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Virtual Worlds, Volume 3, Issue 4 (December 2024) – 3 articles

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23 pages, 17790 KiB  
Technical Note
Development of a Modular Adjustable Wearable Haptic Device for XR Applications
by Ali Najm, Domna Banakou and Despina Michael-Grigoriou
Virtual Worlds 2024, 3(4), 436-458; https://doi.org/10.3390/virtualworlds3040024 - 16 Oct 2024
Viewed by 267
Abstract
Current XR applications move beyond audiovisual information, with haptic feedback rapidly gaining ground. However, current haptic devices are still evolving and often struggle to combine key desired features in a balanced way. In this paper, we propose the development of a high-resolution haptic [...] Read more.
Current XR applications move beyond audiovisual information, with haptic feedback rapidly gaining ground. However, current haptic devices are still evolving and often struggle to combine key desired features in a balanced way. In this paper, we propose the development of a high-resolution haptic (HRH) system for perception enhancement, a wearable technology designed to augment extended reality (XR) experiences through precise and localized tactile feedback. The HRH system features a modular design with 58 individually addressable actuators, enabling intricate haptic interactions within a compact wearable form. Dual ESP32-S3 microcontrollers and a custom-designed system ensure robust processing and low-latency performance, crucial for real-time applications. Integration with the Unity game engine provides developers with a user-friendly and dynamic environment for accurate, simple control and customization. The modular design, utilizing a flexible PCB, supports a wide range of actuators, enhancing its versatility for various applications. A comparison of our proposed system with existing solutions indicates that the HRH system outperforms other devices by encapsulating several key features, including adjustability, affordability, modularity, and high-resolution feedback. The HRH system not only aims to advance the field of haptic feedback but also introduces an intuitive tool for exploring new methods of human–computer and XR interactions. Future work will focus on refining and exploring the haptic feedback communication methods used to convey information and expand the system’s applications. Full article
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18 pages, 2163 KiB  
Article
Virtual Reality Pursuit: Using Individual Predispositions towards VR to Understand Perceptions of a Virtualized Workplace Team Experience
by Diana R. Sanchez, Joshua McVeigh-Schultz, Katherine Isbister, Monica Tran, Kassidy Martinez, Marjan Dost, Anya Osborne, Daniel Diaz, Philip Farillas, Timothy Lang, Alexandra Leeds, George Butler and Monique Ferronatto
Virtual Worlds 2024, 3(4), 418-435; https://doi.org/10.3390/virtualworlds3040023 - 10 Oct 2024
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Abstract
This study investigates how individual predispositions toward Virtual Reality (VR) affect user experiences in collaborative VR environments, particularly in workplace settings. By adapting the Video Game Pursuit Scale to measure VR predisposition, we aim to establish the reliability and validity of this adapted [...] Read more.
This study investigates how individual predispositions toward Virtual Reality (VR) affect user experiences in collaborative VR environments, particularly in workplace settings. By adapting the Video Game Pursuit Scale to measure VR predisposition, we aim to establish the reliability and validity of this adapted measure in assessing how personal characteristics influence engagement and interaction in VR. Two studies, the first correlational and the second quasi-experimental, were conducted to examine the impact of environmental features, specifically the differences between static and mobile VR platforms, on participants’ perceptions of time, presence, and task motivation. The findings indicate that individual differences in VR predisposition significantly influence user experiences in virtual environments with important implications for enhancing VR applications in training and team collaboration. This research contributes to the understanding of human–computer interaction in VR and offers valuable insights for organizations aiming to implement VR technologies effectively. The results highlight the importance of considering psychological factors in the design and deployment of VR systems, paving the way for future research in this rapidly evolving field. Full article
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14 pages, 1878 KiB  
Article
XR MUSE: An Open-Source Unity Framework for Extended Reality-Based Networked Multi-User Studies
by Stéven Picard, Ningyuan Sun and Jean Botev
Virtual Worlds 2024, 3(4), 404-417; https://doi.org/10.3390/virtualworlds3040022 - 2 Oct 2024
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Abstract
In recent years, extended reality (XR) technologies have been increasingly used as a research tool in behavioral studies. They allow experimenters to conduct user studies in simulated environments that are both controllable and reproducible across participants. However, creating XR experiences for such studies [...] Read more.
In recent years, extended reality (XR) technologies have been increasingly used as a research tool in behavioral studies. They allow experimenters to conduct user studies in simulated environments that are both controllable and reproducible across participants. However, creating XR experiences for such studies remains challenging, particularly in networked, multi-user setups that investigate collaborative or competitive scenarios. Numerous aspects need to be implemented and coherently integrated, e.g., in terms of user interaction, environment configuration, and data synchronization. To reduce this complexity and facilitate development, we present the open-source Unity framework XR MUSE for devising user studies in shared virtual environments. The framework provides various ready-to-use components and sample scenes that researchers can easily customize and adapt to their specific needs. Full article
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