Current Search: Virtual Reality (x)
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- Title
- EXPLORING ADDITIONAL FACTORS OF PRESENCE.
- Creator
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Chertoff, Dustin, Goldiez, Brian, University of Central Florida
- Abstract / Description
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One of the oft cited reasons for virtual environments is that they provide experiences with places one would never be able to visit and to perform tasks that would otherwise be dangerous, or inaccessible. The ability to become transported to another environment, such that you think you are "there," is known as presence. Existing presence literature focuses largely on the sensory aspects of virtual environment experiences. However, there is more to experience than what is sensed. This...
Show moreOne of the oft cited reasons for virtual environments is that they provide experiences with places one would never be able to visit and to perform tasks that would otherwise be dangerous, or inaccessible. The ability to become transported to another environment, such that you think you are "there," is known as presence. Existing presence literature focuses largely on the sensory aspects of virtual environment experiences. However, there is more to experience than what is sensed. This dissertation investigates the theoretical components of holistic experiences in virtual environments. In order to explore the relationship between experiential design and presence, a new evaluation tool was needed. This ultimately led to the development of the Virtual Experience Test. To validate the Virtual Experience Test, an experiment was designed that utilized subjective evaluations regarding game-play in the commercial game Mirror's Edge. Measures of experiential design, flow, and presence were taken and the relationships between the measures analyzed. The results of this research showed that environments utilizing holistic designs result in significantly higher presence. Furthermore, this study produced a validated measure of holistic experience that designers could use to evaluate their virtual environments.
Show less - Date Issued
- 2009
- Identifier
- CFE0002779, ucf:48133
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002779
- Title
- THE DEVELOPMENT OF A DISMOUNTED INFANTRY EMBEDDED TRAINER WITH AN INTELLIGENT TUTOR SYSTEM.
- Creator
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Sims, Jason, Kincaid, Peter, University of Central Florida
- Abstract / Description
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The dismounted infantry system is a man wearable system with intelligent tutoring tool used to assess training. The tasks used to assess training for the intelligent tutoring were: (1) move as a member of a fireteam, (2) enter and clear a room, and (3) report battlefield information. The soldier wearing the simulation system acts as a member of a fireteam to conduct a virtual mission. The soldier's teammates are computer generated entities to conduct the mission. Soldiers were surveyed on the...
Show moreThe dismounted infantry system is a man wearable system with intelligent tutoring tool used to assess training. The tasks used to assess training for the intelligent tutoring were: (1) move as a member of a fireteam, (2) enter and clear a room, and (3) report battlefield information. The soldier wearing the simulation system acts as a member of a fireteam to conduct a virtual mission. The soldier's teammates are computer generated entities to conduct the mission. Soldiers were surveyed on the tasks assessed as well as the features of the system. Soldiers were also surveyed on tasks they felt needed to be added to the tutoring functions of the system. The intelligent tutor system and training in virtual reality was generally accepted by the participants. The general consensus was the technology needed additional refinement to provide a better training environment. Most felt that working with Semi-Automated Forces (SAF) entities made the scenario more difficult to execute. The parameters established for successful completion of the movement and reporting tasks were too strict and hindered the experience for the participant. Locomotion is another aspect that deserves further research. Moving the locomotion controls to the feet would free the soldier from having to accomplish multiple tasks with only two hands. Future research should concentrate on locomotion methods and controls, as well as only using human participants for all unit members.
Show less - Date Issued
- 2006
- Identifier
- CFE0000986, ucf:46717
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000986
- Title
- THE ROLE OF EXPECTATIONS IN THE PERCEIVED USEFULNESS AND ACCEPTANCE OF VIRTUAL REALITY AS A PREVENTATIVE TECHNIQUE FOR POST-TRAUMATIC STRESS DISORDER.
- Creator
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Kreutzer, Christine, Bowers, Clint, University of Central Florida
- Abstract / Description
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Expectancy theory is based on the subjective probability (expectancy) and projected value (valence). Based on this notion, an individual chooses his or her behaviors based on the interaction between the valences perceived to be associated with the outcomes, and the appraisal of the probability of that behavior resulting in those outcomes. Expectancies have been found to be predictive of many outcomes, such as treatment outcomes, behavioral change, and training reactions. The goal of the...
Show moreExpectancy theory is based on the subjective probability (expectancy) and projected value (valence). Based on this notion, an individual chooses his or her behaviors based on the interaction between the valences perceived to be associated with the outcomes, and the appraisal of the probability of that behavior resulting in those outcomes. Expectancies have been found to be predictive of many outcomes, such as treatment outcomes, behavioral change, and training reactions. The goal of the present study is to empirically investigate this issue within the mental health field. While virtual reality appears to be a promising preventative technique for post-traumatic stress disorder, the literature has not yet accounted for expectations and their influence on reactions. More specifically, it is unknown how expectancies influence reactions. Therefore, this study examines videogame self-efficacy as a mechanism through which expectations influence reactions. In the present study 60 participants completed an expectancy scale, VGSE scale, played a serious game designed to prepare soldiers for the psychological challenges associated with deployment, and completed a reactions survey. A mediation analysis was conducted to examine if videogame self-efficacy is a mechanism through which expectations predict reactions. Analyses revealed that videogame self-efficacy partially mediated the relationship between expectancies and reactions.
Show less - Date Issued
- 2013
- Identifier
- CFH0004523, ucf:45189
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004523
- Title
- BEHAVIORAL RESPONSE TO ENDOGENOUS RISK IN THE LABORATORY.
- Creator
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Sen, Shabori, Harrison, Glenn, University of Central Florida
- Abstract / Description
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Risk is endogenous when an individual is able to undertake mitigation or self protection actions that reduce the risk that he faces. Most risky environments studied in economics involve endogenous risk. This dissertation studies the conceptual and behavioral implications of introducing endogeneity in the controlled environment of the laboratory. The dissertation consists of three different experiments designed to examine how endogeneity affects risk attitudes and risk perceptions in simple...
Show moreRisk is endogenous when an individual is able to undertake mitigation or self protection actions that reduce the risk that he faces. Most risky environments studied in economics involve endogenous risk. This dissertation studies the conceptual and behavioral implications of introducing endogeneity in the controlled environment of the laboratory. The dissertation consists of three different experiments designed to examine how endogeneity affects risk attitudes and risk perceptions in simple experimental set ups. All three experiments employ a virtual reality scenario where the subject is able to form his own beliefs, based on naturalistic cues provided by the virtual reality experience. In the first experiment, a ÃÂ"short runÃÂ" individual experiment, subjects experience several forest fires that allow them to form beliefs about the probability of a house in the simulated forest being destroyed by fire. The evidence suggests that endogenous risk settings do cause subjects to employ different subjective beliefs than they use in an exogenous risk setting, although risk attitudes appear stable across these settings. Typically, the risk of natural disaster in any area is very small, and an adverse event like a forest fire occurs only once in a couple of decades. This has implications for self-protection expenditure where risk is endogenous. A ÃÂ"long runÃÂ" individual experiment with several rounds of decision making allows the estimation of subjective beliefs about the risk of the property burning when a fire may occur. This design allows for the study of the effect of an actual experience of forest fire on a subjectÃÂ's beliefs. Several mitigation options are collective in nature and require group contributions for the self-protection action to be provided. In an extension of the long run design, we study the effect of an actual experience of fire on beliefs when the risk is faced by a group rather than an individual. This framework also allows us to compare behavior in a public goods game involving risk, with the standard public goods game.
Show less - Date Issued
- 2010
- Identifier
- CFE0003315, ucf:48485
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003315
- Title
- Personalized Digital Body: Enhancing Body Ownership and Spatial Presence in Virtual Reality.
- Creator
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Jung, Sungchul, Hughes, Charles, Foroosh, Hassan, Wisniewski, Pamela, Bruder, Gerd, Sandor, Christian, University of Central Florida
- Abstract / Description
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person's sense of acceptance of a virtual body as his or her own is generally called virtual body ownership (VBOI). Having such a mental model of one's own body transferred to a virtual human surrogate is known to play a critical role in one's sense of presence in a virtual environment. Our focus in this dissertation is on top-down processing based on visual perception in both the visuomotor and the visuotactile domains, using visually personalized body cues. The visual cues we study here...
Show moreperson's sense of acceptance of a virtual body as his or her own is generally called virtual body ownership (VBOI). Having such a mental model of one's own body transferred to a virtual human surrogate is known to play a critical role in one's sense of presence in a virtual environment. Our focus in this dissertation is on top-down processing based on visual perception in both the visuomotor and the visuotactile domains, using visually personalized body cues. The visual cues we study here range from ones that we refer to as direct and others that we classify as indirect. Direct cues are associated with body parts that play a central role in the task we are performing. Such parts typically dominate a person's foveal view and will include one or both of their hands. Indirect body cues come from body parts that are normally seen in our peripheral view, e.g., legs and torso, and that are often observed through some mediation and are not directly associated with the current task.This dissertation studies how and to what degree direct and indirect cues affect a person's sense of VBOI for which they are receiving direct and, sometimes, inaccurate cues, and to investigate the relationship between enhanced virtual body ownership and task performance. Our experiments support the importance of a personalized representation, even for indirect cues. Additionally, we studied gradual versus instantaneous transition between one's own body and a virtual surrogate body, and between one's real-world environment and a virtual environment. We demonstrate that gradual transition has a significant influence on virtual body ownership and presence. In a follow-on study, we increase fidelity by using a personalized hand. Here, we demonstrate that a personalized hand significantly improves dominant visual illusions, resulting in more accurate perception of virtual object sizes.
Show less - Date Issued
- 2018
- Identifier
- CFE0007024, ucf:52033
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007024
- Title
- TRAINING WAYFINDING: NATURAL MOVEMENT IN MIXED REALITY.
- Creator
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Savage, Ruthann, Gilson, Richard, University of Central Florida
- Abstract / Description
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The Army needs a distributed training environment that can be accessed whenever and wherever required for training and mission rehearsal. This paper describes an exploratory experiment designed to investigate the effectiveness of a prototype of such a system in training a navigation task. A wearable computer, acoustic tracking system, and see-through head mounted display (HMD) were used to wirelessly track users' head position and orientation while presenting a graphic representation of...
Show moreThe Army needs a distributed training environment that can be accessed whenever and wherever required for training and mission rehearsal. This paper describes an exploratory experiment designed to investigate the effectiveness of a prototype of such a system in training a navigation task. A wearable computer, acoustic tracking system, and see-through head mounted display (HMD) were used to wirelessly track users' head position and orientation while presenting a graphic representation of their virtual surroundings, through which the user walked using natural movement. As previous studies have shown that virtual environments can be used to train navigation, the ability to add natural movement to a type of virtual environment may enhance that training, based on the proprioceptive feedback gained by walking through the environment. Sixty participants were randomly assigned to one of three conditions: route drawing on printed floor plan, rehearsal in the actual facility, and rehearsal in a mixed reality (MR) environment. Participants, divided equally between male and female in each group, studied verbal directions of route, then performed three rehearsals of the route, with those in the map condition drawing it onto three separate printed floor plans, those in the practice condition walking through the actual facility, and participants in the MR condition walking through a three dimensional virtual environment, with landmarks, waypoints and virtual footprints. A scaling factor was used, with each step in the MR environment equal to three steps in the real environment, with the MR environment also broken into "tiles", like pages in an atlas, through which participant progressed, entering each tile in succession until they completed the entire route. Transfer of training testing that consisted of a timed traversal of the route through the actual facility showed a significant difference in route knowledge based on the total time to complete the route, and the number of errors committed while doing so, with "walkers" performing better than participants in the paper map or MR condition, although the effect was weak. Survey knowledge showed little difference among the three rehearsal conditions. Three standardized tests of spatial abilities did not correlate with route traversal time, or errors, or with 3 of the 4 orientation localization tasks. Within the MR rehearsal condition there was a clear performance improvement over the three rehearsal trials as measured by the time required to complete the route in the MR environment which was accepted as an indication that learning occurred. As measured using the Simulator Sickness Questionnaire, there were no incidents of simulator sickness in the MR environment. Rehearsal in the actual facility was the most effective training condition; however, it is often not an acceptable form of rehearsal given an inaccessible or hostile environment. Performance between participants in the other two conditions were indistinguishable, pointing toward continued experimentation that should include the combined effect of paper map rehearsal with mixed reality, especially as it is likely to be the more realistic case for mission rehearsal, since there is no indication that maps should be eliminated. To walk through the environment beforehand can enhance the Soldiers' understanding of their surroundings, as was evident through the comments from participants as they moved from MR to the actual space: "This looks like I was just here", and "There's that pole I kept having trouble with". Such comments lead one to believe that this is a tool to continue to explore and apply. While additional research on the scaling and tiling factors is likely warranted, to determine if the effect can be applied to other environments or tasks, it should be pointed out that this is not a new task for most adults who have interacted with maps, where a scaling factor of 1 to 15,000 is common in orienteering maps, and 1 to 25,000 in military maps. Rehearsal time spent in the MR condition varied widely, some of which could be blamed on an issue referred to as "avatar excursions", a system anomaly that should be addressed in future research. The proprioceptive feedback in MR was expected to positively impact performance scores. It is very likely that proprioceptive feedback is what led to the lack of simulator sickness among these participants. The design of the HMD may have aided in the minimal reported symptoms as it allowed participants some peripheral vision that provided orientation cues as to their body position and movement. Future research might include a direct comparison between this MR, and a virtual environment system through which users move by manipulating an input device such as a mouse or joystick, while physically remaining stationary. The exploration and confirmation of the training capabilities of MR as is an important step in the development and application of the system to the U.S. Army training mission. This experiment was designed to examine one potential training area in a small controlled environment, which can be used as the foundation for experimentation with more complex tasks such as wayfinding through an urban environment, and or in direct comparison to more established virtual environments to determine strengths, as well as areas for improvement, to make MR as an effective addition to the Army training mission.
Show less - Date Issued
- 2006
- Identifier
- CFE0001288, ucf:46917
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001288
- Title
- THE EFFECTS OF ALCOHOL BASED CUES: VIRTUAL REALITY VERSUS GUIDED IMAGERY.
- Creator
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Labriola, Nicole, Cassisi, Jeffrey, University of Central Florida
- Abstract / Description
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The use of Virtual Reality (VR) and Imagery have been utilized in psychological practices and treatment. VR has recently been the focus of research with treatments for post traumatic stress disorder, substance abuse, and phobias, among other social and behavioral issues. VR allows the researcher to create realistic controlled environments in which they are able to manipulate the experiment. Imagery permits the individual to imagine and recall scenarios from their past in order to create a...
Show moreThe use of Virtual Reality (VR) and Imagery have been utilized in psychological practices and treatment. VR has recently been the focus of research with treatments for post traumatic stress disorder, substance abuse, and phobias, among other social and behavioral issues. VR allows the researcher to create realistic controlled environments in which they are able to manipulate the experiment. Imagery permits the individual to imagine and recall scenarios from their past in order to create a more personal environment. This experiment aimed to expand upon VR practices and treatment in regards to alcohol research. In this experiment, 70 participants, 39 females and 31 males, were exposed to two VR alcohol and two Imagery alcohol cue environments. Subject craving and psychophysiological measures were taken across all four scenes and all baselines. Overall, craving measures demonstrated that female nondrinkers developed higher cravings during Imagery. Conversely, male social drinkers demonstrated higher cravings during VR. This study supports the use of VR environments in the study of alcohol cue reactivity.
Show less - Date Issued
- 2011
- Identifier
- CFH0003813, ucf:44723
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0003813
- Title
- Odorants, memory, and presence in warfighters: Do the scents of war matter?.
- Creator
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Munyan, Benson, Neer, Sandra, Beidel, Deborah, Jentsch, Florian, Joseph, Dana, University of Central Florida
- Abstract / Description
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Background: Exposure therapy (EXP) is a first-line intervention for combat-related PTSD. EXP works by repeatedly exposing the patient to the feared stimuli, situation, or physical sensations in the absence of actual danger until the stimuli no longer evoke maladaptive responses. Over the past decade, multiple technologies have been introduced to augment the EXP process by presenting multi-sensory cues (e.g., sights, smells, sounds) to increase patients' sense of presence. Exploratory research...
Show moreBackground: Exposure therapy (EXP) is a first-line intervention for combat-related PTSD. EXP works by repeatedly exposing the patient to the feared stimuli, situation, or physical sensations in the absence of actual danger until the stimuli no longer evoke maladaptive responses. Over the past decade, multiple technologies have been introduced to augment the EXP process by presenting multi-sensory cues (e.g., sights, smells, sounds) to increase patients' sense of presence. Exploratory research has only broadly examined the effect of odorants on the patient's sense of presence during simulated exposure tasks. This study hypothesized that those with autobiographical memories similar to the virtual environment (VE) and those who received odorants would report experiencing more presence than experimental controls. Methods: 61 veterans and civilian subjects were randomized and asked to participate in a virtual environment simulating a routine OIF/OEF/OND convoy. The effects of odorants and autobiographical memory on presence were assessed via electrodermal activity, respiration, heart rate variability, and self-report measures. Results: Odorants did not significantly influence presence. A relationship between military experience and presence, HRV, and realism was observed. Conclusion: Odorants did not have a statistically significant effect on presence while engaged in a simulated exposure task, which was inconsistent with previous research. The rationale for these findings and recommendations for future research are made.
Show less - Date Issued
- 2018
- Identifier
- CFE0007060, ucf:51999
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007060
- Title
- If a Virtual Tree Falls in a Simulated Forest, is the Sound Restorative? An Examination of the Role of Level of Immersion in the Restorative Capacity of Virtual Nature Environments.
- Creator
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Michaelis, Jessica, Smither, Janan, Mcconnell, Daniel, Beidel, Deborah, Harris, Paul, University of Central Florida
- Abstract / Description
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Stress and cognitive fatigue have become a pervasive problem, especially in Western society. Stress and cognitive fatigue can have deleterious effects not only on performance, but also on one's physical and mental health. This dissertation presents a study in which the aim is to investigate the effects of virtual nature on stress reduction and cognitive restoration. Specifically, this study assessed the effects of Immersion (Non-immersive, Semi-immersive, Fully-immersive) and Exploration ...
Show moreStress and cognitive fatigue have become a pervasive problem, especially in Western society. Stress and cognitive fatigue can have deleterious effects not only on performance, but also on one's physical and mental health. This dissertation presents a study in which the aim is to investigate the effects of virtual nature on stress reduction and cognitive restoration. Specifically, this study assessed the effects of Immersion (Non-immersive, Semi-immersive, Fully-immersive) and Exploration (Passive vs Active) on stress reduction and cognitive restoration. Additionally, restoration from the most effective virtual nature environment was compared to that of taking an active coloring break. Eighty-three university students with normal color vision, depth perception and good visual acuity participated in this study. The overall findings of the study suggest that virtual nature is able to reduce stress and anxiety, generally the more immersive and interactive the better. Moreover, though both the those in the passive VR nature condition and those in the coloring condition reported a reduction in stress, only those in the passive VR nature condition exhibited the physiological changes indicative of stress reduction.
Show less - Date Issued
- 2019
- Identifier
- CFE0007687, ucf:52516
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007687
- Title
- Do Olfactory Stimuli Increase Presence During Exposure Tasks: A Comparative Study.
- Creator
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Munyan, Benson, Neer, Sandra, Beidel, Deborah, Jentsch, Florian, University of Central Florida
- Abstract / Description
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Exposure therapy (ET) is an extensively studied and supported treatment for anxiety and trauma-related disorders. ET works by exposing the patient to the feared object or situation without any danger in order to overcome the related anxiety. Over the past few years, various technologies including head-mounted displays (HMDs), scent machines, and headphones have been used to augment the exposure therapy process by presenting multi-sensory cues (e.g., sights, smells, sounds) to increase the...
Show moreExposure therapy (ET) is an extensively studied and supported treatment for anxiety and trauma-related disorders. ET works by exposing the patient to the feared object or situation without any danger in order to overcome the related anxiety. Over the past few years, various technologies including head-mounted displays (HMDs), scent machines, and headphones have been used to augment the exposure therapy process by presenting multi-sensory cues (e.g., sights, smells, sounds) to increase the patient's sense of presence. While studies have shown that scents can elicit emotionally charged memories, no prior research could be identified that examined the effect of olfactory stimuli upon the patient's sense of presence during exposure tasks. In this study, the effect of olfactory stimuli on subject's sense of presence was assessed via psychophysiological response (electrodermal activity), visual scanning, and self-report measures. Linear Mixed Modeling showed relationships between olfactory stimuli and presence ratings as well as self-reported anxiety levels, but not visual scanning or physiological arousal. Recommendations were made for continued research in the union of olfactory stimuli, presence, and exposure therapy.
Show less - Date Issued
- 2015
- Identifier
- CFE0005850, ucf:50931
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005850
- Title
- PREDICTORS OF PRESENCE IN VIRTUAL REALITY.
- Creator
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Sollins, Brandon, Beidel , Deborah, University of Central Florida
- Abstract / Description
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The subjective experience of presence is considered to be important in the treatment of anxiety disorders using virtual reality. Presence can be defined as a psychological phenomenon through which one's cognitive processes are oriented towards another world. Most of the research on presence has focused on the roles of technological factors influencing presence, while the number of studies focusing on the personality and physiological predictors are far fewer. Thus, the present study examined...
Show moreThe subjective experience of presence is considered to be important in the treatment of anxiety disorders using virtual reality. Presence can be defined as a psychological phenomenon through which one's cognitive processes are oriented towards another world. Most of the research on presence has focused on the roles of technological factors influencing presence, while the number of studies focusing on the personality and physiological predictors are far fewer. Thus, the present study examined the relationship between various personality variables and presence, along with physiological correlates of presence when engaged in a virtual environment. The Presence Questionnaire, to determine their experience of presence, and a small battery of personality-related questionnaires were administered to 70 young adults who participated in 3 different virtual reality scenarios. Participants' physiological responses were recorded in the form of heart rate, galvanic skin levels, and galvanic skin responses were assessed as were urges to drink (craving). Data analysis showed that expectations, levels of craving, and drinking history played a significant role in the experience of presence.
Show less - Date Issued
- 2011
- Identifier
- CFH0003794, ucf:44754
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0003794
- Title
- Mediated Physicality: Inducing Illusory Physicality of Virtual Humans via Their Interactions with Physical Objects.
- Creator
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Lee, Myungho, Welch, Gregory, Wisniewski, Pamela, Hughes, Charles, Bruder, Gerd, Wiegand, Rudolf, University of Central Florida
- Abstract / Description
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The term virtual human (VH) generally refers to a human-like entity comprised of computer graphics and/or physical body. In the associated research literature, a VH can be further classified as an avatar(-)a human-controlled VH, or an agent(-)a computer-controlled VH. Because of the resemblance with humans, people naturally distinguish them from non-human objects, and often treat them in ways similar to real humans. Sometimes people develop a sense of co-presence or social presence with the...
Show moreThe term virtual human (VH) generally refers to a human-like entity comprised of computer graphics and/or physical body. In the associated research literature, a VH can be further classified as an avatar(-)a human-controlled VH, or an agent(-)a computer-controlled VH. Because of the resemblance with humans, people naturally distinguish them from non-human objects, and often treat them in ways similar to real humans. Sometimes people develop a sense of co-presence or social presence with the VH(-)a phenomenon that is often exploited for training simulations where the VH assumes the role of a human. Prior research associated with VHs has primarily focused on the realism of various visual traits, e.g., appearance, shape, and gestures. However, our sense of the presence of other humans is also affected by other physical sensations conveyed through nearby space or physical objects. For example, we humans can perceive the presence of other individuals via the sound or tactile sensation of approaching footsteps, or by the presence of complementary or opposing forces when carrying a physical box with another person. In my research, I exploit the fact that these sensations, when correlated with events in the shared space, affect one's feeling of social/co-presence with another person. In this dissertation, I introduce novel methods for utilizing direct and indirect physical-virtual interactions with VHs to increase the sense of social/co-presence with the VHs(-)an approach I refer to as mediated physicality. I present results from controlled user studies, in various virtual environment settings, that support the idea that mediated physicality can increase a user's sense of social/co-presence with the VH, and/or induced realistic social behavior. I discuss relationships to prior research, possible explanations for my findings, and areas for future research.
Show less - Date Issued
- 2019
- Identifier
- CFE0007485, ucf:52687
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007485
- Title
- CONFORMAL TRACKING FOR VIRTUAL ENVIRONMENTS.
- Creator
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Davis, Jr., Larry Dennis, Rolland, Jannick P., University of Central Florida
- Abstract / Description
-
A virtual environment is a set of surroundings that appears to exist to a user through sensory stimuli provided by a computer. By virtual environment, we mean to include environments supporting the full range from VR to pure reality. A necessity for virtual environments is knowledge of the location of objects in the environment. This is referred to as the tracking problem, which points to the need for accurate and precise tracking in virtual environments.Marker-based tracking is a technique...
Show moreA virtual environment is a set of surroundings that appears to exist to a user through sensory stimuli provided by a computer. By virtual environment, we mean to include environments supporting the full range from VR to pure reality. A necessity for virtual environments is knowledge of the location of objects in the environment. This is referred to as the tracking problem, which points to the need for accurate and precise tracking in virtual environments.Marker-based tracking is a technique which employs fiduciary marks to determine the pose of a tracked object. A collection of markers arranged in a rigid configuration is called a tracking probe. The performance of marker-based tracking systems depends upon the fidelity of the pose estimates provided by tracking probes.The realization that tracking performance is linked to probe performance necessitates investigation into the design of tracking probes for proponents of marker-based tracking. The challenges involved with probe design include prediction of the accuracy and precision of a tracking probe, the creation of arbitrarily-shaped tracking probes, and the assessment of the newly created probes.To address these issues, we present a pioneer framework for designing conformal tracking probes. Conformal in this work means to adapt to the shape of the tracked objects and to the environmental constraints. As part of the framework, the accuracy in position and orientation of a given probe may be predicted given the system noise. The framework is a methodology for designing tracking probes based upon performance goals and environmental constraints. After presenting the conformal tracking framework, the elements used for completing the steps of the framework are discussed. We start with the application of optimization methods for determining the probe geometry. Two overall methods for mapping markers on tracking probes are presented, the Intermediary Algorithm and the Viewpoints Algorithm.Next, we examine the method used for pose estimation and present a mathematical model of error propagation used for predicting probe performance in pose estimation. The model uses a first-order error propagation, perturbing the simulated marker locations with Gaussian noise. The marker locations with error are then traced through the pose estimation process and the effects of the noise are analyzed. Moreover, the effects of changing the probe size or the number of markers are discussed.Finally, the conformal tracking framework is validated experimentally. The assessment methods are divided into simulation and post-fabrication methods. Under simulation, we discuss testing of the performance of each probe design. Then, post-fabrication assessment is performed, including accuracy measurements in orientation and position. The framework is validated with four tracking probes. The first probe is a six-marker planar probe. The predicted accuracy of the probe was 0.06 deg and the measured accuracy was 0.083 plus/minus 0.015 deg. The second probe was a pair of concentric, planar tracking probes mounted together. The smaller probe had a predicted accuracy of 0.206 deg and a measured accuracy of 0.282 plus/minus 0.03 deg. The larger probe had a predicted accuracy of 0.039 deg and a measured accuracy of 0.017 plus/minus 0.02 deg. The third tracking probe was a semi-spherical head tracking probe. The predicted accuracy in orientation and position was 0.54 plus/minus 0.24 deg and 0.24 plus/minus 0.1 mm, respectively. The experimental accuracy in orientation and position was 0.60 plus/minus 0.03 deg and 0.225 plus/minus 0.05 mm, respectively. The last probe was an integrated, head-mounted display probe, created using the conformal design process. The predicted accuracy of this probe was 0.032 plus/minus 0.02 degrees in orientation and 0.14 plus/minus 0.08 mm in position. The measured accuracy of the probe was 0.028 plus/minus 0.01 degrees in orientation and 0.11 plus/minus 0.01 mm in position
Show less - Date Issued
- 2004
- Identifier
- CFE0000058, ucf:52856
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000058
- Title
- DYNAMIC SHARED STATE MAINTENANCE IN DISTRIBUTED VIRTUAL ENVIRONMENTS.
- Creator
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Hamza-Lup, Felix George, Hughes, Charles, University of Central Florida
- Abstract / Description
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Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. In a distributed interactive VE the dynamic shared state represents the changing information that multiple machines must maintain about the shared virtual...
Show moreAdvances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. In a distributed interactive VE the dynamic shared state represents the changing information that multiple machines must maintain about the shared virtual components. One of the challenges in such environments is maintaining a consistent view of the dynamic shared state in the presence of inevitable network latency and jitter. A consistent view of the shared scene will significantly increase the sense of presence among participants and facilitate their interactive collaboration. The purpose of this work is to address the problem of latency in distributed interactive VE and to develop a conceptual model for consistency maintenance in these environments based on the participant interaction model.A review of the literature illustrates that the techniques for consistency maintenance in distributed Virtual Reality (VR) environments can be roughly grouped into three categories: centralized information management, prediction through dead reckoning algorithms, and frequent state regeneration. Additional resource management methods can be applied across these techniques for shared state consistency improvement. Some of these techniques are related to the systems infrastructure, others are related to the human nature of the participants (e.g., human perceptual limitations, area of interest management, and visual and temporal perception).An area that needs to be explored is the relationship between the dynamic shared state and the interaction with the virtual entities present in the shared scene. Mixed Reality (MR) and VR environments must bring the human participant interaction into the loop through a wide range of electronic motion sensors, and haptic devices. Part of the work presented here defines a novel criterion for categorization of distributed interactive VE and introduces, as well as analyzes, an adaptive synchronization algorithm for consistency maintenance in such environments. As part of the work, a distributed interactive Augmented Reality (AR) testbed and the algorithm implementation details are presented. Currently the testbed is part of several research efforts at the Optical Diagnostics and Applications Laboratory including 3D visualization applications using custom built head-mounted displays (HMDs) with optical motion tracking and a medical training prototype for endotracheal intubation and medical prognostics. An objective method using quaternion calculus is applied for the algorithm assessment. In spite of significant network latency, results show that the dynamic shared state can be maintained consistent at multiple remotely located sites. In further consideration of the latency problems and in the light of the current trends in interactive distributed VE applications, we propose a hybrid distributed system architecture for sensor-based distributed VE that has the potential to improve the system real-time behavior and scalability.
Show less - Date Issued
- 2004
- Identifier
- CFE0000096, ucf:46152
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000096
- Title
- Virtual Reality Technology and Customer Delight in Theme Parks: The Role of Experience Quality.
- Creator
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Jia, Chenge, Okumus, Fevzi, Fu, Xiaoxiao, Milman, Ady, Van Niekerk, Mathilda, Ozturk, Ahmet, University of Central Florida
- Abstract / Description
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With the rapid development of Virtual Reality (VR) technology, theme park companies are eager to apply VR technology to their attractions. Operating as highly hedonic consumption businesses, theme parks need to make sure that they offer unique and memorable experiences to customers in order to enhance their competitive advantages. However, empirical data is needed to understand whether and how VR technology will enhance visitors' experiences, including the quality of their experience,...
Show moreWith the rapid development of Virtual Reality (VR) technology, theme park companies are eager to apply VR technology to their attractions. Operating as highly hedonic consumption businesses, theme parks need to make sure that they offer unique and memorable experiences to customers in order to enhance their competitive advantages. However, empirical data is needed to understand whether and how VR technology will enhance visitors' experiences, including the quality of their experience, customer delight, and customer loyalty. Therefore, this study aims to examine how VR influences visitor's theme park experience quality, customer delight, and customer loyalty. Based on an in-depth literature review, a research model and hypotheses were developed. Through a self-administered questionnaire, empirical data was collected from theme park visitors who have experienced VR attractions during the past three months. According to the results of the study, the hedonism factor is the most important antecedent of customer delight, which in turn stimulates customer loyalty. Additionally, customer loyalty toward the VR attraction shows positively and partially mediated effects between customer delight and customer loyalty toward the theme park that contains the VR attraction. The study contributes to the empirical study of VR technology application and the concept of customer delight in the entertainment sector of the tourism industry. This study also suggests that theme park operators should emphasize offering a hedonic experience to customers. Suggestions for future research are also provided.
Show less - Date Issued
- 2018
- Identifier
- CFE0007404, ucf:52071
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007404
- Title
- Mixed Reality Experiences in the M.Ed. Educational Leadership Program: Student Perceptions.
- Creator
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Buckridge, Hilary, Taylor, Rosemarye, Doherty, Walter, Baldwin, Lee, Olan, Elsie, Mitchell, Paul, University of Central Florida
- Abstract / Description
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The purpose of the study was to ascertain the perception of students in the M.Ed. in Educational Leadership program of mixed reality experiences using TeachLivE(TM) in preparation for the challenges of school leadership. Specifically, the study analyzed the use of mixed reality virtual practice with immediate coaching and feedback in the preparation of educational leadership masters' level students before they engaged in real time communications with parents and teachers. The study...
Show moreThe purpose of the study was to ascertain the perception of students in the M.Ed. in Educational Leadership program of mixed reality experiences using TeachLivE(TM) in preparation for the challenges of school leadership. Specifically, the study analyzed the use of mixed reality virtual practice with immediate coaching and feedback in the preparation of educational leadership masters' level students before they engaged in real time communications with parents and teachers. The study encapsulates the perceptions of the master's degree in educational leadership students through the following research questions: (a) To what extent, if any, do Educational Leadership M.Ed. students believe the TeachLivE(TM) parent conference and teacher post observation conference simulation experiences to be helpful in developing their communications skills with parents and teachers? (b) To what extent, if at all, do Educational Leadership M.Ed. students believe the TeachLivE(TM) coaching feedback was helpful in developing their communications skills with parents and teachers? (c) To what extent do student reflections of the TeachLivE(TM) experience indicate it is beneficial in increasing skill in communicating with parents and teachers immediately following the mixed reality simulation? (d) To what extent do Educational Leadership M.Ed. students perceive the TeachLivE(TM) experience to be beneficial in influencing leadership behaviors as they relate to communication with parents and teachers at the end of the second semester administrative internship?Students from the college of education in a large university participated in the study (N = 141). Results show a high-perceived value of the simulation experience and the coaching and feedback in the development of administrative conferencing and communication skills. Descriptive statistics used to answer the research questions show the highest mean for the perceived value of the coaching and feedback, close to (")strongly agree("), from parent conference participants (M = 4.86), followed by teacher conference participants (M = 4.76).Responses for the simulation being beneficial from parent conference participants were also high (M = 4.71), close to (")strongly agree(") and from the teacher conference participants between agree and (")strongly agree(") (4.59). The perceptions of the simulation being realistic practice were between (")agree(") and (")strongly agree(") with parent conference were (M = 4.63) and teacher conferences (M = 4.46).The participant perceptions for the simulation being helpful in building confidence in communication skills was between (")agree(") and (")strongly agree(") for the parent conference (M = 4.41) and close to (")agree(") for the teacher conference (M = 4.14).Participant responses at the conclusion of the internship in practice indicated high value of the mixed reality simulation with mean scores between (")agree(") and (")strongly agree("), in relation to the experience was beneficial to the development of speaking confidence when conferencing with parents (M = 3.57), and the coaching feedback was helpful (M = 3.56). Responses were consistent in rating between (")agree(") and (")strongly agree(") for program continuance immediately following the simulation (M = 4.62), and after the internship (M = 3.67).Recommendations of the study were to ensure that all students have access to the authentic practice model provided by the TeachLivETM mixed reality simulation lab through identified target courses. In addition, it was recommended that more practice opportunities are integrated into the program. These additional experience should include multiple opportunities within the same target courses, as well as investigate additional course work within the Educational Leadership M.Ed. program to integrated the mixed reality simulation to practice specific leadership skills. A final recommendation of this study was to provide opportunities for students to schedule additional practice time in the lab to improve personal professional practice. These recommendations will support the continued development of administrative communication skills of Educational Leadership M.Ed. students, through accurate, realistic and complex situational practice.
Show less - Date Issued
- 2016
- Identifier
- CFE0006081, ucf:50950
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006081
- Title
- Effects of Mixed-reality Peer Interactions on Workplace Problem-solving of Individuals with Intellectual Disabilities.
- Creator
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Bukaty, Caitlyn, Dieker, Lisa, Marino, Matthew, Hines, Rebecca, Kohler, Paula, University of Central Florida
- Abstract / Description
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Individuals with intellectual disabilities (ID) are known to have deficits in problem-solving skills within the realm of social communication, which may pose a barrier to employment (Livermore (&) Goodman, 2009). The ability to provide appropriate verbal responses is critical to success in an inclusive workplace for people with ID (Alber, Heward, (&) Hippler, 1999). Foley and colleagues (2013) found individuals with ID with strong communication skills were more likely to be engaged in...
Show moreIndividuals with intellectual disabilities (ID) are known to have deficits in problem-solving skills within the realm of social communication, which may pose a barrier to employment (Livermore (&) Goodman, 2009). The ability to provide appropriate verbal responses is critical to success in an inclusive workplace for people with ID (Alber, Heward, (&) Hippler, 1999). Foley and colleagues (2013) found individuals with ID with strong communication skills were more likely to be engaged in independent employment than peers with weak communication skills. Furthermore, the Workforce Innovation and Opportunity Act (WIOA; 2014) mandated improved access to inclusive employment opportunities for people with disabilities. However, social communication for the workplace is a seldom addressed skill (Langford, 2013; Matsumoto (&) Hwang, 2013b).In an attempt to contribute to the research base surrounding workplace communication skills for individuals with ID the researcher conducted an experimental group design study to examine the effects of mixed-reality virtual peer interactions on workplace problem-solving. The Innovative Facilitation of Requisite Communication Skills for Employment (In-FORCE) intervention consisted of four 5-minute interactions with a virtual avatar playing the role of a peer in the TLE TeachLivE(TM) (TLE) virtual environment. Each participant in the treatment group completed the intervention. During interactions participants discussed workplace problem scenarios with the peer avatar, and received coaching and feedback from the avatar. Scenarios were based on a soft skills curriculum from the U.S. DOL (n.d.) and were validated by experts in the field of entry level employment. Problem-solving achievement was measured using a checklist. Checklist data were analyzed between pretest and posttest based on group assignment using a repeated measures analysis of variance (ANOVA) with one factor between.The results of the analysis indicated positive change between pretest and posttest for individual members of the treatment group, but the results were not statistically significant. A possible reason for this lack of significance is the minimal amount of time participants spent engaged in the intervention. The 20 minutes total intervention time was advantageous as it (1) required participants to spend minimal time away from regular daily activities; (2) controlled the emotional impact of the interactions, as 5 minutes in a simulator has been found to have to the emotional equivalence of 30 minutes of human interaction (Dieker, Hynes, Hughes, (&) Smith, 2008); and (3) it allowed the intervention to be delivered at the cost of $40 per participant. Despite controlling for time in this study, more time engaged in the intervention may have led to more noticeable results. Building upon potential changes and future implications the researcher discusses the findings, implications for problem-solving and employment skills training, and the reconceptualization of research practices for individuals with ID.
Show less - Date Issued
- 2016
- Identifier
- CFE0006272, ucf:51050
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006272
- Title
- Post-traumatic stress disorder: The effect of age and military status on the military population's awareness of community mental health resources.
- Creator
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Stapp, Susan, Kaplan, Jeffrey, Cornell, Richard, Moskal, Patsy, Brophy-Ellison, James, University of Central Florida
- Abstract / Description
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This study sought to explore the existence of a relationship between age and/or military affiliation (active, veteran, or family member) and awareness of local community mental health programs available for the treatment of post-traumatic stress disorder. The study separated age from military affiliation to better distinguish between influences on awareness level. Considerations that remain critical regarding post-traumatic stress disorder were described and used to guide a comprehensive...
Show moreThis study sought to explore the existence of a relationship between age and/or military affiliation (active, veteran, or family member) and awareness of local community mental health programs available for the treatment of post-traumatic stress disorder. The study separated age from military affiliation to better distinguish between influences on awareness level. Considerations that remain critical regarding post-traumatic stress disorder were described and used to guide a comprehensive review of the literature to find directions to fulfill the goal of this study. A survey was conducted and 586 active military, veterans, and their family members responded to an instrument that contained 40 items. This study was constrained to three items from the survey; age, military affiliation, self-rated awareness of treatment for PTSD. Multiple analysis techniques found no significant (p (<) .05) correlation between either age and awareness or military affiliation and awareness. Further analysis found a significant (p = .003) correlation between veterans and awareness, as well as between family members of veterans (p = .017) and awareness. Veterans and their family members indicated a greater awareness of local community mental health programs available for the treatment of post-traumatic stress disorder than did active troops and/or their family members. The significance of this finding presents new opportunities to study and improve both the marketing and the delivery of mental health treatment for PTSD to the active military population. Multiple opportunities for future research are discussed.
Show less - Date Issued
- 2014
- Identifier
- CFE0005266, ucf:50586
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005266
- Title
- A Framework for Safety Training Using Virtual Reality Software.
- Creator
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Riad, Rana, Rabelo, Luis, Lee, Gene, Ferreras, Ana, University of Central Florida
- Abstract / Description
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Safety training is a vital component to the well-being of individuals in all industries. With technology advancing at the current pace, conventional training methods are no longer the most effective way to communicate information. There is a strong need for safety training that incorporates new methods and forms of communication to obtain higher levels of comprehension. Virtual reality systems offer a highly customizable and interactive form of delivering information to users. This research...
Show moreSafety training is a vital component to the well-being of individuals in all industries. With technology advancing at the current pace, conventional training methods are no longer the most effective way to communicate information. There is a strong need for safety training that incorporates new methods and forms of communication to obtain higher levels of comprehension. Virtual reality systems offer a highly customizable and interactive form of delivering information to users. This research addresses major gaps in the field of safety training using virtual reality systems and provides a design framework for creating a virtual safety-training system. A model for the virtual environment is designed and developed and the process and justification is described. The environment and an applied use case for this model is developed and verified using a sample of trainees that would use the model. This exploratory framework provides a significant contribution to the field of safety education through virtual reality systems and can be expanded with further research.
Show less - Date Issued
- 2015
- Identifier
- CFE0005698, ucf:50152
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005698
- Title
- Using a Mixed-Reality Classroom Environment Including English Learners: The Perceptions of Teacher Candidates.
- Creator
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Ashtari, Nooshan, Nutta, Joyce, Hutchinson, Cynthia, Mihai, Florin, Jahani, Shiva, University of Central Florida
- Abstract / Description
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Technological modernization has impacted various fields such as the field of education, teaching, and learning. The traditional classroom and teaching methodologies no longer meet the needs of the new tech-savvy generation. Thus, recently there have been changes in teacher preparation programs in order to prepare teacher candidates to have the skills to respond to such high technological demands. Additionally, the demographics of students attending schools in countries with exceptionally high...
Show moreTechnological modernization has impacted various fields such as the field of education, teaching, and learning. The traditional classroom and teaching methodologies no longer meet the needs of the new tech-savvy generation. Thus, recently there have been changes in teacher preparation programs in order to prepare teacher candidates to have the skills to respond to such high technological demands. Additionally, the demographics of students attending schools in countries with exceptionally high numbers of immigrants such as the United States is another reason to seek novel ways to prepare teachers who have had adequate practice and developed teaching skills needed to reach the English learners (ELs) in their classrooms. Using Multi-User Virtual Environments (MUVEs) has been one solution in order to bridge this gap. EL TLE TeachLivE(TM), which was the focus of this study, is a computer simulated environment that combines real-life participants and digital personas or avatars. The participants of this study were teacher candidates who experienced using EL TLE TeachLivE(TM) to practice the teaching strategies and skills they had been learning about during their teacher preparation program (n=20). This research investigated the perceptions of these teacher candidates about using this mixed-reality classroom environment through observations, questionnaires, focus groups, and individual interviews. A qualitative transcendental phenomenological approach was taken to have a more in-depth understanding of the participants' perceptions about the phenomenon of EL TLE TeachLivE(TM) as a mixed-reality classroom environment in teacher preparation and the meaning they made of their experiences. Through the data analysis three main categories emerged: TCs' general perceptions about the avatars and EL TLE TeachLivE(TM) as a mixed-reality classroom environment, TCs' perceptions of the current use of the EL TLE TeachLivE(TM) in their teacher preparation program, and TCs' perceptions about the future use of EL TLE TeachLivE(TM). The Teacher Candidates' General Perceptions of EL TLE TeachLivE(TM) consisted of the following sub-themes: (a) Video game dissimilarities, (b) Avatar believability and real-life features, (c) Personification of the EL cases, (d) Fear of the unknown, (e) Avatar movement restrictions, and (f) Suspension of disbelief. The Teacher Candidates' Perceptions about the Current Use of EL TLE TeachLivE(TM) included: (a) Importance of prerequisites, (b) Advantages over role-playing, (c) Teaching in front of peers, (d) Group teaching and random selection, (e) Importance of feedback, and (f) Teaching strategies and aha moments.Finally, the Teacher Candidates' Perceptions about the Future Use of EL TLE TeachLivE(TM) incorporated: (a) Changes in the implementation, (b) Elementary vs secondary classrooms, and (c) Gradual practice.
Show less - Date Issued
- 2016
- Identifier
- CFE0006255, ucf:51048
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006255