No Arabic abstract
Although route and exit choice in complex buildings are important aspects of pedestrian behaviour, studies predominantly investigated pedestrian movement in a single level. This paper presents an innovative VR tool that was designed to investigate pedestrian route and exit choice in a multi-story building. This tool supports free navigation and collects pedestrian walking trajectories, head movements and gaze points automatically. An experiment was conducted to evaluate the VR tool from objective standpoints (i.e., pedestrian behaviour) and subjective standpoints (i.e., the feeling of presence, system usability, simulation sickness). The results show that the VR tool allows for accurate collection of pedestrian behavioural data in the complex building. Moreover, the results of the questionnaire report high realism of the virtual environment, high immersive feeling, high usability, and low simulator sickness. This paper contributes by showcasing an innovative approach of applying VR technologies to study pedestrian behaviour in complex and realistic environments.
Despite extensive use in related domains, Virtual Reality (VR) for generalised anxiety disorder (GAD) has received little previous attention. We report upon a VR environment created for the Oculus Rift and Unreal Engine 4 (UE4) to investigate the potential of a VR simulation to be used as an anxiety management tool. We introduce the broad topic of GAD and related publications on the application of VR to this, and similar, mental health conditions. We then describe the development of a real time simulation tool, based upon the passive VR experience of a tranquil, rural alpine scene experienced from a seated position with head tracking. Evaluation focused upon qualitative feedback on the application. Testing was carried out over the period of two weeks on a sample group of eleven students studying at Nottingham Trent University. All participants were asked to complete the Depression, Anxiety and Stress Scale - 21 Items (DASS21) at the beginning and at the end of the study order to assess their profile, and hence suitability to comment upon the software. Qualitative feedback was very encouraging, with all participants reporting that they believed the experience helped and that they would consider utilising it if it was available. Additionally, a psychologist was asked to test the application to provide a specialist opinion on whether it would be appropriate for use as an anxiety management tool. The results highlight several areas for improvement but are positive overall in terms of its potential as a therapeutic tool.
This paper presents key principles and solutions to the challenges faced in designing a domain-specific conversational agent for the legal domain. It includes issues of scope, platform, architecture and preparation of input data. It provides functionality in answering user queries and recording user information including contact details and case-related information. It utilises deep learning technology built upon Amazon Web Services (AWS) LEX in combination with AWS Lambda. Due to lack of publicly available data, we identified two methods including crowdsourcing experiments and archived enquiries to develop a number of linguistic resources. This includes a training dataset, set of predetermined responses for the conversational agent, a set of regression test cases and a further conversation test set. We propose a hierarchical bot structure that facilitates multi-level delegation and report model accuracy on the regression test set. Additionally, we highlight features that are added to the bot to improve the conversation flow and overall user experience.
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this survey, we review the body of work addressing multimodality in VR, and its role and benefits in user experience, together with different applications that leverage multimodality in many disciplines. These works thus encompass several fields of research, and demonstrate that multimodality plays a fundamental role in VR; enhancing the experience, improving overall performance, and yielding unprecedented abilities in skill and knowledge transfer.
The rapid development of virtual reality technology has increased its availability and, consequently, increased the number of its possible applications. The interest in the new medium has grown due to the entertainment industry (games, VR experiences and movies). The number of freely available training and therapeutic applications is also increasing. Contrary to popular opinion, new technologies are also adopted by older adults. Creating virtual environments tailored to the needs and capabilities of older adults requires intense research on the behaviour of these participants in the most common situations, towards commonly used elements of the virtual environment, in typical sceneries. Comfortable immersion in a virtual environment is key to achieving the impression of presence. Presence is, in turn, necessary to obtain appropriate training, persuasive and therapeutic effects. A virtual agent (a humanoid representation of an algorithm or artificial intelligence) is often an element of the virtual environment interface. Maintaining an appropriate distance to the agent is, therefore, a key parameter for the creator of the VR experience. Older (65+) participants maintain greater distance towards an agent (a young white male) than younger ones (25-35). It may be caused by differences in the level of arousal, but also cultural norms. As a consequence, VR developers are advised to use algorithms that maintain the agent at the appropriate distance, depending on the users age.
In this article we report a case study of a Language Learning Bauhaus VR hackathon with Goethe Institute. It was organized as an educational and research project to tap into the dynamics of transdisciplinary teams challenged with a specific requirement. In our case, it was to build a Bauhaus-themed German Language Learning VR App. We constructed this experiment to simulate how representatives of different disciplines may work together towards a very specific purpose under time pressure. So, each participating team consisted of members of various expert-fields: software development (Unity or Unreal), design, psychology and linguistics. The results of this study cast light on the recommended cycle of design thinking and customer-centered design in VR. Especially in interdisciplinary rapid prototyping conditions, where stakeholders initially do not share competences. They also showcase educational benefits of working in transdisciplinary environments. This study, combined with our previous work on human factors in rapid software development and co-design, including hackathon dynamics, allowed us to formulate recommendations for organizing content creation VR hackathons for specific purposes. We also provide guidelines on how to prepare the participants to work in rapid prototyping VR environments and benefit from such experiences in the long term.