Virtual reality has the potential to change the way we create and consume content in our everyday life. Entertainment, training, design and manufacturing, communication, or advertising are all applications that already benefit from this new medium reaching consumer level. VR is inherently different from traditional media: it offers a more immersive experience, and has the ability to elicit a sense of presence through the place and plausibility illusions. It also gives the user unprecedented capabilities to explore their environment, in contrast with traditional media. In VR, like in the real world, users integrate the multimodal sensory information they receive to create a unified perception of the virtual world. Therefore, the sensory cues that are available in a virtual environment can be leveraged to enhance the final experience. This may include increasing realism, or the sense of presence; predicting or guiding the attention of the user through the experience; or increasing their performance if the experience involves the completion of certain tasks. In this state-of-the-art report, we survey the body of work addressing multimodality in virtual reality, its role and benefits in the final user experience. The works here reviewed thus encompass several fields of research, including computer graphics, human computer interaction, or psychology and perception. Additionally, we give an overview of different applications that leverage multimodal input in areas such as medicine, training and education, or entertainment; we include works in which the integration of multiple sensory information yields significant improvements, demonstrating how multimodality can play a fundamental role in the way VR systems are designed, and VR experiences created and consumed.
翻译:虚拟现实有可能改变我们在日常生活中创造和消费内容的方式。娱乐、培训、设计、制造、通信或广告是已经从这一新媒体中受益的所有应用程序,它们都已经从这种新的媒体中受益,达到消费者水平。 VR与传统媒体有着内在的不同:它提供了一种更隐蔽的经验,并且能够通过地方和可信幻觉来引起一种存在感;它还赋予用户探索其环境的前所未有的能力,与传统媒体形成对照。在VR报告中,用户与现实世界一样,将收到的多式联运感官信息整合在一起,以形成对虚拟世界的统一认识。因此,在虚拟环境中提供的感官提示可以用来加强最终经验。这可能包括增加现实主义或存在感;通过经验预测或指导用户的注意力;或者如果经验涉及某些任务的完成,则提高用户的性能。在这份最新报告中,我们调查了在虚拟现实中解决多式联运问题的工作,其作用和益处在最终用户经历中。 因此,这里审查的工作可以包括若干领域的研究领域,包括计算机形象,以及计算机形象、计算机感官、计算机感化、计算机感官、计算机感官的演化领域,以及我们所设计的多式医学、计算机感化、计算机感官作品的演化工作是如何展示了我们在多式医学、计算机学、计算机感化、计算机感化、计算机的演化领域中如何演化、计算机的演化、计算机的演化的演化的演化的演化、计算机的演化、计算机的演化、计算机的演化、演化、计算机的演化、计算机的演化、计算机的演化、计算机的演化、计算机的演化、计算机的演化、计算机的演化的演化、演化、演化、计算机的演化、演化、演化、演化、计算机的演化的演化、演化、演化、演化、演化的演化、演化、演化、演化、演化、计算机的演化、演化、演化、演化、演化、演化、演化、演化、演化、演化、演化、演化的演化、演化、演化、演化、演化、演化、演化、演化、演化、演化的演化的演化的演化的演化的演化的演化的演化的演化、