Abstract:This work was done under the project SFRH/BD/148714/2019 entitled Automated Creation of Authentic Virtual Experiences financed by the FCT -Fundação para a Ciência e a Tecnologia.
“…Most of the evaluations of VR applications rely on subjective evaluation, mainly obtained via questionnaires, as they are easy to adopt and administer. In contrast, objective methodologies such as analysing physiological signs are often invasive and require complex and often expensive setups, which are not as widely available as a simple questionnaire [36].…”
Presence is often used to evaluate Virtual Reality (VR) applications. However, the raw scores are hard to interpret and need to be compared to other data to be meaningful. This paper leverages a database of 1909 responses to the Igroup Presence Questionnaire (IPQ) in different contexts to put forward a scale that qualitatively interprets raw Presence scores for VR experiences. The qualitative grading encompasses the acceptability dimension and analogous academic grading scales ranging from A to F and the adjective of such scores in a scale from Excellent to Unacceptable. Furthermore, the qualitative grading system encompasses Presence and its subscales Spatial Presence, Involvement, and Experienced Realism as defined by the IPQ. Adopting this grading system, supported by a robust dataset of Presence scores, enables practitioners to evaluate and interpret individual IPQ scores, allowing them to gain insights regarding the evaluated applications' effectiveness.
“…Most of the evaluations of VR applications rely on subjective evaluation, mainly obtained via questionnaires, as they are easy to adopt and administer. In contrast, objective methodologies such as analysing physiological signs are often invasive and require complex and often expensive setups, which are not as widely available as a simple questionnaire [36].…”
Presence is often used to evaluate Virtual Reality (VR) applications. However, the raw scores are hard to interpret and need to be compared to other data to be meaningful. This paper leverages a database of 1909 responses to the Igroup Presence Questionnaire (IPQ) in different contexts to put forward a scale that qualitatively interprets raw Presence scores for VR experiences. The qualitative grading encompasses the acceptability dimension and analogous academic grading scales ranging from A to F and the adjective of such scores in a scale from Excellent to Unacceptable. Furthermore, the qualitative grading system encompasses Presence and its subscales Spatial Presence, Involvement, and Experienced Realism as defined by the IPQ. Adopting this grading system, supported by a robust dataset of Presence scores, enables practitioners to evaluate and interpret individual IPQ scores, allowing them to gain insights regarding the evaluated applications' effectiveness.
“…(2) Use of occlusion elimination technology. Occlusion Culling: When occlusion culling is used, hidden faces or hidden objects that will not be seen due to occlusion will be culled before the rendered objects are sent to the rendering pipeline [36] , thus reducing the amount of rendering data per frame and improving rendering performance. For this virtual exhibition hall, the camera cannot see all the scenes in every frame, so occlusion culling technology can be used for optimization [37] .…”
Section: Optimization Of the Exhibition Hallmentioning
Traditional exhibition halls have many disadvantages, and the exhibition effect is not ideal. For example, large equipment cannot be transported and displayed due to the limitation of display space and cost, and it is difficult to convey the use scenario and experience of products to customers; Offline exhibition booths are limited, so more products cannot be displayed, and high-end products are not convenient to enter the site; For the raw materials, functions, structures, and specifications of products, there is a lack of real application cases to show the products; The cost of field investigation is high. If the process, production line, and production capacity cannot be investigated in depth, the customer cannot be trusted. Given Because of the numerous pain points in traditional exhibition halls, this paper proposes an XR display method based on the Apriori algorithm. Through this method, a cloud exhibition hall system is designed and implemented, which can effectively solve the problems of limited space in traditional exhibition halls, single exhibition means, inability to display the details of exhibits, inability to effectively collect customer opinions, and inability to mine and analyze customer data. The experiment shows that the system can feel the pain points of traditional exhibition halls, improve the exhibition effect of exhibition halls, and better promote the promotion of products.
“…In [25], the methods for evaluating the authenticity of immersive virtual reality, augmented reality (AR), and hybrid reality were summarized. The conclusion was drawn following the analysis of a large number of relevant articles.…”
Due to the impact of the COVID-19 pandemic in recent years, remote communication has become increasingly common, which has also spawned many online solutions. Compared with an in-person scenario, the feeling of immersion and participation is lacking in these solutions, and the effect is thus not ideal. In this study, we focus on two typical virtual reality (VR) application scenarios with immersive audio and video experience: VR conferencing and panoramic live broadcast. We begin by introducing the core principles of traditional video conferencing, followed by the existing research results of VR conferencing along with the similarities, differences, pros, and cons of each solution. Then, we outline our view about what elements a virtual conferencing room should have. After that, a simple implementation scheme for VR conferencing is provided. Regarding panoramic video, we introduce the steps to produce and transmit a panoramic live broadcast and analyze several current mainstream encoding optimization schemes. By comparing traditional video streams, the various development bottlenecks of panoramic live broadcast are identified and summarized. A simple implementation of a panoramic live broadcast is presented in this paper. To conclude, the main points are illustrated along with the possible future directions of the two systems. The simple implementation of two immersive systems provides a research and application reference for VR audio and video transmission, which can guide subsequent relevant research studies.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.