humans and virtual agents (usually embodied in the physical world as physical robots) could coexist within the shared environment, which naturally creates a mixed reality environment of the physical and virtual worlds...
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ISBN:
(纸本)9798350348392
humans and virtual agents (usually embodied in the physical world as physical robots) could coexist within the shared environment, which naturally creates a mixed reality environment of the physical and virtual worlds. In this paper, We analyze the characteristics of symmetrical reality with two different perception centers, and all of the mixed forms of physical and virtual reality can be treated as special cases of symmetrical reality. The experiment of folding clothes is implemented to demonstrate the significance of symmetrical reality for human-robot interaction, which also shows the general pipeline of building the symmetrical reality system with two minds (i.e., the human mind and agent mind) involved.
Augmented reality (AR) helps users easily accept information when they are walking by providing virtual information in front of their eyes. However, it remains unclear how to present AR notifications considering the e...
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ISBN:
(纸本)9798350348156
Augmented reality (AR) helps users easily accept information when they are walking by providing virtual information in front of their eyes. However, it remains unclear how to present AR notifications considering the expected user reaction to interruption. Therefore, we investigated to confirm appropriate placement methods for each type by dividing it into notification types that are handled immediately (high) or that are performed later (low). We compared two coordinate systems (display-fixed and body-fixed) and three positions (top, right, and bottom) for the notification placement. We found significant effects of notification type and placement on how notifications are perceived during the AR notification experience. Using a displayfixed coordinate system responded faster for high notification types, whereas using a body-fixed coordinate system resulted in quick walking speed for low ones. As for the position, the high types had a higher notification performance at the bottom position, but the low types had enhanced walking performance at the right position. Based on the finding of our experiment, we suggest some recommendations for the future design of AR notification while walking.
The recent popularity of consumer-grade virtual reality devices has enabled users to experience immersive shopping in virtual environments. As in a real-world store, the placement of products in a virtual store should...
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ISBN:
(纸本)9798350348156
The recent popularity of consumer-grade virtual reality devices has enabled users to experience immersive shopping in virtual environments. As in a real-world store, the placement of products in a virtual store should appeal to shoppers, which could be time-consuming, tedious, and non-trivial to create manually. Thus, this work introduces a novel approach for automatically optimizing product placement in virtual stores. Our approach considers product exposure and spatial constraints, applying an optimizer to search for optimal product placement solutions. We conducted qualitative scene rationality and quantitative product exposure experiments to validate our approach with users. The results show that the proposed approach can synthesize reasonable product placements and increase product exposures for different virtual stores.
Augmented reality (AR) has been used to guide users in multi-step tasks, providing information about the current step (cueing) or future steps (precueing). However, existing work exploring cueing and precueing a serie...
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ISBN:
(纸本)9798350328387
Augmented reality (AR) has been used to guide users in multi-step tasks, providing information about the current step (cueing) or future steps (precueing). However, existing work exploring cueing and precueing a series of rigid-body transformations requiring rotation has only examined one-degree-of-freedom (DoF) rotations alone or in conjunction with 3DoF translations. In contrast, we address sequential tasks involving 3DoF rotations and 3DoF translations. We built a testbed to compare two types of visualizations for cueing and precueing steps. In each step, a user picks up an object, rotates it in 3D while translating it in 3D, and deposits it in a target 6DoF pose. Action-based visualizations show the actions needed to carry out a step and goal-based visualizations show the desired end state of a step. We conducted a user study to evaluate these visualizations and the efficacy of precueing. Participants performed better with goal-based visualizations than with action-based visualizations, and most effectively with goal-based visualizations aligned with the Euler axis. However, only a few of our participants benefited from precues, most likely because of the cognitive load of 3D rotations.
Passwords remain the most widely used form of user authentication, despite advancements in other methods. However, their limitations, such as susceptibility to attacks, especially weak passwords defined by human users...
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ISBN:
(纸本)9798350317930
Passwords remain the most widely used form of user authentication, despite advancements in other methods. However, their limitations, such as susceptibility to attacks, especially weak passwords defined by human users, are well-documented. The existence of weak human-defined passwords has led to repeated password leaks from websites, many of which are of large scale. While such password leaks are unfortunate security incidents, they provide security researchers and practitioners with good opportunities to learn valuable insights from such leaked passwords, in order to identify ways to improve password policies and other security controls on passwords. Researchers have proposed different data visualisation techniques to help analyse leaked passwords. However, many approaches rely solely on frequency analysis, with limited exploration of distance-based graphs. This paper reports PassViz, a novel method that combines the edit distance with the t-SNE (t-distributed stochastic neighbour embedding) dimensionality reduction algorithm [19] for visualising and analysing leaked passwords in a 2-D space. We implemented PassViz as an easy-to-use command-line tool for visualising large-scale password databases, and also as a graphical user interface (GUI) to support interactive visual analytics of small password databases. Using the "000webhost" leaked database as an example, we show how PassViz can be used to visually analyse different aspects of leaked passwords and to facilitate the discovery of previously unknown password patterns. Overall, our approach empowers researchers and practitioners to gain valuable insights and improve password security through effective data visualisation and analysis.
To increase the flexibility of haptic feedback in virtual reality (VR), hand redirection (HR) has been proposed to shift the hand's virtual position from its actual position. To expand the range of HR applications...
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ISBN:
(纸本)9798350328387
To increase the flexibility of haptic feedback in virtual reality (VR), hand redirection (HR) has been proposed to shift the hand's virtual position from its actual position. To expand the range of HR applications, a method to broaden the detection threshold (DT), which is the maximum amount of shift that can be applied without the user noticing, is required. Multisensory integration studies have revealed that the reliability of senses affects the weight of integration. To expand the DTs of HR, we propose a method to increase visual dominance in the integration of vision and proprioception by introducing noise to the latter, thereby decreasing its reliability through weak Gaussian white noise electrical stimulation (sigma = 0.5 mA). The results of a user study comprising 22 participants (11 women and 11 men) confirm that noisy electrical stimulation significantly expands the DTs of HR with the mean range of DTs (R-DT) was 20.48 degrees (SD = 7.90) with electrical stimulation and 19.15 degrees (SD = 7.11) without electrical stimulation. Interestingly, this effect was only observed in women. The average R-DT for men was 15.36 degrees (SD = 6.13) and 15.18 degrees (SD = 5.58), whereas that for women was 25.61 degrees (SD = 5.89) and 23.12 degrees (SD = 6.21), with and without electrical stimulation, respectively. Electrical stimulation was mostly tolerable for the participants and did not affect embodiment or presence ratings. These results suggest that expansion of the DT without disturbing the user's VR experience is feasible.
Steering and teleporting are two common locomotion techniques in virtual reality (VR). Steering generates a great sense of spatial awareness and immersion but tends to lead to cybersickness;teleporting performs better...
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ISBN:
(纸本)9798350348392
Steering and teleporting are two common locomotion techniques in virtual reality (VR). Steering generates a great sense of spatial awareness and immersion but tends to lead to cybersickness;teleporting performs better in mitigating cybersickness but may lead to the loss of spatial awareness. Hence, we combined these two techniques and designed TeleSteer. This technique allows users to perform both steering and teleporting and customize the control. We discuss that a combined use of discrete (e.g. teleporting) and continuous (e.g. steering) locomotion techniques is necessary for scenarios that require both free explorations and close-range interaction tasks, making TeleSteer a suitable alternative.
Visualization research methods help us study how visualization systems are used in complex real-world scenarios. One such widely used method is the interview - researchers asking participants specific questions to enr...
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ISBN:
(纸本)9798350325577
Visualization research methods help us study how visualization systems are used in complex real-world scenarios. One such widely used method is the interview - researchers asking participants specific questions to enrich their understanding. In this work, we introduce the pair-interview technique as a method that relies on two interviewers with specific and delineated roles, instead of one. Pair-interviewing focuses on the mechanics of conducting semi-structured interviews as a pair, and complements other existing visualization interview techniques. Based on a synthesis of the experiences and reflections of researchers in four diverse studies who used pair-interviewing, we outline recommendations for when and how to use pair-interviewing within visualization research studies.
This work evaluates three 3D user interaction techniques to investigate their visuo-spatial working memory support for users' data exploration in immersive analytics. Two techniques are the common VR locomotion te...
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ISBN:
(纸本)9798350328387
This work evaluates three 3D user interaction techniques to investigate their visuo-spatial working memory support for users' data exploration in immersive analytics. Two techniques are the common VR locomotion technique, Walking and Teleportation, while the other one is Grab, an object manipulation technique. We present two formal user studies in VR and AR. Our study is designed based on the Corsi block-tapping Task, a psychological test for assessing visuo-spatial working memory. Our study results show that Walking supports spatial memory best, and Grab follows. Though Teleportation is found to support it the least, participants rated Teleportation as the easiest way to move in the VR study. We also compare the Walking and Grab results in the VR and AR studies and discuss differences. At last, we discuss our limitations and future work.
A recent surge in the application of Virtual Reality in education has made VR Learning Environments (VRLEs) prevalent in fields ranging from aviation, medicine, and skill training to teaching factual and conceptual co...
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ISBN:
(纸本)9798350348156
A recent surge in the application of Virtual Reality in education has made VR Learning Environments (VRLEs) prevalent in fields ranging from aviation, medicine, and skill training to teaching factual and conceptual content. In spite of multiple 3D affordances provided by VR, learning content placement in VRLEs has been mostly limited to a static placement in the environment. We conduct two studies to investigate the effect of different spatial representations of learning content in virtual environments on learning outcomes and user experience. In the first study, we studied the effects of placing content at four different places - world-anchored (TV screen placed in the environment), user-anchored (panel anchored to the wrist or head-mounted display of the user) and object-anchored (panel anchored to the object associated with current content) - in the VR environment with forty-two participants in the context of learning how to operate a laser cutting machine through an immersive tutorial. In the follow-up study, twenty-two participants from this study were given the option to choose from these four placements to understand their preferences. The effects of placements were examined on learning outcome measures - knowledge gain, knowledge transfer, cognitive load, user experience, and user preferences. We found that participants preferred user-anchored (controller condition) and object-anchored placement. While knowledge gain, knowledge transfer, and cognitive load were not found to be significantly different between the four conditions, the object-anchored placement scored significantly better than the TV screen and head-mounted display conditions on the user experience scales of attractiveness, stimulation, and novelty.
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