Enabling personalized VR experiences: a framework for real-time adaptation and recommendations in VR environments DOI Creative Commons

Sergio Valmorisco,

Laura Raya, Alberto Sánchez

et al.

Virtual Reality, Journal Year: 2024, Volume and Issue: 28(3)

Published: June 26, 2024

Abstract The personalization of user experiences through recommendation systems has been extensively explored in Internet applications, but this yet to be fully addressed Virtual Reality (VR) environments. complexity managing geometric 3D data, computational load, and natural interactions poses significant challenges real-time adaptation these immersive experiences. However, tailoring VR environments individual needs interests holds promise for enhancing In paper, we present Environment Adaptation Recommendations ( VR-EAR ), a framework designed address challenge. employs customizable object metadata hybrid system modeling implicit feedback We utilize optimization techniques ensure efficient performance. To evaluate our framework, virtual store where product locations dynamically adjust based on interactions. Our results demonstrate the effectiveness adapting personalizing real time. domains.

Language: Английский

Telehealth and Virtual Reality Technologies in Chronic Pain Management: A Narrative Review DOI
Ivo H. Cerda, Alexandra Thérond,

Sacha Moreau

et al.

Current Pain and Headache Reports, Journal Year: 2024, Volume and Issue: 28(3), P. 83 - 94

Published: Jan. 4, 2024

Language: Английский

Citations

20

Ethical issues of educational virtual reality DOI Creative Commons
Alexander Skulmowski

Computers & Education X Reality, Journal Year: 2023, Volume and Issue: 2, P. 100023 - 100023

Published: Jan. 1, 2023

In response to the high demand for digital learning as a surrogate physical experiences, virtual reality (VR) is positioning itself tool creating educational experiences. VR technology faces number of ethical issues, including reduction users' autonomy, health problems, and privacy concerns. The use realism in education can turn out be double-edged sword. While realistic visualizations promote some content domains, they hinder comprehension others. Furthermore, effects on also depend learners' spatial abilities. Letting young children teenagers engage experiences expose them manipulation, could lead may infringe their privacy. short, severely limit autonomy ways. Based review literature considerations emerging technologies such generative artificial intelligence, this paper presents guidelines ethically sound utilization realism. By applying findings conclusions established context research ethics technology, I develop several suggestions that help avoid negative consequences VR. These include ability testing, requiring offer alternative paths prevent well using algorithms deidentify highly detailed developmental profiles generated through use.

Language: Английский

Citations

26

Towards a typology of virtual tourists: Efficacy of visual patterns and attentional cues DOI
Biqiang Liu, Brent Moyle, Anna Kralj

et al.

Tourism Management, Journal Year: 2024, Volume and Issue: 105, P. 104943 - 104943

Published: April 18, 2024

Language: Английский

Citations

11

Accurate eye tracking from dense 3D surface reconstructions using single-shot deflectometry DOI Creative Commons
Jiazhang Wang, Tianfu Wang, Bingjie Xu

et al.

Nature Communications, Journal Year: 2025, Volume and Issue: 16(1)

Published: April 1, 2025

Eye-tracking plays a crucial role in the development of virtual reality devices, neuroscience research, and psychology. Despite its significance numerous applications, achieving an accurate, robust, fast eye-tracking solution remains considerable challenge for current state-of-the-art methods. While existing reflection-based techniques (e.g., "glint tracking") are considered to be very their performance is limited by reliance on sparse 3D surface data acquired solely from cornea surface. In this paper, we rethink way how specular reflections can used eye tracking: We propose method accurate evaluation gaze direction that exploits teachings single-shot phase-measuring-deflectometry. contrast methods, our acquires dense information both sclera within only one single camera frame (single-shot). For typical measurement, acquire >3000× more reflection points ("glints") than conventional show feasibility approach with experimentally evaluated errors realistic model below 0.13°. Moreover, demonstrate quantitative measurements real human eyes vivo, reaching accuracy values between 0.46° 0.97°. The authors introduce tracking high accuracy. uses deflectometry surface, leading increase factors > 3000X compared

Language: Английский

Citations

1

Swift-Eye: Towards Anti-blink Pupil Tracking for Precise and Robust High-Frequency Near-Eye Movement Analysis with Event Cameras DOI
Tongyu Zhang, Yiran Shen, Guangrong Zhao

et al.

IEEE Transactions on Visualization and Computer Graphics, Journal Year: 2024, Volume and Issue: 30(5), P. 2077 - 2086

Published: March 5, 2024

Eye tracking has shown great promise in many scientific fields and daily applications, ranging from the early detection of mental health disorders to foveated rendering virtual reality (VR). These applications all call for a robust system high-frequency near-eye movement sensing analysis high precision, which cannot be guaranteed by existing eye solutions with CCD/CMOS cameras. To bridge gap, this paper, we propose Swift-Eye, an offline precise pupil estimation framework support analysis, especially when region is partially occluded. Swift-Eye built upon emerging event cameras capture high-speed eyes temporal resolution. Then, series bespoke components are designed generate high-quality video at frame rate over kilohertz deal occlusion caused involuntary blinks. According our extensive evaluations on EV-Eye, large-scale public dataset using cameras, shows robustness against significant occlusion. It can improve IoU F1-score 20% 12.5% respectively, compared second-best competing approach, 80% occluded eyelid. Lastly, it provides continuous smooth traces pupils extremely resolution number potential such as diagnosis, behaviour-brain association, etc. The implementation details source codes found https://github.com/ztysdu/Swift-Eye.

Language: Английский

Citations

8

Virtual and augmented reality: Human sensory‐perceptual requirements and trends for immersive spatial computing experiences DOI Open Access
Achintya K. Bhowmik

Journal of the Society for Information Display, Journal Year: 2024, Volume and Issue: 32(8), P. 605 - 646

Published: Aug. 1, 2024

Abstract Building on several decades of research and development, the recent progress in virtual reality (VR) augmented (AR) devices with spatial computing technologies marks a significant leap human–computer interaction, applications ranging from entertainment education to e‐commerce healthcare. Advances these promise immersive experiences by simulating augmenting real world computer‐generated digital content. The core objective VR AR systems is create convincing human sensory perceptions, thereby creating interactive that bridge gap between physical realities. However, achieving true immersion remains goal, it necessitates comprehensive understanding neuroscience multisensory perception accurate technical implementations consistency natural synthetic cues. This paper reviews sensory‐perceptual requirements vital for such immersion, examines current status challenges, discusses potential future advancements.

Language: Английский

Citations

8

The effect of Immersive Virtual Reality on balance: an exploratory study on the feasibility of head-mounted displays for balance evaluation DOI Creative Commons
Oskar Rosiak, Nikodem Pietrzak,

Anna Szczęsna

et al.

Scientific Reports, Journal Year: 2024, Volume and Issue: 14(1)

Published: Feb. 12, 2024

Abstract Global interest in applying virtual reality (VR) research and medicine has grown significantly, with potential benefits for patients suffering from balance disorders, instability, a high risk of falling. This exploratory study assesses the impact immersive VR (IVR) delivered through head-mounted display (HMD) on explores feasibility using HMD unit as standalone posturography tool. Using Meta Quest 2 mid-range Android smartphone equipped standard sensors, employed environment that simulated ship at sea, thirty-eight healthy participants no otoneurologic abnormalities. Measurements were conducted repeated trials, including static assessments both stable ground foam, well 3-m walk. was two settings: one within three different intensity levels other non-VR settings. Statistical analysis clinical evaluation revealed IVR influences head-level sway velocity, which correlates increased visual disturbance, suggesting its low-risk

Language: Английский

Citations

7

A method for synchronized use of EEG and eye tracking in fully immersive VR DOI Creative Commons

Olav F. P. Larsen,

William G. Tresselt,

E. Lorenz

et al.

Frontiers in Human Neuroscience, Journal Year: 2024, Volume and Issue: 18

Published: Feb. 26, 2024

This study explores the synchronization of multimodal physiological data streams, in particular, integration electroencephalography (EEG) with a virtual reality (VR) headset featuring eye-tracking capabilities. A potential use case for synchronized streams is demonstrated by implementing hybrid steady-state visually evoked (SSVEP) based brain-computer interface (BCI) speller within fully immersive VR environment. The hardware latency analysis reveals an average offset 36 ms between EEG and mean jitter 5.76 ms. further presents proof concept VR, showcasing its real-world applications. findings highlight feasibility combining commercial technologies neuroscientific research open new avenues studying brain activity ecologically valid environments. Future could focus on refining methods exploring applications various contexts, such as learning social interactions.

Language: Английский

Citations

7

A Comprehensive Review of Multimodal XR Applications, Risks, and Ethical Challenges in the Metaverse DOI Creative Commons
Panagiotis Kourtesis

Multimodal Technologies and Interaction, Journal Year: 2024, Volume and Issue: 8(11), P. 98 - 98

Published: Nov. 6, 2024

This scoping review examines the broad applications, risks, and ethical challenges associated with Extended Reality (XR) technologies, including Virtual (VR), Augmented (AR), Mixed (MR), within context of Metaverse. XR is revolutionizing fields such as immersive learning in education, medical professional training, neuropsychological assessment, therapeutic interventions, arts, entertainment, retail, e-commerce, remote work, sports, architecture, urban planning, cultural heritage preservation. The integration multimodal technologies haptics, eye-tracking, face- body-tracking, brain-computer interfaces, enhances user engagement interactivity, playing a key role shaping experiences However, XR's expansion raises serious concerns, data privacy cybersecurity vulnerabilities, cybersickness, addiction, dissociation, harassment, bullying, misinformation. These psychological, social, security are further complicated by intense advertising, manipulation public opinion, social inequality, which could disproportionately affect vulnerable individuals groups. emphasizes urgent need for robust frameworks regulatory guidelines to address these risks while promoting equitable access, privacy, autonomy, mental well-being. As increasingly integrate artificial intelligence, responsible governance essential ensure safe beneficial development Metaverse broader application enhancing human development.

Language: Английский

Citations

6

Blink-To-Live eye-based communication system for users with speech impairments DOI Creative Commons
Mohamed Ezzat,

Mohamed Maged,

Youssef Gamal

et al.

Scientific Reports, Journal Year: 2023, Volume and Issue: 13(1)

Published: May 17, 2023

Abstract Eye-based communication languages such as Blink-To-Speak play a key role in expressing the needs and emotions of patients with motor neuron disorders. Most invented eye-based tracking systems are complex not affordable low-income countries. Blink-To-Live is an eye-tracking system based on modified language computer vision for speech impairments. A mobile phone camera tracks patient’s eyes by sending real-time video frames to modules facial landmarks detection, eye identification tracking. There four defined alphabets language: Left, Right, Up, Blink. These gestures encode more than 60 daily life commands expressed sequence three movement states. Once encoded sentences generated, translation module will display phrases native screen, synthesized voice can be heard. prototype evaluated using normal cases different demographic characteristics. Unlike other sensor-based systems, simple, flexible, cost-efficient, no dependency specific software or hardware requirements. The its source available from GitHub repository ( https://github.com/ZW01f/Blink-To-Live ).

Language: Английский

Citations

14