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1.
  • Carlsson, Christer, et al. (författare)
  • The DIVE Laboratory
  • 1995
  • Ingår i: Presence - Teleoperators and Virtual Environments. - 1054-7460 .- 1531-3263. ; 4:4, s. 431-440
  • Tidskriftsartikel (refereegranskat)
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2.
  • Frecon, Emmanuel, et al. (författare)
  • An overview of the COVEN platform
  • 2001. - 3
  • Ingår i: Presence - Teleoperators and Virtual Environments. - : MIT Press - Journals. - 1054-7460 .- 1531-3263. ; 10, s. 109-127
  • Tidskriftsartikel (refereegranskat)abstract
    • A central aim of the COVEN project was to prototype large-scale applications of collaborative virtual environments (CVEs) that went beyond the existing state of the art. These applications were used in a series of real-scale networked trials that allowed us to gather many interesting human and technological results. To fulfil the technological and experimental goals of the project, we have modified an existing CVE platform: the DIVE (distributed interactive virtual environment) toolkit. In this paper, we present the different services and extensions that have been implemented within the platform during the four years of the project. Such a presentation will exemplify the different features that will have to be offered by next-generation CVE platforms. Implementation of the COVEN services has had implications at all levels of the platform: from a new networking layer through to mechanisms for high-level semantic modelling of applications.
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3.
  • Greenhalgh, Chris, et al. (författare)
  • Making networked virtual environments work
  • 2001. - 2
  • Ingår i: Presence - Teleoperators and Virtual Environments. - : MIT Press - Journals. - 1054-7460 .- 1531-3263. ; 10, s. 142-159
  • Tidskriftsartikel (refereegranskat)abstract
    • Collaborative virtual environments (CVEs) are a promising technology enabling remote participants to share a common place through three-dimensional graphical scenes. Within the COVEN project (Normand, 1999), we have run prolonged series of Internet trials that have allowed us to gather valuable data to formulate usability guidelines and networking requirements. However, running such trials in a real setting and making sure that the application and networking infrastructures will be stable enough is still a challenge. In this paper, we describe some of our experiences, together with the technical choices that have permitted many hours of successful Internet trials. We also make a thorough analysis of different correlated logging data. This analysis allows us to propose and confirm a model of a CVE application's network behaviour, together with a number of interesting results that disprove some common assumptions. Furthermore, we use the model and the logging data to highlight the benefits of IP multicasting and for predicting traffic behaviours and bandwidth use on top of different logical network topologies.
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4.
  • Heldal, Ilona, 1964, et al. (författare)
  • Successes and Failures in Copresent Situations
  • 2005
  • Ingår i: Presence - Teleoperators and Virtual Environments. - Cambridge, MA : MIT Press. - 1054-7460 .- 1531-3263. ; 14:5, s. 563-579
  • Tidskriftsartikel (refereegranskat)
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5.
  • Orlandini, Andrea, et al. (författare)
  • ExCITE Project : A Review of Forty-Two Months of Robotic Telepresence Technology
  • 2016
  • Ingår i: Presence - Teleoperators and Virtual Environments. - Cambridge, USA : MIT Press. - 1054-7460 .- 1531-3263. ; 25:3, s. 204-221
  • Tidskriftsartikel (refereegranskat)abstract
    • This article reports on the EU project ExCITE with specific focus on the technical development of the telepresence platform over a period of 42 months. The aim of the project was to assess the robustness and validity of the mobile robotic telepresence (MRP) system Giraff as a means to support elderly people and to foster their social interaction and participation. Embracing the idea of user-centered product refinement, the robot was tested over long periods of time in real homes. As such, the system development was driven by a strong involvement of elderly people and their caregivers but also by technical challenges associated with deploying the robot in real-world contexts. The results of the 42-months’ long evaluation is a system suitable for use in homes rather than a generic system suitable, for example, in office environments.
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6.
  • Ravaja, Niklas, et al. (författare)
  • Spatial presence and emotions during video game playing : Does it matter with whom you play?
  • 2006
  • Ingår i: Presence - Teleoperators and Virtual Environments. - : MIT Press - Journals. - 1054-7460 .- 1531-3263. ; 15:4, s. 381-392
  • Tidskriftsartikel (refereegranskat)abstract
    • The authors examined whether the nature of the opponent ( computer, friend, or stranger) influences spatial presence, emotional responses, and threat and challenge appraisals when playing video games. In a within- subjects design, participants played two different video games against a computer, a friend, and a stranger. In addition to self- report ratings, cardiac interbeat intervals ( IBIs) and facial electromyography ( EMG) were measured to index physiological arousal and emotional valence. When compared to playing against a computer, playing against another human elicited higher spatial presence, engagement, anticipated threat, post- game challenge appraisals, and physiological arousal, as well as more positively valenced emotional responses. In addition, playing against a friend elicited greater spatial presence, engagement, and self- reported and physiological arousal, as well as more positively valenced facial EMG responses, compared to playing against a stranger. The nature of the opponent influences spatial presence when playing video games, possibly through the mediating influence on arousal and attentional processes.
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7.
  • Sallnäs, Eva-Lotta (författare)
  • Effects of communication mode on social presence, virtual presence, and performance in collaborative virtual environments
  • 2005
  • Ingår i: Presence - Teleoperators and Virtual Environments. - Cambridge : MIT Press. - 1054-7460 .- 1531-3263. ; 14:4, s. 434-449
  • Tidskriftsartikel (refereegranskat)abstract
    • How does communication mode affect people's experience of social presence, presence, and performance, and how does it affect their actual collaboration in a virtual environment? In a first experiment, subjects communicated by text-chat, audio conference, or video conference in a desk-top collaborative virtual environment (CVE). Both perceived social presence and presence were shown to be lower in the text-chat condition than in the audio- and video-conference conditions. People spent a longer time performing a decision-making task together, spoke fewer words in total, and also spoke fewer words per second in the text-chat environment. Finally, more words per second were spoken in the audio-conference than in the video-conference condition. In a second experiment, collaboration in a CVE audio- and a CVE video condition was compared to collaboration in a Web audioconference and a Web video-conference condition. Results showed that presence was rated higher in the two video than in the two audio conditions and especially in the Web video condition. People spent more time in the video than in the audio conditions and more words per second were spoken in the Web than in the CVE conditions. In conclusion, it was found that both the communication media used and the environment in which collaboration takes place (CVE or Web) make a difference for how subjects experience interaction and for their communication behavior.
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8.
  • Smith, Cameron, et al. (författare)
  • Interaction strategies for an affective conversational agent
  • 2011
  • Ingår i: Presence: Teleoperations and Virtual Environments. - 1054-7460. ; 20:5, s. 395-411
  • Tidskriftsartikel (refereegranskat)abstract
    • The development of embodied conversational agents (ECA) as companions brings several challenges for both affective and conversational dialogue. These include challenges in generating appropriate affective responses, selecting the overall shape of the dialogue, providing prompt system response times, and handling interruptions. We present an implementation of such a companion showing the development of individual modules that attempt to address these challenges. Further, to resolve resulting conflicts, we present encompassing interaction strategies that attempt to balance the competing requirements along with dialogues from our working prototype to illustrate these interaction strategies in operation. Finally, we provide the results of an evaluation of the companion using an evaluation methodology created for conversational dialogue and including analysis using appropriateness annotation.
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9.
  • Sondell, Björn, et al. (författare)
  • Altered walking pattern in a virtual environment
  • 2005
  • Ingår i: Presence - Teleoperators and Virtual Environments. - Cambridge : MIT Press. - 1054-7460 .- 1531-3263. ; 14:2, s. 191-197
  • Tidskriftsartikel (refereegranskat)abstract
    • Falls and fractures among elderly persons constitute a major health problem. Many falls occur while walking and falls that occur during turning often result in a fracture. Methods aimed at understanding the complex mechanisms involved in walking should therefore assess tested individuals during walks and turns. In order to identify persons at risk and take the correct preventive measures, it is important to find methods that quantify movements as the tested persons are processing multisensory input. In a clinical setting this is sometimes difficult to achieve in a controlled manner, since tests are difficult to set exactly the same from one time to another. Using a virtual environment (VE) and a tracker system, conditions such as light, sound, events, body movements, and room size can be controlled and measured. Tests in VE can therefore be identically reproduced over and over again to evaluate if a person can withstand changing outer demands at any given moment. In order to perform quantitative measures 8 persons (21-74 years) were tested in immersive virtual reality. The VE was a corridor in which expected and unexpected events could be produced. Events studied were doors swinging open in front of the subjects during a walk and a virtual tilting of the environment. Trackers were used for collecting and analyzing the movement data. Our results show that the system was well tolerated among the subjects and that there was a clear tendency that the system could generate fall tendency among the subjects. There was also a difference among the subjects regarding walking strategies when subjected to the various events.
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10.
  • Szita, Kata, et al. (författare)
  • The effects of cinematic virtual reality on viewing experience and the recollection of narrative elements
  • 2021
  • Ingår i: PRESENCE: Virtual and Augmented Reality. - 1054-7460. ; 27:4, s. 410-425
  • Tidskriftsartikel (refereegranskat)abstract
    • Cinematic vir tual reality offers 360-degree moving image experiences that engage a viewer’s body as its position defines the momentary perspective over the surrounding simulated space. While a 360-degree narrative space has been demonstrated to provide highly immersive experiences, it may also affect information intake and the recollection of narrative events. The present study hypothesizes that the immersive quality of cinematic VR induces a viewer’s first-person perspective in observing a narrative in contrast to a camera perspective. A first-person perspective is associated with increase in emotional engagement, sensation of presence, and a more vivid and accurate recollection of information. To determine these effects, we measured viewing experiences, memory characteristics, and recollection accuracy of par ticipants watching an animated movie either using a VR headset or a stationary screen. The comparison revealed that VR viewers experience a higher level of presence in the displayed environment than screen viewers and that their memories of the movie are more vivid, evoke stronger emotions, and are more likely to be recalled from a first-person perspective. Yet, VR par ticipants can recall fewer details than screen viewers. Overall, these results show that while cinematic vir tual reality viewing involves more immersive and intense experiences, the 360-degree composition can negatively impact comprehension and recollection.
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