Matching Items (29)

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Remote Presence in Nature through Virtual Reality: A Pilot Study on the Mental Well-Being of Older Adults

Description

By 2030, the number of people above the age of 65 is projected to outnumber those under the age of 18 for the first time in United States history. With

By 2030, the number of people above the age of 65 is projected to outnumber those under the age of 18 for the first time in United States history. With a growing older population, it is predicted that the amount of people moving into nursing homes and care facilities will also increase. However, a pressing problem is the high prevalence of depression and anxiety among elderly people residing in institutionalized living arrangements. With drugs and antidepressants less effective at treating patients with both dementia and depression, there is a need for more non-pharmacological interventions geared toward improving older adults’ mental well-being. In response, the potential therapeutic effect of exploring virtual nature through EcoRift—which provides dynamic and realistic 360-degree audio and visual environments—on older adults’ mental well-being was examined in this study. Ten individuals (3 men and 7 women) aged 50 and above were recruited and each participant experienced the virtual nature sojourns for 15 minutes once a week, for a total of three weeks. Pre- and post- virtual reality (VR) survey questionnaires were implemented to gauge the participants’ emotional response, including overall well-being and level of relaxation. Physiological measures such as heart rate and blood pressure were also taken before and after the VR experience. Findings show that immersion in nature through virtual reality improves older adults’ mental well-being by eliciting a transient sense of relaxation, peacefulness, and happiness. Further studies need to be performed in order to validate EcoRift’s effect on physiology; however, preliminary data suggests that immersive virtual nature also acts to decrease blood pressure. Overall, EcoRift shows to be a promising tool for bridging access to remote natural environments and may be a mentally beneficial activity for patients isolated in hospitals, hospices, and nursing homes.

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Agent

Created

Date Created
  • 2019-05

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Motion Simulators For Personal Use

Description

Motion simulators are a common feature in everything from high end science museums to amusement parks, allowing a full ride experience on a small footprint and at a comparatively low

Motion simulators are a common feature in everything from high end science museums to amusement parks, allowing a full ride experience on a small footprint and at a comparatively low cost relative to full size rides. The rapidly advancing field of virtual reality provides a potential increase in this desire for motion simulators, by combing virtual reality with motion simulation, total immersions can be created that is competitive with theme parks. While there exists a small number of commercially available consumer motion simulators, these tend to not have a wide enough range of motion to provide flexibility for use cases. This report is the documentation of an attempt to create a low cost consumer grade motion simulator prototype to determine to what extent an adequate motion simulation experience can be created in the home environment. This design made use of a two degree of freedom platform mounted on a universal joint as a trade off between flexibility of use and affordability of the end product. Ultimately, although the design and motor selection was sound, structural issues prevented the design from being capable of withstanding the necessary forces. However, as a prototype, important lessons were learned that could apply to a better-constructed second generation design. The results definitely show that motion simulators will, in the near future, become feasible for in-home amusement park recreation, at least for some amusement park rides.

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Agent

Created

Date Created
  • 2018-05

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Virtual Reality Visualization of Constructive Solid Geometry Utilizing an HTC Vive

Description

This project created a tool for visualizing constructive solid geometry (CSG) using an HTC Vive virtual reality
headset. This tool provides functionality for surface triangulation
of a variety of three-dimensional

This project created a tool for visualizing constructive solid geometry (CSG) using an HTC Vive virtual reality
headset. This tool provides functionality for surface triangulation
of a variety of three-dimensional primitive solids. Then with those
solids it can perform the core CSG operations—intersection,
union and complement—to create more complex objects. This
tool also parses in Silo data files to allow the visualization
of scientific models like the Annular Core Research Reactor.
This project is useful for both education and visualization. This
project will be used by scientists to visualize and understand
their simulation results, and used as a museum exhibit to engage
the next generation of scientists in computer modeling.

Contributors

Agent

Created

Date Created
  • 2017-05

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Virtual Reality Architecture

Description

The purpose of this experiment was to research using Virtual Reality (VR) as a way for a home builder to experience their unbuilt home, similarly to home shoppers experiencing built

The purpose of this experiment was to research using Virtual Reality (VR) as a way for a home builder to experience their unbuilt home, similarly to home shoppers experiencing built homes through open houses and tours. It discusses the ideas and technologies involved, the process for developing a home in VR, and the observations found from demoing it to people. The research was started based on the "presence" effect in VR. Presence describes the feeling when the user is convinced that they are truly in the virtual world. The research conducted found that the main immersion creator and breaker is the interactivity capable in the virtual home. Through demoing a virtual home, it was discovered that the user was less sensitive to the visual quality of the house, and more sensitive to any inconsistent interactions with the house. If the user could physically open a door, but then not a drawer, they were shaken out of their presence. The research conducted also found that VR can provide enough immersion to make the home owner feel "present" in their new home if the application is built with a focus on consistent interactions throughout the environment. This application is capable of severely disrupting the current market climate and reshaping the way home builders decide what house they want to build.

Contributors

Agent

Created

Date Created
  • 2016-12

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Robotic 3D Mapping for Virtual Reality Implementation

Description

In recent years, environment mapping has garnered significant interest in both industrial and academic settings as a viable means of generating comprehensive virtual models of the physical world. These maps

In recent years, environment mapping has garnered significant interest in both industrial and academic settings as a viable means of generating comprehensive virtual models of the physical world. These maps are created using simultaneous localization and mapping (SLAM) algorithms that combine depth contours with visual imaging information to create rich, layered point clouds. Given the recent advances in virtual reality technology, these generated point clouds can be imported onto the Oculus Rift or similar headset for virtual reality implementation. This project deals with the robotic implementation of RGB-D SLAM algorithms on mobile ground robots to generate complete point clouds that can be processed off-line and imported into virtual reality engines for viewing in the Oculus Rift. This project uses a ground robot along with a Kinect sensor to collect RGB-D data of the surrounding environment to build point cloud maps using SLAM software. These point clouds are then exported as object or polygon files for post-processing in software engines such as Meshlab or Unity. The point clouds generated from the SLAM software can be viewed in the Oculus Rift as is. However, these maps are mainly empty space and can be further optimized for virtual viewing. Additional techniques such as meshing and texture meshing were implemented on the raw point cloud maps and tested on the Oculus Rift. The aim of this project was to increase the potential applications for virtual reality by taking a robotic mapping approach to virtual reality environment development. This project was successful in achieving its objective. The following report details the processes used in developing a remotely-controlled robotic platform that can scan its environment and generate viable point cloud maps. These maps are then processed off line and ported into virtual reality software for viewing through the Oculus Rift.

Contributors

Created

Date Created
  • 2017-05

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Virtual Reality Drum Training System

Description

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to play music as they hear it in their head, and refining the user's sense of rhythm. Several different features were included to achieve this such as a score, different levels, a demo feature, and a metronome. The game was tested for its ability to teach and for its overall enjoyability by using a small sample group. Most participants of the sample group noted that they felt as if their sense of rhythm and drumming skill level would improve by playing the game. Through the findings of this project, it can be concluded that while it should not be considered as a complete replacement for traditional instruction, a virtual environment can be successfully used as a learning aid and practicing tool.

Contributors

Created

Date Created
  • 2017-12

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Effects of Virtual Reality on Memory Rehabilitation

Description

In this project, I investigated the impact of virtual reality on memory retention. The investigative approach to see the impact of virtual reality on memory retention, I utilized the memorization

In this project, I investigated the impact of virtual reality on memory retention. The investigative approach to see the impact of virtual reality on memory retention, I utilized the memorization technique called the memory palace in a virtual reality environment. For the experiment, due to Covid-19, I was forced to be the only subject. To get effective data, I tested myself within randomly generated environments with a completely unique set of objects, both outside of a virtual reality environment and within one. First I conducted a set of 10 tests on myself by going through a virtual environment on my laptop and recalling as many objects I could within that environment. I recorded the accuracy of my own recollection as well as how long it took me to get through the data. Next I conducted a set of 10 tests on myself by going through the same virtual environment, but this time with an immersive virtual reality(VR) headset and a completely new set of objects. At the start of the project it was hypothesized that virtual reality would result in a higher memory retention rate versus simply going through the environment in a non-immersive environment. In the end, the results, albeit with a low test rate, leaned more toward showing the hypothesis to be true rather than not.

Contributors

Agent

Created

Date Created
  • 2020-05

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ASU Oculus Fitness Correlation

Description

The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time.

The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space "gamifying" the activity seems to attract more users. Given the idea of making activities more entertaining to users through "gamification", we decided to incorporate virtual reality, using the Oculus Rift, to immerse users within a simulated environment to potentially drive the factors previously identified in respect to gym utilization. To start, we surveyed potential users to gauge potential interest in virtual reality and its usage in physical exercise. Based on the initial responses, we saw that there was a definite interest in "gamifying" physical exercises using virtual reality, and proceeded to design a prototype using Unreal Engine 4 -- which is an engine for creating high quality video games with support for virtual reality -- to experiment how it would affect a standard workout routine. After considering several options, we decided to move forward with designing our prototype to augment a spin machine with virtual reality due to its common usage within a gym, and the consistent cardiovascular exercise it entails, as well as the safety intrinsic to it being a mostly stationary device. By analyzing the results of a survey after experimenting upon a user test group, we can begin to correlate the benefits and the drawbacks of using virtual reality in physical exercise, and the feasibility of doing so.

Contributors

Agent

Created

Date Created
  • 2016-05

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Creating Immersion through Storytelling in Theme Parks, Museums, and Virtual Environments

Description

Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual

Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual illusions to make a user feel detached from reality and create an impactful escapist experience. By examining and synthesizing relevant literature, key methods of storytelling used in theme parks, museums, and virtual environments that are used to deepen immersive experiences were identified. A model of the demonstrated techniques and methods for facilitating immersion through storytelling in these varying contexts has been created to suggest that these methods can be applied to other settings to foster a richer experience for users and guests.

Contributors

Agent

Created

Date Created
  • 2016-05

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Exploring the Impact of a Haptic Glove on Immersion

Description

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing a small and large explosion and a box interaction scene that allowed the participants to touch the box virtually with their hand. At the start of this project, it was hypothesized that the haptic glove would have a significant positive impact in at least one of these scenarios. Nine participants took place in the study and immersion was measured through a post-experiment questionnaire. Statistical analysis on the results showed that the haptic glove did have a significant impact on immersion in the box interaction scene, but not in the explosion scene. In the end, I conclude that since this haptic glove does not significantly increase immersion across all scenarios when compared to the standard Vive controller, it should not be used at a replacement in its current state.

Contributors

Created

Date Created
  • 2021-05