SACM - United Kingdom

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    THE AFFECT OF FACIAL EXPRESSION ANIMATIONS IN SYSTEMS THAT INCORPORATES A VR
    (Queen Mary University of London, 2024) Serafi, Mohamad; Healey, Patrick
    Advances in the quality of virtual reality hardware and software mean that it is now possible to have real-time conversations using high fidelity avatars driven by live capture of facial expressions. Not all facial movements are captured or animated by current state-of-the-art systems. This raises two questions. First, which types of facial expressions are most important for effective communication? Second, how effectively are they reproduced by avatars and perceived by users? One especially important class of facial expressions for natural human interaction are those associated with communication of misunderstanding: ‘confused’ or ‘puzzled’ faces. To answer these questions a corpus of 9 facial expressions of confusion plus 5 baseline expressions are constructed using facial movement data captured from natural conversation. Each expression is then reconstructed using high quality avatars. The set of expressions are presented to users as 3D animations and participants judge whether they show confusion. Data on the type and speed of response and from live eye tracking show that all facial expressions were significant individual levels to predict pressing yes compared to fluent expression which we think is far from the confused facial expression. the direction of eyes or head roll didn’t make much.
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    Adapting to Change: The Integration of Artificial Intelligence (AI) to Address Labour Shortages in UK Hospitality
    (Bournemouth University, 2024) AlMalki, AlAnoud Awadh Yahya; Ladkin, Adele
    This dissertation explores the transformative role of Artificial Intelligence (AI) and digital innovation in mitigating labour shortages within the UK's hospitality industry. Amidst an era marked by significant staff deficits, exacerbated by demographic shifts, Brexit, and the aftermath of the COVID-19 pandemic, the hospitality sector faces unprecedented challenges. Through qualitative research, involving semi-structured interviews with four hotel managers, seven hotel staff and two customers. This study delves into the multifaceted impacts of AI integration on operational efficiency, employee dynamics, and customer satisfaction. Findings indicate that AI technologies—spanning predictive analytics, service robots, and digital training platforms—offer potent solutions to labour scarcities by enhancing service delivery, streamlining recruitment, and fostering workforce development. Yet, the adoption of such technologies is not without its challenges, including substantial initial investments, requisite skill upgrades for existing staff, and potential impacts on employment. This research further examines the distinction between AI-equipped and traditional hotels, revealing that while AI promises operational advancements and cost efficiencies, the human element remains irreplaceable in ensuring guest satisfaction. In conclusion, the study underscores the necessity of a balanced approach towards AI adoption in the hospitality sector, advocating for strategic planning and stakeholder engagement to leverage technology effectively while preserving the essence of hospitality's human touch. The insights gleaned from this investigation not only contribute to academic discourse but also offer practical guidance for hospitality managers and policymakers navigating the sector's digital transformation journey.
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    Understanding Perceptual Mesh Quality in Virtual Reality and Desktop Settings
    (Cardiff University, 2024-07) Alfarasani, Dalia A; Lai, Yukun
    This thesis focuses on 3D mesh quality, essential for immersive VR applications. It examines subjective methodologies for Quality of Experience (QoE) assessments and then develops objective quality metrics incorporating QoE influencing factors. Existing studies consider 3D mesh quality on the desktop. The perceptual quality in a Virtual Reality (VR) setting can be different, this inspired us to measure mesh quality in a VR setting, which has been the subject of limited studies in this area. We consider how different 3D distortion types affect perceptual quality of 3D when viewed in a VR setup. In our experiment findings, in the VR setting, perception appears more sensitive to particular distortions than others, compared with the desktop. This can provide helpful guidance for downstream applications. Furthermore, we evaluate state-of-the-art perceptually inspired mesh difference metrics for predicting objective quality scores captured in VR and compare them with the desktop. The experimental results show that subjective scores in the VR setting are more consistent than those on desktop setting. As we focus on a better understanding of perceptual mesh quality, we further consider the problem of mesh saliency, which measures the perceptual importance of different regions on a mesh. However, existing mesh saliency models are largely built with hard-coded formulae or utilise indirect measures, which cannot capture true human perception. In this thesis, to generate ground truth mesh saliency, we use subjective studies that collect eye-tracking data from participants and develop a method for mapping the eye-tracking data of individual views consistently onto a mesh. We further evaluate existing methods of measuring saliency and propose a new machine learning-based method that better predicts subjective saliency values. The predicted saliency is also demonstrated to help with mesh quality prediction as salient regions tend to be more important perceptually, leading to a novel effective mesh quality measure.
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    Can AR/VR Successfully Reengage UK Millennials with the UK Art Museum? Catalysing Growth through New Technology Adoption.
    (Saudi Digital Library, 2023-09-11) Alsurayhi, Raghad; Biniari, Marina
    This research examined the potential of virtual reality and augmented reality technologies in enhancing the re-engagement of UK millennials with real-life art experiences. Engaging millennials in UK art museums presents multiple challenges because of the unique preferences and characteristics of this generation. Some of the challenges include digital expectations, short attention spans, preferences for experiences, value and relevance, and competition for leisure time. From this perspective, addressing these challenges requires the implementation of a comprehensive approach that combines thoughtful curation, innovative technologies, and effective communication. This research used the quantitative method to explore the potential of augmented reality and virtual reality technologies in enhancing millennials’ engagement in UK art museums. A closed-ended questionnaire was administered to 100 individuals and analysed using the Statistical Package for the Social Sciences to answer the research questions and address research objectives. The results showed that a declining number of visitors to UK art museums is associated with the inability to offer services aligning with millennials’ attitudes and preferences. Integration of virtual reality and augmented reality technologies could bolster millennials’ engagement with UK art museums. The adoption of these technologies in art museums can complement traditional museum experiences through immersive exploration, interactive engagement, and personalised experiences. These technologies encourage visitors to actively participate in the museum experience by manipulating virtual objects and interacting with historical figures. These technologies can also stimulate hands-on experiences, including creating art in the style of famous artists. Understanding and responding to millennials' values and preferences enables UK art museums to engage visitors and ensure continued success.
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    The Effectiveness of Virtual Reality in Reducing Pain Intensity During Wound Dressing Changes in Children and Adolescents with Burn Injuries: A Systematic Review
    (Saudi Digital Library, 2023-12-01) Alhawiti, Hana; Brindley, Alison
    Background: Children and adolescents who suffer burn injuries often experience pain when their wounds are being dressed which can have an impact on their overall physical and mental well-being. Distraction with Virtual Reality (VR) has emerged as a non-conventional tactic to alleviate pain in different medical settings. The aim of this systematic review is to evaluate the effectiveness of VR in easing pain intensity during wound care procedures like dressing changes in paediatric burns compared to conventional wound care. Methods: A comprehensive search was conducted in the COCHRANE database, CINAHL, PubMed, and Medline to find relevant articles published that examined the effectiveness of using virtual reality as a distraction technique for managing pain during wound dressing changes in children and adolescents with burn injuries. The focus of the systematic review was on reducing the intensity of pain. Data were analysed and synthesized using a systematic review without meta-analysis. Results: A total of 527 articles were identified, with 404 from the COCHRANE Central database and the rest from other databases. After screening and assessing eligibility, 8 studies were included in this systematic review. Initial analysis suggests that VR distraction could effectively lower pain intensity during wound dressing changes for paediatric and adolescent burn patients. However, more investigation is needed to validate these results and ascertain the most suitable application of VR distraction in this group. Conclusion: Virtual reality distraction shows promise as a successful intervention to alleviate pain severity during the process of changing dressings for children and adolescents with burn injuries. This systematic review highlights the need for additional high-quality studies to strengthen the evidence base and provide guidance for the integration of VR distraction into standard wound care protocols.
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    Motion Sickness During Low Frequency Lateral and Roll Motions in Isolation and in Combination: Effect of Visual Conditions with/without VR HMD Device
    (University of Southampton, 2023-10-16) Sumayli, Yahya; Ye, Ying
    Motion sickness has been a common issue that impacts the comfort of passengers in road transport due to exposure to low frequencies of horizontal and rotational motions. Previous work found that exposure to lateral and roll motions in isolation and in combination can cause motion sickness in road transport; however, the role of visual scene on incidence of sickness during these motions is unclear. The main objective of this thesis was to investigate the effect of visual activity with/without a VR HMD device on incidence and severity of motion sickness induced by three typical road motions, including lateral oscillation, roll oscillation and combined lateral and roll oscillation. The first experiment investigated the effect of an HMD view, a monitor view and no view (blindfold) on motion sickness induced by low-frequency lateral oscillation. Subjects were exposed to sinusoidal low-frequency lateral oscillation at 0.25 Hz with an acceleration magnitude of 0.61 ms−2 r.m.s. (a displacement of ± 248 mm). Motion sickness was greatest with the monitor condition, less with the HMD condition and least with the blindfold condition. In the second and third experiments, the effect of an HMD view and a monitor view on severity of motion sickness was examined during sinusoidal low-frequency roll oscillation at 0.25 Hz with an angle of rotation (±5°) and combined lateral at 0.25 Hz with an acceleration magnitude of 0.61 ms−2 r.m.s. (a displacement of ± 248 mm) and roll oscillation at 0.25 Hz with an angle of rotation (±5°) with no phase difference, respectively. Consistent findings indicated that the HMD view significantly resulted in less sickness compared to the monitor view. The fourth experiment tested the effect of congruent/incongruent visual information and motion with/without the use of a VR HMD device on severity of sickness during exposure to the three motions. There were no significant differences between the three motion directions during exposure to a congruent visual content with motion; however, the combined lateral and roll motion caused greater sickness than either lateral motion or roll motion. The incongruent visual content with motion significantly caused higher sickness than the other visual conditions. The congruent visual content with motion reduced severity of motion sickness induced by all the three motions. The outside view (no VR) resulted in the least sickness relative to all conditions. The findings of experimental work indicate that there is a significant effect of the visual activity on motion sickness induced by either lateral, roll or combined lateral and roll motions. Although the visual contents presented through the VR HMD device found to incidence of sickness, factors including individual differences, content and specifications of a display system might limit its benefits and affect experience of some subjects. The applications of VR could be improved to further reduce motion sickness in road transport.
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