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 vr environment


Predicting User Grasp Intentions in Virtual Reality

arXiv.org Artificial Intelligence

Predicting user intentions in virtual reality (VR) is crucial for creating im-mersive experiences, particularly in tasks involving complex grasping motions where accurate haptic feedback is essential. In this work, we leverage time-series data from hand movements to evaluate both classification and regression approaches across 810 trials with varied object types, sizes, and manipulations. Our findings reveal that classification models struggle to generalize across users, leading to inconsistent performance. In contrast, regression-based approaches, particularly those using Long Short Term Memory (LSTM) networks, demonstrate more robust performance, with timing errors within 0.25 seconds and distance errors around 5-20 cm in the critical two-second window before a grasp. Despite these improvements, predicting precise hand postures remains challenging. Through a comprehensive analysis of user variability and model interpretability, we explore why certain models fail and how regression models better accommodate the dynamic and complex nature of user behavior in VR. Our results underscore the potential of machine learning models to enhance VR interactions, particularly through adaptive haptic feedback, and lay the groundwork for future advancements in real-time prediction of user actions in VR.


Bot Appétit! Exploring how Robot Morphology Shapes Perceived Affordances via a Mise en Place Scenario in a VR Kitchen

arXiv.org Artificial Intelligence

This study explores which factors of the visual design of a robot may influence how humans would place it in a collaborative cooking scenario and how these features may influence task delegation. Human participants were placed in a Virtual Reality (VR) environment and asked to set up a kitchen for cooking alongside a robot companion while considering the robot's morphology. We collected multimodal data for the arrangements created by the participants, transcripts of their think-aloud as they were performing the task, and transcripts of their answers to structured post-task questionnaires. Based on analyzing this data, we formulate several hypotheses: humans prefer to collaborate with biomorphic robots; human beliefs about the sensory capabilities of robots are less influenced by the morphology of the robot than beliefs about action capabilities; and humans will implement fewer avoidance strategies when sharing space with gracile robots. We intend to verify these hypotheses in follow-up studies.


Effect of Haptic Feedback on Avoidance Behavior and Visual Exploration in Dynamic VR Pedestrian Environment

arXiv.org Artificial Intelligence

Human crowd simulation in virtual reality (VR) is a powerful tool with potential applications including emergency evacuation training and assessment of building layout. While haptic feedback in VR enhances immersive experience, its effect on walking behavior in dense and dynamic pedestrian flows is unknown. Through a user study, we investigated how haptic feedback changes user walking motion in crowded pedestrian flows in VR. The results indicate that haptic feedback changed users' collision avoidance movements, as measured by increased walking trajectory length and change in pelvis angle. The displacements of users' lateral position and pelvis angle were also increased in the instantaneous response to a collision with a non-player character (NPC), even when the NPC was inside the field of view. Haptic feedback also enhanced users' awareness and visual exploration when an NPC approached from the side and back. Furthermore, variation in walking speed was increased by the haptic feedback. These results suggested that the haptic feedback enhanced users' sensitivity to a collision in VR environment.


Immersive Teleoperation Framework for Locomanipulation Tasks

arXiv.org Artificial Intelligence

-- Recent advancements in robotic loco-manipulation have leveraged Virtual Reality (VR) to enhance the precision and immersiveness of teleoperation systems, significantly outperforming traditional methods reliant on 2D camera feeds and joystick controls. Despite these advancements, challenges remain, particularly concerning user experience across different setups. This paper introduces a novel VR-based teleoperation framework designed for a robotic manipulator integrated onto a mobile platform. Central to our approach is the application of Gaussian splattering, a technique that abstracts the manipulable scene into a VR environment, thereby enabling more intuitive and immersive interactions. Users can navigate and manipulate within the virtual scene as if interacting with a real robot, enhancing both the engagement and efficacy of teleoperation tasks. Two-thirds (66%) of participants completed tasks faster, achieving an average time reduction of 43%. Additionally, 93% preferred the Gaussian Splat interface overall, with unanimous (100%) recommendations for future use, highlighting improvements in precision, responsiveness, and sit-uational awareness. Finally, we demonstrate the effectiveness of our framework through real-world experiments in two distinct application scenarios, showcasing the practical capabilities and versatility of the Splat-based VR interface.


Agent-Based Modeling and Deep Neural Networks for Establishing Digital Twins of Secure Facilities under Sensing Restrictions

arXiv.org Artificial Intelligence

Digital twin technologies help practitioners simulate, monitor, and predict undesirable outcomes in-silico, while avoiding the cost and risks of conducting live simulation exercises. Virtual reality (VR) based digital twin technologies are especially useful when monitoring human Patterns of Life (POL) in secure nuclear facilities, where live simulation exercises are too dangerous and costly to ever perform. However, the high-security status of such facilities may restrict modelers from deploying human activity sensors for data collection. This problem was encountered when deploying MetaPOL, a digital twin system to prevent insider threat or sabotage of secure facilities, at a secure nuclear reactor facility at Oak Ridge National Laboratory (ORNL). This challenge was addressed using an agent-based model (ABM), driven by anecdotal evidence of facility personnel POL, to generate synthetic movement trajectories. These synthetic trajectories were then used to train deep neural network surrogates for next location and stay duration prediction to drive NPCs in the VR environment. In this study, we evaluate the efficacy of this technique for establishing NPC movement within MetaPOL and the ability to distinguish NPC movement during normal operations from that during a simulated emergency response. Our results demonstrate the success of using a multi-layer perceptron for next location prediction and mixture density network for stay duration prediction to predict the ABM generated trajectories. We also find that NPC movement in the VR environment driven by the deep neural networks under normal operations remain significantly different to that seen when simulating responses to a simulated emergency scenario.


Silicone-made Tactile Actuator Integrated with Hot Thermo-fiber Finger Sleeve

arXiv.org Artificial Intelligence

Multi-mode haptic feedback is essential to achieve high realism and immersion in virtual environments. This paper proposed a novel silicone fingertip actuator integrated with a hot thermal fabric finger sleeve to render pressure, vibration, and hot thermal feedback simultaneously. The actuator is pneumatically actuated to render a realistic and effective tactile experience in accordance with hot thermal sensation. The silicone actuator, with two air chambers controlled by pneumatic valves connected to compressed air tanks. Simultaneously, a PWM signal from a microcontroller regulates the temperature of the thermal fabric sleeve, enhancing overall system functionality. The lower chamber of the silicone actuator is responsible for pressure feedback, whereas the upper chamber is devoted to vibrotactile feedback. The conductive yarn or thread was utilized to spread the thermal feedback actuation points on the thermal fabric's surface. To demonstrate the actuator's capability, a VR environment consisting of a bowl of liquid and a stove with fire was designed. Based on different functionalities the scenario can simulate the tactile perception of pressure, vibration, and temperature simultaneously or consecutively.


Stress Detection from Photoplethysmography in a Virtual Reality Environment

arXiv.org Artificial Intelligence

Personalized virtual reality exposure therapy is a therapeutic practice that can adapt to an individual patient, leading to better health outcomes. Measuring a patient's mental state to adjust the therapy is a critical but difficult task. Most published studies use subjective methods to estimate a patient's mental state, which can be inaccurate. This article proposes a virtual reality exposure therapy (VRET) platform capable of assessing a patient's mental state using non-intrusive and widely available physiological signals such as photoplethysmography (PPG). In a case study, we evaluate how PPG signals can be used to detect two binary classifications: peaceful and stressful states. Sixteen healthy subjects were exposed to the two VR environments (relaxed and stressful). Using LOSO cross-validation, our best classification model could predict the two states with a 70.6% accuracy which outperforms many more complex approaches.


Evaluating Usability and Engagement of Large Language Models in Virtual Reality for Traditional Scottish Curling

arXiv.org Artificial Intelligence

This paper explores the innovative application of Large Language Models (LLMs) in Virtual Reality (VR) environments to promote heritage education, focusing on traditional Scottish curling presented in the game ``Scottish Bonspiel VR''. Our study compares the effectiveness of LLM-based chatbots with pre-defined scripted chatbots, evaluating key criteria such as usability, user engagement, and learning outcomes. The results show that LLM-based chatbots significantly improve interactivity and engagement, creating a more dynamic and immersive learning environment. This integration helps document and preserve cultural heritage and enhances dissemination processes, which are crucial for safeguarding intangible cultural heritage (ICH) amid environmental changes. Furthermore, the study highlights the potential of novel technologies in education to provide immersive experiences that foster a deeper appreciation of cultural heritage. These findings support the wider application of LLMs and VR in cultural education to address global challenges and promote sustainable practices to preserve and enhance cultural heritage.


Evaluating Deep Networks for Detecting User Familiarity with VR from Hand Interactions

arXiv.org Artificial Intelligence

As VR devices become more prevalent in the consumer space, VR applications are likely to be increasingly used by users unfamiliar with VR. Detecting the familiarity level of a user with VR as an interaction medium provides the potential of providing on-demand training for acclimatization and prevents the user from being burdened by the VR environment in accomplishing their tasks. In this work, we present preliminary results of using deep classifiers to conduct automatic detection of familiarity with VR by using hand tracking of the user as they interact with a numeric passcode entry panel to unlock a VR door. We use a VR door as we envision it to the first point of entry to collaborative virtual spaces, such as meeting rooms, offices, or clinics. Users who are unfamiliar with VR will have used their hands to open doors with passcode entry panels in the real world. Thus, while the user may not be familiar with VR, they would be familiar with the task of opening the door. Using a pilot dataset consisting of 7 users familiar with VR, and 7 not familiar with VR, we acquire highest accuracy of 88.03\% when 6 test users, 3 familiar and 3 not familiar, are evaluated with classifiers trained using data from the remaining 8 users. Our results indicate potential for using user movement data to detect familiarity for the simple yet important task of secure passcode-based access.


What you see is (not) what you get: A VR Framework for Correcting Robot Errors

arXiv.org Artificial Intelligence

Many solutions tailored for intuitive visualization or teleoperation of virtual, augmented and mixed (VAM) reality systems are not robust to robot failures, such as the inability to detect and recognize objects in the environment or planning unsafe trajectories. In this paper, we present a novel virtual reality (VR) framework where users can (i) recognize when the robot has failed to detect a real-world object, (ii) correct the error in VR, (iii) modify proposed object trajectories and, (iv) implement behaviors on a real-world robot. Finally, we propose a user study aimed at testing the efficacy of our framework. Project materials can be found in the OSF repository.