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Abstract

Virtual Reality (VR) systems are used in engineering, architecture, design and in applications of biomedical research. The component of acoustics in such VR systems enables the creation of audio-visual stimuli for applications in room acoustics, building acoustics, automotive acoustics, environmental noise control, machinery noise control, and hearing research. The basis is an appropriate acoustic simulation and auralization technique together with signal processing tools. Auralization is based on time-domain modelling of the components of sound source characterization, sound propagation, and on spatial audio technology. Whether the virtual environment is considered sufficiently accurate or not, depends on many perceptual factors, and on the pre-conditioning and immersion of the user in the virtual environment. In this paper the processing steps for creation of Virtual Acoustic Environments and the achievable degree of realism are briefly reviewed. Applications are discussed in examples of room acoustics, archeological acoustics, aircraft noise, and audiology.

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Authors and Affiliations

Michael Vorländer
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Abstract

The article presents a brief exposition of alternative ways of creating virtual objects and the status of their existence inspired by the relevant views of Plato, Aristotle, Franz Brentano and Karl Popper as well as various conceptions of representation. I argue that the present state of research on the problem of “computer” virtuality shows that it is necessary to explore first the ontological issues of virtual objects. Only these issues will solve the mystery of the creation and existence of virtual objects. The consideration of these issues are suppressed by the fact that contemporary philosophy has removed both metaphysics and, with-it, ontology. That is why, and for reasons for reasons of substantive accuracy, I show how traditional ontological and ontologically inspiring approaches are—when modified— promising candidates for exploring the nature of virtual objects, first of all, problems of their existence and creation.

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Authors and Affiliations

Mariusz Mazurek
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Abstract

Background: Observing one’s own body has been shown to influence pain perception—a phenomenon called visual analgesia. The effect was originally obtained using a mirror reflection of one’s own hand and later replicated with prosthetic and virtual hands. Most studies show increased pain thresholds during visual analgesia, but the opposite effect can be obtained by inducing ownership illusion over a limb that looks wounded. We tested the hypothesis that a resilient-looking virtual limb would lead to an increased pain threshold.
Methods: Eighty-eight students (Mage = 21.4, SDage = 2.98) participated in a within-group experimental design study (natural hand virtual reality [VR], marble hand VR, and non-VR control). In both VR conditions, a visuo-tactile synchronous stimulation was used to elicit the illusion of embodiment. Pressure pain stimulus was applied to the forearm. Dependent variables were: pressure pain threshold, pain intensity and self-reported embodiment.
Results: There were significant differences between the control condition and the Natural Hand VR (V = 647, p < .0001), and between the control condition and the Marble Hand VR (V = 947.5, p < .005), but not between the Natural Hand and Marble Hand conditions (V = 1428.5, p = .62). Contrary to our predictions, pain threshold was higher in the control condition. Pain intensity differences were not significant.
Conclusions: We obtained a significant effect in the opposite direction than predicted. Such results may mean that the visual analgesia effect is more context-dependent than previously thought. We discuss methodological differences between the paradigm used in this study and paradigms reported in the literature as a possible explanation.
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Authors and Affiliations

Marcin Czub
1
ORCID: ORCID
Joanna Piskorz
1
ORCID: ORCID

  1. Uniwersytet Wrocławski, Instytut Psychologii
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Abstract

Rapid development of computing and visualisation systems has resulted in an unprecedented capability to display, in real time, realistic computer-generated worlds. Advanced techniques, including three-dimensional (3D) projection, supplemented by multi-channel surround sound, create immersive environments whose applications range from entertainment to military to scientific. One of the most advanced virtual reality systems are CAVE-type systems, in which the user is surrounded by projection screens. Knowledge of the screen material scattering properties, which depend on projection geometry and wavelength, is mandatory for proper design of these systems. In this paper this problem is addressed by introducing a scattering distribution function, creating a dedicated measurement setup and investigating the properties of selected materials used for rear projection screens. Based on the obtained results it can be concluded that the choice of the screen material has substantial impact on the performance of the system

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Authors and Affiliations

Adam Mazikowski
Michał Trojanowski
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Abstract

The paper tries to defend the thesis that it is impossible to decide upon moral issues without any references to the ontology of the world we live in. An illustrative example of the main argumentation line is the choice made by Cypher—a second plan character in the movie Matrix. Cypher decides to betray human rebels fighting against machines for freedom and, as a reward, accepts affluent life in the virtual reality. His choice seems to be superficially reprehensible because of the abandonment of the real world and authentic life. However, one can argue that the dichotomy between the real and virtual world is seeming. By choosing the virtual reality Cypher decided to act in a world which, like the real world, makes it possible to be a moral subject and enables authentic experience. The difference between both the worlds lies in the type of determination limiting any conscious subject. Cypher prefers to live in a world determined by the algorithm of Matrix more than in a world where his behaviour is determined by genes and other biological factors.

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Authors and Affiliations

Jacek Gurczyński
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Abstract

Background. For many years virtual reality (VR) has been used to support therapy in many clinical contexts. This study aimed to investigate the effectiveness of VR as an intervention to reduce distress and increase patient comfort during chemotherapy. Participants and Procedure. Twenty-six adult patients of the Haematology Clinic participated in the between-group design study. The experimental group used a VR application during three chemotherapy sessions, while the control group underwent treatment as usual.
Participants' task in VR was to locate and destroy cancer cells using drug particles emitted from a virtual weapon. Several self-report measures were used, measuring attitudes towards the chemotherapy session, experiences during the session, items related to using visualization techniques, and questions related to evaluating the VR application.
Results. We found a significant difference between groups regarding the experience of the session. Participants in the experimental group reported more sense of control over the treatment process, higher levels of physical comfort, and relaxation. We discuss the implications of these results in various contexts, including gender differences, age, and time between chemotherapy sessions.
Conclusions. Virtual Reality applications can effectively influence the experience of the chemotherapy session positively. Its use can also affect the psychological aspects of a patient's treatment process.
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Authors and Affiliations

Joanna Piskorz
1
ORCID: ORCID
Marcin Czub
1
ORCID: ORCID
Magdalena Mróz
1
ORCID: ORCID
Jarosław Drapała
2
ORCID: ORCID

  1. Uniwersytet Wrocławski, Wroclaw, Poland
  2. Politechnika Wrocławska, Wroclaw, Poland
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Abstract

The present study aimed to investigate the effects of manipulating visual information about one’s movement in Virtual Reality (VR) during physical training on a stationary bike. In the first experiment, the participants’ (N=30) task was to cycle on a stationary bike while embodying a virtual avatar. Fifteen participants experienced the Slow condition, in which a virtual avatar cycled at the constant speed of 15km/h, while the other fifteen participants experienced the Fast condition, in which a virtual avatar cycled at the constant speed of 35km/h. In the second experiment, we tested whether introducing agency (i.e., linking real-life cycling speed with the cycling speed of a virtual avatar), would improve exercise performance. Participants (N=31) experienced counterbalanced conditions: Faster optic flow (avatar’s speed was 15% faster than the participants’ real cycling speed), and Slower optic flow (avatar’s speed was 15% slower than the participants’ real cycling speed). Results showed that all participants increased their cycling speed when experiencing altered cycling speed of a virtual avatar compared with their baselines, but in the first experiment, participants cycled faster in the faster optic flow condition, while in the second experiment, when participants controlled the virtual avatar’s cycling speed, there were no differences between the Fast and Slow conditions. Participants described the cycling in VR as a pleasant experience. The present study suggests that the addition of Virtual Reality during exercise training may increase cycling performance.
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Authors and Affiliations

Marta Kowal
1
ORCID: ORCID
Joanna Piskorz
1
ORCID: ORCID
Marcin Czub
1
ORCID: ORCID

  1. Institute of Psychology, University of Wrocław, Poland
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Abstract

The goal of this study was to test the efficacy of a tactile attention distraction from pain and compare its effectiveness with a virtual reality (VR) distraction on an analogous task. VR is considered to be the gold standard for attention distraction, but it cannot be used in certain clinical cases or for particular medical procedures. A repeatedmeasures experimental study was carried out with 42 participants using tactile and VR variants of an n-back task and a cold pressor test for pain. The independent variable was the distraction type (tactile, VR, or no-distraction) and the dependent variable was pain tolerance (i.e., time participants kept their hand in cold water). The results showed that both tactile and VR games effectively increased pain tolerance compared to the control condition. Effect sizes for both interventions were similar. However, the effect was observed only for female participants.
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Authors and Affiliations

Marcin Czub
1
ORCID: ORCID
Anna Bagrij
1

  1. Institute of Psychology, University of Wrocław
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Abstract

Virtual reality (VR) technology now provides players with immersive and realistic experiences as never before. Spatial presence plays a crucial role in the introduction of immersive experience in a VR environment. Spatial presence is a special feeling of personal and physical presence in the displayed environment. In this study, we found that the first-person perspective (1PP) was more effective in raising the sense of spatial presence that induces immersive experience compared to the third-person perspective (3PP) in a VR shooting game. Moreover, eye blink rate was significantly higher in the 1PP compared with the 3PP. The 1PP game setting was more realistic than the 3PP setting, and may have raised participants’ sense of immersion and facilitated eye blink. These results indicate that eye blink rate is increased by the sense of spatial presence, and can be a good measure of subjective immersive experience in a VR environment. Neuroscientific evidences suggest that dopaminergic system is involved in such emotional experiences and physiological responses.

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Authors and Affiliations

Tomohide Ishiguro
Cohta Suzuki
Hiroki Nakakoji
Yusuke Funagira
Motoharu Takao
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Abstract

In recent years, many scientific and industrial centres in the world developed a virtual reality systems or laboratories. The effect of user “immersion” into virtual reality in such systems is largely dependent on optical properties of the system. In this paper, problems of luminance distribution uniformity in CAVE-type virtual reality systems are analyzed. For better characterization of CAVE luminance nonuniformity corner and edge CAVE nonuniformity were introduced. Based on described CAVE-type virtual reality laboratory, named Immersive 3D Visualization Lab (I3DVL) just opened at the Gdansk University of Technology, luminance nonuniformity of the system is evaluated and discussed. Data collection of luminance distribution allows for software compensation of intensity distribution of individual images projected onto the screen (luminance non-uniformity minimization) in the further research.

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Authors and Affiliations

A. Mazikowski
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Abstract

This paper presents an innovative solution in the form of a virtual reality (VR) and high performance computing (HPC) system dedicated to aid designing rotary forming processes with laser beam reheating the material formed. The invented method allowing a virtual machine copy to be coupled with its actual counterpart and a computing engine utilizing GPU processors of graphic NVidia cards to accelerate computing are discussed. The completed experiments and simulations of the 316L stainless steel semi-product spinning process showed that the developed VR-HPC system solution allows the manufacturing process to be effectively engineered and controlled in industrial conditions.
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Authors and Affiliations

Marcin Hojny
Przemysław Marynowski
ORCID: ORCID
G. Lipski
1
ORCID: ORCID
T. Gądek
2
ORCID: ORCID
Ł. Nowacki
2
ORCID: ORCID

  1. AGH University of Science and Technology, Al. Mickiewicza 30, 30-059 Kraków, Poland
  2. Research Network Łukasiewicz – Metal Forming Institute, Jana Pawła II 14, 61-139 Poznań, Poland
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Abstract

Traditional sports and esports benefit from the development of Information and Communications Technologies (ICT), including gaming, 4D image/video processing, augmented reality (AR), virtual reality (VR), machine learning (ML), artificial intelligence (AI), big data, high-performance computing (HPC), and cloud computing. On the fuzzy border between the areas of physical and modified reality, both types of sports can coexist. The hardware layer of esports includes PC, consoles, smartphones, and peripherals used to interface with computers, including sensors and feedback devices. The IT layer of esports includes algorithms required in the development of games, online platforms, and virtual reality. The esports community includes amateur and professional players, spectators, esports organizers, sponsors, and other stakeholders. Esports and gaming research spans throughout law (intellectual rights, insurance, safety, and age restrictions), administration (teams, clubs, organizations, league regulations, and tournaments) biology (medicine, psychology, addiction, training and education) Olympic and non- Olympic disciplines, ethical issues, game producers, finance, gambling, data acquisition and analysis. Our article aims to presents selected research issues of esports in the ICT virtualization layer.
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Authors and Affiliations

Andrzej Białecki
1
Jan Gajewski
2
Ryszard Romaniuk
1

  1. Warsaw University of Technology
  2. Józef Piłsudski University of Physical Education
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Abstract

This paper analyses the performance of Differential Head-Related Transfer Function (DHRTF), an alternative transfer function for headphone-based virtual sound source positioning within a horizontal plane. This experimental one-channel function is used to reduce processing and avoid timbre affection while preserving signal features important for sound localisation. The use of positioning algorithm employing the DHRTF is compared to two other common positioning methods: amplitude panning and HRTF processing. Results of theoretical comparison and quality assessment of the methods by subjective listening tests are presented. The tests focus on distinctive aspects of the positioning methods: spatial impression, timbre affection, and loudness fluctuations. The results show that the DHRTF positioning method is applicable with very promising performance; it avoids perceptible channel coloration that occurs within the HRTF method, and it delivers spatial impression more successfully than the simple amplitude panning method.

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Authors and Affiliations

Dominik Storek
Frantisek Rund
Petr Marsalek
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Abstract

The use of virtual reality (VR) has been exponentially increasing and due to that many researchers have started to work on developing new VR based social media. For this purpose it is important to have an avatar of the user which look like them to be easily generated by the devices which are accessible, such as mobile phones. In this paper, we propose a novel method of recreating a 3D human face model captured with a phone camera image or video data. The method focuses more on model shape than texture in order to make the face recognizable. We detect 68 facial feature points and use them to separate a face into four regions. For each area the best fitting models are found and are further morphed combined to find the best fitting models for each area. These are then combined and further morphed in order to restore the original facial proportions. We also present a method of texturing the resulting model, where the aforementioned feature points are used to generate a texture for the resulting model.

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Authors and Affiliations

G. Anbarjafari
R.E. Haamer
I. Lüsi
T. Tikk
L. Valgma
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Abstract

In recent years, many scientific and industrial centres in the world developed virtual reality systems or laboratories. At present, among the most advanced virtual reality systems are CAVE-type (Cave Automatic Virtual Environment) installations. Such systems usually consist of four, five, or six projection screens arranged in the form of a closed or hemi-closed space. The basic task of such systems is to ensure the effect of user “immersion” in the surrounding environment. The effect of user “immersion” into virtual reality in such systems is largely dependent on optical properties of the system, especially on quality of projection of three-dimensional images. In this paper, techniques of projection of three-dimensional (3D) images in CAVE-type virtual reality systems are analysed. The requirements of these techniques for such virtual reality systems are outlined. Based on the results of measurements performed in a unique CAVE-type virtual reality laboratory equipped with two different 3D projection techniques, named Immersive 3D Visualization Lab (I3DVL), that was recently opened at the Gdańsk University of Technology, the stereoscopic parameters and colour gamut of Infitec and Active Stereo stereoscopic projection techniques are examined and discussed. The obtained results enable to estimate the projection system quality for application in CAVE-type virtual reality installations.

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Authors and Affiliations

Adam Mazikowski
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Abstract

Stanisław Lem is considered the most outstanding representative of Polish and one of the most eminent representatives of world science-fiction literature, as well as a futurologist and—at least by some—a philosopher who, in the form of novels and short stories written in the convention of science fiction and the so-called discursive prose, touched upon important philosophical problems concerning the place of man in the Universe, the effects of technological and civilisational progress and the issue of the limits of cognition. The article reconstructs and analyses the main philosophical problems presented in the work Filozoficzny Lem. Wybór tekstów Stanisława Lema i opracowania [ The Philosophical Lem. A Selection of Texts by Stanisław Lem and Studies] edited by Filip Kobiela and Jakub Gomułka.
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Authors and Affiliations

Barbara Dzida
1
ORCID: ORCID
Tomir Jędrejek
2
Andrzej Łukasik
3
ORCID: ORCID

  1. Department of Epistemology and Ontology, Institute of Philosophy, Maria Curie-Skłodowska University, Lublin, Poland
  2. MA in Media Production
  3. MA in Sociology
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Abstract

As the virtual reality (VR) market is growing at a fast pace, numerous users and producers are emerging with the hope to navigate VR towards mainstream adoption. Although most solutions focus on providing highresolution and high-quality videos, the acoustics in VR is as important as visual cues for maintaining consistency with the natural world. We therefore investigate one of the most important audio solutions for VR applications: ambisonics. Several VR producers such as Google, HTC, and Facebook support the ambisonic audio format. Binaural ambisonics builds a virtual loudspeaker array over a VR headset, providing immersive sound. The configuration of the virtual loudspeaker influences the listening perception, as has been widely discussed in the literature. However, few studies have investigated the influence of the orientation of the virtual loudspeaker array. That is, the same loudspeaker arrays with different orientations can produce different spatial effects. This paper introduces a VR audio technique with optimal design and proposes a dual-mode audio solution. Both an objective measurement and a subjective listening test show that the proposed solution effectively enhances spatial audio quality.
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Authors and Affiliations

Shu-Nung Yao
1

  1. Department of Electrical Engineering, National Taipei University, No. 151, University Rd., Sanxia Dist., New Taipei City 237303, Taiwan
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Abstract

The individual Head-Related Transfer Functions (HRTFs) typically show large left-right ear differences. This work evaluates HRTF left-right differences by means of the rms measure called the Root Mean Square Difference (RMSD). The RMSD was calculated for HRTFs measured with the participation of a group of 15 subjects in our laboratory, for the HRTFs taken from the LISTEN database and for the acoustic manikin. The results showed that the RMSD varies in relation to the frequency and as expected is small for more symmetrical HRTFs at low frequencies (0.3÷1 kHz). For higher frequency bands (1÷5 kHz and above 5 kHz), the left-right differences are higher as an effect of the complex filtering caused by anatomical shape of the head and the pinnae. Results obtained for the subjects and for data taken from the LISTEN database were similar, whereas different for the acoustic manikin. This means that measurements with the use of the manikin cannot be considered as perfect average representation of the results obtained for people. The method and results of this study may be useful in assessing the symmetry of the HRTFs, and further analysis and improvement of how to considered the HRTFs individualization and personalization algorithms.
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Authors and Affiliations

Maciej Jasiński
1
Jan Żera
1

  1. Warsaw University of Technology, Poland
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Abstract

In this paper, I present a short 10-point characteristics of the classical conception of truth. Subsequently I point to the importance and comprehensive usefulness of this truth, among others, to the possibility of applying it in some virtual environments, e.g., in those which include virtual objects of types A and C. I also emphasize that—independently of views of promotors and creators of the “post-truth era” (e.g. the will of politicians, propagandists and the authors of conspiracy theories)—truth as it is grasped in the classical theory is in principle non-withdrawable from social discourse, including its philosophical and scientific fields.
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Authors and Affiliations

Józef Dębowski
1

  1. Zakład Epistemologii, Logiki i Metodologii Nauk, Instytut Filozofii, Wydział Humanistyczny, Uniwersytet Warmińsko-Mazurski w Olsztynie, ul. Kurta Obitza 1, 10-725 Olsztyn

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