Reviewerly/exHarmony huggingface dataset:
A Framework for Developing Multi-user Immersive Virtual Reality Learning Environments

Multi-user immersive Virtual Reality (iVR) environments have gained attention for their potential to facilitate collaborative learning experiences. These environments offer ideal settings for social interaction, collaborative learning, and experiential learning. However, the development of these immersive environments can be time-consuming, and existing options often have limitations that hinder widespread adoption in educational settings. The framework aims to address these challenges by providing a structured approach to design and development multi-user immersive virtual reality environments. The proposed framework integrates key components such as user interaction, data tracking, and visualization functionalities, with a focus on enhancing learning outcomes and promoting collaborative experiences. Through the utilization of the framework, developers can create interactive iVR learning environments that facilitate meaningful engagement and knowledge acquisition. To illustrate its functionality, a case study is presented, showcasing a multi-user virtual reconstruction of San Juan de Arce, La Rioja (Spain) for cultural heritage learning. The results demonstrate the potential of the framework in creating engaging and educational experiences while reducing dependence on external tools. Future research directions emphasize the continuous improvement and adaptability of the framework to meet diverse educational needs.
Google Earth in VR, for Students with Special Needs

Virtual Reality (VR) is one of the major technology trends right now and will increase much more in the future. This technology promotes a new way of interaction, communication, and productivity. This paper aims to allow students with special needs to work and interact with Google Earth using VR. The theoretical framework used, the International Classification of Functioning, Disability, and Health (ICF) perspective and checklists, allows us to identify the best way to propose an interactive and funny learning process for students with Special Educational Needs (SEN). By means of ICF, the definition of the proper technological tools and of the main steps in which the learning process can be divided is possible. This approach, indeed, leads to the translation of cognitive tasks that can result too complex for students with cognitive fragilities into concrete experiences more easily to do for all, promoting inclusion and equity in our modern digital society. In the present work, the inclusive VR-based technology is tested on a group of 10 students with SEN in Google Earth environment, and the final outcomes in terms of system usability are presented.
A Thorough Investigation Into the ENF Reconstruction in Videos Exposed by Rolling Shutter

In electric network frequency (ENF)-based video forensics, the analysis of videos captured by rolling shutter systems, where each row of a frame is exposed at different time instances, is critical. To gain the advantage of increased sampling frequency in these videos, in contrast to those captured by the global shutter where an entire frame is exposed at a time, the ENF-related luminance signal that is essential for ENF estimation is built by concatenating ENF-related luminance estimates across consecutive frames. However, this approach brings about some issues or phenomena owing to an idle period at the end of each frame. First, the ENF harmonics may be replaced by new ENF components and attenuated, thereby affecting the reliability of the ENF estimates from these videos. Another critical phenomenon is ENF reversal, which is yet to receive much research. This study comprehensively investigates this phenomenon to explore how and under what conditions the ENF is reversed. Further investigations led this study to examine how the ENF in the emerging components is mainly reconstructed from multiple ENF-related luminance harmonics, depending on the idle period. This helps identify reliable ENF components from which the ENF signal can be accurately estimated. In addition, it reveals the optimal idle periods for any ENF component. Using this outcome, this study also proposes a technique to enhance the effectiveness of an ENF component based on idle period modification. The experimental results show that the proposed method may boost the efficiency of an unreliable ENF component, outperforming the existing techniques.
Embracing Cultural Heritage Through Virtual Reality: Development, Usability and Enjoyment Evaluation of a VR Environment for the Church of Panagia Aggeloktisti

The importance of preservation, accessibility and dissemination of Cultural Heritage is universally acknowledged, and the latest technological advancements in visualisation technologies such as Virtual Reality, and Serious VR Games in particular, have been increasingly utilised for innovation and application to support these efforts with great success. This paper presents the development and evaluation of a VR environment focusing on disseminating information on the Byzantine art of Panagia Aggeloktisti church in Cyprus, through an immersive learning scenario requiring users to complete challenges to progress while learning important historical information about the church. The paper presents information on the VR environment development, providing details on the process of capturing, processing and digitising in 3D models the exterior and several artefacts of the church. Two versions of the environment have been developed, featuring Gamified and non-Gamified components. The study presented in this paper compares and evaluates these versions through analysing users perceptions towards usability/playability, enjoyment and visual aesthetics of the environment. A comparative experimental study was conducted and the results revealed that the users’ experience was positively perceived regardless of interacting with the gamified elements of the environment or not during their VR experience. The results suggest that the VR environment was perceived usable/playable, enjoyable and with appealing graphics, and is at a stage to be used for public access and further experimentation. The paper also highlights the need for developing and extensively evaluating the efficacy of VR environments to provide immersive, engaging and enjoyable gamified and gaming experiences to embrace cultural heritage.
A Cheap and Powerful Stereo Endoscope Lab Mock-Up for Robotic Surgery to Implement and Test Machine Vision and Augmented Reality Prototypes

Robotic surgery has reached a very high level of advancement, in particular, Da Vinci Xi robotic system allows the execution of surgical tasks of the highest precision. It offers advantages in terms of reduced blood loss, reduced postoperative hospital stay, and less postoperative pain. The disadvantage the surgeon has found is progressive tactile loss, a long training curve and very high cost. This can be overcome by using Augmented Reality and trying to combine the advantages of this technology. In AR-based applications, the key challenge is to ensure the highest degree of realism in blending computer-generated elements with the surgical scene. To implement new AR protocols and be able to perform pre-clinical tests without having to use the complex and expensive robotic vision system, it was decided to design a stereo endoscope laboratory mock-up (SELM), which reproduces the Da Vinci vision tool, so as to be able to have the instrument in any bioengineering laboratory. This paper presents our new vision system, that has stereoscopic vision, 5.5 mm diameter camera, 1280 × 720 resolution, 7–40 cm depth of field, 80° angle of view, and real-time imaging up to 30 fps. These data compared with the technical characteristics of the endoscope present in the Da Vinci Xi robotic system makes it possible to state that the use of this endoscope can replace in terms of visual quality, the endoscope of the Da Vinci and thus the development time of new robotic techniques and AR is less, compared to the classical realization of in vitro tests to be performed in robotic operating rooms.
The Depth Estimation of 2D Content: A New Life for Paintings

The preservation, accessibility, and dissemination of historical artifacts to a wider audience have become increasingly important, and cultural institutions can achieve these goals through the digitization of cultural heritage. In recent years, artificial intelligence (AI) and machine learning (ML) techniques improve the virtualization of cultural artifacts for interactive experiences. In this work, we present a virtualization pipeline for the cultural heritage domain, focusing specifically on paintings, using AI techniques. We outline the basic workflow, including a thorough description of the comparison of various neural network models and their performance metrics. The proposed method creates an immersive experience for viewers to interact with paintings beyond observation. The approach utilizes 2.5D technology by applying depth maps of paintings using deep learning (DL) algorithms. The proof of concept was demonstrated on two real-life paintings of varying complexities, and this innovative approach holds potential for enhancing the appreciation and understanding of cultural heritage in museums and other cultural institutions.
Emotions and “Sense of Presence” in the Psycho-Verse: Psychological Support for Breast Cancer Survivors in the Metaverse

Breast Cancer survivors often struggle with psychological sequelae after cancer diagnosis and treatments. eHealth and virtual interventions have been increasingly employed and investigated to enhance patients’ well-being and psychological support. Among the possible approaches that might yield benefits in breast cancer survivors’ support, the use of the Metaverse, which provides virtual environments in which users can interact with others through avatars, has been rarely investigated. The present study assesses the impact and benefits on the emotional experience of a virtual psychological support group carried out in the Metaverse. Specifically, six breast cancer survivors were included in a support group supervised by two psycho-oncologists and were asked to discuss and share relevant and emotional topics of their experience. Emotional dimensions and emotion intensity were assessed before and after the intervention, and the sense of presence was assessed after the experience. Results showed benefits for participants in terms of enhanced control over emotions and decreased intensity of negative emotions (fear and sadness). Furthermore, the experience in the Metaverse was characterized by a good level of engagement in the activities and virtual environment. Results from this preliminary study will allow us to better understand the possible emotional benefits related to the use of new immersive environments for psychological purposes.
A Systematic Literature Review of Mixed Reality Learning Approaches

Mixed reality provides a high potential to support learning activities. There are many individual case studies in the literature which investigate mixed reality learning in a specific use case. The research process has been expedited by recent mixed reality innovations like developments in mobile augmented reality and headsets. In this systematic literature study, the cross connections between these existing case studies were investigated in detail by inspecting how researchers used mixed reality technology to support learning and teaching in formal and informal education by comparing similar results and same encountered challenges. 80 publications were analyzed to gain insights into the used technology, learning methods, integration in educational processes, the use cases, the target audience, the evaluation setups and common results in 19 categories of this set of publications. Based on the results, a mixed reality learning cube for classifying the approaches was developed in a co-evolutionary process. Each cell of the mixed reality learning cube describes a possible way of integrating mixed reality in education, based on the learning design, technology approach and integration point in the process. The assignment of publications to cells of the cube also highlights where future research is required. A technology landscape emerged to classify the mixed reality devices regarding their characteristics. The elaborated mixed reality learning cube enables a systematic approach to integrate mixed reality in formal and informal education.
Enhancing Visualization of Surgical Tool Through Integrated Motion Tracking System

Spinal surgeries come up with various intra-operative complications and this demands a flawless tool tracking procedure of the surgical tool. Computerized navigation improves the accuracy of invasive surgical tool placement during spine surgery. This paper reports a navigation technology with minimal infrastructural requirement that supports surgical operations with a real-time non-obstructive view of the surgical field enabling the surgeon to see three-dimensional (3D) structures of medical images. Proposed system employs Hololens hardware with the integrated motion tracking system for visualization and image analysis. Results show that the spatial error of the overlaid virtual tool is 0.01 units can be achieved using this integrated system.
Comparison of User Intent for Mixed Reality and Augmented Reality in Hedonistic Shopping Experiences

A mismatch between user-technology usage and a lack of user acceptance hinders the adoption and diffusion of technology. In this research paper, we focus on the differences in how mixed reality (MR) and augmented reality (AR) impact user adoption. We also examine the importance of user intentions in relation to MR and AR for purchase behaviour. A survey (n = 801) was conducted in the UK in May 2022 to investigate the relationship between AR and MR technologies and compare their compatibility for various intentions, including intent to use (9 factors), intent to experience (7 factors), and intent to purchase (7 factors). The results indicate that MR shows more promise than AR in the retail industry. MR significantly and positively affected five elements, such as shopping, while AR was primarily used for gaming. This study provides practical insights that can aid in technology adoption and evaluation. It also emphasises the importance and feasibility of incorporating product customisation functionality into MR retail purchase applications, which has inspired our subsequent development of the MR user interface.
Investigating Age Differences in Passive Haptic Feedback for Immersive Virtual Reality: A Pilot Study on Configuration Tasks

Since the aging process leads to a variety of cognitive and perceptual changes, this might also impact the use of immersive virtual reality (IVR) systems. This study investigated age-related differences in IVR configuration tasks by comparing passive haptics, mid-air, and controller interaction in an age-heterogenious sample (N=38). Although older participants took significantly longer for task-completion, this was not reflected in subjective usability ratings, which did not differ significantly between age groups (young, middle-aged, older adults). However, the sense of presence (IPQ) was significantly higher in the middle-aged group, independent of the interaction technique used. This highlights the importance of including middle-aged adults in age-differentiated IVR research (alongside young and older adults) to obtain a holistic picture of the ageing process. Unexpectedly, the three interaction techniques did not differ significantly in subjective usability, presence, and task completion times, suggesting that passive haptics, mid-air, and controller interaction in IVR might be equally well-suited for simple one-dimensional configuration tasks, regardless of users’ age. Whether this also applies to multi-dimensional configuration, has to be explored in future studies. Additionally, follow-up studies should measure key perceptual and cognitive variables to define age groups beyond chronological age. This may especially shed light on how middle-aged adults differ from young and older adults in terms of user characteristics and how these relate crucial IVR aspects, i.e. presence and usability.
The Silence of Art: Investigating the Emotional Experience of a Virtual Museum by Facial Expression Analysis

Art is a fundamental part of human experience. Today the fruition of art is often mediated by new technologies such as virtual environments reproducing museums and expositions, and even more during the COVID-19 pandemic and related safety measures that confined people in their homes for long periods. Different factors can influence involvement/engagement (as a component of sense of presence) and emotions during art fruition in virtual museums. For example, while supporting information enriches real-life art fruition, some literature suggests that art should be accessed in silence. This study aimed at analyzing participants’ experience of a virtual museum with or without supporting information (audio guides), by implementing both self-report and facial expressions analysis. Results show that emotions as shown by facial expressions (specifically happiness, anger, confusion) differed between conditions, highlighting a more positive experience for the participants who explored the virtual museum without audio guides. It is possible that audio guides may generate information overload within virtual museums, and that sometimes (especially in art-focused exhibitions, where emotions and deep personal reflection are important), the opportunity to visit in silence should be guaranteed. The discussion gives indications for media design to support immersive and pleasant art fruition experience, as well as future research focused on the involvement/engagement component of sense of presence.
The Impact of Usability and Learnability on Presence Factors in a VR Human Body Navigator

Alongside the traditional concept of usability, dealing with the ease of use of a product, over the years the concept of learnability has been introduced, which refers to the possibility of learning to use a system easily and quickly. In contexts characterised by a significant level of user involvement, the traditional concept of usability has evolved into the more complex concept of user experience, which also includes emotional, cognitive or physical responses. In the specific case of virtual environments, an important factor of user experience is the sense of presence, defined as the subjective experience of being in a place. This work aims at experimentally assessing which components of presence are significantly influenced by usability and learnability in a Virtual Reality environment for the navigation in the human body developed for the HTC Vive. The presence factors analysed in this work were Realism, Ability to act, Interface quality, Ability to examine and Self-assessment of performance. The results showed a significant impact of usability mainly on the perception of realism and a limited impact of learnability on the ability to act in the virtual environment.
Are Virtual Reality Serious Games Safe for Children? Design Keys to Avoid Motion Sickness and Visual Fatigue

Designing serious games in virtual reality (VR) may raise a health and safety concern as to whether children should use this technology. This paper attempts to clarify this issue by studying VR impact on children’s physical, cognitive and psychosocial development. With a supervised and controlled use over time, it is found that VR could cause physical problems as motion sickness and visual fatigue. To avoid these issues, a series of VR design guidelines are collected so researchers can follow them to develop serious games for children. To avoid motion sickness, developers have to: 1) regulate free movement in the virtual environment and add visual effects or references, 2) help to maintain a stable body posture during the game, 3) bring interactive objects closer and allow their manipulation in non-gravity condition, 4) adjust the difficulty of the tasks and make them as interactive as possible, and 5) implement quality visual and sound content. Regarding the reduction of visual fatigue, developers need to: 1) regulate and supervise the game time, 2) choose an HMD that offers good graphic definition, and 3) design the user interface to be easily understandable and legible.
A Conceptual Framework to Support a New Collaborative Design Process for Immersive Technology Integration in Museum Exhibitions

Immersive technologies are often used in museum visits due to their numerous advantages, including the possibility of enhancing Cultural Heritage dissemination, improving accessibility, and learning activities. Despite the advantages, museum professionals may be reluctant to integrate immersive technologies during the museum visit due to their potential intrusiveness. In addition, a technology-driven approach is often used, which sometimes leads to scattered results and does not exploit the technological potential to meet the museum's objectives. Moreover, the design process for the creation of immersive exhibition visits is based on a trial-and-error approach rather than on specific guidelines regarding the use of immersive technologies in the museum context. The paper presents a study that investigates the immersive technology-related factors that influence the visitors’ experience in museum exhibitions and the immersive technology awareness, benefits, and hindering factors perceived by museum professionals. Specifically, the study focuses on the occurring design process for the integration of immersive technology in museum exhibitions involving multidisciplinary professionals. It presents mixed methods that include experimental case studies, online surveys, semi-structured interviews, and a participatory action research activity. The result consists of a conceptual framework for a new collaborative design process that aims to facilitate the design of immersive museum exhibitions and, consequently, to help museums achieve their objectives and improve visitors’ experience.
An automatic path navigation for visually challenged people using deep Q learning

There is an increased need for automation in the ever-advancing technological world. Automation reduces time, money, labor, while also reducing manual errors, giving you more time to concentrate on other work. Manual tasks are hectic and boring, sometimes they are dangerous considering the work. Navigation plays a vital role in many industries, some of them are vehicles, drones, transportation, and there are certain cases where navigation might be dangerous like deep forest, underground, underwater, firefighting environments. Visually challenged people have a difficult time navigating unfamiliar places. So, there is a necessity for an automatic navigation system to overcome these situations. Hence, in this research work, the automatic path navigation simulation using deep Q-learning is proposed. The proposed path navigation system when assigned its destination automatically finds the shortest route and avoids the obstacle in order to reach its destination.