Recording lectures is a normal task for online educator, and graphics tablet is a great tool for that. However, it is very expensive for many instructors. In this paper, we propose an alternative called "DIY Grap...
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Adaptive userinterfaces can improve experiences in Extended Reality (XR) applications by adapting interface elements according to the user's context. Although extensive work explores diferent adaptation policies,...
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ISBN:
(纸本)9781450393201
Adaptive userinterfaces can improve experiences in Extended Reality (XR) applications by adapting interface elements according to the user's context. Although extensive work explores diferent adaptation policies, XR creators often struggle with their implementation, which involves laborious manual scripting. The few available tools are underdeveloped for realistic XR settings where it is often necessary to consider conficting aspects that afect an adaptation. We fll this gap by presenting AUIT, a toolkit that facilitates the design of optimization-based adaptation policies. AUIT allows creators to fexibly combine policies that address common objectives in XR applications, such as element reachability, visibility, and consistency. Instead of using rules or scripts, specifying adaptation policies via adaptation objectives simplifes the design process and enables creative exploration of adaptations. After creators decide which adaptation objectives to use, a multi-objective solver finds appropriate adaptations in real-time. A study showed that AUIT allowed creators of XR applications to quickly and easily create high-quality adaptations.
It is well-known that employing the Walking-in-Place (WIP) interface can significantly reduce VR sickness in addition to promoting the sense of presence, immersion, and natural interaction. In this poster, we re-exami...
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ISBN:
(纸本)9798400703287
It is well-known that employing the Walking-in-Place (WIP) interface can significantly reduce VR sickness in addition to promoting the sense of presence, immersion, and natural interaction. In this poster, we re-examine the conditions for which WIP will effectively reduce VR sickness. In particular, we investigate and compare the cases of applying WIP to navigating on flat terrain vs. up-and-down ramps with respect to the sickness reduction effect. We point out that naively designed WIP/navigation content has the possibility of actually worsening the VR sickness due to the sensory and reality mismatch between the flat real operating environment and the inclined virtual terrain.
We engineered DigituSync, a passive-exoskeleton that physically links two hands together, enabling two users to adaptively transmit fnger movements in real-time. It uses multiple four-bar linkages to transfer both mot...
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ISBN:
(纸本)9781450393201
We engineered DigituSync, a passive-exoskeleton that physically links two hands together, enabling two users to adaptively transmit fnger movements in real-time. It uses multiple four-bar linkages to transfer both motion and force, while still preserving congruent haptic feedback. Moreover, we implemented a variable-length linkage that allows adjusting the force transmission ratio between the two users and regulates the amount of intervention, which enables users to customize their learning experience. DigituSync's benefts emerge from its passive design: unlike existing haptic devices (motor-based exoskeletons or electrical muscle stimulation), DigituSync has virtually no latency and does not require batteries/electronics to transmit or adjust movements, making it useful and safe to deploy in many settings, such as between students and teachers in a classroom. We validated DigituSync by means of technical evaluations and a user study, demonstrating that it instantly transfers fnger motions and forces with the ability of adaptive force transmission, which allowed participants to feel more control over their own movements and to feel the teacher's intervention was more responsive. We also conducted two exploratory sessions with a music teacher and deaf-blind users, which allowed us to gather experiential insights from the teacher's side and explore DigituSync in applications.
We present PassengXR, an open-source toolkit for creating passenger eXtended Reality (XR) experiences in Unity. XR allows travellers to move beyond the physical limitations of in-vehicle displays, rendering immersive ...
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ISBN:
(纸本)9781450393201
We present PassengXR, an open-source toolkit for creating passenger eXtended Reality (XR) experiences in Unity. XR allows travellers to move beyond the physical limitations of in-vehicle displays, rendering immersive virtual content based on - or ignoring - vehicle motion. There are considerable technical challenges to using headsets in moving environments: maintaining the forward bearing of IMU-based headsets;conflicts between optical and inertial tracking of inside-out headsets;obtaining vehicle telemetry;and the high cost of design given the necessity of testing in-car. As a consequence, existing vehicular XR research typically relies on controlled, simple routes to compensate. PassengXR is a cost-effective opensource in-car passenger XR solution. We provide a reference set of COTS hardware that enables the broadcasting of vehicle telemetry to multiple headsets. Our software toolkit then provides support to correct vehicle-headset alignment, and then create a variety of passenger XR experiences, including: vehicle-locked content;motion and location-based content;and co-located multi-passenger applications. PassengXR also supports the recording and playback of vehicle telemetry, assisting offline design without resorting to costly in-car testing. Through an evaluation-by-demonstration, we show how our platform can assist practitioners in producing novel, multi-user passenger XR experiences.
This paper describes a novel video selecting interface that enables us to select videos without having to click a mouse or touch a screen. Existing video players enable us to see and hear only one video at a time, and...
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We manipulate stick objects, such as chopsticks and pens in our daily life. The senses of the human hand are extremely sensitive and can acquire detailed information. By perceiving changes in the feel of the finger, w...
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While software engineers are optimistically adopting crypto-API misuse detectors (or crypto-detectors) in their software development cycles, this momentum must be accompanied by a rigorous understanding of crypto-dete...
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ISBN:
(纸本)9798400703270
While software engineers are optimistically adopting crypto-API misuse detectors (or crypto-detectors) in their software development cycles, this momentum must be accompanied by a rigorous understanding of crypto-detectors' effectiveness at finding crypto-API misuses in practice. This demo paper presents the technical details and usage scenarios of our tool, namely Mutation Analysis for evaluating Static Crypto-API misuse detectors (MASC). We developed 12 generalizable, usage based mutation operators and three mutation scopes, namely Main Scope, Similarity Scope, and Exhaustive Scope, which can be used to expressively instantiate compilable variants of the crypto-API misuse cases. Using MASC, we evaluated nine major crypto-detectors, and discovered 19 unique, undocumented flaws. We designed MASC to be configurable and user-friendly;a user can configure the parameters to change the nature of generated mutations. Furthermore, MASC comes with both Command Line interface and Web-based front-end, making it practical for users of different levels of expertise. Code: https://***/Secure-Platforms-Lab-W-M/MASC
We present a communication support system, namely We-toon, that can bridge the webtoon writers and artists during sketch revision (i.e., character design and draft revision). In the highly iterative design process bet...
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ISBN:
(纸本)9781450393201
We present a communication support system, namely We-toon, that can bridge the webtoon writers and artists during sketch revision (i.e., character design and draft revision). In the highly iterative design process between the webtoon writers and artists, writers often have difculties in precisely articulating their feedback on sketches owing to their lack of drawing profciency. This drawback makes the writers rely on textual descriptions and reference images found using search engines, leading to indirect and inefcient communications. Inspired by a formative study, we designed We-toon to help writers revise webtoon sketches and efectively communicate with artists. Through a GAN-based image synthesis and manipulation, We-toon can interactively generate diverse reference images and synthesize them locally on any user-provided image. Our user study with 24 professional webtoon authors demonstrated that We-toon outperforms the traditional methods in terms of communication efectiveness and the writers' satisfaction level related to the revised image.
Non-player characters are an essential element of many 3D and virtual reality experiences. They can make the experiences feel more lively and populated. Animation for non-player characters is often motion-captured usi...
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ISBN:
(纸本)9798400703287
Non-player characters are an essential element of many 3D and virtual reality experiences. They can make the experiences feel more lively and populated. Animation for non-player characters is often motion-captured using expensive hardware and the post-processing steps are time-consuming, especially when capturing multiple people at once. Using record and replay techniques in virtual reality can offer cheaper and easier ways of motion capture since the user is already tracked. We use immersive record and replay to enable a single user to create stacked recordings of themselves. We provide tools to help the user interact with their previous recorded self and in doing so allow them to create believable interactive scenarios with multiple characters that can be used to populate virtual environments. We create a small dialogue dataset with two amateur actors who used our tool to record dialogues alone and together in virtual reality. To evaluate whether stacked recordings are qualitatively comparable to conventional multi-user recordings and whether people could tell the difference between the two, we conducted two user studies, one online and one in virtual reality with 89 participants in total. We found that participants could not tell the difference and even slightly preferred stacked recordings.
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