Trends are changes in variables or attributes over time, often represented by line plots or scatterplot variants, with time being one of the axes. Interpreting tendencies and estimating trends require observing the li...
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ISBN:
(纸本)9798350348156
Trends are changes in variables or attributes over time, often represented by line plots or scatterplot variants, with time being one of the axes. Interpreting tendencies and estimating trends require observing the lines or points behavior regarding increments, decrements, or both (reversals) in the value of the observed variable. Previous work assessed variants of scatterplots like Animation, Small Multiples, and Overlaid Trails for comparing the effectiveness of trends representation using large and small displays and found differences between them. In this work, we study how best to enable the analyst to explore and perform temporal trend tasks with these same techniques in immersive virtual environments. We designed and conducted a user study based on the approaches followed by previous works regarding visualization and interaction techniques, as well as tasks for comparisons in three-dimensional settings. Results show that Overlaid Trails are the fastest overall, followed by Animation and Small Multiples, while accuracy is task-dependent. We also report results from interaction measures and questionnaires.
While extended reality (XR) technology is seeing increasing mainstream utilization, it is not accessible to users with disabilities and lacks support for XR developers to create accessibility features. In this study, ...
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ISBN:
(纸本)9798350348392
While extended reality (XR) technology is seeing increasing mainstream utilization, it is not accessible to users with disabilities and lacks support for XR developers to create accessibility features. In this study, we investigated XR developers' practices, challenges, needs when integrating accessibility in their projects. Our findings revealed developers' needs for open-source accessibility support, such as code examples of particular accessibility features alongside accessibility guiddines.
(Haptic) motion effects refer to the vestibular stimuli generated by a motion platform and delivered to the whole body of a user sitting on the platform. Motion effects are an essential tool for creating vivid sensory...
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ISBN:
(纸本)9798350328387
(Haptic) motion effects refer to the vestibular stimuli generated by a motion platform and delivered to the whole body of a user sitting on the platform. Motion effects are an essential tool for creating vivid sensory experiences in various extended reality (XR) applications, ranging from training simulators to recent 4D rides, films, and games for entertainment. For the latter purpose, motion effects emphasize audiovisual events occurring in the scene, such as camera motion, the movement of an object of interest, and special sounds. Recent research developed several algorithms to produce motion effects from the audiovisual stream automatically. However, these algorithms are designed for a single class of motion effects, and extension to multiple motion effect classes remains unexplored. In this paper, we propose an algorithmic framework that merges camera and object motion effects into one motion effect while preserving the perceptual consequences of the two effects. We validate the framework's perceptual performance through a user study. To our knowledge, this work is one of the first successful reports of merging different kinds of motion effects for improved XR experiences.
We propose a novel space-rescaling technique for registering dissimilar physical-virtual spaces by utilizing the effects of adjusting physical space with redirected walking. Achieving a seamless and immersive Virtual ...
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ISBN:
(纸本)9798350328387
We propose a novel space-rescaling technique for registering dissimilar physical-virtual spaces by utilizing the effects of adjusting physical space with redirected walking. Achieving a seamless and immersive Virtual Reality (VR) experience requires overcoming the spatial heterogeneities between the physical and virtual spaces and accurately aligning the VR environment with the user's tracked physical space. However, existing space-matching algorithms that rely on one-to-one scale mapping are inadequate when dealing with highly dissimilar physical and virtual spaces, and redirected walking controllers could not utilize basic geometric information from physical space in the virtual space due to coordinate distortion. To address these issues, we apply relative translation gains to partitioned space grids based on the main interactable object's edge, which enables space-adaptive modification effects of physical space without coordinate distortion. Our evaluation results demonstrate the effectiveness of our algorithm in aligning the main object's edge, surface, and wall, as well as securing the largest registered area compared to alternative methods under all conditions. These findings can be used to create an immersive play area for VR content where users can receive passive feedback from the plane and edge in their physical environment.
Viewport prediction is a critical aspect of virtual reality (VR) video streaming, directly impacting user experience in adaptive streaming. However, most existing algorithms treat users as homogeneous entities and ove...
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ISBN:
(纸本)9798350328387
Viewport prediction is a critical aspect of virtual reality (VR) video streaming, directly impacting user experience in adaptive streaming. However, most existing algorithms treat users as homogeneous entities and overlook the variations in user behaviors and video content. Additionally, they often struggle with long-term predictions and intense movement. Our research sheds light on the importance of considering user behavior variations and leveraging advanced techniques to optimize robust viewport prediction in VR video streaming. First, we address these limitations by conducting a comprehensive feature analysis on existing datasets to uncover distinctive user behaviors. Building upon these findings, we propose a novel approach that utilizes the power of Bidirectional Long Short-Term Memory (BiLSTM) networks and meta-learning. The BiLSTM architecture effectively captures long-term dependencies, which can strengthen the robustness of viewport prediction especially in long-term prediction and intense movement. Additionally, meta-learning enables personalized adaptation to individual users' viewing behaviors. Through extensive evaluations on diverse datasets, our algorithm Meta360 demonstrates superior performance in terms of accuracy and robustness compared to state-of-the-art methods.
Virtual Reality (VR) may help motivate at-home patients to perform the repetitive exercises necessary to regain mobility after orthopedic elbow surgery. This paper details the first three iterations in the development...
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ISBN:
(纸本)9798350348392
Virtual Reality (VR) may help motivate at-home patients to perform the repetitive exercises necessary to regain mobility after orthopedic elbow surgery. This paper details the first three iterations in the development of EIboVR a VR application developed together with therapists that allow patients to perform elbow exercises and provide physiotherapists with a new way of monitoring patients' Range of Motion (ROM).
This study explored bone-conduction vibration (BCV) in redirected walking (RDW), a technology for seamless walking in large virtual spaces within confined physical areas, enhancing obstacle avoidance performance using...
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ISBN:
(纸本)9798350328387
This study explored bone-conduction vibration (BCV) in redirected walking (RDW), a technology for seamless walking in large virtual spaces within confined physical areas, enhancing obstacle avoidance performance using nonelectrical vestibular stimulation without the side effects caused by electrical stimulation. We proposed four different BCV stimulation methods and evaluated their detection threshold (DT) extension performance and user experience in virtual reality (VR) conditions. The DT was successfully expanded from at least 23% to 45% under all BCV conditions while preserving the immersion and presence. Notably, user comfort increased when content sound was used for vestibular stimulation. Under the extended DT condition, a simulation study demonstrated that all BCV stimulation methods facilitated uninterrupted walking over extended distances when applying RDW to users with random movements. Thus, this research established the viability of using BCV in RDW applications and the potential for incorporating content sound into BCV stimulation techniques.
Plausible physical-virtual interaction is key to contextual coherence in a world mixed with physical and virtual contents. One way to achieve it is to virtually simulate the interactions, particularly, the physical re...
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ISBN:
(纸本)9798350348392
Plausible physical-virtual interaction is key to contextual coherence in a world mixed with physical and virtual contents. One way to achieve it is to virtually simulate the interactions, particularly, the physical reactions to virtual actions. In this paper, we describe what virtually altering physical objects means and how it differs from or relates to Augmented Reality, Diminished Reality, Mixed Reality, and digital twins. We also summarize its characteristics and possible industrial use cases through a literature review and ten expert interviews. We hope this work could help promote the industrial development and use of virtual illusions that simulate transformations of the physical world.
The rising popularity of inertial sensing via smart devices is evident, finding use in multidisciplinary applications, such as gesture recognition and image stabilization. Amid the popularity of analyzing raw motion s...
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ISBN:
(纸本)9798350325577
The rising popularity of inertial sensing via smart devices is evident, finding use in multidisciplinary applications, such as gesture recognition and image stabilization. Amid the popularity of analyzing raw motion signals and Euler angles, we highlight quaternion rotations as a robust alternative for studying device orientation. Quaternions are a powerful mathematical tool for representing and affecting three-dimensional rotations. Their abstract nature, however, can make it difficult for researchers to visualize the data they provide. Mobile sensing rarely invents practical tools to experiment with this mathematical method. Since visualization effectively communicates data findings, we develop an open-source, real-time app, Wuda, that allows users to observe the orientation of smart devices via inertial sensing. Wuda helps users reduce dimensional complexity and intuitively study quaternion transformations. We demonstrate the practical nature of Wuda in the context of fitness tracking.
Analysts need to process large amounts of data in order to extract concepts, themes, and plans of action based upon their findings. Different display technologies offer varying levels of space and interaction methods ...
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ISBN:
(纸本)9798350328387
Analysts need to process large amounts of data in order to extract concepts, themes, and plans of action based upon their findings. Different display technologies offer varying levels of space and interaction methods that change the way users can process data using them. In a comparative study, we investigated how the use of single traditional monitor, a large, high-resolution two-dimensional monitor, and immersive three-dimensional space using the Immersive Space to Think approach impact the sensemaking process. We found that user satisfaction grows and frustration decreases as available space increases. We observed specific strategies users employ in the various conditions to assist with the processing of datasets. We also found an increased usage of spatial memory as space increased, which increases performance in artifact position recall tasks. In future systems supporting sensemaking, we recommend using display technologies that provide users with large amounts of space to organize information and analysis artifacts.
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