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Sökning: WFRF:(Sjölie Daniel 1977)

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1.
  • Larsson, Clara, et al. (författare)
  • Visualizing Invisible Environmental Data in VR: Development and Implementation of Design Concepts for Communicating Urban Air Quality in a Virtual City Model
  • 2023
  • Ingår i: Communications in Computer and Information Science Volume 1819 CCIS, Pages 253 - 267. - : Springer. - 1865-0929 .- 1865-0937. ; , s. 253-267
  • Konferensbidrag (refereegranskat)abstract
    • As cities continue to grow, the desire to combine densification with sustainability and greenery may present a challenge to air quality, resulting from reduced ventilation caused by dense buildings and vegetation. To support the careful urban planning required, effective and interactive tools that can visualize and communicate information about air quality to stakeholders are essential. In a transdisciplinary research project aiming to explore such visualizations a prototype pedagogical virtual reality tool was developed, allowing users to explore the impact of aspects of the built environment upon urban air quality. The tool was evaluated with adolescents in upper secondary school through interviews and observations, as well as with the general public through a questionnaire study. This paper provides insights, potential solutions, and initial assessments relevant to data visualization in 3D and immersive analytics in urban planning and stakeholder communication. Identified challenges include difficulties with color association and data distinguishability, and as well as tool complexity relating to the many features requested by experts involved in a transdisciplinary project.
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2.
  • Sjölie, Daniel, 1977- (författare)
  • Adaptive games for cognitive training : Lessons measuring arousal with EEG
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • Computerized cognitive training is an area where the use of computer games technology and methods has a great potential, for example, to address cognitive decline in an aging population. Adaptive games, in particular, are of great interest as the level of training has often been suggested as important for efficient training. An important part of any adaptive application is measuring and interpreting whatever the game should adapt to. In this paper we describe our work on using the Emotiv Epoc commercial EEG headset in order to measure and adapt to the user's level of arousal in two different applications. The first application is an adaptation of a classic cognitive training task (N-back) using game technologies to create a dynamic and (relatively) realistic version in a 3d-environment. The second application is a simple version of the classic space invaders game. In both applications EEG measurements recorded during initial training are used in a later phase to adapt the difficulty of the game automatically. While we managed to get this setup to work to a limited degree for some individuals, we failed to create a system where this method worked reliably across subjects and trials. In this paper, we describe what we tried, what worked, and some of the lessons we learned.
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3.
  • Sjölie, Daniel, 1977-, et al. (författare)
  • Capturing neural correlates of disrupted presence ina naturalistic virtual environment
  • 2013
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • The concept of presence is commonly related to whether or not a user feels, acts, and reacts as if he/she were in a real familiar environment when using a virtual reality (VR) application. Understanding the neural correlates of presence may provide a foundation for objective measurements of presence and important constraints for theoretical explanations of presence. Discussions about the neural basis for presence are relatively common, but brain imaging has rarely been applied to investigating this issue. Previous studies have focused on detecting average differences between conditions that correlate with differences in reported presence. In this study we focused on breaks in presence and associated periods of disrupted presence as an important complement to previous work. Specifically, we measured brain activity with functional magnetic resonance imaging (fMRI) during execution of an everyday task in a naturalistic virtual environment (VE). Time periods of disrupted presence were identified by subject reports indicating something strange in the current environment, interpreted as a violation of expectations related to the sense of presence. Disrupted presence was associated with increased activity in the frontopolar cortex (FPC), lateral occipito-temporal cortex (LOTC), the temporal poles (TP), and the posterior superior temporal cortex (pSTC). We relate these areas to integration of key aspects of a presence experience, relating the (changing) situation to management of task and goals (FPC), interpretation of visual input (LOTC), emotional evaluation of the context (TP) and possible interactions (pSTC). Modulation of the activity level in these brain areas is consistent with an interpretation of disrupted presence as a re-evaluation of key aspects of a subjective mental reality, updating the synchronization with the virtual environment as previous predictions fail. Such a subjective mental reality may also be related to a self-centered type of mentalization, providing a link to accounts of presence building on the self.
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4.
  • Sjölie, Daniel, 1977- (författare)
  • Human brains and virtual realities : Computer-generated presence in theory and practice
  • 2013
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • A combined view of the human brain and computer-generated virtual realities is motivated by recent developments in cognitive neuroscience and human-computer interaction (HCI). The emergence of new theories of human brain function, together with an increasing use of realistic human-computer interaction, give reason to believe that a better understanding of the relationship between human brains and virtual realities is both possible and valuable. The concept of “presence”, described as the subjective feeling of being in a place that feels real, can serve as a cornerstone concept in the development of such an understanding, as computer-generated presence is tightly related to how human brains work in virtual realities.In this thesis, presence is related both to theoretical discussions rooted in theories of human brain function, and to measurements of brain activity during realistic interaction. The practical implications of such results are further developed by considering potential applications. This includes the development and evaluation of a prototype application, motivated by presented principles.The theoretical conception of presence in this thesis relies on general principles of brain function, and describes presence as a general cognitive function, not specifically related to virtual realities. Virtual reality (VR) is an excellent technology for investigating and taking advantage of all aspects of presence, but a more general interpretation allows the same principles to be applied to a wide range of applications.Functional magnetic resonance imaging (fMRI) was used to study the working human brain in VR. Such data can inform and constrain further discussion about presence. Using two different experimental designs we have investigated both the effect of basic aspects of VR interaction, as well as the neural correlates of disrupted presence in a naturalistic environment.Reality-based brain-computer interaction (RBBCI) is suggested as a concept for summarizing the motivations for, and the context of, applications building on an understanding of human brains in virtual realities. The RBBCI prototype application we developed did not achieve the set goals, but much remains to be investigated and lessons from our evaluation point to possible ways forward. A developed use of methods and techniques from computer gaming is of particular interest.
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5.
  • Sjölie, Daniel, 1977-, et al. (författare)
  • Integration of Research on Immersive Learning Environments and Education in Welding
  • 2024
  • Ingår i: Sustainable Production through Advanced Manufacturing, Intelligent Automation and Work Integrated Learning. - : IOS Press. - 9781643685106 - 9781643685113 ; , s. 660-671
  • Bokkapitel (refereegranskat)abstract
    • The integration of virtual reality (VR) laboratories into welding education presents an array of potential advantages. It can be used at campus or in distance, and it offers an alternative when access to traditional laboratories is challenging. The economic benefits, including savings on material preparation and energy costs, along with the environmental, health and safety advantages of mitigating exposure to welding fumes, arc radiation, and electrical hazards, add further value and contribute to sustainability in welding education. The work presented here is an example of the integration of education in the areas of welding and informatics and research on immersive learning. A multidisciplinary team worked on the development of an immersive learning environment, including virtual laboratory areas for welding processes as well as for microstructural inspection of welds.During the project, this learning environment, and the contained virtual laboratories, have been implemented by the researchers with the support from IT students, and tested, and improved with the feedback provided by students in welding technology, materials science, and manufacturing courses. Overall, more than twenty students from Informatics have been involved throughout the project, resulting in five bachelor theses, three master theses, three course projects in Immersive computing, and two course projects focusing on web development. The involvement of IT students has not only supported the development of the virtual learning environment, but it has also created new avenues for future research and developments in immersive computing.
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6.
  • Sjölie, Daniel, 1977-, et al. (författare)
  • Mind tricks for presence
  • 2019
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM Publications. - 9781450372176
  • Konferensbidrag (refereegranskat)abstract
    • As virtual and mixed reality (VR/MR) technology moves steadily towards general availability accessible descriptions of the surrounding theory is desirable. An initial focus on high-level concepts can provide common language for diverse teams, including artists, designers and engineers, helping them to quickly get a sense of basic principles and gain a familiarity with related research for further study. The concepts of synchronized reality and grounded simulation are introduced as helpful starting points for thinking about the design and development of mixed reality systems with optimal presence. This paper provides case studies where recent commercial VR applications are analyzed with the proposed principles in mind, in an attempt to illustrate to developers how to think about design of mixed reality games for optimal presence. © 2019 ACM.
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7.
  • Sjölie, Daniel, 1977- (författare)
  • Practical Mixing of Virtual and Real
  • 2019
  • Ingår i: VILÄR 5-6 december 2019, University West, Trollhättan. - Trollhättan : University West. - 9789188847430 - 9789188847447 ; , s. 19-20
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Virtual reality (VR) has the potential to provide office working environments with essentially limitless customizations, including screens, whiteboards or tables of any size and number, and the ability to store and switch between environments. Having an arbitrarily furnished office space for each project enables improved workflows as activities and trains of thought can be resumed based on the rich state of the surrounding environment, saved without effort from the last session. Still, adoption of VR in office working environments remains limited and the issue of how workers may be supported in this development is of interest.A likely reason for the limited adoption is the isolation from the real world that is inherent to traditional head-mounted VR. Initially, augmented reality (AR) seems well positioned to address this limitation, combining a primary view of the real world with augmented virtual screens, whiteboards, etc, but pure AR has limitations of its own. With AR, it becomes difficult or impossible to hide away distractions of the real world and the potential for immersive AR (not restricted to a narrow field of view) is very limited with current technology. What we suggest, and want to bring up for discussion in this session, is that we should strive to enable deliberate mixing of the real and virtual, freely picking which parts to incorporate into our practical working environment.We have experimented with techniques to create interactive and pragmatic mixed reality (MR) where objects, furniture, and people from the real world may be mixed into the virtual environment as desired. Using a Kinect depth camera we captured a view of the real world in full 3D and integrated select parts into a virtual environment. The goal is to give the user full control of this space and make it possible to draw on the full advantages of VR while simultaneously feeling safe and aware of your physical surroundings.
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8.
  • Sjölie, Daniel, 1977, et al. (författare)
  • PRACTICAL USE OF OFF-THE-SHELF VIRTUAL REALITY FOR DISTANCE EDUCATION - A LOOK AT THE FEASIBILITY OF NON-EXPERT USE
  • 2020
  • Ingår i: Learning and Teaching. - : IATED. - 1755-2273. ; 2020
  • Konferensbidrag (refereegranskat)abstract
    • As the potential value of online learning and distance education becomes increasingly clear (considering, e.g., global health and climate change) we are motivated to push for practical use of emerging technologies at an accelerated pace, to further facilitate rich and flexible distance education. In the current scenario, the changes forced into the classic educational system need to be executed quickly. While the pedagogical value of lectures has been often questioned, it remains a common method of instruction, making them relevant to investigate within digitalisation. Virtual Reality (VR) affords valuable embodied experiences and is currently at a point where it is within reach for non-experts, but the threshold may still be perceived as too high. By focusing on the use of off-the-shelf hardware and software to give virtual lectures, a larger number of educators can start experimenting within their comfort zone. The purpose of the current paper is to contribute to the acceleration of this process by describing challenges encountered in such an attempt to quickly employ readily available VR technology to give a lecture in VR. Is it possible for educators without previous expertise in VR to start using this technology now? What factors can be considered to make the experience positive to both educators and students? The setup of the VR lecture in this case study had the lecturer entering a virtual environment remotely (from another city) using the free VR application Bigscreen VR with students and three observing co-teachers entering the same environment being co-located in one physical room. The lecturer used the Oculus Rift S headset and a VR-capable laptop while the students used the simpler Oculus Go headsets. A predetermined view of the lecturer in the VR-environment was also shown via a projector, as a general fallback. The study was performed as an action research intervention, and the results were documented with ethnographic observations and a focus group. Compared to established tools for distance education, such as video meetings, the preparation time was significantly longer but the VR setup with off-the-shelf VR hardware and software worked relatively well for the lecture itself. The primary problems encountered concerned the student headsets and the preparation of and interaction with the students in the physical room. In addition to practical issues with managing a larger number of headsets (there were 5 headsets for the students) there were significant problems in getting the audio to work well as well as technical problems with Internet access. During the lecture more behavioral and social issues came to the forefront, for example students being uncertain about how to behave in the unfamiliar environment. Out of five participating students, two experienced discomfort, but were uncertain about how to act and whether it was OK to take off their headsets or not. Some issues encountered here may be avoided or minimised by raising awareness beforehand and additional preparation. Based on the present study, technical and ethical recommendations are given for which issues should be prioritized and how they may be dealt with, regardless of the educators level of expertise, to be able to successfully conduct a VR lecture.
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9.
  • Somanath, Sanjay, 1994, et al. (författare)
  • Towards Urban Digital Twins: A Workflow for Procedural Visualization Using Geospatial Data
  • 2024
  • Ingår i: Remote Sensing. - 2072-4292. ; 16:11
  • Tidskriftsartikel (refereegranskat)abstract
    • A key feature for urban digital twins (DTs) is an automatically generated detailed 3D representation of the built and unbuilt environment from aerial imagery, footprints, LiDAR, or a fusion of these. Such 3D models have applications in architecture, civil engineering, urban planning, construction, real estate, Geographical Information Systems (GIS), and many other areas. While the visualization of large-scale data in conjunction with the generated 3D models is often a recurring and resource-intensive task, an automated workflow is complex, requiring many steps to achieve a high-quality visualization. Methods for building reconstruction approaches have come a long way, from previously manual approaches to semi-automatic or automatic approaches. This paper aims to complement existing methods of 3D building generation. First, we present a literature review covering different options for procedural context generation and visualization methods, focusing on workflows and data pipelines. Next, we present a semi-automated workflow that extends the building reconstruction pipeline to include procedural context generation using Python and Unreal Engine. Finally, we propose a workflow for integrating various types of large-scale urban analysis data for visualization. We conclude with a series of challenges faced in achieving such pipelines and the limitations of the current approach. However, the steps for a complete, end-to-end solution involve further developing robust systems for building detection, rooftop recognition, and geometry generation and importing and visualizing data in the same 3D environment, highlighting a need for further research and development in this field.
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10.
  • Somanath, Sanjay, 1994, et al. (författare)
  • Towards Urban Digital Twins: A Workflow for Procedural Visualization Using Geospatial Data
  • 2024
  • Ingår i: Remote Sensing. - 2072-4292. ; 16:11
  • Tidskriftsartikel (refereegranskat)abstract
    • A key feature for urban digital twins (DTs) is an automatically generated detailed 3D representation of the built and unbuilt environment from aerial imagery, footprints, LiDAR, or a fusion of these. Such 3D models have applications in architecture, civil engineering, urban planning, construction, real estate, Geographical Information Systems (GIS), and many other areas. While the visualization of large-scale data in conjunction with the generated 3D models is often a recurring and resource-intensive task, an automated workflow is complex, requiring many steps to achieve a high-quality visualization. Methods for building reconstruction approaches have come a long way, from previously manual approaches to semi-automatic or automatic approaches. This paper aims to complement existing methods of 3D building generation. First, we present a literature review covering different options for procedural context generation and visualization methods, focusing on workflows and data pipelines. Next, we present a semi-automated workflow that extends the building reconstruction pipeline to include procedural context generation using Python and Unreal Engine. Finally, we propose a workflow for integrating various types of large-scale urban analysis data for visualization. We conclude with a series of challenges faced in achieving such pipelines and the limitations of the current approach. However, the steps for a complete, end-to-end solution involve further developing robust systems for building detection, rooftop recognition, and geometry generation and importing and visualizing data in the same 3D environment, highlighting a need for further research and development in this field.
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