Survey companion websites allow users to explore collected survey information more deeply, as well as update or add entries for papers. These sites can help information stay relevant past the original release date of ...
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ISBN:
(纸本)9798350325577
Survey companion websites allow users to explore collected survey information more deeply, as well as update or add entries for papers. These sites can help information stay relevant past the original release date of the survey paper. However, creating and maintaining a website can be laborious and difficult, especially when authors might not be experienced with programming. We introduce Indy Survey Tool to help authors develop companion websites for survey papers across diverse fields of study. The tool's core aim is to identify correlations between categorizations of papers. To accomplish this, the tool offers multiple combined filters and correlation matrix visualizations that enable users to explore the data from diverse perspectives. The tool's visualizations, list of papers, and filters are harmoniously integrated and highly responsive, providing users with feedback based on their selections. Identifying correlations in survey papers is a pivotal aspect of research, as it can enable the recognition of common combinations of categorizations within the papers-as well as highlight any omissions. The versatility of Indy Survey Tool enables researchers to delve into the correlations between categorizations in survey data, an essential aspect of research that can reveal gaps in the literature and highlight promising areas for future exploration. A preprint and supplemental material for the paper can be found at ***/tdhqn.
Scholars who study nonverbal behavior have focused an incredible amount of work on proxemics, how close people stand to one another, and mutual gaze, whether or not they are looking at one another. Moreover, many stud...
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ISBN:
(纸本)9798350348156
Scholars who study nonverbal behavior have focused an incredible amount of work on proxemics, how close people stand to one another, and mutual gaze, whether or not they are looking at one another. Moreover, many studies have demonstrated a correlation between gaze and distance, and so-called equilibrium theory posits that people modulate gaze and distance to maintain proper levels of nonverbal intimacy. Virtual reality scholars have also focused on these two constructs, both for theoretical reasons, as distance and gaze are often used as proxies for psychological constructs such as social presence, and for methodological reasons, as head orientation and body position are automatically produced by most VR tracking systems. However, to date, the studies of distance and gaze in VR have largely been conducted in laboratory settings, observing behavior of a small number of participants for short periods of time. In this experimental field study, we analyze the proxemics and gaze of 232 participants over two experimental studies who each contributed up to about 240 minutes of tracking data during eight weekly 30-minute social virtual reality sessions. Participants' non-verbal behaviors changed in conjunction with context manipulations and over time. Interpersonal distance increased with the size of the virtual room;and both mutual gaze and interpersonal distance increased over time. Overall, participants oriented their heads toward the center of walls rather than to corners of rectangularly-aligned environments. Finally, statistical models demonstrated that individual differences matter, with pairs and groups maintaining more consistent differences over time than would be predicted by chance. Implications for theory and practice are discussed.
Current 31) product information pages are believed to enrich the online shopping experience since it provides a more immersive experience. However, existing solutions still retain the 2D UI elements in the product inf...
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ISBN:
(纸本)9798350348392
Current 31) product information pages are believed to enrich the online shopping experience since it provides a more immersive experience. However, existing solutions still retain the 2D UI elements in the product information presentation design, preventing users from fully immersing themselves in the virtual environment and further degrading the shopping experience. In order to evaluate the user experience of 3D product information in XR shopping applications, we first construct a design space based on previous design cases of product information presentation in virtual environments and produce nine new solutions by combining elements in the design space.
This paper proposes a behaviourally-based scene-aware (BBSA) footstep sound synthesis method for congruent interaction in virtual environments. Most existing methods focus on how to simulate timbre of footstep sound a...
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ISBN:
(纸本)9798350348392
This paper proposes a behaviourally-based scene-aware (BBSA) footstep sound synthesis method for congruent interaction in virtual environments. Most existing methods focus on how to simulate timbre of footstep sound appropriately, but ignore the impact of user behaviour and virtual scenes on footstep sound, which reduces the sense of immersion and presence, To tackle this issue. we classify common user behaviours and design a set of mapping functions between different behaviours and footsteps. To further enhance user immersion. we propose a ray-casting based scene aware sound synthesis method, which allows to synthesize corresponding footstep sounds in real time for indoor and outdoor scenes with different material surfaces, User studies demonstrate that our proposed BBSA method achieves a higher level of immersion and presence. The complete project code is available: https://***/OlyMarco/Behaviourally-based-Synthesisof-Scene-aware-Footstep-Sound-Demo-.
The growing need for high-frame-rate projectors in the fields of dynamic projection mapping (DPM) and three-dimensional (3D) displays has increased. Conventional methods allow for an increase in the frame rate to as m...
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ISBN:
(纸本)9798350328387
The growing need for high-frame-rate projectors in the fields of dynamic projection mapping (DPM) and three-dimensional (3D) displays has increased. Conventional methods allow for an increase in the frame rate to as much as 2,841 frames per second (fps) for 8-bit image projection, using digital light processing (DLP) technology when the minimum digital mirror device (DMD) control time is 44 mu s. However, this rate needs to be further augmented to suit specific applications. In this study, we developed a novel high-frame-rate projection method, which divides the bit depth of an image among multiple projectors and simultaneously projects them in synchronization. The simultaneously projected bit images are superimposed such that a high-bit-depth image is generated within a reduced single-frame duration. Additionally, we devised an optimization process to determine the system parameters necessary for attaining maximum brightness. We constructed a prototype system utilizing two high-frame-rate projectors and validated the feasibility of using our system to project 8-bit images at a rate of 5,600 fps. Furthermore, the quality assessment of our projected image exhibited superior performance in comparison to a dithered image.
The complexity of distributed manufacturing and software development coupled with the increasing prevalence of cyber and supply chain attacks necessitates a greater understanding of the hardware and software component...
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ISBN:
(纸本)9798350317930
The complexity of distributed manufacturing and software development coupled with the increasing prevalence of cyber and supply chain attacks necessitates a greater understanding of the hardware and software components that comprise equipment in critical infrastructure. When a vulnerability in a single software library can have disastrous consequences, being able to identify where that library may exist in equipment or software becomes a prerequisite for protecting the overall infrastructure. This need has sparked a large effort around the development and incorporation of bill-of-materials (BOM) into security, asset management, and procurement practices to aid in mitigating, and responding to future attacks. While much of the current research is devoted to creating BOMs, it is equally important to develop methods for comparing them to answer questions, such as: How has my software changed? Are two pieces of equipment equivalent? Does this piece of equipment that just arrived match my historical information? In this work, we demonstrate how BOMs can be represented by graph structures. We then describe how these structures can be fed into a graph comparison algorithm to produce a novel interactive visualization that allows us to not only identify differences in BOMs but show exactly where they are in the product.
The rapid changes experienced in the industrial development processes to ensure interconnectivity and customization have led to an increasing need to adopt collaborative design practices and consider end-users' co...
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ISBN:
(纸本)9798350348392
The rapid changes experienced in the industrial development processes to ensure interconnectivity and customization have led to an increasing need to adopt collaborative design practices and consider end-users' context at earliest stages. Such contextual information generates large amounts of data that are usually oversimplistic, overlooking the spatial dimension in its representation and visualization. Usually, this is analyzed in post-processing using digital tools, which lack proper methods to analyze the information collected. This position paper proposes a vision for using data collection and Mixed Reality (MR). thus supporting industrial product co-design. This combination can be highly flexible in providing a perspective that overlays user feedback in a digital form on top of a physical artifact. As such, it may he possible to conduct co-design tasks in a more informed manner, having a higher level of awareness of the product characteristics. These and other arguments are presented and future directions are proposed.
Virtual reality (VR) technologies are used in a diverse range of applications. Many of these involve an embodied conversational agent (ECA), a virtual human who exchanges information with the user. Unfortunately, VR t...
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ISBN:
(纸本)9798350348156
Virtual reality (VR) technologies are used in a diverse range of applications. Many of these involve an embodied conversational agent (ECA), a virtual human who exchanges information with the user. Unfortunately, VR technologies remain inaccessible to many users due to the phenomenon of cybersickness: a collection of negative symptoms such as nausea and headache that can appear when immersed in a simulation. Many factors are believed to affect a user's level of cybersickness, but little is known regarding how these factors may influence a user's opinion of an ECA. In this study, we examined the effects of virtual stairs, a factor associated with increased levels of cybersickness. We recruited 39 participants to complete a simulated airport experience. This involved a simple navigation task followed by a brief conversation with a virtual airport customs agent in Spanish. Participants completed the experience twice, once walking across flat hallways, and once traversing a series of staircases. We collected self-reported ratings of cybersickness, presence, and perception of the ECA. We additionally collected physiological data on heart rate and galvanic skin response. Results indicate that the virtual staircases increased user level's of cybersickness and reduced their perceived realism of the ECA, but increased levels of presence.
We propose a virtual reality (VR) baseball batting system for assessing individual decision -making skill based on swing judgement of pitch types and the underlying prediction ability by manipulating combinations of p...
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ISBN:
(纸本)9798350348392
We propose a virtual reality (VR) baseball batting system for assessing individual decision -making skill based on swing judgement of pitch types and the underlying prediction ability by manipulating combinations of pitching motion and ball trajectory cues. Our analysis of data from 10 elite baseball players revealed highly accurate swing motions in conditions during which the batter made precise swing decisions. Delays in swing motion were observed in conditions during which predictive cues were mismatched. Our findings indicated that decision -making based on pitch type influences the inherent stability of decision and accuracy of hitting, and that most batters made decisions based on pitching motion cues rather than on ball trajectory.
The virtual hand interaction technique is one of the most common interaction techniques used in virtual reality (VR) systems. A VR application can be designed with different hand visualization styles, which might impa...
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ISBN:
(纸本)9798350328387
The virtual hand interaction technique is one of the most common interaction techniques used in virtual reality (VR) systems. A VR application can be designed with different hand visualization styles, which might impact motor dexterity. In this paper, we aim to investigate the effects of three different hand visualization styles transparent, opaque, and invisible - on participants' performance through a VR-based Purdue Pegboard Test (PPT). A total of 24 participants were recruited and instructed to place pegs on the board as quickly and accurately as possible. The results indicated that using the invisible hand visualization significantly increased the number of task repetitions completed compared to the opaque hand visualization. However, no significant difference was observed in participants' preference for the hand visualization styles. These findings suggest that an invisible hand visualization may enhance performance in the VR-based PPT, potentially indicating the advantages of a less obstructive hand visualization style. We hope our results can guide developers, researchers, and practitioners when designing novel virtual hand interaction techniques.
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