IMET: International Conference on Interactive Media, Smart Systems and Emerging Technologies
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Browsing IMET: International Conference on Interactive Media, Smart Systems and Emerging Technologies by Subject "Applied computing"
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Item Collaborative VR: Solving Riddles in the Concept of Escape Rooms(The Eurographics Association, 2023) Ioannou, Afxentis; Lemonari, Marilena; Liarokapis, Fotis; Aristidou, Andreas; Pelechano, Nuria; Liarokapis, Fotis; Rohmer, Damien; Asadipour, AliThe recent state of VR technology enables users to have quick and easy access to multiple VR functionalities, prompting researchers to explore various aspects of user experiences in virtual environments. In this work, we study alternative means of user communication in collaborative virtual environments (CVEs). We are especially interested in how users manage to convey messages to each other while not being able to see, hear, or text one another. We aim to understand how users choose to utilize the tools provided to them in virtual environments and report their feedback i.e., how this affects engagement level, performance, etc. The objective of our work is to be able to determine the effects of integrating alternative means of communication in users' experience in VR; to examine this, we choose a case study of a collaborative VR escape room. We carry out a user study to evaluate our hypotheses on the effects of nontraditional communication means when performing computer-supported cooperative work (CSCW). We find that players manage to complete their tasks similarly to real-life scenarios, even when not allowing for traditional ways of interpersonal interactions. Through our user survey, we also conclude that it is worth integrating this communication option in other applications as well, which poses further questions as to what is the full potential of incorporating several alternative functionalities that people subtly use in real-life, in VR.Item Investigating Students' Motivation and Cultural Heritage Learning in a Gamified Versus Non-gamified VR Environment(The Eurographics Association, 2023) Souropetsis, Markos; Kyza, Eleni A.; Nisiotis, Louis; Georgiou, Yiannis; Giorgalla, Varnavia; Pelechano, Nuria; Liarokapis, Fotis; Rohmer, Damien; Asadipour, AliThis empirical study investigated how the use of a gamified versus a non-gamified Virtual Reality (VR) learning environment impacted student motivation and learning outcomes in the context of a virtual visit at a cultural heritage site. For this purpose, we adopted an experimental research design to analyse the experience of 46 undergraduate university students; 23 of them used a gamified version of the VR learning environment, while 23 of them used the same VR environment without the gamification elements. Data were collected using pre and post learning assessments, motivation questionnaires, as well as individual semistructured interviews. The data analyses showed that students who experienced the gamified VR learning environment had greater learning gains and perceived competence, as compared to their counterparts who used the VR environment without the gamification elements. The findings of this research contribute to the principled design of VR environments to optimize students' knowledge acquisition and learning experience.Item Programmatic Design and Architecture of an Immersive Laser Laboratory(The Eurographics Association, 2023) Müller, Andreas; Müller, Stefan; Brixner, Tobias; Mammen, Sebastian von; Pelechano, Nuria; Liarokapis, Fotis; Rohmer, Damien; Asadipour, AlifemtoPro provides an immersive laser laboratory experience for training, experimentation and analysis. In this paper, we present its programmatic design and architecture driven by requirements such as: accurate (non-)linear optics calculations, real-time performance on virtual reality (VR) headsets, easy authoring capabilities of pedagogical ''quests'', as well as natural user interactions and effective, multisensory feedback. We elaborate on how we tackle these challenges considering frontend components and the simulation backend. Notable features encompass an incremental, graph-based laser path solver algorithm with caching capabilities, a volumetric pulse shape renderer with accurately mapped color and transparency, an intuitive interaction system that translates coarse hand motions into precise adjustments, a comprehensive interface for configuring, conducting, and analyzing complex experiments with double precision accuracy including time-series measurements with moving platforms, and a generally flexible, modular architecture achieved through event-based communication, dynamic binding, and other state-of-the-art coding principles. Most of our proposed solutions should be directly applicable to similar immersive science laboratories, independently of their concrete domain.Item Recognizing User Behavior from Interactions for Adaptive Consumer Information Systems(The Eurographics Association, 2023) Lengauer, Stefan; Bedek, Michael A.; Kupfer, Cordula; Shao, Lin; Albert, Dietrich; Schreck, Tobias; Pelechano, Nuria; Liarokapis, Fotis; Rohmer, Damien; Asadipour, AliConsumer Information Systems, which experience widespread application, benefit substantially from adapting the conveyed information to specific user needs, by addressing various impairments such as color blindness, deficient preknowledge, and/or graph illiteracy. Ideally, to allow for an unperturbed exploration process, the system automatically recognizes and responds to the need for adaptation. While it has been shown that users' interactions with a system can be leveraged to this end, there exists no generalized taxonomy covering all possible interactions/processes and how they relate to each other. This paper garners different interactions, defined in the literature, and classifies them regarding complexity and inter-dependencies in a 'processes landscape'. Using this landscape, we outline a concept how low-level interactions (e.g., 'Clicking', 'Typing') can be combined with context-sensitive ones (e.g., 'Hovering') to estimate high-level behavior such as 'Reading' or 'Exploring'. Knowledge of the latter allows a system to intervene and adapt in a reasonably manner.Item ReInHerit a Museum: Enhancing Museum Experience and Broadening Audience Participation Through an Immersive Performance using Media-Art, and Augmented Reality(The Eurographics Association, 2023) Papadas, Stefanos; Papapetrou, Andreas; Frangoudes, Fotos; Polydorou, Alexis; Gavriel, Christodoula; Kyriakou, Niki; Neokleous, Kleanthis; Pelechano, Nuria; Liarokapis, Fotis; Rohmer, Damien; Asadipour, AliThis paper delves into the immersive performance, ''ReInHerit a Museum'' held at the Bank of Cyprus Cultural Foundation. Through exploration and analysis of the conceptual framework and the audience's interaction with an augmented-realitybased mobile application, it examines the ways in which artistic expressions blended with elements from emerging technologies aimed to enhance visitors' experiences and engage a broader audience. By integrating interactive sound installations, live music performers, augmented reality, real-time generated visuals, and projection mapping, visitors immersed in a multisensory environment that deepens their understanding and emotional connection with cultural heritage. The performance, aimed to break away from traditional modes of spectatorship and encourage active participation and interaction, blending the limits between observer and participant. All the material and documentation for the performance are made available for open access.