In recent years, augmented reality (AR) has started to be used in our daily lives. AR glasses are used when walking, which is a normal part of daily life, but walking causes the text displayed on the glasses to shake....
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ISBN:
(纸本)9781665484022
In recent years, augmented reality (AR) has started to be used in our daily lives. AR glasses are used when walking, which is a normal part of daily life, but walking causes the text displayed on the glasses to shake. This reduces both readability and our attention to what is in front of us, and increases discomfort. We propose a method of fixing the text to take account of shaking while walking to reduce these adverse effects. Experiments revealed the effectiveness of our reduction method and its influence on the distance of the text display.
Spatial networks present unique challenges to understanding topological structure. Each node occupies a location in physical space (e.g., longitude and latitude) and each link may either indicate a fixed and well-desc...
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ISBN:
(数字)9781665488129
ISBN:
(纸本)9781665488129
Spatial networks present unique challenges to understanding topological structure. Each node occupies a location in physical space (e.g., longitude and latitude) and each link may either indicate a fixed and well-described path (e.g., along streets) or a logical connection only. Placing these elements in a map maintains these physical relationships while making it more difficult to identify topological features of interest such as clusters, cliques, and paths. While some systems provide coordinated representations of a spatial network, it is almost universally assumed that the network itself is the sole mechanism for movement across space. In this paper, I present a novel approach for exploring spatial networks by orienting them along a point or path in physical space that provides the guide for parameters in a force-directed layout. By specifying a path across topography, networks can be spatially filtered independently of the topology of the network. Initial case studies indicate promising results for exploring spatial networks in transportation and energy distribution.
Haptic Retargeting enables spatially decoupled physical objects to provide haptic feedback for multiple virtual objects in Virtual Reality (VR). By decoupling the virtual hand from its real position, through Hand Redi...
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ISBN:
(数字)9781665453257
ISBN:
(纸本)9781665453257
Haptic Retargeting enables spatially decoupled physical objects to provide haptic feedback for multiple virtual objects in Virtual Reality (VR). By decoupling the virtual hand from its real position, through Hand Redirection, multiple virtual objects can be mapped to a single physical proxy. However, redirection beyond a detectable level is disruptive to the user experience. The limits of haptic retargeting have mainly been explored in one primary direction-the user reaching forwards. We designed an experiment with participants performing reaching movements across 8 reaching directions in the horizontal plane, with a hand redirection of up to 30 degrees. We identify an overall haptic retargeting limit and find that a physical proxy can be remapped to virtual objects of up to 16.14 degrees away. We find a significant effect of reaching direction on the limit. In practice, however, these differences are small, measuring only a couple of degrees, translating to approximately 1cm across a 30cm reach. We argue that, while the psychology literature might suggest the need for specific directional limits and while we do find an effect of direction on retargeting limits, interaction designers can mitigate these requirements by applying slightly conservative global retargeting limits. Our contributions further the community's knowledge of both how to deploy haptic retargeting in interaction without compromising the user's experience and how visual and proprioceptive cues interact in peripersonal space in VR.
Enjoying Virtual Reality in vehicles presents a problem because of the sensory mismatch and sickness. While moving, the vestibular sense perceives actual motion in one direction, and the visual sense, visual motion in...
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ISBN:
(纸本)9781665484022
Enjoying Virtual Reality in vehicles presents a problem because of the sensory mismatch and sickness. While moving, the vestibular sense perceives actual motion in one direction, and the visual sense, visual motion in another. We propose to zero out such physiological mismatch by mixing in motion information as computed by the difference between those of the actual and virtual, namely, "Difference" flow. We present the system for computing and visualizing the difference flow and validate our approach through a small pilot field experiment. Although tested only with a low number of subjects, the initial results are promising.
Augmented Reality(AR) offers the potential for easy and efficient information access, reinforcing the wide belief that AR Glasses are the next-generation of personal computing devices. However, to realize this all-day...
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ISBN:
(纸本)9781665484022
Augmented Reality(AR) offers the potential for easy and efficient information access, reinforcing the wide belief that AR Glasses are the next-generation of personal computing devices. However, to realize this all-day AR vision, the AR interface must be able to address the challenges that constant and pervasive presence of virtual content can cause for the user. The optimal interface, that is the most efficient yet least intrusive, in one context may be the worst interface for another context. Throughout the day, as the user switches context, an optimal all-day interface must adapts its virtual content display and interactions as well. This work aims to propose a research agenda to design and validate different adaptation techniques and context-aware AR interfaces and introduce a framework for the design of such intelligent interfaces.
In this paper, we present a Virtual Reality (VR) prototype to support the demonstration and practice of the First Aid recovery position. When someone is unconscious and awaiting medical attention, they are placed in t...
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ISBN:
(纸本)9781665484022
In this paper, we present a Virtual Reality (VR) prototype to support the demonstration and practice of the First Aid recovery position. When someone is unconscious and awaiting medical attention, they are placed in the recovery position to keep their airways clear. The recovery position is a commonly taught action sequence for medical professionals and trained first-aiders across industries. VR is a potential pathway for recovery position training as it can deliver spatial information of a demonstrated action for a subsequent copy. However, due to limits of physical interaction with virtual avatars, the practice of this motor sequence is normally performed in the real world on training partners and body mannequins. This limits remote practice, a key strength of any digital, educational resource. We present Ragdoll Recovery (RR), a VR prototype designed to aid training of the recovery position through avatar demonstration and virtual practice mannequins. Users can view the recovery position sequence by walking around two demonstrator avatars. Observed motor skill sequence can then be practised on a virtual mannequin that uses ragdoll physics for realistic and real-time limb behaviour. RR enables remote access to motor skill training that bridges the gap between knowledge of a demonstrated action sequence and real-world performance. We aim to use this prototype to test the viability of action sequence training within a VR educational space.
The object assembly process is frequently carried out throughout the lifespan of an asset. To prevent asset damage, it is necessary to perform adequate training to ensure process efficiency and appropriate asset handl...
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ISBN:
(纸本)9781665484022
The object assembly process is frequently carried out throughout the lifespan of an asset. To prevent asset damage, it is necessary to perform adequate training to ensure process efficiency and appropriate asset handling. Thus, the industry constantly seeks better training solutions to reduce costs and maximize efficiency in the assembly task. Here, we present an augmented reality system to aid these efforts by using QR-tagging and 3D models. Moreover, we describe the system design using an engineering design methodology.
We would like to introduce FroggyHand, a novel interactive display which projects images onto a webbed skin between the user's fingers. Applications connected to these images are then activated via hand tracking a...
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ISBN:
(纸本)9781450396325
We would like to introduce FroggyHand, a novel interactive display which projects images onto a webbed skin between the user's fingers. Applications connected to these images are then activated via hand tracking and gesture recognition. We present the implementation steps as well as small, prototype applications and discuss future plans.
3D visual fatigue is one of the major factors that hinder the development of virtual reality contents towards larger population. We proposed an EEG-based self-attention CNN model to evaluate user's 3D visual fatig...
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ISBN:
(纸本)9781665484022
3D visual fatigue is one of the major factors that hinder the development of virtual reality contents towards larger population. We proposed an EEG-based self-attention CNN model to evaluate user's 3D visual fatigue in an end-to-end fashion. We adopted a wavelet-based convolution to extract spatiotemporal information and prevent overfitting. Besides, a self-attention layer was added to the feature extractor backbone to cope with the subject-variation problem in EEG-decoding. The proposed method is compared with four state-of-the-art methods, and the results demonstrate that our model has the best performance among all methods in subject-dependent and cross-subject scenarios.
In the context of the IEEE VR 2022 3DUI Contest entitled "Arts, Science, Information, and Knowledge - Visualized and Interacted", this paper presents a VR application to highlight the usage of the rubber sli...
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ISBN:
(纸本)9781665484022
In the context of the IEEE VR 2022 3DUI Contest entitled "Arts, Science, Information, and Knowledge - Visualized and Interacted", this paper presents a VR application to highlight the usage of the rubber slider metaphor. The rubber slider is an augmentation of usual 2D slider controls where users can bend the slider axis in order to control an additional degree of freedom value in the application. This demonstration immerses users in a Virtual Environment where they will be able to explore a database of art pieces geolocated on a 3D earth model and their corresponding art movements displayed on a timeline interface.
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