Collaborative Augmented Reality (CAR) offers disruptive ways for people to collaborate. However, this emerging technology must improve its acceptance, efficiency, and usability to scale up and, for example, support au...
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ISBN:
(纸本)9798350328387
Collaborative Augmented Reality (CAR) offers disruptive ways for people to collaborate. However, this emerging technology must improve its acceptance, efficiency, and usability to scale up and, for example, support augmented operations executed by technicians. This paper presents our CAR system and its experimentation during a cooperative puzzle-solving task. Our system provides collaborators with a shared virtual space allowing verbal and non-verbal interpersonal communications, and intuitive interactions with shared virtual replicas of real objects. Our system also integrates avatars embodied by remote users. We conducted a dual-user study comparing colocated and remote solving of a puzzle virtual replica with its real solving. We evaluated task performance, collaboration, mutual awareness, spatial presence, and copresence, usability, and preference. We found that, if real is preferred and more efficient than our CAR system, CAR is reaching favorable usability levels. We also found that remote augmented reality including full-body avatars offers similar results to colocated augmented reality. This preliminary work paves the way for future research aiming to support and enhance the design and making of Collaborative Augmented Reality systems dedicated to augmented operations.
As immersive analytics research becomes more popular, user studies have been aimed at evaluating the strategies and layouts of users' sensemaking during a single focused analysis task. However, approaches to sense...
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ISBN:
(纸本)9798350328387
As immersive analytics research becomes more popular, user studies have been aimed at evaluating the strategies and layouts of users' sensemaking during a single focused analysis task. However, approaches to sensemaking strategies and layouts are likely to change as users become more familiar/proficient with the immersive analytics tool. In our work, we build upon an existing immersive analytics approach-Immersive Space to Think-to understand how schemas and strategies for sensemaking change across multiple analysis tasks. We conducted a user study with 14 participants who completed three different sensemaking tasks during three separate sessions. We found significant differences in the use of space and strategies for sensemaking across these sessions and correlations between participants' strategies and the quality of their sensemaking. Using these findings, we propose guidelines for effective analysis approaches within immersive analytics systems for document-based sensemaking.
Power consumption is a constraint in designing all -day wear extended reality (XR) devices. To reduce power consumption, we present a novel end-to-end XR system with visual-inertial odometry (VIO) offloaded to a remot...
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ISBN:
(纸本)9798350348392
Power consumption is a constraint in designing all -day wear extended reality (XR) devices. To reduce power consumption, we present a novel end-to-end XR system with visual-inertial odometry (VIO) offloaded to a remote server. Even with long network latency. the system produces an end-to-end XR experience comparable to a system without offloading while providing significant power savings. This latency and bandwidth-resilient nature of head tracking is a new and surprising result.
During the recent pandemic, critical decisions were taken by public healthcare officials by ie ving and analyzing data. Doing so in an immersive environment like virtual reality (VR) would have provided more context a...
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ISBN:
(纸本)9798350348392
During the recent pandemic, critical decisions were taken by public healthcare officials by ie ving and analyzing data. Doing so in an immersive environment like virtual reality (VR) would have provided more context and aided with engagement and better performance. As a solution to this problem, an interactive 3D virtual reality data visualization tool is being developed by a team of Unreal developers, public-health domain experts, and user experience (UX) researchers at the Imaging Research Center, UMBC. This research aims to understand the interaction mechanisms that a novice user from the public health domain might face when interacting with an immersive data visualization tool. The results show that public policy and emergency health services workers found it beneficial to interact and find relationships between data in an immersive VR environment and were able to offer design recommendations for a more effective and engaging experience.
Motion is widely used in modern data visualizations, serving as a means for transitioning views and as a primary channel for conveying information. Particle flow maps have become a popular means for communicating the ...
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ISBN:
(纸本)9798350325577
Motion is widely used in modern data visualizations, serving as a means for transitioning views and as a primary channel for conveying information. Particle flow maps have become a popular means for communicating the speed and direction of wind in engaging and informative ways. Yet there is little empirical design guidance supporting the multiple encodings these maps use, such as particle speed, particle density, and color saturation. In this paper, we investigate multiple encoding wind maps using a staircase methodology to estimate just-noticeable differences for a range of speed values across visualizations with or without motion encodings. Results suggest: 1. the multiple encodings designers use are not only aesthetically engaging- they also improve speed discriminability for the average participant. 2. The speed of particle motion should be controlled under a certain range for good information retrieval accuracy. These findings contribute empirical guidance for particle motion encoding design, and lay groundwork for future investigations as motion becomes more widely used in visualization practice.
With the rapid development of the computer technologies, virtual surgery has gained extensive attention over the past decades. In this research, we take advantage of mixed reality (MR) that creates an interactive envi...
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ISBN:
(纸本)9798350348392
With the rapid development of the computer technologies, virtual surgery has gained extensive attention over the past decades. In this research, we take advantage of mixed reality (MR) that creates an interactive environment where physical and digital objects coexist, and present a framework (MRMSim) for MR based microsurgery simulation. It enables users to practice microanastomosis skills with real microsurgical instruments rather than additional. haptic feedback devices. Both hardware design and software development are included in this work. A prototype system is proposed to demonstrate the feasibility and applicability of our framework.
Video advertising is a thriving industry that has recently turned its attention to the use of intelligent algorithms for automating tasks. In advertisement insertion, the integration of contextual relevance is essenti...
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ISBN:
(纸本)9781728198354
Video advertising is a thriving industry that has recently turned its attention to the use of intelligent algorithms for automating tasks. In advertisement insertion, the integration of contextual relevance is essential in influencing the viewer's experience. Despite the wide spectrum of audio-visual semantic modalities available, there is a lack of research that analyzes their individual and complementary strengths in a systematic manner. In this paper, we propose an ad-insertion framework that maximizes the contextual relevance between advertisement and content video by employing high-level multi-modal semantic features. Prediction vectors are derived via clip-level and image-level extractors, which are then matched accordingly to yield relevance scores. We also established a new user study methodology that produces gold standard annotations based on multiple expert selections. By comprehensive human-centered approaches and analysis, we demonstrate that automatic ad-insertion can be improved by exploiting effective combinations of semantic modalities.
DeskVR allows users to experience Virtual Reality (VR) while sitting at a desk without requiring extensive movements. This makes it better suited for professional work environments where productivity over extended per...
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ISBN:
(纸本)9798350328387
DeskVR allows users to experience Virtual Reality (VR) while sitting at a desk without requiring extensive movements. This makes it better suited for professional work environments where productivity over extended periods is essential. However, tasks that typically resort to mid-air gestures might not be suitable for DeskVR. In this paper, we focus on the fundamental task of object selection. We present TouchRay, an object selection technique conceived specifically for DeskVR that enables users to select objects at any distance while resting their hands on the desk. It also allows selecting objects' sub-components by traversing their corresponding hierarchical trees. We conducted a user evaluation comparing TouchRay against state-of-the-art techniques targeted at traditional VR. Results revealed that participants could successfully select objects in different settings, with consistent times and on par with the baseline techniques in complex tasks, without requiring mid-air gestures.
The Villanova CAVE was established under the auspices of the school's Center of Excellence in Enterprise Technology in 2014. Over the following nine years the facility and the Center have experienced several succe...
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ISBN:
(纸本)9798350348392
The Villanova CAVE was established under the auspices of the school's Center of Excellence in Enterprise Technology in 2014. Over the following nine years the facility and the Center have experienced several successes and challenges in supporting research and teaching with VR on campus. This paper reviews the Center's work with the CAVE as a large-scale facility and its strategies for promoting VR and visualization. It concludes with some challenges for both HMD-based facilities and large scale facilities.
This paper details a within -subjects study exploring how two locomotion techniques affect players' experiences while playing a co -located virtual reality (VR) game. The participants played a two versus-two game,...
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ISBN:
(纸本)9798350348392
This paper details a within -subjects study exploring how two locomotion techniques affect players' experiences while playing a co -located virtual reality (VR) game. The participants played a two versus-two game, reminiscent of laser tag, in a 14m x 14m arena, and they moved around in the arena either by physically walking or by using VR controller while standing. When walking, participants reported significantly higher social presence directed at their teammates and significantly lower simulator sickness. Moreover, they found walking significantly more natural, they were significantly more likely to forget that they were using controllers, and they were significantly more concerned with keeping distance to other players.
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