OVERVIEW

About

metaVR is an academic research project supported by the Hellenic Foundation for Research and Innovation (H.F.R.I.) under the “First Call for H.F.R.I. Research Projects to support Faculty members and Researchers and the procurement of high-cost research equipment grant” (Project Number: HFRI-FM17-1168). It is a collaboration between the University of the Aegean Departments of Product and Systems Design Engineering and Cultural Technology and Communication, located on the Greek islands of Syros and Lesbos, respectively.

Objectives
Utilizing state‐of‐the‐art technologies which allow the simulation or transference of non‐verbal signals, metaVR will conduct a series of trials to first evaluate their performance vis‐à‐vis real processes and aspects of FtF interaction. The main research objective of metaVR is to thoroughly investigate the potential impact of nonverbal cues during synchronous, interpersonal interaction amongst physically remote individuals, immersed in a shared VE. Performance and functionality tests upon such systems and, even more so, the investigation of the social and affective impacts of non‐verbal cues during immersive experiences, represent uncharted areas of research.
Structure

The project began in 2019 and is expected to finish in 2022. It is implemented in two successive phases. The first phase involves laboratory testing of relevant systems, including investigation of limitations, capabilities, functionality and performance. The second phase will examine the social and psycho‐emotional impact of nonverbal communication, during immersive VR‐based synchronous interaction.

Impact

The interdisciplinary approach of metaVR responds to the imperative need of investigating the impact of the usage of VR systems as a communication medium. The methodological implementation provides a testament of functionality and commercial potential of newly developed tracking technologies, as well as a testbed for experimental setups with similar research objectives. The metaVR project initiates a deeper evaluation of emerging technologies and their societal impact and proposes a roadmap as to how VR may serve as a methodological tool for the ocio‐psychological analysis of human communication, by documenting cost‐effective solutions for complex experimental setups and realistic simulation of face-to-face communication.

RESEARCH TEAM

The metaVR research team supports the project’s interdisciplinary approach by having variant academic backgrounds and technological expertise. Members of the research team are affiliated with the Interactive Systems Design Laboratory (Department of Product and Systems Design Engineering) and the Image, Sound and Cultural Representation Laboratory (Department of Cultural Technology and Communication), both under the University of the Aegean as the host institution of the metaVR research project.

TECHNICAL SETUP

Evaluation and experimental setups of the metaVR project will cater the synchronous interpersonal communication of at least two – per session/test – participants, each located at one of the two collaborating laboratories. Both research laboratories are equipped with the VICON motion capture system and other immersive and motion tracking technologies.

HTC Vive Pro (Head tracking and projection)

ManusVR Gloves (Finger rotation tracking)

HTC Vive Trackers (Hands, feet & pelvis tracking)

Pupil Labs Eye Tracker – BinaryVR (Eyes and facial cues tracking)

RESULTS

During the first year of MetaVR we integrated several off-the-shelve technologies in order to develop the test-bed for the upcoming social experiments. Our system consists of infrared light sensors, such as BinaryVR, Pupil Labs HTC Vive Pro Add-on, and HTC Vive Trackers, allowing for facial cues, gaze direction, and key body parts motion capture respectively. Moreover, we use flex sensors embedded in ManusVR gloves to acquire user’s finger rotation. The readings of those sensors are locally fed to high-fidelity avatars in real-time, and transferred via network, allowing for remote user interaction in a shared virtual environment. In lab evaluation of the system revealed a latency of below 40ms, along with an over 90 Frames per Second (FPS) performance, ensuring increased responsiveness while limiting possible cybersickness incidents.

Using High Fidelity Avatars to Enhance Learning Experience in Virtual Learning Environments

In this study, we investigate the performance of a multi-user Virtual Reality Learning Environment (VRLE), incorporating high-fidelity avatars, as a tool for enhancing learning experience in VLEs

Department of Product
and Systems Design Engineering

Interactive Systems Design Lab

1 Konstantinoupoleos, Ermoupoli, Cyclades, Greece.

mail : metavr(at)aegean.gr

Department of Cultural Technology
and Communication

Image, Sound and Cultural Representation Lab

University Hill, Postal Code 81100, Mytilene, Greece

mail : curepvr(at)aegean.gr