This application paper presents the work of a multidisciplinary group of designing, implementing, and testing an Augmented Reality (AR) surgical telementoring system. The system acquires the surgical field with an ove...
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ISBN:
(纸本)9781538675922
This application paper presents the work of a multidisciplinary group of designing, implementing, and testing an Augmented Reality (AR) surgical telementoring system. The system acquires the surgical field with an overhead camera, the video feed is transmitted to the remote mentor, where it is displayed on a touch-based interaction table, the mentor annotates the video feed, the annotations are sent back to the mentee, where they are displayed into the mentee's field of view using an optical see-through AR head-mounted display (HMD). The annotations are reprojected from the mentor's second-person view of the surgical field to the mentee's first-person view. The mentee sees the annotations with depth perception, and the annotations remain anchored to the surgical field as the mentee moves their head. Average annotation display accuracy is 1.22cm. The system was tested in the context of a user study where surgery residents (n = 20) were asked to perform a lower-leg fasciotomy on cadaver models. Participants who benefited from telementoring using our system received a higher Individual Performance Score, and they reported higher usability and self confidence levels.
Most virtual reality (VR) applications require the user to travel through the virtual environment (VE). However, some users are susceptible to cybersickness, and this issue is particularly prominent if the user is phy...
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ISBN:
(纸本)9781538633656
Most virtual reality (VR) applications require the user to travel through the virtual environment (VE). However, some users are susceptible to cybersickness, and this issue is particularly prominent if the user is physically stationary while virtually moving. One approach to minimizing cybersickness is to rotate the user in discrete steps. This poster presents a between-subjects study (n=42) comparing this approach to smooth virtual rotation. The results revealed a statistically significant increase in self-reported sickness after exposure to the VE in case of both conditions. No statistically significant differences between the two conditions were found.
Real walking in virtual reality (VR) is a promising locomotion technique since it offers multi-modal feedback to the user. Unfortunately, the virtual environment (VE) is limited by the available space in the physical ...
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ISBN:
(纸本)9781538633656
Real walking in virtual reality (VR) is a promising locomotion technique since it offers multi-modal feedback to the user. Unfortunately, the virtual environment (VE) is limited by the available space in the physical world. So far, several techniques were developed to overcome this problem, e. g. redirected walking (RDW) and the use of impossible spaces. RDW subtly manipulates the viewpoint of the user to reorient her walking direction. Impossible spaces are based on subtle changes of the VE to reuse the same physical space for different virtual spaces. In this research demonstration, we show how these two approaches of redirected walking and impossible spaces can be combined. In particular, for our implementation we focus on the use of curved corridors that benefits both methods.
Virtual Reality (VR) has the potential to transform the way we work, rest and play. This promise comes with new challenges. One challenge sterns from the interactive nature of iminersive Virtual Environments (VEs). Pl...
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ISBN:
(纸本)9781538675922
Virtual Reality (VR) has the potential to transform the way we work, rest and play. This promise comes with new challenges. One challenge sterns from the interactive nature of iminersive Virtual Environments (VEs). Placement. of contextual information in VEs can he critical to the user experience. This poster describes the use of eve-tracking to alleviate usability issues surrounding information presentation in immersive VEs. Results from our experiments show that integrating eye tracking into a VE to dictate where and when textual information is presented can improve performance when searching for contextual information. In summary, the results show improvement in task performance when the new direct method is employed to reveal information in target regions based on gaze. This seems to hold true independent of the VE or the type of information questioned.
In this paper, we explore the influence of sharing a virtual environment with another user on the sense of embodiment in virtual reality. For this aim, we conducted an experiment where users were immersed in a virtual...
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ISBN:
(纸本)9781538633656
In this paper, we explore the influence of sharing a virtual environment with another user on the sense of embodiment in virtual reality. For this aim, we conducted an experiment where users were immersed in a virtual environment while being embodied in an anthropomorphic virtual representation of themselves. To evaluate the influence of the presence of another user, two situations were studied: either users were immersed alone, or in the company of another user. During the experiment, participants performed a virtual version of the well-known whac-a-mole game, therefore interacting with the virtual environment, while sitting at a virtual table. Our results show that users were significantly more "efficient" (i.e., faster reaction times), and accordingly more engaged, in performing the task when sharing the virtual environment, in particular for the more competitive tasks. Also, users experienced comparable levels of embodiment both when immersed alone or with another user. These results are supported by subjective questionnaires but also through behavioural responses, e.g. users reacting to the introduction of a threat towards their virtual body. Taken together, our results show that competition and shared experiences involving an avatar do not influence the sense of embodiment, but can increase user engagement. Such insights can be used by designers of virtual environments and virtual reality applications to develop more engaging applications.
Evaluation of a visualization technique is complex and time-consuming. We present a system that aims at easing design, creation and execution of controlled experiments for visualizations in the web. We include of para...
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ISBN:
(纸本)9781538668849
Evaluation of a visualization technique is complex and time-consuming. We present a system that aims at easing design, creation and execution of controlled experiments for visualizations in the web. We include of parameterizable visualization generation services, thus separating the visualization implementation from study design and execution. This enables experimenters to design and run multiple experiments on the same visualization service in parallel, replicate experiments, and compare different visualization services quickly. The system supports the range from simple questionnaires to visualization-specific interaction techniques as well as automated task generation based on dynamic sampling of parameter spaces. We feature two examples to demonstrate our service-based approach. One example demonstrates how a suite of successive experiments can be conducted, while the other example includes an extended replication study.
Recent technological advances enable the gathering of extensive data on vehicular trajectories of large numbers of travelers at an unprecedented level of detail. Such trajectory datasets provide a wealth of informatio...
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ISBN:
(纸本)9781538651971
Recent technological advances enable the gathering of extensive data on vehicular trajectories of large numbers of travelers at an unprecedented level of detail. Such trajectory datasets provide a wealth of information for purposes such as urban planning, carpool formation, and public-transportation design. This paper describes methods for analyzing and visualizing such data with an emphasis on sparse-traffic environments. It outlines the needs of applications in this domain and presents methods for clustering trajectories and for visualizing the results. The methods are evaluated by an experimental study on a publicly available dataset from real travelers.
Redirected walking has been shown to be an effective technique for allowing natural locomotion in a virtual environment that is larger than the physical environment. In this position paper, I identify two large limita...
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ISBN:
(纸本)9781538633656
Redirected walking has been shown to be an effective technique for allowing natural locomotion in a virtual environment that is larger than the physical environment. In this position paper, I identify two large limitations of redirected walking and provide brief descriptions of solutions. I continue to introduce the conceptual design for an algorithm, inspired by techniques in the field of coordinated multi-robotics, that improves upon the current state of redirected walking by addressing these limitations. I then explain how it will become the foundation for my thesis and provide future research vectors.
Hands in virtual reality applications represent our primary means for interacting with the environment. Although marker-based motion capture with inverse kinematics (IK) works for body tracking, it is less reliable fo...
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ISBN:
(纸本)9781538633656
Hands in virtual reality applications represent our primary means for interacting with the environment. Although marker-based motion capture with inverse kinematics (IK) works for body tracking, it is less reliable for fingers often occluded when captured with cameras. Many computer vision and virtual reality applications circumvent the problem by using an additional system (e.g. inertial trackers). We explore an alternative solution that tracks hands and fingers using solely a motion capture system based on cameras and active markers with machine learning techniques. Our animation of fingers is performed by a predictive model based on neural networks, which is trained on a movements dataset acquired from several subjects with a complementary capture system (inertial). The system is as efficient as a traditional IK algorithm, provides a natural reconstruction of postures, and handles occlusions.
In this study, we examined the effect of walking biomechanics, which occurs when the curvature of the walking path in virtual space is changed, while the actual walking path remains constant. Curvature gains and bendi...
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ISBN:
(纸本)9781538633656
In this study, we examined the effect of walking biomechanics, which occurs when the curvature of the walking path in virtual space is changed, while the actual walking path remains constant. Curvature gains and bending gains were used to change the virtual walking path. We found a significant difference in most biomechanical parameters when curvature manipulation and bending manipulation are applied compared with the case in which they are not applied. Some parameters were also suggested to depend on the visual sense or disagreement between the visual and other senses.
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