György Persa

55164753800

Publications - 5

Immersive VR user interaction design in MaxWhere XR

Publication Name: Cinti 2024 IEEE 24th International Symposium on Computational Intelligence and Informatics Proceedings

Publication Date: 2024-01-01

Volume: Unknown

Issue: Unknown

Page Range: 111-116

Description:

This paper presents a case study on transitioning user experience from desktop VR to immersive VR within the MaxWhere XR framework. It explores modifications to accommodate the shift to immersive virtual reality environments. Drawing from scientific research, the study focuses on user interaction design, including locomotion techniques, spatial UI elements, and hybrid interaction models. The paper details the technical implementations required to use MaxWhere XR on wide variety of VR devices. It presents the components form the foundation for designing and implementing the immersive user interactions, ensuring that they are intuitive and efficient in a virtual reality environment. Finally, the paper outlines the effects of these changes on user experience and suggests future development directions for further enhancement.

Open Access: Yes

DOI: 10.1109/CINTI63048.2024.10830883

Design and Evaluation of Abstract Aggregated Avatars in VR Workspaces

Publication Name: Infocommunications Journal

Publication Date: 2024-01-01

Volume: Unknown

Issue: Unknown

Page Range: 92-101

Description:

Avatars are commonly used in digital platforms to provide a visual representation of individual users to each other. Generally, avatar design in the past has focused on achieving visual fidelity and realism of social interactions. In this paper, we broaden the concept of avatars to incorporate displays using an abstract visual language and conveying information on aggregated, interpersonal information from the perspective of the digital platform as a whole. We propose a general design methodology for such aggregated avatars, and also introduce and experimentally evaluate an aggregated avatar which we have developed on the MaxWhere VR platform. Results are promising in that users were able to discern several key states of the avatar and correctly associate them with the correct virtual reality scenarios in a statistically meaningful way.

Open Access: Yes

DOI: 10.36244/ICJ.2024.5.11

Aggregated Avatars for Qualitative Feedback on Interpersonal Interaction Patterns in 3D Environments

Publication Name: 2023 IEEE 2nd International Conference on Cognitive Aspects of Virtual Reality Cvr 2023

Publication Date: 2023-01-01

Volume: Unknown

Issue: Unknown

Page Range: Unknown

Description:

Avatars are most often conceived of as 2D pictograms or head / torso / body representations the are human-like, animal-like or otherwise display a fictive creature, with the activity and social/psychological state of a human user mapped onto its features. However, a more general class of avatars can be identified if we relax the constraints behind this conception, whether in the sense of no longer relying on antropomorphic or zoomorphic forms, or in the sense of no longer focusing exclusively on the activities or social/psychological states of individual users. In the latter case, for example, the avatar might reflect some combined state based on the interactions of multiple users, or based on the parameters of the underlying information system as a while. In this paper, we focus on these two generalizations, which we refer to as abstract avatars and aggregated avatars. Following a discussion on what might motivate interaction designers to develop such avatars, we propose an approach to designing and evaluating specific implementations thereof. We also introduce a testbed environment which we developed in a 3D virtual reality system for the development and evaluation of abstract aggregated avatars.

Open Access: Yes

DOI: 10.1109/CVR58941.2023.10395192

A Fuzzy Driven Framework for the Cognitive Modeling and Quantitative Analysis of Aggregated Avatars

Publication Name: IEEE Joint 22nd International Symposium on Computational Intelligence and Informatics and 8th International Conference on Recent Achievements in Mechatronics Automation Computer Science and Robotics Cinti Macro 2022 Proceedings

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 143-150

Description:

In this paper, our goal is to motivate the structured design and quantitative analysis of a class of avatars which we refer to as (fuzzy) aggregated avatars. Following a brief overview of the different avatar types based on the literature, we formulate a newly proposed definition of aggregated avatars, and also extend this concept with the more specialized class of fuzzy aggregated avatars. Further, we propose a framework to facilitate the design and experimental analysis of fuzzy aggregated avatars, and describe a use-case example in which user interaction patterns within a 3D virtual reality space are mapped onto dynamic avatar behaviors.

Open Access: Yes

DOI: 10.1109/CINTI-MACRo57952.2022.10029574

Temporal dynamics of object location processing in allocentric reference frame

Publication Name: Psychophysiology

Publication Date: 2017-09-01

Volume: 54

Issue: 9

Page Range: 1346-1358

Description:

The spatial location of objects is processed in egocentric and allocentric reference frames, the early temporal dynamics of which have remained relatively unexplored. Previous experiments focused on ERP components related only to egocentric navigation. Thus, we designed a virtual reality experiment to see whether allocentric reference frame-related ERP modulations can also be registered. Participants collected reward objects at the end of the west and east alleys of a cross maze, and their ERPs to the feedback objects were measured. Participants made turn choices from either the south or the north alley randomly in each trial. In this way, we were able to discern place and response coding of object location. Behavioral results indicated a strong preference for using the allocentric reference frame and a preference for choosing the rewarded place in the next trial, suggesting that participants developed probabilistic expectations between places and rewards. We also found that the amplitude of the P1 was sensitive to the allocentric place of the reward object, independent of its value. We did not find evidence for egocentric response learning. These results show that early ERPs are sensitive to the location of objects during navigation in an allocentric reference frame.

Open Access: Yes

DOI: 10.1111/psyp.12886