Current Search: virtual environments (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
-
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 IMPLICATIONS OF VIRTUAL ENVIRONMENTS IN DIGITAL FORENSIC INVESTIGATIONS.
- Creator
-
Patterson, Farrah, Lang, Sheau-Dong, Guha, Ratan, Zou, Changchun, University of Central Florida
- Abstract / Description
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This research paper discusses the role of virtual environments in digital forensic investigations. With virtual environments becoming more prevalent as an analysis tool in digital forensic investigations, it's becoming more important for digital forensic investigators to understand the limitation and strengths of virtual machines. The study aims to expose limitations within commercial closed source virtual machines and open source virtual machines. The study provides a brief overview of...
Show moreThis research paper discusses the role of virtual environments in digital forensic investigations. With virtual environments becoming more prevalent as an analysis tool in digital forensic investigations, it's becoming more important for digital forensic investigators to understand the limitation and strengths of virtual machines. The study aims to expose limitations within commercial closed source virtual machines and open source virtual machines. The study provides a brief overview of history digital forensic investigations and virtual environments, and concludes with an experiment with four common open and closed source virtual machines; the effects of the virtual machines on the host machine as well as the performance of the virtual machine itself. My findings discovered that while the open source tools provided more control and freedom to the operator, the closed source tools were more stable and consistent in their operation. The significance of these findings can be further researched by applying them in the context of exemplifying reliability of forensic techniques when presented as analysis tool used in litigation.
Show less - Date Issued
- 2011
- Identifier
- CFE0004152, ucf:49050
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004152
- Title
- SUPPORTING REAL-TIME PDA INTERACTION WITH VIRTUAL ENVIRONMENT.
- Creator
-
Shah, Radhey, Chatterjee, Mainak, University of Central Florida
- Abstract / Description
-
Personal Digital Assistants (PDAs) are becoming more and more powerful with advances in technology and are expanding their applications in a variety of fields. This work explores the use of PDAs in Virtual Environments (VE). The goal is to support highly interactive bi-directional user interactions in Virtual Environments in more natural and less cumbersome ways. A proxy-based approach is adopted to support a wide-range of handheld devices and have a multi-PDA interaction with the virtual...
Show morePersonal Digital Assistants (PDAs) are becoming more and more powerful with advances in technology and are expanding their applications in a variety of fields. This work explores the use of PDAs in Virtual Environments (VE). The goal is to support highly interactive bi-directional user interactions in Virtual Environments in more natural and less cumbersome ways. A proxy-based approach is adopted to support a wide-range of handheld devices and have a multi-PDA interaction with the virtual world. The architecture consists of three components in the complete system, a PDA, a desktop that acts as a proxy and Virtual Environment Software Sandbox (VESS), software developed at the Institute for Simulation and Training (IST). The purpose of the architecture is to enable issuing text and voice commands from PDA to virtual entities in VESS through the proxy. The commands are a pre-defined set of simple words such as 'move forward', 'turn right', 'go', and 'stop'. These commands are matched at the proxy and sent to VESS as text in XML format. The response from VESS is received at the proxy and forwarded back to the PDA. Performance measures with respect to response time characteristics of text messages between PDA and proxy over Wi-Fi networks are conducted. The results are discussed with respect to the acceptable delays for human perception in order to have real-time interaction between a PDA and an avatar in virtual world.
Show less - Date Issued
- 2004
- Identifier
- CFE0000195, ucf:46158
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000195
- Title
- A COGNITIVE INVESTIGATION OF COMPUTERIZED WALK-THROUGH MODELS.
- Creator
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Carrillo, Maria, Sims, Valerie, University of Central Florida
- Abstract / Description
-
The growth of the World Wide Web has prompted many businesses to develop electronic commerce (e-commerce) as a domain where consumers can conveniently purchase their products (Chittaro& Ranon, 2002). Marketing and Human - Computer Interaction (HCI) research has focused on the ways interactivity can improve purchasing experience. One particular technique is through the use of computer models of products known as visual object representations (Ozok& Komlodi, 2009). Research on visual product...
Show moreThe growth of the World Wide Web has prompted many businesses to develop electronic commerce (e-commerce) as a domain where consumers can conveniently purchase their products (Chittaro& Ranon, 2002). Marketing and Human - Computer Interaction (HCI) research has focused on the ways interactivity can improve purchasing experience. One particular technique is through the use of computer models of products known as visual object representations (Ozok& Komlodi, 2009). Research on visual product representations is focused on models of objects typically purchased in a store, such as clothing and electronics, which can usually be manipulated and rotated as desired (Ozok& Komlodi, 2009). There seems to be a gap in the literature regarding computer models for which consumers actually do not have an established mental models. Computerized walk-through models allow users to virtually navigate a space as well as to view a model of a living space from different orientations. An experiment was conducted on 100 participants to investigate computerized walk-through models and the role the type of model and workload plays in the amount of knowledge gained about the layout and consumer preference. Participants navigated a computerized walk-through model or a two dimensional picture set of a hotel room (low complexity) or apartment (high complexity) .Then they completed a series of surveys. Results indicate that two-dimensional models were best for learning the layout of a high complexity model and that three-dimensional models were better for learning the layout of a low complexity model. Results have implications for virtual model use in education and the military.
Show less - Date Issued
- 2012
- Identifier
- CFH0004155, ucf:44841
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004155
- Title
- Examining the Social Interactions of Young Adults with Autism Spectrum Disorders in a Virtual Environment.
- Creator
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Gallup, Jennifer, Little, Mary, Dieker, Lisa, Butler, Malcolm, Pearl, Cynthia, University of Central Florida
- Abstract / Description
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This phenomenological study examined the social interactions during online game play in a virtual environment for five young adults with an autism spectrum disorder (ASD) who attended a large metropolitan university, enrolled in the first 60 credits of a science, technology, engineering, or mathematics (STEM) field of study. Given the evolution of technology and opportunities to socialize in virtual communities, it is becoming increasingly important to understand how young adults with ASD...
Show moreThis phenomenological study examined the social interactions during online game play in a virtual environment for five young adults with an autism spectrum disorder (ASD) who attended a large metropolitan university, enrolled in the first 60 credits of a science, technology, engineering, or mathematics (STEM) field of study. Given the evolution of technology and opportunities to socialize in virtual communities, it is becoming increasingly important to understand how young adults with ASD assimilate into new social opportunities that provide supports for extraneous variables such as face-to-face situations. As research begins to emerge on virtual environments there is little research addressed specific to socialization and the development of interpersonal relationships. Further, there is a distinct lack of research specific to young adults with ASD who engage socially in virtual environments. A phenomenological research method was used to explain the social activities as they occurred for this specific group of individuals. Structured and unstructured interviews, observations, document analysis, and a self-reporting survey were conducted and collected. Analysis used emergent coding following Moustakas' modified Van Kaam method (1994). Common themes were identified and reported through lists and tables. In summary, this study described how young adults with ASD socialized within a virtual community. This study provided findings that individuals with ASD actively seek friendships, recognize emotions, understand roles within the game and real life use skills necessary for success in postsecondary education and STEM related careers, and lays the foundation for continuing research using virtual environments to support interpersonal relationships that may support greater postsecondary outcomes.
Show less - Date Issued
- 2015
- Identifier
- CFE0005796, ucf:50024
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005796
- 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
-
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
- ENHANCING SITUATIONAL AWARENESS THROUGH HAPTICS INTERACTION IN VIRTUAL ENVIRONMENT TRAINING SYSTMES.
- Creator
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Hale, Kelly, Stanney, Kay, University of Central Florida
- Abstract / Description
-
Virtual environment (VE) technology offers a viable training option for developing knowledge, skills and attitudes (KSA) within domains that have limited live training opportunities due to personnel safety and cost (e.g., live fire exercises). However, to ensure these VE training systems provide effective training and transfer, designers of such systems must ensure that training goals and objectives are clearly defined and VEs are designed to support development of KSAs required. Perhaps the...
Show moreVirtual environment (VE) technology offers a viable training option for developing knowledge, skills and attitudes (KSA) within domains that have limited live training opportunities due to personnel safety and cost (e.g., live fire exercises). However, to ensure these VE training systems provide effective training and transfer, designers of such systems must ensure that training goals and objectives are clearly defined and VEs are designed to support development of KSAs required. Perhaps the greatest benefit of VE training is its ability to provide a multimodal training experience, where trainees can see, hear and feel their surrounding environment, thus engaging them in training scenarios to further their expertise. This work focused on enhancing situation awareness (SA) within a training VE through appropriate use of multimodal cues. The Multimodal Optimization of Situation Awareness (MOSA) model was developed to identify theoretical benefits of various environmental and individual multimodal cues on SA components. Specific focus was on benefits associated with adding cues that activated the haptic system (i.e., kinesthetic/cutaneous sensory systems) or vestibular system in a VE. An empirical study was completed to evaluate the effectiveness of adding two independent spatialized tactile cues to a Military Operations on Urbanized Terrain (MOUT) VE training system, and how head tracking (i.e., addition of rotational vestibular cues) impacted spatial awareness and performance when tactile cues were added during training. Results showed tactile cues enhanced spatial awareness and performance during both repeated training and within a transfer environment, yet there were costs associated with including two cues together during training, as each cue focused attention on a different aspect of the global task. In addition, the results suggest that spatial awareness benefits from a single point indicator (i.e., spatialized tactile cues) may be impacted by interaction mode, as performance benefits were seen when tactile cues were paired with head tracking. Future research should further examine theoretical benefits outlined in the MOSA model, and further validate that benefits can be realized through appropriate activation of multimodal cues for targeted training objectives during training, near transfer and far transfer (i.e., real world performance).
Show less - Date Issued
- 2006
- Identifier
- CFE0001414, ucf:47034
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001414
- Title
- PRESENCE-DEPENDENT PERFORMANCE DIFFERENCES BETWEEN VIRTUAL SIMULATIONS AND MINIATURE WORLDS.
- Creator
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Huthmann, Andre, Malone, Linda, University of Central Florida
- Abstract / Description
-
The purpose of simulation is to avoid reality-based constraints by the implemen-tation of a synthetic model. Based on this advantage, interactive simulations have conquered all areas of applications from acquisition, and training, to research. Simulation results are transferred in many ways into reality and conclusions are drawn from the simulation to the application. Many anecdotal observations on human-in-the-loop simulations have shown a significant difference in actor behavior between...
Show moreThe purpose of simulation is to avoid reality-based constraints by the implemen-tation of a synthetic model. Based on this advantage, interactive simulations have conquered all areas of applications from acquisition, and training, to research. Simulation results are transferred in many ways into reality and conclusions are drawn from the simulation to the application. Many anecdotal observations on human-in-the-loop simulations have shown a significant difference in actor behavior between simulations and reality-based applications. It seems that the factors that makes simulation so attractive, namely the absence of constraints and especially of imminent danger for persons and equipment, influence the behavior and thereby the performance of the user. These differences between simulation and reality may lead to false conclusions based on simulation results. The concept of perceiving a simulation as real and of being in the simulation is called sense of presence. This psychological construct can also be described as level of disbelief towards the simulation. Hence, differences in behavior are based on such users assessment of a simulation and subsequently are supposed to be mediated by a difference in presence. This research established significant differences in presence and performance between a simulation and a miniature-world teleoperation task. Presence and performance changed in identical tasks due to the application type and the connected danger to the robot. Also, the results supported a negative relationship between presence and performance: presence increased in the miniature-world and affected performance so that performance decreased. The causal relationship of application type presence performance was established and demands the examination of simulation based results with respect to the perceived danger to equipment, before they are transferred into the real application.
Show less - Date Issued
- 2009
- Identifier
- CFE0002562, ucf:47666
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002562
- Title
- EFFECTS OF CONTENT AUGMENTATION STRATEGIES IN AN INSTRUCTIONAL VIRTUAL ENVIRONMENT.
- Creator
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Hamilton, Roger, Kincaid, J. Peter, University of Central Florida
- Abstract / Description
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Content augmentation strategies (CAS) are instructional methods which specify the overlaying of content objects by content augmentation objects in order to increase the effectiveness and efficiency of instruction. The goals of this research were to build a comprehensive framework around CASs, determine the experimental effects of CASs in an instructional virtual environment (VE), and make recommendations regarding the employment and further study of CASs in instructional virtual environments....
Show moreContent augmentation strategies (CAS) are instructional methods which specify the overlaying of content objects by content augmentation objects in order to increase the effectiveness and efficiency of instruction. The goals of this research were to build a comprehensive framework around CASs, determine the experimental effects of CASs in an instructional virtual environment (VE), and make recommendations regarding the employment and further study of CASs in instructional virtual environments. The VE experiment examined the effectiveness and efficiency impact of six different content augmentation strategies which overlayed different content augmentation objects onto four immersive VE scenarios. Sixty university students, 40 men and 20 women, executed three CAS-enhanced training missions and one no-CAS test mission. The task involved the recall and correct application of specific rules for three subtasks of a military helicopter landing zone scouting mission. The strategies included a no-strategy control condition, an arrow condition, an audio coaching condition, a text coaching condition, an arrow plus audio coaching condition, and an arrow plus text coaching condition. Statistical and decision analyses were conducted on the effectiveness and efficiency performance data. Statistically significant differences were found which supported the general superiority of the audio content augmentation strategy for these tasks. This dissertation may be the first use of a decision analysis approach for analyzing the results of behavioral data for instructional design decisions. The decision analysis approach used decision trees, simulation and optimization to obtain content augmentation strategy rankings. As this approach is normally used for course of action analysis and comparing alternative system configurations, the validity of this approach in this context has yet to be determined. The decision analysis approach obtained plausible and similar, but not identical recommendations to the statistical approach. The decision analysis approach may constitute a limited instantiation of a proposed optimal stimulus set instructional design model which conceptually framed the experiment. Training guideline recommendations, experimental procedure recommendations, and a comprehensive framework for future research are also presented.
Show less - Date Issued
- 2005
- Identifier
- CFE0000884, ucf:46638
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000884
- Title
- SPATIAL SCHEMA TRANSFERS TO SIMILAR PLACE: A CASE OF DISNEY THEME PARKS.
- Creator
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Kopel, Daphne, Sims, Valerie, University of Central Florida
- Abstract / Description
-
The intent of this thesis is to explore whether an existing spatial schema assists with learning a similar environment to the existing schema. Spatially experienced and non- experienced participants of Magic Kingdom Park learned a similar park, Disneyland Park, using a virtual environment. Participants learned the virtual environment either passively or actively. Spatially experienced participants outperformed the non-experienced participants on survey and route knowledge assessments, despite...
Show moreThe intent of this thesis is to explore whether an existing spatial schema assists with learning a similar environment to the existing schema. Spatially experienced and non- experienced participants of Magic Kingdom Park learned a similar park, Disneyland Park, using a virtual environment. Participants learned the virtual environment either passively or actively. Spatially experienced participants outperformed the non-experienced participants on survey and route knowledge assessments, despite of the training method used in the virtual environment. The results suggest that the existing schema for a similar place transfers to the new environment regardless of passive or active training.
Show less - Date Issued
- 2014
- Identifier
- CFH0004573, ucf:45153
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004573
- Title
- INVESTIGATING THE EFFECTS OF 3-D SPATIALIZED AUDITORY CUES ON THE DEVELOPMENT OF SITUATION AWARENESS FOR TEAMS.
- Creator
-
Milham, Laura, Bowers, Clint, University of Central Florida
- Abstract / Description
-
This dissertation investigated the effects of spatialized auditory cues on the development of situation awareness for teams. Based on extant research, it was hypothesized that 3-D spatialized auditory cues can be utilized by teams to develop knowledge about team member location in addition to supporting the usage of team behaviors for developing and maintaining situation awareness. Accordingly, the study examined how situation awareness would be differentially influenced by varying the type...
Show moreThis dissertation investigated the effects of spatialized auditory cues on the development of situation awareness for teams. Based on extant research, it was hypothesized that 3-D spatialized auditory cues can be utilized by teams to develop knowledge about team member location in addition to supporting the usage of team behaviors for developing and maintaining situation awareness. Accordingly, the study examined how situation awareness would be differentially influenced by varying the type of auditory cues incorporated into virtual environment (VE) team training scenarios within the context of a MOUT team task. In general, the results of this study provided partial support for the beneficial effects of 3-D audio cues in facilitating the development of situation awareness and reducing workload. Implications are discussed in the context of design guidance for VE training systems.
Show less - Date Issued
- 2005
- Identifier
- CFE0000857, ucf:46653
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000857
- Title
- Supporting Learning in Educational 3D Virtual Environments: The Impact of Intergenerational Joint Media Engagement.
- Creator
-
Michlowitz, Robert, Walters, Lori, Hughes, Charles, Vasquez, Trey, Blumberg, Fran, University of Central Florida
- Abstract / Description
-
Studies have indicated that intergenerational relationships can assist children to learn more efficiently by providing support. As new forms of media have emerged and become pervasive in our society, it is important to understand how children use them to learn. Just as television coviewing has been observed by past researchers to aid youths to learn with parents and grandparents, three-dimensional virtual learning environments (VLE) are being investigated for their potential. This study seeks...
Show moreStudies have indicated that intergenerational relationships can assist children to learn more efficiently by providing support. As new forms of media have emerged and become pervasive in our society, it is important to understand how children use them to learn. Just as television coviewing has been observed by past researchers to aid youths to learn with parents and grandparents, three-dimensional virtual learning environments (VLE) are being investigated for their potential. This study seeks to examine the potential learning impact on children, ages 8 to 13, encountering a three-dimensional virtual learning environment with their grandparents. The primary research question this study examines is whether children exploring a 3D VLE with a grandparent learn the information being conveyed within the environment more effectively. A second aspect of the study considered if the grandparent-child pair would spend a greater amount of time in the virtual environment compared to a child exploring alone. Additionally, this research seeks to determine if there are other benefits a child could gain while interacting with a grandparent while using a VLE. This study used ChronoLeap: The Great World's Fair Adventure, an educational VLE developed at the University of Central Florida under a National Science Foundation Informal Science Education grant. ChronoLeap permits children to explore a virtual representation of the 1964-65 New York World's Fair where they can discover the roots of current technology in their 1960s form and its evolution to the present. This environment affords a child a unique opportunity to encounter a virtual recreation of an era in which their grandparents would have firsthand memories potentially eliciting the grandparent's personal reflections.
Show less - Date Issued
- 2019
- Identifier
- CFE0007837, ucf:52810
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007837
- Title
- TRAINING WAYFINDING: NATURAL MOVEMENT IN MIXED REALITY.
- Creator
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Savage, Ruthann, Gilson, Richard, University of Central Florida
- Abstract / Description
-
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
- DYNAMIC SHARED STATE MAINTENANCE IN DISTRIBUTED VIRTUAL ENVIRONMENTS.
- Creator
-
Hamza-Lup, Felix George, Hughes, Charles, University of Central Florida
- Abstract / Description
-
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
- Investigating Simulation-Based Pattern Recognition Training For Behavior Cue Detection.
- Creator
-
Maraj, Crystal, Lackey, Stephanie, Kincaid, John, Shumaker, Randall, Keebler, Joseph, University of Central Florida
- Abstract / Description
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The U.S. military uses pattern recognition training to observe anomalies in human behavior. An examination of the pattern recognition training literature for Warfighters reveals a gap in training to discern patterns of human behavior in live environments. Additionally, the current state of warfare is evolving and requires operations to change. As a result, pattern recognition training must accommodate new practices to improve performance. A technique used to improve memory for identifying...
Show moreThe U.S. military uses pattern recognition training to observe anomalies in human behavior. An examination of the pattern recognition training literature for Warfighters reveals a gap in training to discern patterns of human behavior in live environments. Additionally, the current state of warfare is evolving and requires operations to change. As a result, pattern recognition training must accommodate new practices to improve performance. A technique used to improve memory for identifying patterns in the environment is Kim's game. Kim's game establishes patterns to identify inanimate objects, of which information retains in memory for later recall. The paper discusses the fundamental principles of Kim's game applied to virtual Simulation-Based Training. The virtual version of Kim's game contains customized scenarios for training behavior cue analysis. Virtual agents display kinesic cues that exhibit aggressive (i.e., slap hands and clench fist) and nervous behaviors including wring hands and check six. This research takes a novel approach by animating the kinesics cues in the virtual version of Kim's game for pattern recognition training. Detection accuracy, response time, and false positive detection serve as the performance data for analysis. Additional survey data collected include engagement, flow, and simulator sickness. All collected data was compared to a control condition to examine its effectiveness of behavior cue detection. A series of one-way between subjects design ANOVA's were conducted to examine the differences between Kim's game and control on post-test performance. Although, the results from this experiment showed no significance in post-test performance, the percent change in post-test performance provide further insight into the results of the Kim's game and control strategies. Specifically, participants in the control condition performed better than the Kim's game group on detection accuracy and response time. However, the Kim's game group outperformed the control group on false positive detection. Further, this experiment explored the differences in Engagement, Flow, and Simulator Sickness after the practice scenario between Kim's game group and the control group. The results found no significant difference in Engagement, partial significance for Flow, and significant difference for Simulator Sickness between the Kim's game and control group after the practice scenario. Next, a series of Spearman's rank correlations were conducted to assess the relationships between Engagement, Flow, Simulator Sickness, and post-test performance, as well as examine the relationship between working memory and training performance; resulting in meaningful correlations to explain the relationships and identifying new concepts to explain unrelated variables. Finally, the role of Engagement, Flow, and Simulator Sickness as a predictor of post-test performance was examined using a series of multiple linear regressions. The results highlighted Simulator Sickness as a significant predictor of post-test performance. Overall, the results from this experiment proposes to expand the body of pattern recognition training literature by identifying strategies that enhance behavior cue detection training. Furthermore, it provides recommendations to training and education communities for improving behavior cue analysis. ?
Show less - Date Issued
- 2015
- Identifier
- CFE0005659, ucf:50166
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005659
- 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
- Title
- IDENTIFICATION OF SYSTEM DESIGN FEATURES THAT AFFECT SICKNESS IN VIRTUAL ENVIRONMENTS.
- Creator
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Drexler, Julie, Malone, Linda, University of Central Florida
- Abstract / Description
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The terms "simulator" and "VR" are typically used to refer to specific types of virtual environments (VEs) which differ in the technology used to display the simulated environment. While simulators and VR devices may offer advantages such as low cost training, numerous studies on the effects to humans of exposure to different VEs indicate that motion sickness-like symptoms are often produced during or after exposure to the simulated environment. These deleterious side effects have the...
Show moreThe terms "simulator" and "VR" are typically used to refer to specific types of virtual environments (VEs) which differ in the technology used to display the simulated environment. While simulators and VR devices may offer advantages such as low cost training, numerous studies on the effects to humans of exposure to different VEs indicate that motion sickness-like symptoms are often produced during or after exposure to the simulated environment. These deleterious side effects have the potential to limit the utilization of VE systems if they jeopardize the health and/or safety of the user and create liability issues for the manufacturer. The most widely used method for assessing the adverse symptoms of VE exposure is the Simulator Sickness Questionnaire (SSQ). The method of scoring the symptoms reported by VE users permits the different sickness symptoms to be clustered into three general types of effects or subscales and the distribution or pattern of the three SSQ subscales provides a profile for a given VE device. In the current research, several different statistical analyses were conducted on the SSQ data obtained from 21 different simulator studies and 16 different VR studies in order to identify an underlying symptom structure (i.e., SSQ profile) or severity difference for various types of VE systems. The results of the research showed statistically significant differences in the SSQ profiles and the overall severity of sickness between simulator and VR systems, which provide evidence that simulator sickness and VR sickness represent distinct forms of motion sickness. Analyses on three types of simulators (i.e., Fixed- and Rotary-Wing flight simulators and Driving simulators) also found significant differences in the sickness profiles as well as the overall severity of sickness within different types of simulator systems. Analyses on three types of VR systems (i.e., HMD, BOOM, and CAVE) revealed that BOOM and CAVE systems have similar sickness profiles, which are different than the HMD system profile. Moreover, the results showed that the overall severity of sickness was greater in HMD systems than in BOOM and CAVE systems. Recommendations for future research included additional psychophysical studies to evaluate the relationship between various engineering characteristics of VE systems and the specific types of sickness symptoms that are produced from exposure to them.
Show less - Date Issued
- 2006
- Identifier
- CFE0000989, ucf:46700
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000989
- Title
- The Effects of Presence and Cognitive Load on Episodic Memory in Virtual Environments.
- Creator
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Barclay, Paul, Sims, Valerie, Bowers, Clint, Jentsch, Florian, Fiore, Stephen, University of Central Florida
- Abstract / Description
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Episodic memory refers to an individual's memory for events that they have experienced in the past along with the associated contextual details. In order to more closely reflect the way that episodic memory functions in the real world, researchers and clinicians test episodic memory using virtual environments. However, these virtual environments introduce new interfaces and task demands that are not present in traditional methodologies. This dissertation investigates these environments...
Show moreEpisodic memory refers to an individual's memory for events that they have experienced in the past along with the associated contextual details. In order to more closely reflect the way that episodic memory functions in the real world, researchers and clinicians test episodic memory using virtual environments. However, these virtual environments introduce new interfaces and task demands that are not present in traditional methodologies. This dissertation investigates these environments through the lenses of Presence and Cognitive Load theories in order to unravel the ways that basic technological and task differences may affect memory performance. Participants completed a virtual task under High and Low Immersion conditions intended to manipulate Presence and Single-Task, Ecological Dual-Task and Non-Ecological Dual-Task conditions intended to manipulate cognitive load. Afterward they completed a battery of memory tasks assessing spatial, object, and feature binding aspects of episodic memory. Analysis through 2x3 ANOVA showed that performance for spatial memory is greatly improved by manipulation of Presence, where performance for object memory is improved by germane cognitive load. Exploratory analyses also revealed significant gender differences in spatial memory performance, indicating that improving Presence may offset the higher levels in male performance traditionally seen on spatial tasks. These results have practical implications for clinical memory assessment, as well as training paradigms and may serve to highlight the differences in the ways that memory is studied in the laboratory versus the way that it is employed in day-to-day life. Future studies based on this research should focus on linking these differences in memory performance to visuospatial and verbal strategies of memorization and determining whether the effects observed in this study replicate using other manipulations of presence and cognitive load.
Show less - Date Issued
- 2019
- Identifier
- CFE0007601, ucf:52521
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007601
- Title
- Evaluating the utility of a virtual environment for childhood social anxiety disorder.
- Creator
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Wong, Nina, Beidel, Deborah, Rapport, Mark, Sims, Valerie, University of Central Florida
- Abstract / Description
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Objective: Two significant challenges for the dissemination of social skills training programs are (a) the need to provide sufficient practice opportunities to assure skill consolidation and (b) the need to assure skill generalization (i.e., use of the skills outside the clinic setting). In the case of social anxiety disorder, virtual environments may provide one strategy to address these issues. This investigation describes the development of an interactive skills-oriented virtual school...
Show moreObjective: Two significant challenges for the dissemination of social skills training programs are (a) the need to provide sufficient practice opportunities to assure skill consolidation and (b) the need to assure skill generalization (i.e., use of the skills outside the clinic setting). In the case of social anxiety disorder, virtual environments may provide one strategy to address these issues. This investigation describes the development of an interactive skills-oriented virtual school environment and evaluated its utility for the treatment of social anxiety disorder in preadolescent children (Study 1). This environment included both in-clinic and at-home solutions. In addition, a pilot replication/extension study further examined preliminary treatment efficacy between children who received a standard multi-component treatment and children who received the modified treatment with social skills practice in a virtual environment (Study 2). Method: Eleven children with a primary diagnosis of social anxiety disorder between 7 to 12 years old participated in the initial feasibility trial (Study 1). Five additional children participated in the replication/extension study (Study 2). To investigate preliminary treatment efficacy, clinical outcome measures for the Study 2 sample were compared to a comparison sample who received the standard treatment. Results: Overall, the virtual environment program was viewed as acceptable, feasible, and credible treatment components to children, parents, and clinicians alike but modifications would likely improve the current version. Additionally, although preliminary, children who received the modified treatment with virtual environment practice demonstrated significant improvement at post-treatment on clinician ratings but not parent or self-reported measures. Conclusion: Virtual environments are feasible, acceptable, and credible treatment components for clinical use. Future investigations will determine if the addition of this dose-controlled and intensive social skills practice results in treatment outcome equivalent to traditional cognitive-behavioral programs.
Show less - Date Issued
- 2013
- Identifier
- CFE0004962, ucf:49583
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004962
- Title
- CONFORMAL TRACKING FOR VIRTUAL ENVIRONMENTS.
- Creator
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Davis, Jr., Larry Dennis, Rolland, Jannick P., University of Central Florida
- Abstract / Description
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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