Many questions span industry and academia about the value and viability of Virtual Reality (VR). The cost and discomfort of current VR headsets leave many people wondering if Virtual Reality is worth the investment. The empirical study described in this discourse examined levels of immersion, reported realism, and presence reported by users of different consumer available immersive technologies, tradeoffs to attaining immersion, and users’ intention to adopt VR after experiencing the technologies. The researchers used Elite Dangerous, a space flight simulator game optimized for both VR and flat screen condition of the research. The study reported here explored the research question: do users reported a difference in levels of immersion, realism, and presence impacted by a VR device versus a flat monitor display? This between groups experiment presented users with the Oculus Rift VR headset condition and a flat screen experience in which a simulated 360° view was afforded by the tracking the user’s head movement and controlled virtual camera angels displayed on a flat screen monitor. Participants noted intrusiveness, discomfort, controls being difficult to learn, and difficulty seeing in the VR condition. This diminished user satisfaction could be a barrier to anticipated benefits of VR, which highlights exigency for VR User Centered Design (UCD). Participants who experienced the flat screen experience first and VR headset second were significantly more likely to report an intent to adopt VR than those who only experienced the VR condition. This could lead to research on the impact of juxtaposition of new technology with existing technologies on user perception and the intent to adopt.
For tracking multiple targets in a scene, the most common approach is to represent the target in a bounding box and track the whole box as a single entity. However, in the case of humans, the body goes through complex articulation and occlusion that severely deteriorate the tracking performance. In this paper, we argue that instead of tracking the whole body of a target, if we focus on a relatively rigid body organ, better tracking results can be achieved. Based on this assumption, we followed the tracking-by-detection paradigm and generated the target hypothesis of only the spatial locations of heads in every frame. After the localization of head location, a constant velocity motion model is used for the temporal evolution of the targets in the visual scene. For associating the targets in the consecutive frames, combinatorial optimization is used that associates the corresponding targets in a greedy fashion. Qualitative results are evaluated on four challenging video surveillance dataset and promising results has been achieved.