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Proceedings - 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2023 ; : 44-52, 2023.
Article in English | Scopus | ID: covidwho-20238664

ABSTRACT

As virtual reality (VR) is labeled by many as 'an ultimate empathy machine,' immersive VR applications have the potential to assist in empathy training for mental healthcare such as depression [21]. In responding to the increasing numbers of diagnosed depression throughout COVID-19, a first-person VR adventure game called 'Schwer' was designed and prototyped by the authors' research team to provide a social support environment for depression treatment. To continue the study and assess the training effectiveness for an appropriate level of empathy, this current article includes a brief survey on data analytics models and features to accumulate evidence for the next phase of the study, an interactive game-level design for the 'Reconstruction' stage, and a preliminary study with data collection. The preliminary study was conducted with a post-game interview to evaluate the design of the levels and their effectiveness in empathy training. Results showed that the game was rated as immersive by all participants. Feedback on the avatar design indicated that two out of three of the non-player characters (NPCs) have made the intended effect. Participants showed mostly positive opinion towards their experienced empathy and provided feedback on innovative teleport mechanism and game interaction. The findings from the literature review and the results of the preliminary study will be used to further improve the existing system and add the data analytics model training. The long-term research goal is to contribute to the healthcare field by developing a dynamic AI-based biofeedback immersive VR system in assisting depression prevention. © 2023 IEEE.

2.
IEEE Visualization Conference (IEEE VIS) ; : 146-150, 2021.
Article in English | Web of Science | ID: covidwho-1868557

ABSTRACT

In order to effectively combat Air Pollution, it is necessary for the government and the community to work together. Easily comprehensible visualizations can play a major role in drawing public attention and spreading awareness about seemingly intangible air pollution. Considering the widespread usage of Android-based devices, in this paper, we propose an Augmented Reality based application called AiR, to help users to visualize pollutants in the air and to create an immersive user experience. It aims to interactively engage a wide variety of users and create awareness without overwhelming them with data. AiR visualizes 12 pollutants [PM10, PM2.5, NO, NO2, NOx, CO, SO2,O-3,NH3, C6H6, (CH3)C6H5 and (CH3)(2)C6H5] through unique models. We demonstrate our application on pollution data by CPCB from various weather stations across India collected over the initial lockdown period due to COVID-19 in India.

3.
J Imaging ; 8(3)2022 Mar 18.
Article in English | MEDLINE | ID: covidwho-1765753

ABSTRACT

This paper presents an evaluation and comparison of interaction methods for the configuration and visualization of pervasive Augmented Reality (AR) experiences using two different platforms: desktop and mobile. AR experiences consist of the enhancement of real-world environments by superimposing additional layers of information, real-time interaction, and accurate 3D registration of virtual and real objects. Pervasive AR extends this concept through experiences that are continuous in space, being aware of and responsive to the user's context and pose. Currently, the time and technical expertise required to create such applications are the main reasons preventing its widespread use. As such, authoring tools which facilitate the development and configuration of pervasive AR experiences have become progressively more relevant. Their operation often involves the navigation of the real-world scene and the use of the AR equipment itself to add the augmented information within the environment. The proposed experimental tool makes use of 3D scans from physical environments to provide a reconstructed digital replica of such spaces for a desktop-based method, and to enable positional tracking for a mobile-based one. While the desktop platform represents a non-immersive setting, the mobile one provides continuous AR in the physical environment. Both versions can be used to place virtual content and ultimately configure an AR experience. The authoring capabilities of the different platforms were compared by conducting a user study focused on evaluating their usability. Although the AR interface was generally considered more intuitive, the desktop platform shows promise in several aspects, such as remote configuration, lower required effort, and overall better scalability.

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