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Comparative Study of Body Doubling in Extended RealityAnnavarapu, Swetha 29 February 2024 (has links)
Body doubling is a mechanism that lets individuals work alongside someone on a monotonous task that they might not be able to focus on when they work alone. The person they work alongside is called a body double. It could be considered similar to co-working, but it gives individuals the freedom to work on anything that they want without feeling obligated to interact with the other person. This research aims to understand if body doubling is helpful to the users and how mixed reality body doubling can be a better addition to the existing mode of in-person and video-call based body doubling. In this work, we have recruited 40 participants to perform a user study where we have done a between-groups comparative study between a no body-double, in-person body double, a video-call based body double, and a mixed reality body double modes. Through these studies, we try to analyze if body doubling is helpful, and if so, which mode the participants are more inclined towards. The work also presents a few suggestions for future improvements. / Master of Science / Body Doubling, defined here, is in the context of a productivity strategy where a person is present beside an individual when they are working. This way, when the individual is working on a monotonous task, a person beside them would make them motivated to focus again. The person helping in body-doubling is called a ``Body Double''. This uses the concept of accountability that is felt in the presence of someone. Even though it seems similar to widely popular co-working, where job professionals share an office space to work together, in body-doubling, there is no interaction with the body-double, and in most cases, the two individuals might not be working on the same task.
This research aims to understand if body doubling is helpful to users. In this work, we have recruited 40 participants to perform a user study where we have done a between-groups comparative study between a no body-double, in-person body double, a video-call based body double, and a mixed reality body double modes. It tries to show how mixed reality body doubling can be a better addition to the existing mode of in-person and video-call based body doubling. Through the user studies, we try to analyze if body doubling is helpful, and if so, which mode are the participants more inclined towards. The work also presents a few suggestions for future improvements.
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Extended Reality Simulator for Advanced Training Life Support SystemDonekal Chandrashekar, Nikitha 08 February 2023 (has links)
This research focuses on the design of an Extended Reality simulator for training medical professionals in Advanced Trauma Life Support (ATLS) and pulse palpation. Existing pulse simulators have the disadvantages of being bulky, expensive, and unsuitable to be used as training tools. In addition, none of the simulators were designed to incorporate the auditory feedback of the pulse, a crucial component of continuous pulse monitoring. The developed simulator incorporates haptic, visual, and auditory feedback modes. In this work, we also conduct a comparative user study to determine the effect of multimodal feedback on different participants. Participants trained in the Audio-Haptic scenario outperformed those trained in the Haptic only scenario. These values could also be correlated with qualitative user feedback indicating that Audio-Haptic interactions were perceived as superior. With this simulator, we hope to provide medical professionals with an immersive and realistic training tool for learning the skill of palpating pulse. / Master of Science / The medical field demands accurate and precise procedures to be performed by doctors, with no room for error. Traditional training methods consist of the trainer demonstrating the technique and the student duplicating it, which increases the risk of medical errors.
Advanced Trauma Life Support (ATLS) is a program designed by the American College of Surgeons to teach physicians a systematic approach to treating trauma patients. Palpating and classifying pulses is one of the steps involved in the ATLS procedure. The majority of existing ATLS and pulse simulators are not fully integrated with haptic and auditory feedback, and there has been very little research on this topic. This work describes the design and development of an Extended Reality ATLS simulator with a pulse simulator for medical student training. We conduct a user study to determine how the Audio-Haptic scenario affects the learnability of palpating pulses and ATLS procedures. Our ATLS simulator aims to provide a comprehensive training module for emergency trauma response practice for medical professionals.
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Layered Space: Toward an Architecture of SuperimpositionSambuco, Adam J. 24 September 2018 (has links)
No description available.
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An Examination of Presence and Engagement in Video Conferencing Systems and Virtual EnvironmentsManuel, Mark Balfour 27 January 2022 (has links)
Extended Reality (XR) is an upcoming field of technology that has garnered interest from researchers in the last few decades. This increased interest is largely due to the development of powerful hardware like the Microsoft HoloLens, Oculus Quest and the Magic Leap. Several companies like Microsoft, Meta Platforms, Apple and Nvidia are touting the rise of a new "metaverse'' - the next generation of the internet, that will blur the lines between physical and virtual presence. This thesis explores the use of web-based XR platforms in Computer-Supported Cooperative Work (CSCW) as an alternative to contemporary video conferencing tools.
We conducted a user study with 15 subjects to evaluate web-based XR platforms (Mozilla Hubs) with video conferencing (Zoom) and examined subject attention and success in remote collaborative tasks. We also proposed a new system design to support embodied interactions in XR. This system was tested by measuring the communication latency between two collaborators separated by varying distances. Our system performance evaluation suggests the feasibility of support embodied interactions, with a minimal latency of 120ms across a distance of 4700 miles. / Master of Science / Extended Reality (XR) is changing the way we interact with digital content. In 2021, several companies like Microsoft, Meta Platforms, Apple and Nvidia are developing devices that allow users to physically interact with virtual content in 3-dimensional space. These technologies bring with them the promise of better remote communication and collaboration. Users will be able to enter these 3d virtual spaces as avatars and will be able to interact with digital media just like they would with real world objects. This thesis explores the use of web-based XR platforms in supporting remote collaboration as an alternative to contemporary video conferencing tools.
We conducted a user study with 15 subjects to compare differences in web-based XR platforms (Mozilla Hubs) with video conferencing (Zoom). We proposed and evaluated a new system design to support more natural and intuitive interactions in XR. This system was tested by measuring the communication latency between two collaborators separated by varying distances. Our system performance evaluation suggests the feasibility of support embodied interactions, with a minimal latency of 120ms across a distance of 4700 miles.
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Exploring the Benefits of the Integration of XR and BIM for Retrofitting ProjectsSermarini, John 01 January 2024 (has links) (PDF)
Rapidly changing population dynamics and increased energy needs have reduced demand for building renovation in favor of more wasteful complete demolition and reconstruction. This dissertation aims to enhance the accessibility and ease of use of challenging retrofitting methodologies to mitigate adverse effects of urbanization, increasing resource use, and aging building stock within the United States. Retrofitting is a process focused on upgrading a component or feature of a structure that was not initially constructed or manufactured, and it is often done to modernize, restore, or repurpose a structure. These renovations are difficult and costly to plan and implement, frequently contributing to eschewing them in favor of complete reconstruction. This research proposes a solution: integrating Extended Reality (XR) technology and Building Information Modeling (BIM) data into the retrofitting workflow. Individually and together, these technologies have been applied to construction work with great success, although this area has previously been predominantly confined to new construction. We present this concept applied to three retrofitting subprocesses: design, implementation training, and model building. For each component, a human-subject study evaluates the system’s effectiveness in improving the efficiency and accessibility of this technology in this new context. We found that when applied to design review, technological limitations of existing XR systems may limit their ability to separate from conventional means, but increasing emphasis on eye movement in the future system design should be prioritized depending on environmental factors. In implementation training, these systems can effectively improve the identification of relevant building components while reducing physical and cognitive demands. Investigation into augmenting human-robot collaboration is still ongoing, but early results indicate great potential in improving control and ease of use when performing tasks later needed to create building models for guiding retrofitting projects. This dissertation provides a foundation for XR-BIM technology applied to retrofitting and, with it, a positive outlook and recommendations for related future work.
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An Evaluative Study on the Impact of Immersion and Presence for Flight Simulators in XRDahlkvist, Robin January 2023 (has links)
Flight simulators are a central training method for pilots and with the advances of human-computer interaction, new cutting-edge technology introduces a new type of simulator using extended reality (XR). XR is an umbrella term for many representative forms of realities, where physical reality (PR) and virtual reality (VR) are the endpoints of this spectrum, and any reality in between can be seen as mixed reality (MR). The purpose of this thesis was to investigate the applicabilities of XR and how they can be compared with each other in terms of usability, immersion, presence, and simulator sickness for flight simulators, respectively. To answer these questions, a MR and a VR version was implemented in Unity using the Varjo XR-3 head-mounted display based on the Framework for Immersive Virtual Environments (FIVE). To evaluate these aspects, a user study (N = 11) was conducted, focusing on quantitative and qualitative experimental research methods. Interaction with physical interfaces is a core procedure for pilots; thus, three reaction tests were conducted with the goal of pressing a random button that is lit green for a 3 x 3 Latin square layout for a given time to measure the efficiency of interaction for both versions. Reaction tests were conducted in different complexities: Simple (no flight), moderate (easy flight), and advanced (difficult flight). Participants experienced the MR and VR versions, and completed complementary questionnaires on immersion, presence, and simulator sickness while remaining in the simulation. The user study showed that the usability in MR is considerably higher, and more immersive than VR when incorporating interaction. However, excluding the interaction aspects showed that VR was more immersive. Overall, this work demonstrates how to achieve high levels of immersion, and a high elicitation of sense of presence, simultaneously while having minuscule levels of simulator sickness with a relatively realistic experience. / Flygsimulatorer är en central träningsmetod för piloter, och med framsteg inom människa-datorinteraktion introduceras ny, toppmodernt teknik som använder utökad verklighet (XR) för en ny typ av simulator. XR är ett samlingsbeteckning för många olika former av verkligheter, där den fysiska verkligheten (PR) och den virtuell verklighet (VR) är ändpunkterna på detta spektrum, och alla verkligheter däremellan kan ses som blandad verklighet (MR). Syftet med denna avhandling var att undersöka tillämpbarheten av XR och hur de kan jämföras med varandra när det gäller användbarhet, immersion, närvaro och simulatorsjuka för flygsimulatorer. För att besvara dessa frågor implementerades en MR- och en VR-version i Unity med hjälp av Varjo XR-3 huvudmonterad display baserat på ramverket för immersiva virtuella miljöer FIVE. För att utvärdera dessa aspekter genomfördes en användarstudie (N = 11), med fokus på kvantitativa och kvalitativa experimentella forskningsmetoder. Interaktion med fysiska gränssnitt är en kärnprocedur för piloter; Därför genomfördes tre reaktionstester med målet att trycka på en slumpmässig knapp som lyser grönt för en 3 x 3 latinsk kvadrat under en given tid för att mäta interaktionens användbarhet för båda versionerna. Reaktionstesterna genomfördes under olika komplexiteter: Enkel (utan flygning), måttlig (enkel flygning) och avancerad (svår flygning). Deltagarna upplevde MR- och VR-versionerna och fyllde i kompletterande enkäter om immersion, närvaro och simulatorsjuka medan de var kvar i simuleringen. Användarstudien visade att användbarheten i MR är betydligt högre och mer immersiv än i VR när man inkluderar interaktion. Exkluderar man interaktionsaspekter visade det sig att VR var mer immersiv. Sammantaget visar detta arbete hur man kan uppnå höga nivåer av immersion och hög framkallning av sinnesnärvaro samtidigt som man har minimala nivåer av simulatorsjuka med en relativt realistisk upplevelse.
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Implementation of Extended Realityin Swedish Healthcare : A Study on Implementation of Technology in the Swedish Healthcare Industry / Implementering av extended realityi svensk sjukvård : En studie om implementering av teknologi inom sjukvårdenSelin, Carl-Johan, Iwarsson, Hannes January 2022 (has links)
Extended reality solutions are becoming increasingly relevant for companies to implementand use commercially. One sector that have shown great potential and can benefit from implementing this type of technology is the healthcare industry. More specifically, for solutions connected to medical devices. Meanwhile, the healthcare industry has generally been particularly slow at adopting new technologies. Digitalization has been observed to progress at a slower pace than in other sectors. This study investigated why technology is progressing at slow pace and identified critical drivers and bottlenecks that affect the implementation of extended reality within healthcare. This was done through a case study on a proof concept project where the value of a mixed reality solution in the healthcare sector was investigated. This was particularly interesting as the tested solution was the first of its kind in Sweden. The results of the study revealed several barriers within the healthcare sector, including conservatism in the industry, lack of incentives, lack of absorption as well as data protection and privacy issues. Furthermore, theresults revealed that implementation of XR solutions into Swedish healthcare is in first phase. However, underlying drivers imply that there is value in further development. Especially, since the proof of concept was considered successful and showed signs of progressing to the next stage of implementation.
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Augmented Reality Contact Lenses: An Investigation of Technology Acceptance Drivers from a Potential User PerspectiveGmeinwieser, Korbinian, Schock, Nikolas January 2020 (has links)
Background: Augmented Reality (AR) could be the next revolutionary technology after the personal computer, the internet and the mobile era. While AR Smart Glasses are already on the market, AR Contact Lenses (ARCL) are still in the stage of research and development, but likely to replace the smartphone in the near future. Purpose: The purpose of this thesis is the identification of key factors influencing the acceptance of ARCL from a potential user perspective to gather early-stage pre-market knowledge and extend the Technology Acceptance Model (TAM) literature to this novel wearable technology. Method: An explanatory online survey was conducted to test the hypotheses in an extended TAM. Data from 250 respondents up to an age of 34 years, representing the potential target group was collected. Partial Least Squares Structural Equation Modeling (PLS-SEM) was used to assess the measurement model in terms of validity and reliability and the structural model in terms of hypotheses testing and strength of relationships between proposed variables. In addition, a multigroup analysis was examined to identify significant differences among groups. Conclusion: The results show that the attitude, which is strongly influenced by perceived usefulness, is the major key determinant affecting potential users’ behavioral intention to adopt ARCL in the future, followed by subjective norms. Furthermore, a strong influence of personal innovativeness on both antecedents of attitude, perceived usefulness and perceived ease of use was identified. Moreover, moderating effects of educational background, knowledge of ARCL and usage of contact lenses were discovered.
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Synergies of radical paradigms and emerging technologies in knowledge production for transforming the modernist urban design. A focus on artificial intelligence, extended reality and sensor technologyIngaruca, Melissa January 2019 (has links)
Emerging technologies, such as; Artificial Intelligence, extended reality technologies (MR, AR and VR), and sensor technologies are increasingly used during knowledge production within urban design processes. This thesis shows that the combination of different paradigms underlying experimental initiatives that bring together design and technology can lead to either vicious loops that continue to reinforce the modernist city, or virtuous loops where the interweaving of fundamentally different paradigms of knowledge production with emerging technology possess potential for radical urban transformation. The key findings of this work include: Sensorial ways of knowing the city can be in synergy with these emerging technologies 1) augmenting our human senses and overcoming spatial-temporal constraints in experiencing ecological change, 2) they can create fully embodied experiences of sidelined or marginalized narratives in urban planning and the future of cities, 3) they open up new space for more collaboration in research design and planning. In the same way, democratization and co-production of knowledge for urban design, can be in synergy with these emerging technologies that; 1) allow for the expansion of collaboration and the integration of multiple sources of knowledge, 2) that promote an open relation with the future by rapid prototyping of alternative scenarios, and that 3) democratize the power over the process of data collection and data analysis all the way to ‘open-sourcing’ the tools themselves.
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From Pixels to Culture : Gamification and Extended Reality in the Modern MuseumGkizis Chatziantoniou, Nikolaos January 2023 (has links)
This thesis aims to explore the theory, implementation, and critical aspects of gamification and extended reality employed within the cultural sector. More specifically the impact of gamification and virtualization on the information dissemination by the institutions and what it means for the visitor as well as the challenges that arise with the use of such technologies and potential points of criticism. The role of digitalization of memory institutions will be examined, with a focus on gamification/virtualization from both the museum’s professionals’ experiences and the visitors’ perspectives as well as the utilization of gamification and virtualization for the preservation of cultural heritage. The relevant data will be extracted using semi-structured interviews and conducting a literature study for five modes of virtualization and gamification. The thesis will conclude by summarizing the contribution of gamification and extended reality and highlight the benefits and challenges arising from the implementation of such elements. The main findings showcase that gamification and virtualization are not just generic additions to museum exhibitions, they signify the crossing towards a new type of learning while experiencing culture more critically and shifting the focus not only towards the visitor but also to a new type of visitor.
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