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Visual Attention in Virtual Reality : (Alternative Format Thesis)

  • Jacob Hadnett-Hunter
  • Department of Computer Science

Student thesis : Doctoral Thesis › PhD

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Type : Thesis

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Research output, the effect of task on visual attention in interactive virtual environments.

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Contributed Session II: Visual Search in Virtual Reality (VSVR): A visual search toolbox for virtual reality

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phd thesis virtual reality

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A study on virtual reality and developing the experience in a gaming simulation

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The Design of Virtual and Mixed Reality Interfaces for Human-Robot Interaction

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phd thesis virtual reality

  • Affiliation: College of Arts and Sciences, Department of Computer Science
  • Over the past three decades, considerable hardware and software advances have been made to provide robots with improved capabilities to better explore and autonomously comprehend their environment whether on Earth or distant planetary bodies. Unfortunately, the interfaces (e.g., the means in which humans interact with such robots and take advantage of their full set of state-of-the-art features) have not seen the same level of development and technological advancement as the robots themselves. Robots are still considered to be hard to understand and control. Additionally, the high-level design of these interfaces has largely remained the same for decades, forcing users to view rich, three-dimensional robot sensor data on outdated, two-dimensional displays. However, advanced virtual and mixed reality (VAM) display technologies are poised to address these challenges by making robots more expressive as well as easier to control and supervise. Therefore, I have focused my scientific inquiry within the realm of Virtual and Mixed Reality for Human Robot Interaction (VAM-HRI), a subdomain of HRI. This dissertation presents a series of four studies that focus on the design of virtual and mixed reality head-mounted display (HMD) interfaces that support collaboration, supervision, and teleoperation of robots in both collocated and remote settings. In this work, I developed complex interface solutions that I implemented and tested on real robots (aerial and ground). I empirically evaluated my interface designs using quantitative and qualitative methods in experiments that I designed and administered that emulate realistic tasks found in the real world. I also present a background on the historical development of the application of VAM technology to robotics and the birth of the field of VAM-HRI. This work also presents three novel classification frameworks for VAM-HRI interfaces to organize and inspire future work within the field. These contributions will help inform how human-robot teaming in real-world scenarios can be enhanced by advanced display technology. My work aims to increase the frequency and effectiveness of mixed human-robot teams in real world settings, ranging from structured indoor environments, such as manufacturing centers, to unstructured outdoor environments, such as those found in disaster response scenarios and interplanetary exploration.
  • Human-Robot Interaction
  • Human-Computer Interaction
  • Mixed Reality
  • Virtual Reality
  • Interface Design
  • Computer science
  • https://doi.org/10.17615/s90x-pn03
  • Dissertation
  • In Copyright - Educational Use Permitted
  • Szafir, Daniel
  • Fuchs, Henry
  • Burns, Jack
  • Gross, Mark
  • Alterovitz, Ron
  • Williams, Tom
  • Doctor of Philosophy
  • University of North Carolina at Chapel Hill Graduate School

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phd thesis virtual reality

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  • 04 University of Plymouth Research Theses
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Facing Experience: A Painter's Canvas in Virtual Reality

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This research investigates how shifts in perception might be brought about through the development of visual imagery created by the use of virtual environment technology. Through a discussion of historical uses of immersion in art, this thesis will explore how immersion functions and why immersion has been a goal for artists throughout history. It begins with a discussion of ancient cave drawings and the relevance of Plato’s Allegory of the Cave. Next it examines the biological origins of “making special.” The research will discuss how this concept, combined with the ideas of “action” and “reaction,” has reinforced the view that art is fundamentally experiential rather than static. The research emphasizes how present-day virtual environment art, in providing a space that engages visitors in computer graphics, expands on previous immersive artistic practices. The thesis examines the technical context in which the research occurs by briefly describing the use of computer science technologies, the fundamentals of visual arts practices, and the importance of aesthetics in new media and provides a description of my artistic practice. The aim is to investigate how combining these approaches can enhance virtual environments as artworks. The computer science of virtual environments includes both hardware and software programming. The resultant virtual environment experiences are technologically dependent on the types of visual displays being used, including screens and monitors, and their subsequent viewing affordances. Virtual environments fill the field of view and can be experienced with a head mounted display (HMD) or a large screen display. The sense of immersion gained through the experience depends on how tracking devices and related peripheral devices are used to facilitate interaction. The thesis discusses visual arts practices with a focus on how illusions shift our cognition and perception in the visual modalities. This discussion includes how perceptual thinking is the foundation of art experiences, how analogies are the foundation of cognitive experiences and how the two intertwine in art experiences for virtual environments. An examination of the aesthetic strategies used by artists and new media critics are presented to discuss new media art. This thesis investigates the visual elements used in virtual environments and prescribes strategies for creating art for virtual environments. Methods constituting a unique virtual environment practice that focuses on visual analogies are discussed. The artistic practice that is discussed as the basis for this research also concentrates on experiential moments and shifts in perception and cognition and references Douglas Hofstadter, Rudolf Arnheim and John Dewey. iv Virtual environments provide for experiences in which the imagery generated updates in real time. Following an analysis of existing artwork and critical writing relative to the field, the process of inquiry has required the creation of artworks that involve tracking systems, projection displays, sound work, and an understanding of the importance of the visitor. In practice, the research has shown that the visitor should be seen as an interlocutor, interacting from a first-person perspective with virtual environment events, where avatars or other instrumental intermediaries, such as guns, vehicles, or menu systems, do not to occlude the view. The aesthetic outcomes of this research are the result of combining visual analogies, real time interactive animation, and operatic performance in immersive space. The environments designed in this research were informed initially by paintings created with imagery generated in a hypnopompic state or during the moments of transitioning from sleeping to waking. The drawings often emphasize emotional moments as caricatures and/or elements of the face as seen from a number of perspectives simultaneously, in the way of some cartoons, primitive artwork or Cubist imagery. In the imagery, the faces indicate situations, emotions and confrontations which can offer moments of humour and reflective exploration. At times, the faces usurp the space and stand in representation as both face and figure. The power of the placement of the caricatures in the paintings become apparent as the imagery stages the expressive moment. The placement of faces sets the scene, establishes relationships and promotes the honesty and emotions that develop over time as the paintings are scrutinized. The development process of creating virtual environment imagery starts with hand drawn sketches of characters, develops further as paintings on “digital canvas”, are built as animated, three-dimensional models and finally incorporated into a virtual environment. The imagery is generated while drawing, typically with paper and pencil, in a stream of consciousness during the hypnopompic state. This method became an aesthetic strategy for producing a snappy straightforward sketch. The sketches are explored further as they are worked up as paintings. During the painting process, the figures become fleshed out and their placement on the page, in essence brings them to life. These characters inhabit a world that I explore even further by building them into three dimensional models and placing them in computer generated virtual environments. The methodology of developing and placing the faces/figures became an operational strategy for building virtual environments. In order to open up the range of art virtual environments, and develop operational strategies for visitors’ experience, the characters and their facial features are used as navigational strategies, signposts and methods of wayfinding in order to sustain a stream of consciousness type of navigation. Faces and characters were designed to represent those intimate moments of self-reflection and confrontation that occur daily within ourselves and with others. They sought to reflect moments of wonderment, hurt, curiosity and humour that could subsequently be relinquished for more practical or purposeful endeavours. They were intended to create conditions in which visitors might reflect upon their emotional state, v enabling their understanding and trust of their personal space, in which decisions are made and the nature of world is determined. In order to extend the split-second, frozen moment of recognition that a painting affords, the caricatures and their scenes are given new dimensions as they become characters in a performative virtual reality. Emotables, distinct from avatars, are characters confronting visitors in the virtual environment to engage them in an interactive, stream of consciousness, non-linear dialogue. Visitors are also situated with a role in a virtual world, where they were required to adapt to the language of the environment in order to progress through the dynamics of a drama. The research showed that imagery created in a context of whimsy and fantasy could bring ontological meaning and aesthetic experience into the interactive environment, such that emotables or facially expressive computer graphic characters could be seen as another brushstroke in painting a world of virtual reality.

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Interaction, communication and engagement in hybrid virtual and augmented reality environments

  • School of International Communications

Student thesis : PhD Thesis

  • virtual reality
  • augmented reality
  • cultural heritage
  • virtual heritage

Virtual Reality as an Emerging Art Medium and Its Immersive Affordances

  • First Online: 31 October 2019
  • pp 995–1014

Cite this chapter

phd thesis virtual reality

  • Gal Raz 4  

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Today’s virtual reality (VR) technology is more immersive, reachable, and widespread than ever before. It is increasingly adopted by diverse artists and attains growing recognition at film festivals. However, with past unfulfilled promises of VR in memory, skeptics doubt whether the current VR surge is more than a passing trend.

I argue here that VR is endowed with immersive affordances, which qualitatively differ from those of any other art media, and describe the unique properties that allow it to induce transformative body-ownership illusions. Based on neuroscientific evidence, I hypothesize that these affordances are mediated by peri-personal neurons, which encode stimuli surrounding our body. Finally, I review evidence showing that virtual-body remapping implicates conceptual transformations, which potentially provide VR art with unprecedented powerful ideological devices.

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F. de Vignemont and G.D. Iannetti, “How Many Peripersonal Spaces?,” Neuropsychologia 70 (April 1, 2015): 327–34, https://doi.org/10.1016/J.NEUROPSYCHOLOGIA.2014.11.018

Michael S. A. Graziano, The Spaces between Us : A Story of Neuroscience, Evolution, and Human Nature (NY: Oxford University Press,) 63–65.

See de Vignemont and Iannetti, “How Many Peripersonal Spaces?”

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Domna Banakou, Raphaela Groten, and Mel Slater, “Illusory Ownership of a Virtual Child Body Causes Overestimation of Object Sizes and Implicit Attitude Changes.,” Proceedings of the National Academy of Sciences of the United States of America 110, no. 31 (July 30, 2013): 12846–51; Ana Tajadura-Jiménez et al., “Embodiment in a Child-Like Talking Virtual Body Influences Object Size Perception, Self-Identification, and Subsequent Real Speaking,” Scientific Reports 7, no. 1 (December 29, 2017): 9637.

K. Kilteni, I. Bergstrom, and M. Slater, “Drumming in Immersive Virtual Reality: The Body Shapes the Way We Play,” IEEE Transactions on Visualization and Computer Graphics 19, no. 4 (April 2013): 597–605.

Béatrice S. Hasler, Bernhard Spanlang, and Mel Slater, “Virtual Race Transformation Reverses Racial In-Group Bias,” PLOS ONE 12, no. 4 (April 24, 2017): e0174965.

Anthony G. Greenwald, Debbie E. McGhee, and Jordan L. K. Schwartz, “Measuring Individual Differences in Implicit Cognition: The Implicit Association Test.,” Journal of Personality and Social Psychology 74, no. 6 (1998): 1464–80.

Tabitha C. Peck et al., “Putting Yourself in the Skin of a Black Avatar Reduces Implicit Racial Bias,” Consciousness and Cognition 22, no. 3 (September 1, 2013): 779–87.

Tajadura-Jiménez et al., “Embodiment in a Child-Like Talking Virtual Body Influences Object Size Perception, Self-Identification, and Subsequent Real Speaking”; Domna Banakou, Sameer Kishore, and Mel Slater, “Virtually Being Einstein Results in an Improvement in Cognitive Task Performance and a Decrease in Age Bias.,” Frontiers in Psychology 9 (2018): 917; Banakou, Groten, and Slater, “Illusory Ownership of a Virtual Child Body Causes Overestimation of Object Sizes and Implicit Attitude Changes.”

Banakou, Kishore, and Slater, “Virtually Being Einstein Results in an Improvement in Cognitive Task Performance and a Decrease in Age Bias.”

Tajadura-Jiménez et al., “Embodiment in a Child-Like Talking Virtual Body Influences Object Size Perception, Self-Identification, and Subsequent Real Speaking.”

Andy Clark, Surfing Uncertainty : Prediction, Action, and the Embodied Mind (NY: Oxford University Press, 2015).

Maister et al., “Changing Bodies Changes Minds: Owning Another Body Affects Social Cognition,” 10.

Nick Yee and Jeremy Bailenson, “The Proteus Effect: The Effect of Transformed Self-Representation on Behavior,” Human Communication Research 33, no. 3 (July 1, 2007): 271–90.

Yee, N., Bailenson, J. N., & Ducheneaut, N. (2009). “The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior,” Communication Research , 36(2), 285–312.

Benjamin J. Li, May O. Lwin, and Younbo Jung, “Wii, Myself, and Size: The Influence of Proteus Effect and Stereotype Threat on Overweight Children’s Exercise Motivation and Behavior in Exergames,” Games for Health Journal 3, no. 1 (February 18, 2014): 40–48.

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For examples of cross-gender and cross-race VR works, see The Machine to be Another project ( http://www.themachinetobeanother.org )

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Raz, G. (2019). Virtual Reality as an Emerging Art Medium and Its Immersive Affordances. In: Carroll, N., Di Summa, L.T., Loht, S. (eds) The Palgrave Handbook of the Philosophy of Film and Motion Pictures. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-19601-1_42

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Pedestrian Wayfinding and Evacuation in Virtual Reality

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Research output : Thesis › Dissertation (TU Delft)

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  • Virtual Reality
  • Data collection
  • Multi-story building

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  • Pedestrian Wayfinding and Evacuation in Virtual Reality-Yan Feng Final published version, 50.1 MB Licence: CC BY-NC

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  • Wayfinding Behavior Computer Science 100%
  • Wayfinding Computer Science 100%
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T1 - Pedestrian Wayfinding and Evacuation in Virtual Reality

AU - Feng, Y.

N1 - TRAIL Thesis Series no. T2022/2, the Netherlands Research School TRAIL

N2 - This dissertation is focused on using Virtual Reality to study pedestrian wayfinding behaviour in buildings during both normal and emergency situations, from simple scenarios to complex scenarios. In particular, various empirical datasets featuring pedestrian wayfinding and evacuation behaviour were collected using different VR technologies to understand the usage of VR to investigate pedestrian behaviour and thereby generate new insights into pedestrian wayfinding behaviour in buildings. This thesis shows that different VR technologies (i.e., Mobile VR, HMD VR, Desktop VR) can collect valid behavioural data and study pedestrian wayfinding behaviour in various contexts.

AB - This dissertation is focused on using Virtual Reality to study pedestrian wayfinding behaviour in buildings during both normal and emergency situations, from simple scenarios to complex scenarios. In particular, various empirical datasets featuring pedestrian wayfinding and evacuation behaviour were collected using different VR technologies to understand the usage of VR to investigate pedestrian behaviour and thereby generate new insights into pedestrian wayfinding behaviour in buildings. This thesis shows that different VR technologies (i.e., Mobile VR, HMD VR, Desktop VR) can collect valid behavioural data and study pedestrian wayfinding behaviour in various contexts.

KW - Wayfinding

KW - Evacuation

KW - Virtual Reality

KW - Data collection

KW - Multi-story building

U2 - 10.4233/uuid:c181b015-08ed-408c-a2c8-e930517daa6f

DO - 10.4233/uuid:c181b015-08ed-408c-a2c8-e930517daa6f

M3 - Dissertation (TU Delft)

SN - 978-90-5584-306-0

T3 - TRAIL Thesis Series T2022/2

PB - TRAIL Research School

The Utility of Virtual Reality in Interventions for Autism Spectrum Disorder: A Systematic Review

--> Brattan, Victoria Caroline (2019) The Utility of Virtual Reality in Interventions for Autism Spectrum Disorder: A Systematic Review. D.Clin.Psychol thesis, University of Leeds.

Autism spectrum disorder (ASD) is a neurodevelopmental condition characterised by impairments in social communication and interaction. Prevalence rates of anxiety are higher in this population compared to the general population. Anxiety and autistic traits can seriously impede an individual’s capacity to function in the social world. Current psychosocial interventions for ASD individuals are aimed to develop skills in interaction and communication or to address anxiety. The development and use of virtual reality for clinical interventions is on the rise, and its potential benefits for ASD individuals are numerous. As yet, little is known about the utility of VR-based interventions for ASD. We conducted a systematic review of randomised and non-randomised studies that employ VR for intervention in the core deficits of ASD and/or anxiety, and which report pre- post intervention data or change over time. Twenty-four studies met the inclusion criteria for the review. A quality assessment of included studies was conducted to evaluate their risk of bias. The review yielded five randomised controlled studies and 19 non-randomised or case studies. Studies employed VR in its variety of forms, including head mounted displays, desktop VR, and cave environments. A variety of interventions were employed, including CBT, scaffolded hierarchical learning, and social cognition training. Findings from the review suggest that VR-based interventions for ASD individuals are feasible and demonstrate effectiveness in the development of affect recognition and emotion regulation skills, as well as for job interviewing skills. Additionally, studies demonstrate its promise for development of communication and conversational skills. Further research is required of higher quality to determine the efficacy and effectiveness of studies in this and other areas. In particular, it is important that studies progress from exploratory use of VR toward more theory and evidence informed intervention protocols for ASD individuals. Additionally, follow-up research studies of the impact of intervention on individuals’ daily lives is also necessary to determine the generalisability of skills developed in VR, and real-life impact.

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