Matching Items (38)

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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 a growing older population, it is predicted that the amount

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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Date Created
2019-05

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Determining the viability of an asymmetric and co-operative virtual reality experience for two players utilizing a single virtual reality headset and a keyboard and mouse

Description

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays,

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of interactable virtual worlds (Wikipedia, “Virtual reality”). The many worlds of virtual reality are often expansive, colorful, and detailed. However, there is one great flaw among them- an emotion evoked in many users through the exploration of such worlds-loneliness.
The content in these worlds is impressive, immersive, and entertaining. Without other people to share in these experiences, however, one can find themselves lonely. Users discover a feeling that no matter how many objects and colors surround them in countless virtual worlds, every world feels empty. As humans are social beings by nature, they feel lost without a sense of human connection and human interaction. Multiplayer experiences offer this missing element into the immersion of virtual reality worlds. Multiplayer offers users the opportunity to interact with other live people in a virtual simulation, which creates lasting memories and deeper, more meaningful immersion.

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Agent

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Date Created
2019-05

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Determining the Viability of an asymmetric and co-operative VR experience for two players utilizing a single VR headset and keyboard and mouse

Description

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays,

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of interactable virtual worlds (Wikipedia, “Virtual reality”). The many worlds of virtual reality are often expansive, colorful, and detailed. However, there is one great flaw among them- an emotion evoked in many users through the exploration of such worlds-loneliness.
The content in these worlds is impressive, immersive, and entertaining. Without other people to share in these experiences, however, one can find themselves lonely. Users discover a feeling that no matter how many objects and colors surround them in countless virtual worlds, every world feels empty. As humans are social beings by nature, they feel lost without a sense of human connection and human interaction. Multiplayer experiences offer this missing element into the immersion of virtual reality worlds. Multiplayer offers users the opportunity to interact with other live people in a virtual simulation, which creates lasting memories and deeper, more meaningful immersion.

Contributors

Agent

Created

Date Created
2019-05

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Measuring Presence and Its Impact on Learning in an Embodied VR Game

Description

Virtual reality (VR) educational games are growing in demand, partly because of evidence found of the benefit of using embodied gestures in educational VR games. Little research has investigated how presence, which is the subjective experience of existing in a

Virtual reality (VR) educational games are growing in demand, partly because of evidence found of the benefit of using embodied gestures in educational VR games. Little research has investigated how presence, which is the subjective experience of existing in a virtual world, impacts player learning gains when playing an embodied STEM VR games. The current study investigates how presence impacts learning gains in four conditions. This study evaluated 122 participants’ subjective experiences of presence via an experimenter-designed Presence Scale after playing an educational STEM VR game. ANOVAs were conducted to evaluate differences in learning gains by condition and to also ascertain how presence was affected by cognitive load. Results revealed that presence did not impact learning gains, although high embodiment and high immersion significantly predicted presence. These findings contribute to understanding the effects of embodiment on VR educational games, and how to design for VR user-ability.

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Agent

Created

Date Created
2019-12

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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 are created using simultaneous localization and mapping (SLAM) algorithms that

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.

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Created

Date Created
2017-05

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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 primitive solids. Then with those
solids it can perform the

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.

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Agent

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 users how to play the drums. The game focuses on

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.

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Created

Date Created
2017-12

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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 cost relative to full size rides. The rapidly advancing field

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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Art VR: Virtual Reality Gallery

Description

ART VR LLC is a virtual reality art gallery software company. The company was founded by Phillips Andrew Koss IV in 2018. The goal of the company is to give art galleries the opportunity to exhibit their artwork in a

ART VR LLC is a virtual reality art gallery software company. The company was founded by Phillips Andrew Koss IV in 2018. The goal of the company is to give art galleries the opportunity to exhibit their artwork in a virtual reality headset. This is achieved through the development of the industry changing Virtual Reality application called Viewing Room. The very nature of art and its personal connection to the buyer makes it difficult for both the consumer and the seller to properly showcase the artwork without seeing it in person. In the increasingly online world of fine art there exists a disconnect between the art seen available online and the actual feel of the artwork in a space. The dimensions of an artwork can never be fully captured by a photograph as well as the colors and beauty of a piece of art depend entirely on how it is viewed. This creates an issue for galleries who deal with clients from all over the world as they have the issue of trying to sell a piece of artwork whose size cannot be fully grasped. The current solution is to have either the clients come into the gallery to view the work, ship it to them to see for themselves, or even attempt to show them a picture of it through the internet or mail relying on their sense of space and imagination to see how it would look. These ways cost time, money, and most of all potential sales. The Viewing Room application is positioned to become one of the few virtual reality applications tailored towards fine art galleries. The Viewing Room once used in a gallery setting allows the gallery to upload their artwork into the headset and the user can view the art and change various setting from frame, to mat color, to distance away to properly view the artwork without having to see it in person. The timing of this endeavor is well suited for success as VR technology has become affordable for use in commercial stores and the art world is moving more towards a digital presence.

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Created

Date Created
2019-05

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Exploring the Virtual Reality Threshold with the Oculus Rift

Description

This paper will explore what makes ‘good’ virtual reality, that is, what constitutes the virtual reality threshold. It will explain what this has to do with the temporary death of virtual reality, and argue that that threshold has now been

This paper will explore what makes ‘good’ virtual reality, that is, what constitutes the virtual reality threshold. It will explain what this has to do with the temporary death of virtual reality, and argue that that threshold has now been crossed and true virtual reality is now possible, as evidenced by the current wave of virtual reality catalyzed by the Oculus Rift. The Rift will be used as a case study for examining specific aspects of the virtual reality threshold.

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2015-05