Virtual reality metaverse is candidate to be the future platform for retail. Nevertheless, the knowledge in designing virtual environments and their influence on products is limited in literature. Common "brick a...
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ISBN:
(纸本)9798350374490;9798350374506
Virtual reality metaverse is candidate to be the future platform for retail. Nevertheless, the knowledge in designing virtual environments and their influence on products is limited in literature. Common "brick and mortar" virtualization of shops as realistic digital twin is a reductive approach compared to more creative experiences. This work explores novel paradigms by evaluating "anomalous environments" deviated from the ordinary conception. Different anomalies are evaluated within 8 scenes promoting an existing line of futuristic-looking tracksuits. The experimentation on 42 subjects, shows that anomalous environments, especially when aligned with the product's storytelling, can increase products likeability, interest and perceived valorization.
In recent years, there has been a race among researchers, developers, engineers, and designers to come up with new interaction techniques for enhancing the performance and experience of users while interacting with vi...
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ISBN:
(纸本)9798400718281
In recent years, there has been a race among researchers, developers, engineers, and designers to come up with new interaction techniques for enhancing the performance and experience of users while interacting with virtual environments, and a key component of a 3D interaction technique is the selection technique. In this paper, we explore the environmental factors used in the assessment of 3D selection methods and classify each factor based on the task environment. Our approach consists of a thorough literature collection process, including four major human-Computer Interaction repositories-Scopus, Science Direct, IEEE Xplore, and ACM Digital Library and created a dataset of a total of 277 papers. Drawing inspiration from the parameters outlined by LaViola et al. we manually classified each of those papers based on the task environment described in the papers. In addition, we explore the methodologies used in recent user studies to assess interaction techniques within various task environments, providing valuable insights into the developing landscape of virtual interaction research. We hope that the outcomes of our paper serve as a valuable resource for researchers, developers, and designers, providing a deeper understanding of task environments and offering fresh perspectives to evaluate their proposed 3D selection techniques in virtual environments.
Estimating scene illumination is crucial for seamless augmented reality integration. We present a method to extract scene color illumination from a single real-world image, enabling realistic virtual manipulations lik...
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ISBN:
(纸本)9798331506926;9798331506919
Estimating scene illumination is crucial for seamless augmented reality integration. We present a method to extract scene color illumination from a single real-world image, enabling realistic virtual manipulations like relighting and material replacement. We extend the traditional white illumination assumption to colored illumination and use deep intrinsic decomposition to separate the scene image into colored reflectance and illumination components. After intensity correction, we perform channel separation to obtain illumination images under different spectra. By manipulating these spectral illuminations, we can create augmented reality images with realistic lighting and material effects.
We have previously proposed an "eye direction exaggeration method." That facilitates rearward visibility by exaggerating the angle of the eye direction when viewing panoramic images with an HMD in a seated p...
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ISBN:
(纸本)9798350374490;9798350374506
We have previously proposed an "eye direction exaggeration method." That facilitates rearward visibility by exaggerating the angle of the eye direction when viewing panoramic images with an HMD in a seated position. In this study, we improved this exaggeration method. However, the exaggeration sometimes increased discomfort such as VR sickness. We also tried to reduce discomfort by presenting horizontally moving particles and inducing vection stably.
We introduce AIsop, a system that autonomously generates VR storytelling experiences using generative artificial intelligence (AI). AIsop crafts unique stories by leveraging state-of-the-art Large Language Models (LLM...
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ISBN:
(纸本)9798350374490;9798350374506
We introduce AIsop, a system that autonomously generates VR storytelling experiences using generative artificial intelligence (AI). AIsop crafts unique stories by leveraging state-of-the-art Large Language Models (LLMs) and employs Text-To-Speech (TTS) technology for narration. Further enriching the experience, a visual representation of the narrative is produced through a pipeline that pairs LLM-generated prompts with diffusion models, rendering visuals for clusters of sentences in the story. Our evaluation encompasses two distinct use cases: the narration of pre-existing content and the generation of entirely new narratives. AIsop highlights the myriad research prospects spanning its technical architecture and user engagement.
WindowMirror(1) toolkit provides users with a simulated, extended screen real-estate. It allows users to interact with multiple desktop applications in real-time within a XR environment. Our architecture has two main ...
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ISBN:
(纸本)9798350374490;9798350374506
WindowMirror(1) toolkit provides users with a simulated, extended screen real-estate. It allows users to interact with multiple desktop applications in real-time within a XR environment. Our architecture has two main modules: a Unity package and a Python backend. WindowMirror supports traditional desktop interaction methods such as mouse, keyboard and it features a Cylindrical Window Layout, an emerging design pattern which is particularly effective for single-user, egocentric perspectives.
Self-exposure using modulated embodied avatars in virtual reality (VR) may support a positive body image. However, further investigation is needed to address methodological challenges and to understand the concrete ef...
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ISBN:
(纸本)9798350374490;9798350374506
Self-exposure using modulated embodied avatars in virtual reality (VR) may support a positive body image. However, further investigation is needed to address methodological challenges and to understand the concrete effects, including their quantification. We present an iteratively refined paradigm for studying the tangible effects of exposure to a modulated self in VR. Participants perform body-centered movements in front of a virtual mirror, encountering their photorealistically personalized embodied avatar with increased, decreased, or unchanged body size. Additionally, we propose different body size estimation tasks conducted in reality and VR before and after exposure to assess participants' putative-elicited perceptual adaptations.
Some tasks that do not have solutions in euclidean space have solutions in other non-euclidean spaces. For this edition of the IEEEVR 3DUI contest, we are offering users the chance to bend euclidean space using a 3D p...
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ISBN:
(纸本)9798350374490;9798350374506
Some tasks that do not have solutions in euclidean space have solutions in other non-euclidean spaces. For this edition of the IEEEVR 3DUI contest, we are offering users the chance to bend euclidean space using a 3D piston slider in virtual reality (VR). This will make it possible to solve mini-golf problems that are impossible to solve in euclidean geometry, using spherical geometry.
This paper presents an extended reality (XR) embodied conversational agent, as a social-emotional companion for parents and children within the home context. It has focused on the role of technology including Artifici...
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ISBN:
(纸本)9798350374490;9798350374506
This paper presents an extended reality (XR) embodied conversational agent, as a social-emotional companion for parents and children within the home context. It has focused on the role of technology including Artificial Intelligence ( Al) and XR on holistic child development and well-being. parenting, and the beautiful relational space in between children and parents, here termed Augmented Sociology. Based on the EEPO (Emissary Educator Playmate Oracle) theoretical child technology interaction framework, this work presents an early EEPO prototype, toward an XR social-emotional development companion agent for children and support agent for parents.
Several group navigation techniques enable a single navigator to control travel for all group members simultaneously in social virtual reality. A key aspect of this process is the ability to rearrange the group into a...
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ISBN:
(纸本)9798350374490;9798350374506
Several group navigation techniques enable a single navigator to control travel for all group members simultaneously in social virtual reality. A key aspect of this process is the ability to rearrange the group into a new formation to facilitate the joint observation of the scene or to avoid obstacles on the way. However, the question of how users should be distributed within the new formation to create an intuitive transition that minimizes disruptions of ongoing social activities is currently not explored. In this paper, we begin to close this gap by introducing four user placement strategies based on mathematical considerations, discussing their benefits and drawbacks, and sketching further novel ideas to approach this topic from different angles in future work. Our work, therefore, contributes to the overarching goal of making group interactions in social virtual reality more intuitive and comfortable for the involved users.
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