiayin Liu, Jean-Marie Burkhardt and Todd Lubart
J. Intell. 2023, 11(7), 144; https://doi.org/10.3390/jintelligence11070144 - 17 Jul 2023
Cited by 16 | Viewed by 6435
Abstract
As an artificial space extended from the physical environment, the virtual environment (VE) provides more possibilities for humans to work and be entertained with less physical restrictions. Benefiting from anonymity, one of the important features of VEs, users are able to receive visual [...] Read more.
As an artificial space extended from the physical environment, the virtual environment (VE) provides more possibilities for humans to work and be entertained with less physical restrictions. Benefiting from anonymity, one of the important features of VEs, users are able to receive visual stimuli that might differ from the physical environment through digital representations presented in VEs. Avatars and contextual cues in VEs can be considered as digital representations of users and contexts. In this article, we analyzed 21 articles that examined the creativity-boosting effects of different digital user and contextual representations. We summarized the main effects induced by these two digital representations, notably the effect induced by the self-similar avatar, Proteus effect, avatar with Social Identity Cues, priming effect induced by contextual representation, and embodied metaphorical effect. In addition, we examined the influence of immersion on creativity by comparing non-immersive and immersive VEs (i.e., desktop VE and headset VE, respectively). Last, we discussed the roles of embodiment and presence in the creativity in VEs, which were overlooked in the past research. Full article
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24 pages, 6556 KiB  
Article
Toward a Fast but Reliable Energy Performance Evaluation Method for Existing Residential Building Stock
by Stefano Converso, Paolo Civiero, Stefano Ciprigno, Ivana Veselinova and Saffa Riffat
Energies 2023, 16(9), 3930; https://doi.org/10.3390/en16093930 - 6 May 2023
Cited by 5 | Viewed by 2812
Abstract
Building a reliable energy model for old residential buildings with insufficient documentation and user assistance is a challenging and time-consuming task. Nevertheless, the ambitious European decarbonization targets require this building stock to be renovated, making energy assessment a key priority. In line with [...] Read more.
Building a reliable energy model for old residential buildings with insufficient documentation and user assistance is a challenging and time-consuming task. Nevertheless, the ambitious European decarbonization targets require this building stock to be renovated, making energy assessment a key priority. In line with this goal, the following study explores a more simplified and automatic framework to generate a residential building energy model (BEM). The paper’s approach is based on the concept of urban building energy modelling (UBEM) archetypes or building prototypes and is customized according to the principles of dynamic simulations performed in the existing BEM software, Integrated Environmental Solutions Virtual Environment IES VE, and Solemma Open Studio. Therefore, based on three real starting inputs, a prototype database (DB) of assigned inputs is generated, i.e., an input matrix, using Google Maps as a geometry source. Other data are drawn from tabular DB. The proposed approach is evaluated by benchmarking the simulation results with precise models and monitoring the data that come from the Horizon2020 project REZBUILD. Nevertheless, a level of simplification is introduced that creates less accurate results for total or system-level energy consumption; this is compensated for using a set of simple calibration steps. The approach gives promising results for daily indoor temperature, making it a suitable indicator for evaluating further retrofitting alternatives. Full article
(This article belongs to the Section G: Energy and Buildings)
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29 pages, 35261 KiB  
Article
Identifying Strategies to Mitigate Cybersickness in Virtual Reality Induced by Flying with an Interactive Travel Interface
by Daniel Page, Robert W. Lindeman and Stephan Lukosch
Multimodal Technol. Interact. 2023, 7(5), 47; https://doi.org/10.3390/mti7050047 - 28 Apr 2023
Cited by 7 | Viewed by 5445
Abstract
As Virtual Reality (VR) technology has improved in hardware, accessibility of development and availability of applications, its interest has increased. However, the problem of Cybersickness (CS) still remains, causing uncomfortable symptoms in users. Therefore, this research seeks to identify and understand new CS [...] Read more.
As Virtual Reality (VR) technology has improved in hardware, accessibility of development and availability of applications, its interest has increased. However, the problem of Cybersickness (CS) still remains, causing uncomfortable symptoms in users. Therefore, this research seeks to identify and understand new CS mitigation strategies that can contribute to developer guidelines. Three hypotheses for strategies were devised and tested in an experiment. This involved a physical travel interface for flying through a Virtual Environment (VE) as a Control (CT) condition. On top of this, three manipulation conditions referred to as Gaze-tracking Vignette (GV), First-person Perspective with members representation (FP) and Fans and Vibration (FV) were applied. The experiment was between subjects, with 37 participants randomly allocated across conditions. According to the Simulator Sickness Questionnaire (SSQ) scores, significant evidence was found that GV and FP made CS worse. Evidence was also found that FV did not have an effect on CS. However, from the physiological data recorded, an overall lowering of heart rate for FV indicated that it might have some effect on the experience, but cannot be strongly linked with CS. Additionally, comments from some participants identified that they experienced symptoms consistent with CS. Amongst these, dizziness was the most common, with a few having issues with the usability of the travel interface. Despite some CS symptoms, most participants reported little negative impact of CS on the overall experience and feelings of immersion. Full article
(This article belongs to the Special Issue 3D User Interfaces and Virtual Reality)
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24 pages, 4387 KiB  
Article
VEsNA, a Framework for Virtual Environments via Natural Language Agents and Its Application to Factory Automation
by Andrea Gatti and Viviana Mascardi
Robotics 2023, 12(2), 46; https://doi.org/10.3390/robotics12020046 - 21 Mar 2023
Cited by 6 | Viewed by 3482
Abstract
Automating a factory where robots are involved is neither trivial nor cheap. Engineering the factory automation process in such a way that return of interest is maximized and risk for workers and equipment is minimized is hence, of paramount importance. Simulation can be [...] Read more.
Automating a factory where robots are involved is neither trivial nor cheap. Engineering the factory automation process in such a way that return of interest is maximized and risk for workers and equipment is minimized is hence, of paramount importance. Simulation can be a game changer in this scenario but requires advanced programming skills that domain experts and industrial designers might not have. In this paper, we present the preliminary design and implementation of a general-purpose framework for creating and exploiting Virtual Environments via Natural language Agents (VEsNA). VEsNA takes advantage of agent-based technologies and natural language processing to enhance the design of virtual environments. The natural language input provided to VEsNA is understood by a chatbot and passed to an intelligent cognitive agent that implements the logic behind displacing objects in the virtual environment. In the complete VEsNA vision, for which this paper provides the building blocks, the intelligent agent will be able to reason on this displacement and on its compliance with legal and normative constraints. It will also be able to implement what-if analysis and case-based reasoning. Objects populating the virtual environment will include active objects and will populate a dynamic simulation whose outcomes will be interpreted by the cognitive agent; further autonomous agents, representing workers in the factory, will be added to make the virtual environment even more realistic; explanations and suggestions will be passed back to the user by the chatbot. Full article
(This article belongs to the Special Issue Agents and Robots for Reliable Engineered Autonomy 2023)
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14 pages, 1083 KiB  
Review
An Overview of Wearable Haptic Technologies and Their Performance in Virtual Object Exploration
by Myla van Wegen, Just L. Herder, Rolf Adelsberger, Manuela Pastore-Wapp, Erwin E. H. van Wegen, Stephan Bohlhalter, Tobias Nef, Paul Krack and Tim Vanbellingen
Sensors 2023, 23(3), 1563; https://doi.org/10.3390/s23031563 - 1 Feb 2023
Cited by 28 | Viewed by 11517
Abstract
We often interact with our environment through manual handling of objects and exploration of their properties. Object properties (OP), such as texture, stiffness, size, shape, temperature, weight, and orientation provide necessary information to successfully perform interactions. The human haptic perception system plays a [...] Read more.
We often interact with our environment through manual handling of objects and exploration of their properties. Object properties (OP), such as texture, stiffness, size, shape, temperature, weight, and orientation provide necessary information to successfully perform interactions. The human haptic perception system plays a key role in this. As virtual reality (VR) has been a growing field of interest with many applications, adding haptic feedback to virtual experiences is another step towards more realistic virtual interactions. However, integrating haptics in a realistic manner, requires complex technological solutions and actual user-testing in virtual environments (VEs) for verification. This review provides a comprehensive overview of recent wearable haptic devices (HDs) categorized by the OP exploration for which they have been verified in a VE. We found 13 studies which specifically addressed user-testing of wearable HDs in healthy subjects. We map and discuss the different technological solutions for different OP exploration which are useful for the design of future haptic object interactions in VR, and provide future recommendations. Full article
(This article belongs to the Special Issue Vision Science and Technology in Human Computer Interaction Systems)
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