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Walking interfaces offer advantages in navigation of VE systems over other types of locomotion. However, VR helmets have the disadvantage that users cannot see their immediate surroundings. Our publication describes the prototypical implementation of a virtual environment (VE) system, capable of detecting possible obstacles using an RGB-D sensor. In order to warn users of potential collisions with real objects while they are moving throughout the VE tracking area, we designed 4 different visual warning metaphors: Placeholder, Rubber Band, Color Indicator and Arrow. A small pilot study was carried out in which the participants had to solve a simple task and avoid any arbitrarily placed physical obstacles when crossing the virtual scene. Our results show that the Placeholder metaphor (in this case: trees), compared to the other variants, seems to be best suited for the correct estimation of the position of obstacles and in terms of the ability to evade them.
With this generation of devices, Virtual Reality (VR) has actually made it into the living rooms of end-users. These devices feature 6-DOF tracking, allowing them to move naturally in virtual worlds and experience them even more immersively. However, for a natural locomotion in the virtual, one needs a corresponding free space in the real environment. The available space is often limited, especially in everyday environments and under normal spatial conditions. Furnishings and objects of daily life can quickly become obstacles for VR users if they are not cleared away. Since the idea behind VR is to place users into a virtual world and to hide the real world as much as possible, invisible objects represent potential obstacles. The currently available systems offer only rudimentary assistance for this problem. If a user threatens to leave the space previously defined for use, a visual boundary is displayed to allow orientation within the space. These visual metaphors are intended to prevent users from leaving the safe area. However, there is no detection of potentially dangerous objects within this part of space. Objects that have not been cleared away or that have been added in the meantime may still become obstacles. This thesis shows how possible obstacles in the environment can be detected automatically with range imaging cameras and how users can be effectively warned about them in the virtual environment without significantly disturbing their sense of presence. Four different interactive visual metaphors are used to signalize the obstacles within the VE. With the help of a user study, the four signaling variants and the obstacle detection were evaluated and tested.
In der vorliegenden Arbeit wird Augmented Reality (AR) sowohl in der Theorie als auch in der Praxis ausführlich behandelt. Die Technik, welche in den letzten Jahren stark weiterentwickelt wurde, die Entwicklungsgeschichte, sowie die Projektbegleitung (aus Sicht des Auftraggebers einer AR-Anwendung) stehen im Fokus.
Neben den einleitenden Kapiteln wurde die Ausarbeitung thematisch in zwei große Bereiche unterteilt. Der erste, eher theoretische Bereich (Kapitel 2), bildet den wissenschaftlichen Teil dieser Ausarbeitung. Er beinhaltet eine Einführung in Augmented Reality und analysiert aktuelle Techniken. Auch die Funktionsweise wird aufgezeigt, um zu verstehen, was hinter den Kulissen der Anwendungen steckt. Im zweiten, praxisnahen Bereich (Kapitel 3) wird der Entstehungsprozess der Augmented Reality Applikation (App) von Kaba begleitet. Es wurde der Entstehungsprozess der App für Android und iOS ausführlich dokumentiert. Für Leser, die Probleme mit einigen Wissensbereichen haben, gibt es im Anhang eine ausführliche Literaturliste.
Purpose
The purpose of this study is to investigate the effects of telepresence while using a smartphone-based virtual reality system (SBVR) to explore a hotel virtually and to determine the influence of this immersive experience on the booking intention of the potential customer.
Design/methodology/approach
Within the scope of this study, a conceptual research model was developed which covered utilitarian and hedonic aspects of the user experience of SBVRs and showed their relevance for the booking intention. A virtual reality application was programmed especially for the study, in which the test persons were able to virtually explore a hotel complex. A total of 569 people participated in the study. A questionnaire was used for the data collection. The structural equation modelling and hypothesis verification were carried out using the partial least squares method.
Findings
The immersive feeling of telepresence increases the perceived enjoyment and usefulness of the potential customer. In addition, the user's curiosity is aroused by the telepresence, which also significantly increases the perceived enjoyment as well as the perceived usefulness. The hedonic and utilitarian value of the virtual hotel experience increases the probability that the customer will book the travel accommodation.
Research limitations/implications
The virtual reality application developed for the study is based on static panoramic images and does not contain audio-visual elements (e.g. sound, video, animation). Audio-visual elements might increase the degree of immersion and could therefore be investigated in future research.
Practical implications
The results of the study show that the SBVR is a suitable marketing tool to present hotels in an informative and entertaining way, and can thereby increase sales and profits.
Originality/value
For the first time, this study investigates the potential of SBVRs for the virtual product presentation of hotels and provides empirical evidence that the availability of this innovative form of presentation leads to a higher booking intention.