Due to the growing popularity of consumer virtual reality (VR) systems and applications, researchers have been investigating how tracking and interaction data from VR applications can be used for a wide variety of pur...
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ISBN:
(纸本)9798350374490;9798350374506
Due to the growing popularity of consumer virtual reality (VR) systems and applications, researchers have been investigating how tracking and interaction data from VR applications can be used for a wide variety of purposes, including user authentication, predicting cybersickness, and estimating cognitive processing capabilities. In many cases, researchers have to develop their own VR applications to collect such data. In some cases, prior researchers have provided open datasets from their own custom VR applications. In this paper, we present CLOVR, a tool for Capturing and Logging OpenVR data from any VR application built with the OpenVR API, including closed-source consumer VR games and experiences. CLOVR provides an easy-to-use interface for collecting interaction data from OpenVR-based applications. It supports capturing and logging VR device poses, VR actions, microphone audio, VR views, VR videos, and in-VR questionnaires. To demonstrate CLOVR's capabilities, we also present six datasets of a single user experiencing six different closed-source SteamVR applications.
Exploring social dynamics in virtnal reality (VR) at a qualitative level holds great potential for improved applications Here we examined the influence of prior acquaintance on how people interacted with each other in...
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ISBN:
(纸本)9798350374490;9798350374506
Exploring social dynamics in virtnal reality (VR) at a qualitative level holds great potential for improved applications Here we examined the influence of prior acquaintance on how people interacted with each other in YR. Groups of 3 or 4 participants, represented by realistic look-alike avatars, engaged in discussions on predefined themes. There were two conditions: (I) groups of individuals with prior connections and (2) strangers. Questionnaire responses revealed that pre-existing acquaintances fostered a stronger sense of copresence, and greater sentiment compared to the strangers group. This insight is crucial for optimizing the design and dynamics of VR interactions.
Research and design of virtual reality (VR) applications for educational contexts often focus on science-related subjects and evaluate knowledge acquisition while overlooking other subjects like religious education or...
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ISBN:
(纸本)9798350374490;9798350374506
Research and design of virtual reality (VR) applications for educational contexts often focus on science-related subjects and evaluate knowledge acquisition while overlooking other subjects like religious education or 'what actually happens' when VR is used in real-world settings. Our article combines both and presents two VR applications, Blessed Spaces and VR Pastor, designed for individual experiences in (Protestant) religious education. We deployed the applications in a real-world setting, an out-of-school learning centre. Surprisingly, the applications mediated social engagement between students. Our findings challenge traditional notions of social experiences in VR-supported education and call for more research in real-world settings.
In this article, we reconsider elements of Agre's critical technical practice approach (Agre, 1997) for critical technical practice approach for reflexive artificial intelligence (AI) research and explore ways and...
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In this article, we reconsider elements of Agre's critical technical practice approach (Agre, 1997) for critical technical practice approach for reflexive artificial intelligence (AI) research and explore ways and expansions to make it productive for an operationalization in contemporary data science. Drawing on Jorg Niewohner's co-laboration approach, we show how frictions within interdisciplinary work can be made productive for reflection. We then show how software development environments can be repurposed to infrastructure reflexivities and to make co-laborative engagement with AI-related technology possible and productive. We document our own co-laborative engagement with machine learning and highlight three exemplary critical technical practices that emerged out of the co-laboration: negotiating comparabilities, shifting contextual attention and challenging similarity and difference. We finally wrap up the conceptual and empirical elements and propose Reflexive Data Science (RDS) as a methodology for co-laborative engagement and infrastructured reflexivities in contemporary AI-related research. We come back to Agre's ways of operationalizing reflexivity and introduce the building blocks of RDS: (1) organizing encounters of social contestation, (2) infrastructuring a network of anchoring devices enabling reflection, (3) negotiating timely matters of concern and (4) designing for reflection. With our research, we aim at contributing to the methodological underpinnings of epistemological and social reflection in contemporary AI research.
Accomplished artists often incorporate leading lines into their compositions to guide the observer's attention. Although saliency maps are typically employed to locate attractive regions in still images, such scal...
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ISBN:
(纸本)9798350325577
Accomplished artists often incorporate leading lines into their compositions to guide the observer's attention. Although saliency maps are typically employed to locate attractive regions in still images, such scalar features do not express the trajectory of an observer's gaze. In this study, we propose a method for the visual analysis and approximate identification of leading lines based on maximum graphs, sparse subsets of Morse-Smale complexes, extracted from saliency maps. We provide empirical evidence substantiating the feasibility of our method through a comparison with actual observers' eye tracking results. Further, we investigate the limitations of our approach by employing it to analyze a variety of art works with diverse styles.
Distraction can be a problem in VR training environments. We investigate 9 visual cues intended to guide or restore attention to objects of interest to mitigate distraction, A survey of related literature suggests a p...
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ISBN:
(纸本)9798350348392
Distraction can be a problem in VR training environments. We investigate 9 visual cues intended to guide or restore attention to objects of interest to mitigate distraction, A survey of related literature suggests a past focus on "search and selection" tasks to evaluate a cue's capability for guidance. We compare this to a new type of task that focuses on how to restore attention when a short distraction (e.g. a notification) shifts focus away from an object, Our study includes a guidance task in which subjects gaze at objects in a randomized order and a restoration task in which gaze sequences are interrupted by distraction events after which gaze must be returned to an object. Factors such as object spacing, gaze dwell time, and distraction distance and duration are varied. The results reveal different patterns of cue effectiveness for the restoration task than for conventional guidance. This may be attributed to knowledge that subjects have about the location of the object from which they were distracted. One implication for more complex distraction tasks considers that we expect them to be between the short distraction and regular guidance in terms of memory of object position. So, we speculate cue performance for other tasks would vary between the shod distraction and guidance results. For restoration, some cues add complexity that reduces, rather than improves, performance. In addition to revealing the differences between guidance and restoration performance of cues, substantial depth is added beyond prior work by the broader range of conditions and cues included.
Multi-user and collaborative AR applications pose several challenges. The expected user experience requires accurate pose information for each device and precise synchronization of the respective coordinate systems in...
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ISBN:
(纸本)9798350348392
Multi-user and collaborative AR applications pose several challenges. The expected user experience requires accurate pose information for each device and precise synchronization of the respective coordinate systems in real-time. Unlike mobile phones or AR glasses running on battery with constrained resource capacity, cloud and edge platforms can provide the computing power for the core functions under the hood. In this paper, we propose a novel edge cloud based platform for multi-user AR applications realizing an essential coordination service among the users. The latency critical, computation intensive Simultaneous Localization And Mapping (SLAM) function is offloaded from the device to the edge cloud infrastructure.
Recent research advance has significantly improved the visual realism of immersive 3D video communication. In this work we present a method to further enhance this immersive experience by adding the hand touch capabil...
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ISBN:
(纸本)9798350348156
Recent research advance has significantly improved the visual realism of immersive 3D video communication. In this work we present a method to further enhance this immersive experience by adding the hand touch capability ("remote hand clapping"). In our system, each meeting participant sits in front of a large screen with haptic feedback. The local participant can reach his hand out to the screen and perform hand clapping with the remote participant as if the two participants were only separated by a virtual glass. A key challenge in emulating the remote hand touch is the realistic rendering of the participant's hand and arm as the hand touches the screen. When the hand is very close to the screen, the RGBD data required for realistic rendering is no longer available. To tackle this challenge, we present a dual representation of the user's hand. Our dual representation not only preserves the high-quality rendering usually found in recent image-based rendering systems but also allows the hand to reach to the screen. This is possible because the dual representation includes both an image-based model and a 3D geometry-based model, with the latter driven by a hand skeleton tracked by a side view camera. In addition, the dual representation provides a distance-based fusion of the image-based and 3D geometry-based models as the hand moves closer to the screen. The result is that the image-based and 3D geometry-based models mutually enhance each other, leading to realistic and seamless rendering. Our experiments demonstrate that our method provides consistent hand contact experience between remote users and improves the immersive experience of 3D video communication.
Creating intuitive and aesthetically pleasing visualizations and animations of small-to-moderate-sized graphs in the form of node-link diagrams is a common task across many fields, particularly in pedagogical settings...
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ISBN:
(纸本)9798350325577
Creating intuitive and aesthetically pleasing visualizations and animations of small-to-moderate-sized graphs in the form of node-link diagrams is a common task across many fields, particularly in pedagogical settings. However, creating a graph visualization either requires users to manually construct a graph by hand or programming skills. We present ProtoGraph, an English-like programming language for non-expert users to rapidly specify and animate node-link graph visualizations. The language supports iterative prototyping, thereby allowing non-experts users to intuitively refine their graphs, and to easily create animated graphs. The key features of ProtoGraph include a web-based live coding interface, previews for the different states in an animated graph, integrated user documentation, and an active-learning style tutorial. We have integrated the ProtoGraph language into an open-source JavaScript graph visualization library for rendering and a graphical web interface for rapid prototyping. In a user study, we show that participants with varying coding experiences were able to quickly learn the ProtoGraph language and create real-world pedagogical visualizations, showing that ProtoGraph is easy to learn, efficient to use, and extensible.
The use of augmented reality technology to support humans with situated visualization in complex tasks such as navigation or assembly has gained increasing importance in research and industrial applications. One impor...
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ISBN:
(纸本)9798350374025;9798350374032
The use of augmented reality technology to support humans with situated visualization in complex tasks such as navigation or assembly has gained increasing importance in research and industrial applications. One important line of research regards supporting and understanding collaborative tasks. Analyzing collaboration patterns is usually done by conducting observations and interviews. To expand these methods, we argue that eye tracking can be used to extract further insights and quantify behavior. To this end, we contribute a study that uses eye tracking to investigate participant strategies for solving collaborative sorting and assembly tasks. We compare participants' visual attention during situated instructions in AR and traditional paper-based instructions as a baseline. By investigating the performance and gaze behavior of the participants, different strategies for solving the provided tasks are revealed. Our results show that with situated visualization, participants focus more on task-relevant areas and require less discussion between collaboration partners to solve the task at hand.
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