In virtual reality, grasping interaction techniques that use controllers often lack a smooth transition between the neutral hand pose and the one that fits the topology of the grabbed object. This transition is referr...
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ISBN:
(纸本)9798350348392
In virtual reality, grasping interaction techniques that use controllers often lack a smooth transition between the neutral hand pose and the one that fits the topology of the grabbed object. This transition is referred to as preshaping. We explore the impact on embodiment and task speed of progressively and automatically adapting the fingers' closure of the hand when it gets close to an object by anticipating the user's intention. A comparison with existing methods suggests that this approach negatively impacts the sense of agency but does not impact task speed, body ownership, and interaction and finger movement realism.
Various studies have suggested that altering the appearance of food can impact multisensory flavor perception. The cross-modal effect of such visual changes on gustation may allow for the presentation of food tastes t...
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ISBN:
(纸本)9798350328387
Various studies have suggested that altering the appearance of food can impact multisensory flavor perception. The cross-modal effect of such visual changes on gustation may allow for the presentation of food tastes that are difficult to express with simple combinations of taste stimuli. This cross-modal effect of visual changes on gustation holds potential for applications in gustatory displays. However, the current limitation of existing Head-Mounted Displays (HMDs) is their restricted vertical Field of View (FoV), which prohibits the display of images near the mouth while eating. This limitation may impede the cross-modal effect of visual changes on multisensory flavor perception. Additionally, the lack of visibility around the mouth area challenges the ease of eating. To address these issues, we design a Video See-Through (VST)-HMD with an expanded vertical FoV (approx. 100 [deg]). Using the HMD, we investigated how presenting visual information near the mouth affects the cross-modal effects of flavor perception and ease of eating. In our experiment, machine learning techniques were utilized to alter the appearance of food. However, the result showed no significant differences in the amount of cross-modal effects or the ease of eating between the groups with and without visual information near the mouth. As a discussion of this result, the participants may not direct their visual attention to the food when they put the food in their mouths. The experiment also examined whether visual changes alter the taste as well as the smell and texture of the food. The findings demonstrated that visual changes could present the smell and texture of the food following the modifications. This result was confirmed irrespective of the visibility near the mouth.
High-speed dynamic facial projection mapping (DFPM) is an advanced technology that aims to create perceptual changes in facial appearance by overlapping images based on facial position and shape. Compared to tradition...
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ISBN:
(纸本)9798350328387
High-speed dynamic facial projection mapping (DFPM) is an advanced technology that aims to create perceptual changes in facial appearance by overlapping images based on facial position and shape. Compared to traditional monitor-based augmented reality systems, DFPM offers a higher level of immersion because users can directly observe digital content on their faces. However, DFPM suffers from misalignment issues owing to a slight temporal delay from sensing to projection, which reduces the level of immersion. To the best of our knowledge, no previous study has established the necessary latency requirements to avoid perceptible misalignment and achieve an immersive experience. Furthermore, conventional DFPM works followed latency requirements that were not reported for the DFPM scenario. Therefore, this study measured the latency that provided a just-noticeable difference (JND) in DFPM under different facial motion conditions, using the weighted up-down two-alternative forced-choice method. The results showed that user-perceptible misalignment was influenced by facial motion types and their velocities. Additionally, it was found that an average latency of 3.87 ms was necessary to avoid perceptible misalignment in the DFPM system when the translation speed was 0.5 m/s, which contradicts the commonly held belief regarding the required latency threshold.
Relevant language describing visual features in charts can be useful for authoring captions and summaries about the charts to help with readers' takeaways. To better understand the interplay between concepts that ...
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ISBN:
(纸本)9798350325577
Relevant language describing visual features in charts can be useful for authoring captions and summaries about the charts to help with readers' takeaways. To better understand the interplay between concepts that describe visual features and the semantic relationships among those concepts (e.g., 'sharp increase' vs. 'gradual rise'), we conducted a crowdsourced study to collect labels and visual feature pairs for univariate line charts. Using this crowdsourced dataset of labeled visual signatures, this paper proposes a novel method for labeling visual chart features based on combining feature-word distributions with the visual features and the data domain of the charts. These feature-word-topic models identify word associations with similar yet subtle differences in semantics, such as 'flat,' 'plateau,' and 'stagnant,' and descriptors of the visual features, such as 'sharp increase,' 'slow climb,' and 'peak.' Our feature-word-topic model is computed using both a quantified semantics approach and a signal processing-inspired least-errors shape-similarity approach. We finally demonstrate the application of this dataset for annotating charts and generating textual data summaries.
Immersive Analytics is a recent field of study that focuses on utilizing emerging extended reality technologies to bring visual data analysis from the 2D screen to the real/virtual world. The effectiveness of Immersiv...
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ISBN:
(纸本)9798350328387
Immersive Analytics is a recent field of study that focuses on utilizing emerging extended reality technologies to bring visual data analysis from the 2D screen to the real/virtual world. The effectiveness of Immersive Analytics, when compared to traditional systems, has been widely studied in this field's corpus, usually concluding that the immersive solution is superior. However, when it comes to comparing collaborative to single-user immersive analytics, the literature is lacking in user studies. As such, we developed a comprehensive experimental study with the objective of quantifying and analysing the impact that both immersion and collaboration have on the visual data analysis process. A two-variable (immersion: desktop/virtual reality;number of users: solo/pair) full factorial study was conceived with a mixed design (within-subject for immersion and between subject for number of users). Each of the 24 solo and 24 pairs of participants solved five visual data analysis tasks in both a head-mounted display-based virtual world and a desktop computer environment. The results show that, in terms of task time to completion, there were no significant differences between desktop and virtual reality, or between the solo and pair conditions. However, it was possible to conclude that collaboration is more beneficial the more complex the task is in both desktop and virtual reality, and that for less complex tasks, collaboration can be a hindrance. System Usability Scale scores were significantly better in the virtual reality condition than the desktop one, especially when working in pairs. As for user preference, the virtual reality system was significantly more favoured both as a visual data analysis platform and a collaborative data analysis platform over the desktop system. All supplemental materials are available at https://***/k94u5/.
In our lives, we encounter various stressors that may cause negative mental and bodily reactions to make us feel frustrated, angry, or irritated. Effective methods to manage or reduce stress and anxiety are essential ...
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ISBN:
(纸本)9798350328387
In our lives, we encounter various stressors that may cause negative mental and bodily reactions to make us feel frustrated, angry, or irritated. Effective methods to manage or reduce stress and anxiety are essential for a healthy life, and several stress-management approaches are found to be useful for stress relief, such as meditation, taking a rest, walking around nature, or even breaking things in a smash room. Previous research has revealed that certain experiences in virtual reality (VR) are effective for reducing stress as traditional real-world methods. However, it is still unclear how the stress relief effects are associated with other factors like individual user profile in terms of different treatment activities. In this paper, we report our findings from a formal user study that investigates the effects of two virtual activities: (1) VR Meditation and (2) VR Smash Room experience, compared with a traditional Sitting-in-Silence method. Our results show that VR Meditation has a better stress relief effect compared to VR Smash Room and Sitting-in-Silence, and the effects of the treatments are correlated with the participants' personalities. We discuss the findings and implications addressing potential benefits/impacts of different stress-relief activities in VR.
Virtual Reality (VR) can completely immerse users in a virtual world and provide little awareness of bystanders in the surrounding physical environment. Current technologies use predefined guardian area visualizations...
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ISBN:
(纸本)9798350348156
Virtual Reality (VR) can completely immerse users in a virtual world and provide little awareness of bystanders in the surrounding physical environment. Current technologies use predefined guardian area visualizations to set safety boundaries for VR interactions. However, bystanders cannot perceive these boundaries and may collide with VR users if they accidentally enter guardian areas. In this paper, we investigate four awareness techniques on mobile phones and smartwatches to help bystanders avoid invading guardian areas. These techniques include augmented reality boundary overlays and visual, auditory, and haptic alerts indicating bystanders' distance from guardians. Our findings suggest that the proposed techniques effectively keep participants clear of the safety boundaries. More specifically, using augmented reality overlays, participants could avoid guardians with less time, and haptic alerts caused less distraction.
Autonomous vehicles (AV) are predicted to change our current transportation system, however, how and when they become fully adopted is still an uncertain matter. One essential aspect to consider is how people form tru...
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ISBN:
(纸本)9783031356773;9783031356780
Autonomous vehicles (AV) are predicted to change our current transportation system, however, how and when they become fully adopted is still an uncertain matter. One essential aspect to consider is how people form trust towards AV. In the context of AV, trust in technology is critical for safety considerations. Although humans are capable of making instinctive assessments of the trustworthiness of other people, this ability does not directly translate to technological systems. The rising complexity of autonomous systems (AS) (e.g., cruise control) requires the operators to calibrate their trust in the system to achieve their safety and performance goals. As such, a detailed understanding of how trust develops, and especially the underlying mental processes, will facilitate the prediction of how trust levels influence behavior mode and decision-making strategies when interacting with AV. To investigate this in the context of AV, we conducted interviews and follow-up surveys to examine users' current behavior with an analogous system (cruise control) and explored its relationship with the perception of AV trustworthiness. Our findings suggest that external factors play a role in the adoption of cruise control (an analogous system), while internal factors determine non-adoption. Trustworthiness in AV is affected by external factors, users' trust in others, and their knowledge of advanced vehicle technology.
Medical virtual agents (VAs) hold great potential to support patients in achieving their health goals, especially at times or in regions where the demand for physiological and psychological therapy exceeds the capacit...
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ISBN:
(纸本)9798350328387
Medical virtual agents (VAs) hold great potential to support patients in achieving their health goals, especially at times or in regions where the demand for physiological and psychological therapy exceeds the capacity of medical services. To create an accepted complement to on-site diagnosis, treatment, and counseling, it is critical to understand the impact of factors such as the agent's visual representation, behavior, and responsibilities on creating a trustworthy human-agent relationship. To gain insights into these factors, we conducted a systematic literature review including 59 papers on embodied VAs in the medical domain. Our review focused on the application fields and the role of VAs in medicine, as well as the technology used to display them. Using thematic analysis, we discuss our findings in terms of user preferences, as well as potentials and barriers faced in the interaction with medical VAs. Concerning the visual representation, the users' wish for customization in terms of appearance and communication modalities was pointed out. It was also important that the agent's information builds up on trustworthy sources, that they are motivating and adapted to the users' knowledge. Finally, our results identify research gaps, in particular regarding the technological implementation and the use of artificial intelligence.
Handheld virtual reality (VR) controllers enable users to manipulate virtual objects in VR but do not convey a virtual object's weight. This hinders users from effectively experiencing lighter and heavier objects....
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ISBN:
(纸本)9798350348156
Handheld virtual reality (VR) controllers enable users to manipulate virtual objects in VR but do not convey a virtual object's weight. This hinders users from effectively experiencing lighter and heavier objects. While previous work explored either hardware-based interfaces or software-based pseudo-haptics, in this paper, we combine two techniques to improve the virtual weight perception in VR. By adapting the trigger resistance of the VR controller when grasping a virtual object and manipulating the control-display (C/D) ratio during lifting, we create a continuous weight sensation. In a psychophysical study (N=29), we compared our combined approach against the individual rendering techniques. Our results show that participants were significantly more sensitive towards smaller weight differences in the combined weight simulations compared to the individual methods. Additionally, participants were also able to determine weight differences significantly faster with both cues present compared to the single pseudo-haptic technique. While all three techniques were generally valued to be effective, the combined approach was favoured the most. Our findings demonstrate the meaningful benefit of combining physical and virtual techniques for virtual weight rendering over previously proposed methods.
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