Geelong Australia Pronunciation Mastering the Art of Local Accent

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Geelong Australia Pronunciation Mastering the Art of Local Accent

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By Ismo Rakkolainen * , Ahmed Farooq , Jari Kangas , Jaakko Hakulinen , Jussi Rantala , Markku Turunen and Roope Raisamo

When designing extended reality (XR) applications, it is important to consider multimodal interaction techniques, which employ several human senses simultaneously. Multimodal interaction can transform how people communicate remotely, practice for tasks, entertain themselves, process information visualizations, and make decisions based on the provided information. This scoping review summarized recent advances in multimodal interaction technologies for head-mounted display-based (HMD) XR systems. Our purpose was to provide a succinct, yet clear, insightful, and structured overview of emerging, underused multimodal technologies beyond standard video and audio for XR interaction, and to find research gaps. The review aimed to help XR practitioners to apply multimodal interaction techniques and interaction researchers to direct future efforts towards relevant issues on multimodal XR. We conclude with our perspective on promising research avenues for multimodal interaction technologies.

Extended reality (XR) covers an extensive field of research and applications, and it has advanced significantly in recent years. XR augments or replaces the user’s view with synthetic objects, typically with head-mounted displays (HMD). XR can be used as an umbrella or unification term (e.g., [1, 2]) encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR). There are many ways to view XR scenes [3], such as various kinds of 3D, light fields, holographic displays, CAVE virtual rooms [4], fog screens [5], and spatial augmented reality [6], which uses projectors and does not require any head-mounted or wearable gear. In this scoping review, we focused on HMD-based XR.

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XR systems have become capable of generating very realistic synthetic experiences in visual and auditory domains. Current low-cost HMD-based XR systems also increasingly stimulate other senses. Hand-held controllers employing simple vibrotactile haptics are currently the most usual multimodal method beyond vision and audio, but most human perceptual capabilities are underused.

At the time of writing this article, Google Scholar database yields 1, 330, 000 hits for the search term “virtual reality” and 1, 140, 000 hits for “multimodal interaction”. The abundant volume of research on XR and multimodality implies that knowledge syntheses and research result consolidations can advance their use and research. The field is changing constantly and rapidly, so up-to-date reviews are useful for the research community.

Papers

Our broad research question and purpose was to scope the body of literature on multimodal interaction beyond visuals and audio and to identify research gaps on HMD-based interaction technologies. With such a sea of material and broad scope, we conducted a scoping review instead of a systematic literature review. Scoping reviews are useful for identifying research gaps and summarizing a field [7, 8, 9].

Manns, H., Willoughby, L. (eds.) (2020)

We constructed an overview of modalities, technologies, and trends that can be used for additional synthetic sensations or multimodal interaction for HMD-based XR and assessed their current state. We searched for and selected relevant studies, extracted and charted the data, and collated, summarized, and reported the results. We discussed recent multimodal trends and cutting-edge research results and hardware, which may become relevant in the future. As far as we know, the body of literature on multimodal HMD-based XR has not yet been comprehensively reviewed. This review summarized recent advances in multimodal interaction techniques for HMD-based XR systems.

In Section 2 we present related work and in Section 3 we present the review methodology. Section 4 discusses the multimodal interaction methods beyond standard vision, audio, and simple vibrotactile haptics that are often used with contemporary XR systems. We also highlight some more exotic modalities and methods that may become more important for XR in the future. In Section 5 we discuss the results and further aspects of multimodal interaction for XR, and in Section 6 we provide our conclusions.

MTI

Multimodal interaction makes use of several simultaneous input and output modalities and human senses in interacting with technology [10]. Human perceptual (input) modalities include visual, auditory, haptic, olfactory, and gustatory modalities. Human output modalities include gestures, speech, gaze, bio-electric measurements, etc. They are essential ingredients for more realistic XR.

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Perception is inherently multisensory and cross-modal integration takes place between many senses [11]. A large amount of information is processed and only a small fraction reaches our consciousness. Historically, humans had to adapt to computers through punch cards, line printers, command lines, and machine language programming. Engelbart’s system [12], Sutherland’s AR display [13], and Bolt’s “Put That There” [14] were very visionary demonstrations of multimodal interfaces at their times. Rekimoto and Nagao [15] and Feiner et al. [16] presented early computer augmented interaction in real environments.

Recently computers have started to adapt to humans with the help of cameras, microphones, and other sensors as well as artificial intelligence (AI) methods, and they can recognize human activities and intentions. For example, haptic feedback enables a user to touch virtual objects as if they were real. Human-Computer Interaction (HCI) has become much more multisensory, even though the keyboard and mouse are still the prevalent forms of HCI in many contexts.

A

User interfaces (UI) change along with changing use contexts and emerging display, sensor, actuator, and user tracking hardware innovations. Research has tried to find more human-friendly, seamless, and intuitive UIs [17], given the contemporary technology available at the time. Perceptual UIs [18] emphasize the multitude of human modalities and their sensing and expression power. They also combine human communication, motor, and cognitive skills. Multimodality and XR match well together. XR and various kinds of 3D UIs [19, 20] take advantage of the user’s spatial memory, position, and orientation. Many textbooks (e.g., [21, 22, 23, 24]) and reviews (e.g., [25]) cover various aspects of multimodal XR.

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General HCI results and guidelines cannot always be directly applied to XR. Immersion in VR is one major distinction from most other HCI contexts. VR encloses the user into a synthetically generated world and enables the user to enter “into the image”. As users operate with 3D content in XR environments, input and output devices may need to be different, interaction techniques must support spatial interaction, and often embodied cognition has a bigger role. Interactions between humans and virtual environments rely on timely and consistent sensory feedback and spatial information. Effective feedback helps users to get information, notifications, and warnings. Many emerging technologies are enabling e.g., tracking of hands, facial expression, and gaze on HMDs.

There is a large number of all kinds of reviews, surveys, and books on multimodal interaction. As Augstein and Neumayr [26] noted, many of them focus only on the most usual modalities, sometimes only on vision, audition, and haptics. There are also many papers that review selected narrow topics on multimodal interaction for XR, for example, a review on VR-based ball sports performance training and advances in communication, interaction, and simulation [25].

Contemporary

Many HCI taxonomies for multimodal input, output, and interaction (e.g., [18, 19, 26, 27, 28]) focus only on those modalities which were feasible and usual for HCI in their time. Augstein and Neumayr [26] discussed in depth the history and types of these taxonomies and the emergence of various enabling technologies. Their taxonomy is targeted for HCI, and it is based both on the input and output capabilities of basic human senses and on the other hand on sensors and actuators employed by computers, i.e., it describes how humans and computers can perceive each other. Their modality classes employ either direct processing (neural oscillation, galvanism), or indirect processing (vision, audition, kinesthetics, touch, olfaction, and gustation). Direct processing (e.g., BCI or EMS) works directly between a computer and the brain or muscles. Indirect processing refers to the multi-stage process where an output stimulus is perceived by a human receptor and then the information is delivered via electrical signals for further processing to the brain. The flow is similar for input stimulus from a human via sensors to the computer.

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The taxonomy focuses on the modalities which human senses can perceive and which can actively and consciously be utilized for input or output. It excludes modalities which humans cannot control for interaction purposes, e.g., electrodermal activity.

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