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.
computing professionals in areas like compilers, performance analysis, and security often analyze and manipulate control flow graphs (CFGs) in their work. CFGs are directed networks that describe possible orderings of...
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ISBN:
(数字)9781665480925
ISBN:
(纸本)9781665480925
computing professionals in areas like compilers, performance analysis, and security often analyze and manipulate control flow graphs (CFGs) in their work. CFGs are directed networks that describe possible orderings of instructions in the execution of a program. Visualizing a CFG is a common activity in developing or debugging computational approaches that use them. However, general graph drawing layouts, including the hierarchical ones frequently applied to CFGs, do not capture CFG-specific structures or tasks and thus the resulting drawing may not match the needs of their audience, especially for more complicated programs. While several algorithms offer flexibility in specifying the layout, they often require expertise with graph drawing layouts and primitives that these potential users do not have. To bring domain-specific CFG drawing to this audience, we develop CFGConf, a library designed to match the abstraction level of CFG experts. CFGConf provides a JSON interface that produces drawings that can stand-alone or be integrated into multi-view visualization systems. We developed CFGConf through an interactive design process with experts while incorporating lessons learned from previous CFG visualization systems, a survey of CFG drawing conventions in computing systems conferences, and existing design principles for notations. We evaluate CFGConf in terms of expressiveness, usability, and notational efficiency through a user study and illustrative examples. CFG experts were able to use the library to produce the domain-aware layouts and appreciated the task-aware nature of the specification.
Haptic feedback can improve users' presence when watching immersive videos. In this work, we present our "AmbientTransfer" framework for demonstrating how to "embed" users in the video ambient ...
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ISBN:
(纸本)9781665484022
Haptic feedback can improve users' presence when watching immersive videos. In this work, we present our "AmbientTransfer" framework for demonstrating how to "embed" users in the video ambient with somatosensory feedback. Particularly, AmbientTransfer can obtain and convert video ambient factors, e.g., rain intensities, into dynamic haptic feedback by slight electrostimulation in various levels. Then AmbientTransfer maps various levels of haptic feedback to different body parts of users wearing the emerging electrostimulation suit. Preliminary experimental results show that AmbientTransfer can considerably enhance the users' presence. We believe that AmbientTransfer is worth of further exploration for exploiting its full potentials.
Mixed reality (MR) has the potential to transform the - communicate and collaborate. I Iowever, there is a lack of knowledge about the collaborative use of different MR devices, such as collaboration between local aug...
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ISBN:
(纸本)9798350348392
Mixed reality (MR) has the potential to transform the - communicate and collaborate. I Iowever, there is a lack of knowledge about the collaborative use of different MR devices, such as collaboration between local augmented reality (AR) and remote virtual reality (VR) users. This position paper outlines research focused on deepening our understanding of the impact of asymmetry on collaboration and to use this knowledge to mitigate its negative effects and leverage its positive potential, leading to improved collaboration in MR environments. The findings of this research are expected to he valuable for the design of systems that support a diverse range of collaborative scenarios.
Learning and continuous improvement of skills, both surgical and non surgical are goals surgeons pursue all along their training and career. Postoperative debriefing is a key tool to improve performance continuously i...
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ISBN:
(纸本)9781665484022
Learning and continuous improvement of skills, both surgical and non surgical are goals surgeons pursue all along their training and career. Postoperative debriefing is a key tool to improve performance continuously in one's career. This retrospective analysis of surgical procedures is usually performed through rewatching action through video, which provides surgeons with only an outside view of their actions, and display information such as patient physiological data in ways different than when perceived during live action. We argue that VR (Virtual Reality) through HMDs (Head Mounted Displays) can mitigate and even overcome these limitations through providing an immersive experience that enables surgeons not only to re-watch action (deja vu), but to re-live action (deja vecu). Moreover, it can bring new opportunities, such as adopting another person's perspective to better understand their points of view.
We present and evaluate methods to redirect desktop inputs such as eye gaze and mouse pointing to a VR-embedded avatar. We use these methods to build a novel interface that allows a desktop user to give presentations ...
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ISBN:
(纸本)9781665496179
We present and evaluate methods to redirect desktop inputs such as eye gaze and mouse pointing to a VR-embedded avatar. We use these methods to build a novel interface that allows a desktop user to give presentations in remote VR meetings such as conferences or classrooms. Recent work on such VR meetings suggests a substantial number of users continue to use desktop interfaces due to ergonomic or technical factors. Our approach enables desktop and immersed users to better share virtual worlds, by allowing desktop-based users to have more engaging or present "cross-reality" avatars. The described redirection methods consider mouse pointing and drawing for a presentation, eye-tracked gaze towards audience members, hand tracking for gesturing, and associated avatar motions such as head and torso movement. A study compared different levels of desktop avatar control and headset-based control. Study results suggest that users consider the enhanced desktop avatar to be human-like and lively and draw more attention than a conventionally animated desktop avatar, implying that our interface and methods could be useful for future cross-reality remote learning tools.
Providing additional information in the proper position of augmented reality (AR) head-mounted display (HMD) can help increase AR performance and usability for dual-task. Therefore, our study investigated how to place...
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ISBN:
(纸本)9781665484022
Providing additional information in the proper position of augmented reality (AR) head-mounted display (HMD) can help increase AR performance and usability for dual-task. Therefore, our study investigated how to place notifications for the dual-task to address this. We compared eight display positions and two tasks (single and dual tasks) to identify the appropriate area for displaying notifications. We confirmed that the middle-right reduces response time and task load. In contrast, the top-left is the location, which should avoid providing any notification in AR dual-task. Our study contributes to designing AR notifications on HMDs to enhance everyday AR experiences.
As Virtual Reality (VR) headsets become mobile, people can interact in public places with applications often requiring large arm movements. However, using these open gestures is often uncomfortable and sometimes impos...
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ISBN:
(纸本)9781665484022
As Virtual Reality (VR) headsets become mobile, people can interact in public places with applications often requiring large arm movements. However, using these open gestures is often uncomfortable and sometimes impossible in confined and public spaces (e.g., commuting in a vehicle). We introduce the concept of finger mapping, re-associating small-scale finger motions onto virtual arms in a larger VR space. Finger mapping supports various interactions (e.g., arms swinging movement, selection, manipulation, and locomotion) when the environment is constrained and does not allow large gestures. Finally, we discuss the opportunities and challenges of using finger mapping for VR interactions.
This study aims to investigate the immediate and retained effects of one-time virtual reality (VR) exposure on intercultural sensitivity (IS) and identify the contributing factors. Three virtual scenarios about the et...
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ISBN:
(纸本)9781665484022
This study aims to investigate the immediate and retained effects of one-time virtual reality (VR) exposure on intercultural sensitivity (IS) and identify the contributing factors. Three virtual scenarios about the ethnic minorities in Hong Kong were created for the empirical study. The longitudinal results involving 30 participants (15M 15F) showed that both the immediate and retained effects of the one-time VR exposure on IS were significant. Moreover, linear growth curve models suggested that among the female participants, presence and emotional empathy were closely associated with the change of IS over time, but this relation was not significant among the males.
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.
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