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        I walk, therefore I am: a multidimensional study on the influence of the locomotion method upon presence in virtual reality

        José L. Soler-Domínguez,Carla de Juan,Manuel Contero,Mariano Alcañiz 한국CDE학회 2020 Journal of computational design and engineering Vol.7 No.5

        A defining virtual reality (VR) metric is the sense of presence, a complex, multidimensional psychophysical construct that represents how intense is the sensation of actually being there, inside the virtual environment (VE), forgetting how technology mediates the experience. Our paper explores how locomotion influences presence, studying two different ways of artificial movement along the VE: walking-in-place (through head bobbing detection) and indirect walking (through touchpad). To evaluate that influence, a narrative-neutral maze was created, from where 41 participants (N=41) had to escape. Measuring presence is a controversial topic since there is not a single, objective measure but a wide range of metrics depending on the different theoretical basis. For this reason, we have used for the first time, representative metrics from all three traditional dimensions of presence: subjective presence (SP) (self-reported through questionnaires), behavioral presence (BP) (obtained from unconscious reactions while inside the VE), and physiological presence (PP) [usually measured using heart rate or electrodermal activity (EDA)]. SP was measured with the ITC-SOPI questionnaire, BP by collecting the participants’ reactions, and PP by using a bracelet that registered EDA. The results show two main findings: (i) There is no correlation between the different presence metrics. This opens the door to a simpler way of measuring presence in an objective, reliable way. (ii) There is no significant difference between the two locomotion techniques for any of the three metrics, which shows that the authenticity of VR does not rely on how you move within the VE.

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        The influence of haptics when assessing household products presented in different means: a comparative study in real setting, flat display, and virtual reality environments with and without passive haptics

        Julia Galan,Francisco Felip,Carlos Garc´ıa-Garc´,Manuel Contero 한국CDE학회 2021 Journal of computational design and engineering Vol.8 No.1

        This research aimed to analyse the influence of presentation means in assessing different household product characteristics and to study the influence of physical contact with the product on that assessment. To this end, the presentation of an armchair in four different means was prepared: two offering the chance to touch the product (real setting and virtual reality with passive haptics) and two not offering the physical interaction possibility (virtual reality and 3D interactive image on a screen). The product was assessed by 128 volunteers (74 men, 54 women) on a semantic scale with 12 bipolar pairs. The results revealed that the presentation means did not influence the overall product assessment, but affected the assessment of 3 of 12 features (weight, size, and aesthetics), where coming into physical contact with the product impacted the assessment of these features. Finally, similar assessments of the product were obtained in both means of visual-only presentation.

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        A voice-based annotation system for collaborative computer-aided design

        Raquel Plumed,Carmen Gonzalez-Lluch,David Perez-L ´ opez,Manuel Contero,Jorge D. Camba 한국CDE학회 2021 Journal of computational design and engineering Vol.8 No.2

        In this paper, we describe a voice-based interaction mechanism to annotate 3D models directly from a computer-aided design (CAD) modeling environment. The audio signal is captured and automatically transcribed to a textual 3D note, which is attached to the geometry and made available to other product information and business processes across the enterprise via a product data management system. Our approach provides a more natural and intuitive method to capture design and engineering knowledge that is particularly effective when large amounts of information need to be communicated. We discuss the rationale of the software architecture and the value of this modality for capturing knowledge in a collaborative engineering context. Finally, we examine the results of an experiment to validate our proposal. Our results show that 3D annotations are an effective mechanism to communicate design knowledge, which suggests the need for further developments in the areas of multimodal interaction methods and interfaces for CAD and collaborative tools.

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