Parallel view is a technique that allows a VR user to see multiple locations at a time. It enables the user to control several remote or virtual body parts while seeing parallel views to solve synchronous tasks. Howev...
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ISBN:
(纸本)9798350348156
Parallel view is a technique that allows a VR user to see multiple locations at a time. It enables the user to control several remote or virtual body parts while seeing parallel views to solve synchronous tasks. However, these techniques only explored the benefits and drawbacks of a user performing different tasks. In this paper, we explored enhancements on a singular or asynchronous task by utilizing information obtained in parallel views. We developed three prototypes where parallel views are fixed, moving in symmetric order, or following the user's eye gaze. We conducted a user study to compare each prototype against traditional VR (without parallel views) in three types of tasks: object search and interaction tasks in a 1) simple environment and 2) complex environment, and 3) object distances estimation task. We found parallel views improved multi-embodiment while each technique helped different tasks. No parallel view provided a clean interface, thus improving spatial presence, mental effort, and user performance. However, participants' feedback highlighted potential usefulness and a lower physical effort by using parallel views to solve complicated tasks.
As locomotion is an important factor in improving Virtual Reality (VR) immersion and usability, research in this area has been and continues to be a crucial aspect for the success of VR applications. In recent years, ...
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ISBN:
(纸本)9798350348156
As locomotion is an important factor in improving Virtual Reality (VR) immersion and usability, research in this area has been and continues to be a crucial aspect for the success of VR applications. In recent years, a variety of techniques have been developed and evaluated, ranging from abstract control, vehicle, and teleportation techniques to more realistic techniques such as motion, gestures, and gaze. However, when it comes to hands-free scenarios, for example to increase the overall accessibility of an application or in medical scenarios under sterile conditions, most of the announced techniques cannot be applied. This is where the use of speech as an intuitive means of navigation comes in handy. As systems become more capable of understanding and producing speech, voice interfaces become a valuable alternative for input on all types of devices. This takes the quality of hands-free interaction to a new level. However, intuitive user-assisted speech interaction is difficult to realize due to semantic ambiguities in natural language utterances as well as the high real-time requirements of these systems. In this paper, we investigate steering-based locomotion and selection-based locomotion using three speech-based, hands-free methods and compare them with leaning as an established alternative. Our results show that landmark-based locomotion is a convenient, fast, and intuitive way to move between locations in a VR scene. Furthermore, we show that in scenarios where landmarks are not available, number grid-based navigation is a successful solution. Based on this, we conclude that speech is a suitable alternative in hands-free scenarios, and exciting ideas are emerging for future work focused on developing hands-free ad hoc navigation systems for scenes where landmarks do not exist or are difficult to articulate or recognize.
Naturalistic interactions from remote settings require the user to have the ability to move and interact with their environment. However, a direct mapping of the interactions onto their photorealistic avatars will cau...
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ISBN:
(纸本)9798350348392
Naturalistic interactions from remote settings require the user to have the ability to move and interact with their environment. However, a direct mapping of the interactions onto their photorealistic avatars will cause errors, primarily due to the different spatial configurations between the environments. Hence, the interactions need to be redirected, naturalistically. This redirection is a computationally intensive process and current techniques can only be used for localized spaces. We propose a piecewise approach, where the interaction mapping is split into a 2D locomotion and a 3D gesture redirection mechanism, reducing the computational requirement and making it applicable to room-scale environments.
Accessibility in visualization is an important yet challenging topic. Sonification, in particular, is a valuable yet underutilized technique that can enhance accessibility for people with low vision. However, the lowe...
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ISBN:
(纸本)9798350325577
Accessibility in visualization is an important yet challenging topic. Sonification, in particular, is a valuable yet underutilized technique that can enhance accessibility for people with low vision. However, the lower bandwidth of the auditory channel makes it difficult to fully convey dense visualizations. For this reason, interactivity is key in making full use of its potential. In this paper, we present a novel approach for the sonification of dense line charts. We utilize the metaphor of a string instrument, where individual line segments can be "plucked". We propose an importance-driven approach which encodes the directionality of line segments using frequency and dynamically scales amplitude for improved density perception. We discuss the potential of our approach based on a set of examples.
Extended Reality (XR) technologies have been included in medical applications, showing benefits for patient well-being. For medical image visualization, XR offers promising benefits but also design and evaluation chal...
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ISBN:
(纸本)9798350348392
Extended Reality (XR) technologies have been included in medical applications, showing benefits for patient well-being. For medical image visualization, XR offers promising benefits but also design and evaluation challenges. In this preliminary work, direct observations and interviews were conducted with two expert health workers (one surgeon and one radiologist) who used an XR technology to perform immersive anatomic visualization for surgical planning for two years. Interaction requirements and expectations were collected, which provided a basis for the position that communication during surgical planning improves if the virtual environment offers interaction models for both medical specialties. Subsequently, a technical review of medical image visualization software in PC and XR platforms was carried out to analyze the interaction techniques provided to the users. Finally, interaction models were conceived to offset the lack of interaction techniques oriented to the surgeon's needs.
We present a novel, effective method for global indoor scene reconstruction problems by geometric topology. Based on point cloud pairwise registration methods (e.g ICP) or IMU, we focus on the problem of accumulated e...
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ISBN:
(纸本)9798350348392
We present a novel, effective method for global indoor scene reconstruction problems by geometric topology. Based on point cloud pairwise registration methods (e.g ICP) or IMU, we focus on the problem of accumulated error for the composition of transformations along any loops. The major technical contribution of this paper is a linear method for the graph optimation, using only solving a Poisson equation. We demonstrate the consistency of our method from Ilodge-Ilelmhotz decomposition theorem and experiments on multiple RGBD datasets of indoor scene. The experimental results also demonstrate that our global registration method runs quickly and provides accurate reconstructions.
In this work in progress paper, we discuss our work to develop an adaptive game system for people with dementia. The system makes use of projection-based AR and natural user interfaces to present game content in a man...
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ISBN:
(纸本)9798350348392
In this work in progress paper, we discuss our work to develop an adaptive game system for people with dementia. The system makes use of projection-based AR and natural user interfaces to present game content in a manner which is engaging and allows for meaningful interaction. As the first step, we designed 7 different games, each based on a specific play experience. Later, we aim to investigate if each of these experiences could be enjoyed by users with varying levels of cognitive impairments.
3D point clouds often require accurate labeling and semantic information. However, in the absence of fully automated methods, such labeling must be performed manually, which can prove extremely time and labour intensi...
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ISBN:
(纸本)9798350348392
3D point clouds often require accurate labeling and semantic information. However, in the absence of fully automated methods, such labeling must be performed manually, which can prove extremely time and labour intensive. lb address this, we propose a novel hybrid CPU/GPU-based algorithm allowing instantaneous selection and modification of points supporting very large point clouds. Our tool provides a palette of 3D interactions for efficient viewing, selection and labeling of points using head-mounted VR and controllers. We evaluate our method with 25 users on tasks involving large point clouds and find convincing results that support the use case of VR-based point cloud labeling.
Rotational lower limb abnormalities cause patellar mal-tracking which impacts young patients. Repetitive patellar dislocation may require knee arthroplasty. Surgeons employ CT to identify rotational abnormalities and ...
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ISBN:
(纸本)9798350348392
Rotational lower limb abnormalities cause patellar mal-tracking which impacts young patients. Repetitive patellar dislocation may require knee arthroplasty. Surgeons employ CT to identify rotational abnormalities and make surgical decisions. Recent studies also demonstrated that immersive 3D visualisation is preferred when examining 3D volumes of patient's data. We describe a prototype VR system that allows orthopaedic surgeons assess patients' lower limb anatomy in an immersive three-dimensional environment and simulate the effects of surgical procedures such as corrective osteotomies on a standalone VR headset. Preliminary results show an increased understanding of the patient's specific anatomy and predicted surgery outcomes.
Familiarity with audiences plays a significant role in shaping individual performance and experience across various activities in everyday life. This study delves into the impact of familiarity with non-playable chara...
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ISBN:
(纸本)9798350328387
Familiarity with audiences plays a significant role in shaping individual performance and experience across various activities in everyday life. This study delves into the impact of familiarity with non-playable character (NPC) audiences on player performance and experience in virtual reality (VR) exergames. By manipulating of NPC appearance (face and body shape) and voice familiarity, we explored their effect on game performance, experience, and exertion. The findings reveal that familiar NPC audiences have a positive impact on performance, creating a more enjoyable gaming experience, and leading players to perceive less exertion. Moreover, individuals with higher levels of self-consciousness exhibit heightened sensitivity to the familiarity with NPC audiences. Our results shed light on the role of familiar NPC audiences in enhancing player experiences and provide insights for designing more engaging and personalized VR exergame environments.
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