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.
Augmented reality merges the real and virtual worlds seamlessly in real-time. However, we need contextual menus to manipulate virtual objects rendered in our physical space. Unfortunately, designing a menu for augment...
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ISBN:
(纸本)9781665484022
Augmented reality merges the real and virtual worlds seamlessly in real-time. However, we need contextual menus to manipulate virtual objects rendered in our physical space. Unfortunately, designing a menu for augmented reality head-mounted displays (AR-HMDs) is challenging because of their limited display field of view (FOV). In this paper, we propose HoloCMDS (see Section 2) to support quick access of contextual commands in AR-HMDs and conduct an initial experiment to get users' feedback about this technique.
In this research, the goal was to dissect the main attributes associated with student engagement in introductory Computer Science (CS) courses. A Virtual Reality simulation and survey were designed. Results indicated ...
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ISBN:
(纸本)9781665484022
In this research, the goal was to dissect the main attributes associated with student engagement in introductory Computer Science (CS) courses. A Virtual Reality simulation and survey were designed. Results indicated that there was a strong positive reaction to goal orientation, and a strong negative reaction to demographic characteristics.
We combine tracking information from a tangible object instrumented with capacitive sensors and an optical tracking system, to improve contact rendering when interacting with tangibles in VR. A human-subject study sho...
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We combine tracking information from a tangible object instrumented with capacitive sensors and an optical tracking system, to improve contact rendering when interacting with tangibles in VR. A human-subject study shows that combining capacitive sensing with optical tracking significantly improves the visuohaptic synchronization and immersion of the VR experience.
We propose TimeTables, a novel prototype system that aims to support data exploration, using embodiment with space-time cubes in virtual reality. TimeTables uses multiple space-time cubes on virtual tabletops, which u...
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ISBN:
(纸本)9781665496179
We propose TimeTables, a novel prototype system that aims to support data exploration, using embodiment with space-time cubes in virtual reality. TimeTables uses multiple space-time cubes on virtual tabletops, which users can manipulate by extracting time layers or individual buildings to create new tabletop views. The surrounding environment includes a large space for multiple linked tabletops and a storage wall. TimeTables presents information at different time scales by stretching layers to drill down in time. Users can also jump into tabletops to inspect data from an egocentric perspective. We present a use case scenario of energy consumption displayed on a university campus to demonstrate how our system could support data exploration and analysis over space and time. From our experience and analysis we believe the system has a high potential in assisting spatio-temporal data exploration and analysis.
Field-of-view (FOV) restriction is a common technique to reduce cybersickness in commercial virtual reality (VR) applications. However, the majority of existing FOV restriction techniques are implemented as symmetric ...
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ISBN:
(纸本)9781665496179
Field-of-view (FOV) restriction is a common technique to reduce cybersickness in commercial virtual reality (VR) applications. However, the majority of existing FOV restriction techniques are implemented as symmetric imagery, which occludes users' views during virtual rotation. In this paper, we proposed and evaluated a novel variant of FOV restriction, referred to as a side restrictor. Side restriction uses an asymmetric mask to obscure only one side region of the periphery during virtual rotation and laterally shifts the center of restriction towards the direction of the turn. We conducted a study using a between-subjects design that compared the side restrictor, a traditional symmetric restrictor, and a control condition without FOV restriction. Participants were required to navigate through a complex maze-like environment using a controller using one of three restrictors. Compared to the control condition, the side restrictor was effective in mitigating cybersickness, reducing discomfort, improving subjective visibility, and enabling users to remain immersed for a longer period of time. Additionally, we found no empirical evidence of negative drawbacks when compared to the symmetric restrictor, which suggests that side restriction is an effective cybersickness mitigation technique for virtual environments with frequent turns.
Nonverbal cues are paramount in real-world interactions. Among these cues, gaze has received much attention in the literature. In particular, previous work has shown a search asymmetry between directed and averted gaz...
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ISBN:
(纸本)9781665496179
Nonverbal cues are paramount in real-world interactions. Among these cues, gaze has received much attention in the literature. In particular, previous work has shown a search asymmetry between directed and averted gaze towards the observer using photographic stimuli, with faster detection and longer fixation towards directed gaze by the observer. This is known as the stare-in-the-crowd effect. In this study, we investigate whether stare-in-the crowd effect is preserved in Virtual Reality (VR). To this end, we designed a within-subject experiment where 30 human users were immersed in a virtual environment in front of an audience of 11 virtual agents following 4 different gaze behaviours. We analysed the user's gaze behaviour when observing the audience, computing fixations and dwell time. We also collected the users' social anxiety score using a post-experiment questionnaire to control for some potential influencing factors. Results show that the stare-in-the-crowd effect is preserved in VR, as demonstrated by the significant differences between gaze behaviours, similarly to what was found in previous studies using photographic stimuli. Additionally, we found a negative correlation between dwell time towards directed gazes and users' social anxiety scores. Such results are encouraging for the development of expressive and reactive virtual humans, which can be animated to express natural interactive behaviour.
In this work, we propose Video2Force, a framework that can estimate the video object motion and its resulting "force" by leveraging the emerging bio-inspired vision sensors for low-complexity and low-latency...
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ISBN:
(纸本)9781665484022
In this work, we propose Video2Force, a framework that can estimate the video object motion and its resulting "force" by leveraging the emerging bio-inspired vision sensors for low-complexity and low-latency visual information processing. While the user watches video, the estimated force is "delivered" to the user's sensation with dynamic force feedback via emerging haptic gloves, synchronized with the video content. Consequently, the user is enabled to experience the "virtual existence" of the video object and its motion. Preliminary experimental results demonstrate that Video2Force is feasible and can enhance the users' presence in video experience.
Precueing information about upcoming subtasks prior to performing them has the potential to make an entire task faster and easier to accomplish than cueing only the current subtask. Most AR and VR research on precuein...
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ISBN:
(纸本)9781665484022
Precueing information about upcoming subtasks prior to performing them has the potential to make an entire task faster and easier to accomplish than cueing only the current subtask. Most AR and VR research on precueing has addressed path-following tasks requiring simple actions at a series of locations, such as pushing a button or just visiting that location. We present a testbed for exploring multi-level precueing in a richer task that requires the user to move their hand between specified locations, transporting an object between some of them, and rotating it to a designated orientation.
In this work I use a survey of senior visualization researchers and thinkers to ideate about the notion of progress in visualization research: how are we growing as a field, what are we building towards, and are our e...
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ISBN:
(数字)9798350396294
ISBN:
(纸本)9798350396294
In this work I use a survey of senior visualization researchers and thinkers to ideate about the notion of progress in visualization research: how are we growing as a field, what are we building towards, and are our existing methods sufficient to get us there? My respondents discussed several potential challenges for visualization research in terms of knowledge formation: a lack of rigor in the methods used, a lack of applicability to actual communities of practice, and a lack of theoretical structures that incorporate everything that happens to people and to data both before and after the few seconds when a viewer looks at a value in a chart. Orienting the field around progress (if such a thing is even desirable, which is another point of contention) I believe will require drastic re-conceptions of what the field is, what it values, and how it is taught.
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