As virtual reality technology evolves, avatars play a crucial role in user representation, yet options for gender-diverse individuals remain limited. The goal of this research was to develop 14 racially diverse androg...
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ISBN:
(纸本)9798350374490;9798350374506
As virtual reality technology evolves, avatars play a crucial role in user representation, yet options for gender-diverse individuals remain limited. The goal of this research was to develop 14 racially diverse androgynous avatars using the design guidelines recommended in prior work. However, a perceptual experiment involving 68 participants revealed unexpected results, as most avatars were perceived as predominantly masculine. Additionally, our results yielded discrepancies in perceived gender across different racial identities, as the same design process resulted in widely varying perceptions. Despite these challenges, our research highlights the importance of continued exploration to improve the creation of inclusive avatars.
PLUME is an open-source software toolbox (PLUME Recorder, PLUME Viewer, PLUME Python) for recording, replaying, and analyzing behavioral and physiological data from 6DoF (Degrees of Freedom) XR experiments created wit...
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ISBN:
(纸本)9798350374490;9798350374506
PLUME is an open-source software toolbox (PLUME Recorder, PLUME Viewer, PLUME Python) for recording, replaying, and analyzing behavioral and physiological data from 6DoF (Degrees of Freedom) XR experiments created with Unity. This work has been conditionally accepted for presentation at IEEE VR 2024 as IEEE TVCG paper. The present demonstration aims to showcase the capabilities of PLUME as an easy-to-use, performant tool for XR researchers, and to engage the research community.
Many extended reality (XR) applications are platform-specific, making accessibility and cross-platform collaboration difficult. Web-based collaborative XR can enhance adoption of XR technologies, using the browser as ...
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ISBN:
(纸本)9798350374490;9798350374506
Many extended reality (XR) applications are platform-specific, making accessibility and cross-platform collaboration difficult. Web-based collaborative XR can enhance adoption of XR technologies, using the browser as a platform-independent interface. However, challenges arise from the browser environment, such as performance limitations. To this end, we present a WebXR-based framework for hand interaction in cross-platform collaboration in XR. A network structure and methods for collaborative and individual object manipulation complement the integrated hand tracking. Three different fidelity levels to represent the hands of remote users were implemented to accommodate different performance capabilities. Concepts ranged from virtual hands to discrete poses with abstract objects. A sample application was implemented with a puzzle task. Two users collaborated in the browsers of the Microsoft HoloLens 2 and the Meta Quest 2. Qualitative and quantitative data on user performance (n=9), and frame rate recordings (n=1) were collected. All users were able to solve the puzzle together quickly and intuitively. The Quest environment was preferred, as there were more performance issues with the HoloLens. Hand interaction was well-received and proved to be sufficient as the only form of communication. Simpler representations of the hands lead to a higher frame rate, whereby the effects were device-dependent. The impact on task performance was low. Hand interaction enables an intuitive exchange of objects and basic communication in cross-platform collaboration via browsers. Depending on the XR environment, however, device-specific performance limitations must be taken into account by modulating the amount of data and rendering effort.
We design and assess interfaces for time-continuous self-reporting of empathic responses in VR using dimensions of empathic concern and personal distress. Visual styles included Circular Rating Indicators (CRI), Color...
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ISBN:
(纸本)9798350374490;9798350374506
We design and assess interfaces for time-continuous self-reporting of empathic responses in VR using dimensions of empathic concern and personal distress. Visual styles included Circular Rating Indicators (CRI), Color Dials (CD), and Interactive Curving Faces (Frowny). Input types included desktop knobs and VR controller touchpads. We considered the intuitiveness, effectiveness, and intrusiveness of designs with viewers of a stereo 180 degrees video. Initial results highlight the CRI and Frowny as promising choices, calling for future examination of their effectiveness.
Music streaming services have become one of the main sources of music consumption in the last decade, with recommender systems playing a crucial role. Since these systems partially determine which songs listeners hear...
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ISBN:
(纸本)9798400705052
Music streaming services have become one of the main sources of music consumption in the last decade, with recommender systems playing a crucial role. Since these systems partially determine which songs listeners hear, they significantly influence the artists behind the music. However, when assessing the performance and fairness of music recommender systems, the perspectives of artists and others working in the music industry are often overlooked. Additionally, artists express a desire for greater transparency regarding why certain songs are recommended while others are not. This research project adopts a multi-stakeholder approach to close the gap between music recommender systems and the artists whose music they recommend. First, we gather insights from artists and music industry professionals through interviews and questionnaires. Building on those insights, we then aim to improve matching between end users and music from lesser-known artists by generating rich item and user representations. Results will be evaluated both quantitatively and qualitatively. Lastly, we plan to effectively communicate music recommender system fairness by increasing transparency for both end users and artists.
Enhance the experience of jumping in the virtual reality environment is interesting and useful for various applications. This work includes three parts which are Pressure-sensing Shoes, Jumping-Over-Down and Jumping-a...
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ISBN:
(纸本)9798350374490;9798350374506
Enhance the experience of jumping in the virtual reality environment is interesting and useful for various applications. This work includes three parts which are Pressure-sensing Shoes, Jumping-Over-Down and Jumping-at-Air. One particular designed pressure-sensing shoes are used for jumping detection. This design could substantially reduce the cost of detecting jumping behaviors while ensuring high precision. Jumping-Over-Down allows users to control a virtual avatar to perform realistic downward jump in virtual reality environment. While Jumping-at-Air, based on a novel redirection-jump mechanism, represents a type of surreal jumping which resembles the double-jump feature found in video games. From the hovering position, user can execute another jumping.
In this work, we present ClimbAR, an open-source, collaborative, real-time, augmented reality application for the Hololens 2 that allows boulderers to set climbing holds virtually to better understand and plan routes....
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ISBN:
(纸本)9798350374490;9798350374506
In this work, we present ClimbAR, an open-source, collaborative, real-time, augmented reality application for the Hololens 2 that allows boulderers to set climbing holds virtually to better understand and plan routes. We performed two preliminary studies: a quantitative study that assessed the system's rotational and translational alignment accuracy, and a qualitative study that used surveys and voluntary participation to evaluate the usefulness and enjoyment of the system.
Virtual human technology has gained popularity in the healthcare domain due to their cost-effectiveness, accessibility from computers and mobile devices, and ability to be tailored and customized. However, many virtua...
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ISBN:
(纸本)9798350374490;9798350374506
Virtual human technology has gained popularity in the healthcare domain due to their cost-effectiveness, accessibility from computers and mobile devices, and ability to be tailored and customized. However, many virtual human applications rely on pre-scripted interactions and lack real-time capabilities. This limits the potential of virtual human technology in areas such as clinical trial recruitment, where there is a need to deliver up-to-date information on relevant clinical trials and tailor to diverse populations with diverse needs. In this work, we develop a virtual human desktop VR architecture that allows for real-time interactions. We demonstrate the real-time, tailored virtual human abilities such as dynamic responses to unscripted user input and assisting in searching for clinical trials based on user demographics.
This paper will discuss challenges regarding set design, editing, sound design, rendering, and cinematography for adapting animated short movies to the ScreenX format, Furthermore, we will explore the cinematic elemen...
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ISBN:
(纸本)9798350374490;9798350374506
This paper will discuss challenges regarding set design, editing, sound design, rendering, and cinematography for adapting animated short movies to the ScreenX format, Furthermore, we will explore the cinematic elements of ScreenX for 3D animations. ScreenX is a novel immersive 270-degree panoramic film format that extends the main cinema screen onto two side walls. Since the introduction of the technology in 2012, only a few animated films have been produced. This expanded cinema system is still in its very early stages. Therefore, more is needed to know about the potential for animated movies. We will introduce a case study and provide guidelines for future productions.
In task-oriented Augmented Reality (AR), humanoid Embodied Conversational Agents can enhance the feeling of social presence and reduce mental workload. Yet, such agents can also introduce social biases and lead to dis...
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ISBN:
(纸本)9798350374490;9798350374506
In task-oriented Augmented Reality (AR), humanoid Embodied Conversational Agents can enhance the feeling of social presence and reduce mental workload. Yet, such agents can also introduce social biases and lead to distractions. This presents a challenge for AR applications that require the user to concentrate mainly on a task environment. To address this, we introduce a non-humanoid virtual assistant designed for minimal visual intrusion in AR. Our approach aims to enhance a user's focus on the tasks they need to perform. We explain our design choices based on previously published guidelines and describe our prototype implemented for an optical-see-through headset.
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