In a co-located collaborative virtual environment, multiple users share the same physical tracked space and the same virtual workspace. When the virtual workspace is larger than the real workspace, navigation interact...
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ISBN:
(纸本)9781450355483
In a co-located collaborative virtual environment, multiple users share the same physical tracked space and the same virtual workspace. When the virtual workspace is larger than the real workspace, navigation interaction techniques must be deployed to let the users explore the entire virtual environment. When a user navigates in the virtual space while remaining static in the real space, his/her position in the physical workspace and in the virtual workspace are no longer the same. Thus, in the context where each user is immersed in the virtual environment with a Head-Mounted-Display, a user can still perceive where his/her collaborators are in the virtual environment but not where they are in real world. In this paper, we propose and compare three methods to warn users about the position of collaborators in the shared physical workspace to ensure a proper cohabitation and safety of the collaborators. The first one is based on a virtual grid shaped as a cylinder, the second one is based on a ghost representation of the user and the last one displays the physical safe-navigation space on the floor of the virtual environment. We conducted a user-study with two users wearing a Head-Mounted-Display in the context of a collaborative First Person-Shooter game. Our three methods were compared with a condition where the physical tracked space was separated into two zones, one per user, to evaluate the impact of each condition on safety, displacement freedom and global satisfaction of users. Results suggest that the ghost avatar and the cylinder grid can be good alternatives to the separation of the tracked space.
The proceedings contain 91 papers. The topics discussed include: beyond cute: exploring user types and design opportunities of virtual reality pet games;Jackin airsoft: localization and view sharing for strategic spor...
ISBN:
(纸本)9781450355483
The proceedings contain 91 papers. The topics discussed include: beyond cute: exploring user types and design opportunities of virtual reality pet games;Jackin airsoft: localization and view sharing for strategic sports;can you cut it? an exploration of the effects of editing in cinematic virtual reality;a comparison of head-mounted displays vs. large-screen displays for an interactive pedestrian simulator;a tile based colour picture with hidden QR code for augmented reality and beyond;agent: automatic generation of experimental protocol runtime;collaborators awareness for user cohabitation in co-located collaborative virtual environments;towards seamless interaction between physical and virtual locations for asymmetric collaboration;Legomotion: scalable walking-based virtual locomotion;evaluating snapping-to-photos virtual travel interfaces for 3d reconstructed visual reality;a unified model for interaction in 3D environment;using custom transformation axes for mid-air manipulation of 3d virtual objects;computational design of hand-held VR controllers using haptic shape illusion;exploring the effects of observed physicality conflicts on real–VIRTUAL human interaction in augmented reality;Panotrace: interactive 3D modeling of surround-view panoramic images in virtual reality;measurement of exceptional motion in VR video contents for VR sickness assessment using deep convolutional autoencoder;and a comparative study of 2d and 3d mobile keypad user interaction preferences in virtual reality graphic userinterfaces.
This poster paper describes a hybrid (i.e., film and CG) method for capturing and implementing facial expressions for/in VR. A video camera was used to capture an actor's performance. The actor's eyes and mout...
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ISBN:
(纸本)9781450355483
This poster paper describes a hybrid (i.e., film and CG) method for capturing and implementing facial expressions for/in VR. A video camera was used to capture an actor's performance. The actor's eyes and mouth were isolated, and footage was processed as movie textures to overlay a static 3D model of a head. Micro expressions (subtle, rapid movements of muscles in and around the eyes and mouth in particular) are thus captured in a fine-grained, yet low- cost and low-tech alternative to established techniques. A future experiment will compare the emotive efficacy of the hybrid virtual agent with that of a conventional (fully CG) rigged avatar head in a 6DoF scenario that transitions from sympathetic (gauging empathy by self-report) to confrontational (gauging physiological arousal by heart-rate or GSR). The experiment's prospective design is discussed, as well as its significance for the study of the crucial intersection of social plausibility and perceptual realism in VR.
The purpose of this paper is to investigate the effect of the sense of presence on one aspect of learning, information recall, in an immersive virtual reality (VR) disability simulation. Previous research has shown th...
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ISBN:
(纸本)9781450355483
The purpose of this paper is to investigate the effect of the sense of presence on one aspect of learning, information recall, in an immersive virtual reality (VR) disability simulation. Previous research has shown that the use of VR technology in education may facilitate improved learning outcomes, however, it is still an active research topic as the learning outcomes can vary widely. We hypothesized that a higher level of immersion and involvement in a VR disability simulation that leads to a high sense of presence will help the user improve information recall. To investigate this hypothesis, we conducted a between subjects experiment in which participants were presented information about multiple sclerosis in different immersive conditions and afterwards they attempted to recall the information. We also looked into whether there is any adverse effect of cybersickness on the information recall task in our disability simulation. The results from our study suggest that participants who were in immersive conditions were able to recall the information more effectively than the participants who experienced a non-immersive condition.
Modern applications are often split into separate client and server tiers that communicate via message passing over the network. One well-understood threat to privacy for such applications is the leakage of sensitive ...
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ISBN:
(纸本)9781450350761
Modern applications are often split into separate client and server tiers that communicate via message passing over the network. One well-understood threat to privacy for such applications is the leakage of sensitive user information either in transit or at the server. In response, an array of defensive techniques have been developed to identify or block unintended or malicious information leakage. However, prior work has primarily considered privacy leaks originating at the client directed at the server, while leakage in the reverse direction - from the server to the client - is comparatively under-studied. The question of whether and to what degree this leakage constitutes a threat remains an open question. We answer this question in the affirmative with Hush, a technique for semiautomatically identifying Server-based InFormation OvershariNg (SIFON) vulnerabilities in multi-tier applications. In particular, the technique detects SIFON vulnerabilities using a heuristic that over-shared sensitive information from server-side APIs will not be displayed by the application's userinterface. The technique first performs a scalable static program analysis to screen applications for potential vulnerabilities, and then attempts to con firm these candidates as true vulnerabilities with a partially-automated dynamic analysis. Our evaluation over a large corpus of Android applications demonstrates the effectiveness of the technique by discovering several previously-unknown SIFON vulnerabilities in eight applications.
Properly handling occlusion between real and virtual objects is an important property for any mixed reality (MR) system. Existing methods have typically required known geometry of the real objects in the scene, either...
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ISBN:
(纸本)9781450355483
Properly handling occlusion between real and virtual objects is an important property for any mixed reality (MR) system. Existing methods have typically required known geometry of the real objects in the scene, either specified manually, or reconstructed using a dense mapping algorithm. This limits the situations in which they can be applied. Modern RGBD cameras are cheap and widely available, but the depth information they provide is typically too noisy and incomplete to use directly to provide quality results. In this paper, a method is proposed which makes use of both the colour and depth information provided by an RGBD camera to provide improved occlusion. This method, Cost Volume Filtering Occlusion, is capable of running in real time, and can also handle occlusion of virtual objects by dynamic, moving objects - such as the user's hands. The method operates on individual RGBD frames as they arrive, meaning it can function immediately in unknown environments, and respond appropriately to sudden changes. The accuracy of the presented method is quantified using a novel approach capable of comparing the results of algorithms such as this to dense SLAM-based approaches. The proposed approach is shown to be capable of producing superior results to both previous image-based approaches and dense RGBD reconstruction, at lower computational cost.
Many user studies are now conducted outside laboratories to increase the number and heterogeneity of participants. These studies are conducted in diverse settings, with the potential to give research greater external ...
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ISBN:
(纸本)9781450355483
Many user studies are now conducted outside laboratories to increase the number and heterogeneity of participants. These studies are conducted in diverse settings, with the potential to give research greater external validity and statistical power at a lower cost. The feasibility of conducting virtual reality (VR) studies outside laboratories remains unclear because these studies often use expensive equipment, depend critically on the physical context, and sometimes study delicate phenomena concerning body awareness and immersion. To investigate, we explore pointing, 3D tracing, and body-illusions both in-lab and out-of-lab. The in-lab study was carried out as a traditional experiment with state-of-the-art VR equipment;31 completed the study in our laboratory. The out-of lab study was conducted by distributing commodity cardboard VR glasses to participants;57 completed the study anywhere they saw fit. The effects found in-lab were comparable to those found out of-lab, with much larger variations in the settings in the out-of-lab condition. A follow-up study showed that performance metrics are mostly governed by the technology used, where more complex VR phenomena depend more critically on the internal control of the study. We argue that conducting VR studies outside the laboratory is feasible, and that certain types of VR studies may advantageously be run this way. From the results, we discuss the implications and limitations of running VR studies outside the laboratory.
Command-line tools are confusing and hard to use due to their cryptic error messages and lack of documentation. Novice users often resort to online help-forums for finding corrections to their buggy commands, but have...
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ISBN:
(纸本)9781450351058
Command-line tools are confusing and hard to use due to their cryptic error messages and lack of documentation. Novice users often resort to online help-forums for finding corrections to their buggy commands, but have a hard time in searching precisely for posts that are relevant to their problem and then applying the suggested solutions to their buggy command. We present NoFAQ, a tool that uses a set of rules to suggest possible fixes when users write buggy commands that trigger commonly occurring errors. The rules are expressed in a language called FIXIT and each rule pattern-matches against the user's buggy command and corresponding error message, and uses these inputs to produce a possible fixed command. NoFAQ automatically learns FIXIT rules from examples of buggy and repaired commands. We evaluate NoFAQ on two fronts. First, we use 92 benchmark problems drawn from an existing tool and show that NoFAQ is able to synthesize rules for 81 benchmark problems in real time using just 2 to 5 input-output examples for each rule. Second, we run our learning algorithm on the examples obtained through a crowd-sourcing interface and show that the learning algorithm scales to large sets of examples.
In this work, we proposed a virtual companion based interface that simplifies the smartphone interface for the elderly. This interface displays menus according to the situation and users' request via a virtual age...
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The dematerialisation of music consumption is a well evidenced and widely accepted trend. Though much literature has been produced discussing the economic and legal implications of this significant shift for the music...
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ISBN:
(纸本)9781450353731
The dematerialisation of music consumption is a well evidenced and widely accepted trend. Though much literature has been produced discussing the economic and legal implications of this significant shift for the music industry, its impact on listening practices and consequent considerations for interface design are less well researched. This paper outlines the development of a prototype system that explores, symbolically, the interplay between contemporary dematerialised modes of music consumption with listening traditions of the recent past. A pre-internet age metronome was re-purposed as a tangible interface for a custom music player containing 25 songs, drawn from the period 1940 to 2012. Together, the controller and software reflect through sound, graphics and physicality the progress of Western commercial music, technology and society over this time.
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