This paper introduces a mixed reality (MR) remote avatar guidance system to supporte laser alignment experiments. Replacing conventional laser safety glasses, a video see-through head-mounted display (VST-HMD) shields...
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ISBN:
(纸本)9798331506926;9798331506919
This paper introduces a mixed reality (MR) remote avatar guidance system to supporte laser alignment experiments. Replacing conventional laser safety glasses, a video see-through head-mounted display (VST-HMD) shields users from hazardous radiation. Nevertheless, the impact on work performance and user experience when using a standalone VST system for laser alignment has not been fully explored. In this paper, we studied the effects of the MR guidance system in instructing users in laser alignment through a between-subject user study. Our results reveal that the developed MR guidance significantly enhances user experience, the alignment system usability, and reduces the need for human intervention compared to direct guidance from a human instructor. Despite a diminished level of social presence, users displayed a preference for avatar guidance using a VST-HMD.
Locomotion in Virtual Reality (VR) is a crucial component that greatly affects user immersion. Traditional seated locomotion methods often use hand-based controllers, which reduce immersion due to inconsistencies betw...
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ISBN:
(纸本)9798331506926;9798331506919
Locomotion in Virtual Reality (VR) is a crucial component that greatly affects user immersion. Traditional seated locomotion methods often use hand-based controllers, which reduce immersion due to inconsistencies between user and avatar movements. On the other hand, walking-based standing locomotion methods such as walking-in-place or redirected walking, while immersive, can cause physical fatigue and safety issues. This paper introduces a seated VR locomotion interface, the Leg-Swing, which aims to enhance immersion by reducing inconsistencies between user and avatar actions while walking compared to conventional seated locomotion methods, while simultaneously offering a less fatiguing experience compared to walking-based methods. The Leg-Swing allows users to navigate the VR environment by swinging their legs, which is inferred as locomotion action by pressure sensor data from the user's hips using a deep learning model.
VR/AR-based hydraulic scenes holds significant value for geological disaster display. However, the river dynamics and dam break models prevalent in computational fluid dynamics (CFD) and hydraulics rely largely on pur...
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ISBN:
(纸本)9798350374490;9798350374506
VR/AR-based hydraulic scenes holds significant value for geological disaster display. However, the river dynamics and dam break models prevalent in computational fluid dynamics (CFD) and hydraulics rely largely on pure numerical simulations, lacking intuitive visual representation. In contrast, current AR-based physical simulation methods often fail to incorporate hydraulic parameters adequately, falling short of the accuracy needed for real hydraulic models. To bridge this gap, this paper proposes integrating a precise numerical river dynamics model into a visual fluid-solid interaction simulation framework, which achieves a balance between a realistic visual simulation of dam breaks and the numerical accuracy aligned with river dynamics models, while maintaining high computational efficiency.
External ventricular drain (EVD) is a common neurosurgical procedure often performed by junior trainees to relieve pressure buildup inside the brain by inserting a catheter to drain fluid. Recent work shows that the i...
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ISBN:
(纸本)9798350374490;9798350374506
External ventricular drain (EVD) is a common neurosurgical procedure often performed by junior trainees to relieve pressure buildup inside the brain by inserting a catheter to drain fluid. Recent work shows that the integration of Augmented Reality (AR) improves catheter placement accuracy by visualizing the brain ventricular anatomy and other guidance as holograms. However, trainees often require feedback on their overall performance. Therefore, we demonstrate an AR-assisted neurosurgical training tool that provides real-time personalized feedback to trainees based on their manipulation of the surgical environment and their eye gaze patterns. Furthermore, we developed a segmentation tool that automatically segments and visualizes brain ventricular models in AR. We showcase how real-time AR feedback can assist trainees in improving their EVD performances over various shapes of brain ventricular anatomies that pose varying levels of challenges.
We present BotanicAR, a collaborative Augmented Reality (AR) game leveraging the capabilities of Meta Quest 3. With Meta Quest 3, BotanicAR integrates both augmented and virtual reality in a singular device, ensuring ...
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ISBN:
(纸本)9798350374490;9798350374506
We present BotanicAR, a collaborative Augmented Reality (AR) game leveraging the capabilities of Meta Quest 3. With Meta Quest 3, BotanicAR integrates both augmented and virtual reality in a singular device, ensuring a minimum synchronization of 72 frames per second (FPS). BotanicAR offers a multiplayer experience for 2 to 4 users who collaboratively undertake a task: fight against a virtual plant within their real environment. The game encourages natural interaction without the need for controllers, utilizing hand gestures for enhanced immersion. Real-virtual object occlusion further integrates game elements seamlessly into reality. Beyond its playful nature, BotanicAR demonstrates potential applications in collaborative training, emergency simulations, and shared augmented reality workspaces. This innovative application fills a gap in local cooperative experiences, pushing the capabilities of the Meta Quest 3 device to the limit.
Non-verbal vocal interaction (NVVI) allows people to use non-speech as an interaction technique. Many forms of NVVI exist, including humming, whistling, and tongue clicking, but the quantity of existing research is li...
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ISBN:
(纸本)9798350374490;9798350374506
Non-verbal vocal interaction (NVVI) allows people to use non-speech as an interaction technique. Many forms of NVVI exist, including humming, whistling, and tongue clicking, but the quantity of existing research is limited and high in variety. This work attempts to bridge the field and provides a large-scale study exploring the usability of a pitch-based NVVI system using a relative pitch approach. The study tasked users with controlling an HTML slider with the NVVI technique by humming and whistling. Findings show that users perform better with humming than whistling. Notable phenomena occurring during interactions, including vocal scrolling and overshooting, are explored.
We propose SUMART, a method for summarizing and compressing the volume of verbose subtitle translations. SUMART is designed for understanding translated captions (e.g., interlingual conversations via subtitle translat...
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ISBN:
(纸本)9798350374490;9798350374506
We propose SUMART, a method for summarizing and compressing the volume of verbose subtitle translations. SUMART is designed for understanding translated captions (e.g., interlingual conversations via subtitle translation or when watching movies in foreign language audio and translated captions). SUMART is intended for users who want a big-picture and fast understanding of the conversation, audio, video content, and speech in a foreign language. During the training data collection, when a speaker makes a verbose statement, SUMART employs a large language model on-site to compress the volume of subtitles. This compressed data is then stored in a database for fine-tuning purposes. Later, SUMART uses data pairs from those non-compressed ASR results and compressed translated results for fine-tuning the translation model to generate more concise translations for practical uses. In practical applications, SUMART utilizes this trained model to produce concise translation results. Furthermore, as a practical application, we developed an application that allows conversations using subtitle translation in augmented reality spaces. As a pilot study, we conducted qualitative surveys using a SUMART prototype and a survey on the summarization model for SUMART. We envision the most effective use case of this system is where users need to consume a lot of information quickly (e.g., Speech, lectures, podcasts, Q&A in conferences).
Shopping in Virtual Reality (VR) become popular in recent years since it provides immersive experiences. However, there is insufficient understanding of how efficient and hedonic features in VR stores affect the user ...
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ISBN:
(纸本)9798350374490;9798350374506
Shopping in Virtual Reality (VR) become popular in recent years since it provides immersive experiences. However, there is insufficient understanding of how efficient and hedonic features in VR stores affect the user experiences concurrently. This work aimed to address this gap by integrating a 2D user interface store and a 3D diegetic store into a VR game for comparative analysis. We explore the effects of efficient and hedonic factors on the users' perceptions and experiences. Results from a within-subject study (N=14) revealed that the diegetic store surpasses the 2D store in offering hedonic features, providing suggestions for VR store designs.
Augmented Reality in human-Robot Interaction (AR-HRI) boosts user experience. The key challenge is refining interaction methods to minimize discomfort and enhance quality. This AR-HRI study uses Galvanic Skin Respons ...
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ISBN:
(纸本)9798350374490;9798350374506
Augmented Reality in human-Robot Interaction (AR-HRI) boosts user experience. The key challenge is refining interaction methods to minimize discomfort and enhance quality. This AR-HRI study uses Galvanic Skin Respons (GSR) to predict and improve user comfort. User studies tested interaction strategies in an AR environment. A machine learning model, developed from GSR data, predicted comfort levels and informed strategy changes. Comfort metrics were visualized every second using Hololens 2, creating an AR-HRI comfort system. The method improved user comfort, provided a new AR-HRI metric, and highlighted future research opportunities.
This paper presents the gamification of the Abdominal-Thoracic-Expansion-Measurement prototype wearable device (ATEMP) and the subsequent study. The ATEMP is a newly developed wearable device for musicians that measur...
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ISBN:
(纸本)9798350374537;9798350374544
This paper presents the gamification of the Abdominal-Thoracic-Expansion-Measurement prototype wearable device (ATEMP) and the subsequent study. The ATEMP is a newly developed wearable device for musicians that measures breathing-induced abdominal and ribcage expansion and contraction in real-time. Flute Hero video game was developed as a side-scroller game that uses the ATEMP as player input, and provides real-time biofeedback. The Flute Hero video game study (pretest, post-test, control group study design), gathered metrics from 41 flutists and analyzed whether playing Flute Hero improves breathing technique more so than not playing Flute Hero. All participants performed the pretest and post-test, but only the treatment group played Flute Hero for three weeks between the pretest and post-test. Response to the gaming was positive, participants were keen to play the game and remained engaged throughout the duration of the study. Participants commented that they felt playing Flute Hero positively impacted their breathing technique and sound production. The metrics showed significant improvement in the breath period of the treatment group, but did not show significant improvement in abdominal or thoracic expansion. Further research with changes to the experimental methodology, including longer treatment run time, might garner better results.
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