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JournalISSN: 1359-4338

Virtual Reality 

Springer Science+Business Media
About: Virtual Reality is an academic journal published by Springer Science+Business Media. The journal publishes majorly in the area(s): Virtual reality & Computer science. It has an ISSN identifier of 1359-4338. Over the lifetime, 1015 publications have been published receiving 22636 citations. The journal is also known as: Virtual reality (London. Springer. Print).


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Journal ArticleDOI
TL;DR: Varying effects due to display and rendering modes, such as visual display type and stereoscopic or monoscopic rendering, are compared and known and suspected application aspects that induce cybersickness are discussed.
Abstract: Cybersickness is an affliction common to users of virtual environments. Similar in symptoms to motion sickness, cybersickness can result in nausea, headaches, and dizziness. With these systems becoming readily available to the general public, reports of cybersickness have increased and there is a growing concern about the safety of these systems. This review presents the current state of research methods, theories, and known aspects associated with cybersickness. Current measurements of incidence of cybersickness are questionnaires, postural sway, and physiological state. Varying effects due to display and rendering modes, such as visual display type and stereoscopic or monoscopic rendering, are compared. The known and suspected application aspects that induce cybersickness are discussed. There are numerous potential contributing application design aspects, many of which have had limited study, but field of view and navigation are strongly correlated with cybersickness. The effect of visual displays is not well understood, and application design may be of greater importance.

542 citations

Journal ArticleDOI
TL;DR: The research presented here seeks to describe the current state of the art of virtual reality as it is used as a decision-making tool in product design, particularly in engineering-focused businesses.
Abstract: In 1999, Fred Brooks, virtual reality pioneer and Professor of Computer Science at the University of North Carolina at Chapel Hill, published a seminal paper describing the current state of virtual reality (VR) technologies and applications (Brooks in IEEE Comput Graph Appl 19(6):16, 1999). Through his extensive survey of industry, Brooks concluded that virtual reality had finally arrived and "barely works". His report included a variety of industries which leveraged these technologies to support industry-level innovation. Virtual reality was being employed to empower decision making in design, evaluation, and training processes across multiple disciplines. Over the past two decades, both industrial and academic communities have contributed to a large knowledge base on numerous virtual reality topics. Technical advances have enabled designers and engineers to explore and interact with data in increasingly natural ways. Sixteen years have passed since Brooks original survey. Where are we now? The research presented here seeks to describe the current state of the art of virtual reality as it is used as a decision-making tool in product design, particularly in engineering-focused businesses. To this end, a survey of industry was conducted over several months spanning fall 2014 and spring 2015. Data on virtual reality applications across a variety of industries was gathered through a series of on-site visits. In total, on-site visits with 18 companies using virtual reality were conducted as well as remote conference calls with two others. The authors interviewed 62 people across numerous companies from varying disciplines and perspectives. Success stories and existing challenges were highlighted. While virtual reality hardware has made considerable strides, unique attention was given to applications and the associated decisions that they support. Results suggest that virtual reality has arrived: it works! It is mature, stable, and, most importantly, usable. VR is actively being used in a number of industries to support decision making and enable innovation. Insights from this survey can be leveraged to help guide future research directions in virtual reality technology and applications.

515 citations

Journal ArticleDOI
TL;DR: Analysis of teacher–child dialogue in a comparative study between use of an AR virtual mirror interface and more traditional science teaching methods for 10-year-old children revealed that the children using AR were less engaged than those using traditional resources.
Abstract: The use of augmented reality (AR) in formal education could prove a key component in future learning environments that are richly populated with a blend of hardware and software applications. However, relatively little is known about the potential of this technology to support teaching and learning with groups of young children in the classroom. Analysis of teacher–child dialogue in a comparative study between use of an AR virtual mirror interface and more traditional science teaching methods for 10-year-old children, revealed that the children using AR were less engaged than those using traditional resources. We suggest four design requirements that need to be considered if AR is to be successfully adopted into classroom practice. These requirements are: flexible content that teachers can adapt to the needs of their children, guided exploration so learning opportunities can be maximised, in a limited time, and attention to the needs of institutional and curricular requirements.

465 citations

Journal ArticleDOI
TL;DR: A review of the research in virtual assembly is provided and the potential to support integration of natural human motions into the computer aided assembly planning environment and results in reduced time and cost for product design are presented.
Abstract: Assembly planning and evaluation is an important component of the product design process in which details about how parts of a new product will be put together are formalized. A well designed assembly process should take into account various factors such as optimum assembly time and sequence, tooling and fixture requirements, ergonomics, operator safety, and accessibility, among others. Existing computer-based tools to support virtual assembly either concentrate solely on representation of the geometry of parts and fixtures and evaluation of clearances and tolerances or use simulated human mannequins to approximate human interaction in the assembly process. Virtual reality technology has the potential to support integration of natural human motions into the computer aided assembly planning environment (Ritchie et al. in Proc I MECH E Part B J Eng 213(5):461–474, 1999). This would allow evaluations of an assembler’s ability to manipulate and assemble parts and result in reduced time and cost for product design. This paper provides a review of the research in virtual assembly and categorizes the different approaches. Finally, critical requirements and directions for future research are presented.

321 citations

Journal ArticleDOI
TL;DR: It is found that virtual memory palaces in HMD condition provide a superior memory recall ability compared to the desktop condition, which is a first step in using virtual environments for creating more memorable experiences that enhance productivity.
Abstract: Virtual reality displays, such as head-mounted displays (HMD), afford us a superior spatial awareness by leveraging our vestibular and proprioceptive senses, as compared to traditional desktop displays. Since classical times, people have used memory palaces as a spatial mnemonic to help remember information by organizing it spatially and associating it with salient features in that environment. In this paper, we explore whether using virtual memory palaces in a head-mounted display with head-tracking (HMD condition) would allow a user to better recall information than when using a traditional desktop display with a mouse-based interaction (desktop condition). We found that virtual memory palaces in HMD condition provide a superior memory recall ability compared to the desktop condition. We believe this is a first step in using virtual environments for creating more memorable experiences that enhance productivity through better recall of large amounts of information organized using the idea of virtual memory palaces.

298 citations

Performance
Metrics
No. of papers from the Journal in previous years
YearPapers
202391
2022160
2021169
202055
201939
201828