Light Field Displays (LFD) offer the potential for a true window into a virtual world without any form of headset. However, the vast majority of LFD only provide motion parallax along the x-axis (horizontal) due to it...
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ISBN:
(数字)9781665453257
ISBN:
(纸本)9781665453257
Light Field Displays (LFD) offer the potential for a true window into a virtual world without any form of headset. However, the vast majority of LFD only provide motion parallax along the x-axis (horizontal) due to its domination of human 3D perception. The additional motion parallax along y and the z-axis are rarely or never achieved and let alone evaluated. This paper proposed the first approach that provided the real full-motion parallax covering the z-axis. Moreover, this generic approach enables on-demand y and z-axis motion parallax on any off-the-shelf LFD. A prototype was created according to the proposed approach, and with the use of it, an experiment with two tasks was carried out among 24 participants. This pioneering study explored the effect of the motion parallax along the additional axes. Subjective and objective metrics were collected to measure participants' 3D perception on four viewing conditions (LFD with motion parallax along the x-axis, x-and-y-axis, x-and-z-axis, and x-y-and-z-axis). The study manifested three main findings: 1) The additional y-axis and z-axis motion parallax increased viewers' engagement with the LFD. 2) LFD with full-motion parallax provided the optimal user experience. 3) The additional motion parallax along with the y-axis increased viewers' user experience more than the z-axis.
Haptic retargeting is a commonly used technique to match passive props to virtual objects for adding tactile feedback in Virtual Reality (VR). However, researchers have mainly focused on single-hand retargeting and ap...
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ISBN:
(纸本)9781665484022
Haptic retargeting is a commonly used technique to match passive props to virtual objects for adding tactile feedback in Virtual Reality (VR). However, researchers have mainly focused on single-hand retargeting and applied these techniques primarily for tasks of touching objects. In this work, we propose a novel retargeting solution for tasks of grabbing and placing objects in VR, called redirected placement (RP), which is applied when placing virtual objects. The key idea of this method is that when the user places the virtual object, it can enable the user to place the physical prop in a position that is easier to match with multiple other virtual objects, without being detected by the user.
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.
We present an exploratory study to compare the haptic, visual, and verbal modalities for communicating distance information in a shared virtual environment. The results show that the visual modality decreased the dist...
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ISBN:
(纸本)9781665484022
We present an exploratory study to compare the haptic, visual, and verbal modalities for communicating distance information in a shared virtual environment. The results show that the visual modality decreased the distance estimation error while the haptic modality decreased the completion time. The verbal modality increased the sense of copresence but was the least preferred modality. These results suggest that a combination of modalities could improve communication of distance information to a partner. These findings can contribute to improving the design of collaborative VR systems and open new research perspectives on studying the effectiveness of multimodal interaction.
Group exercise is more effective for gaining motivation than exercising alone, but it can be difficult to always find such partners. In this paper, we explore the experiences that joggers have with a virtual partner i...
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ISBN:
(纸本)9781665496179
Group exercise is more effective for gaining motivation than exercising alone, but it can be difficult to always find such partners. In this paper, we explore the experiences that joggers have with a virtual partner instead of a human partner and report on the results of two controlled experiments evaluating our approach. In Study 1, we investigated how participants felt and how their behavior changed when they jogged indoors with a human partner or with a virtual partner compared to solitary jogging. The virtual partner was represented either as a full-body, limb-only, or a point-light avatar displayed on smartglasses. In Study 2, we investigated the differences between the three representations as virtual partners for casual joggers in an outdoor setting. Based on our results, we propose implications for the design of virtual runners as casual jogging partners and speculate on their relationship with human users.
Immersive visualization utilizes virtual reality,mixed reality devices,and other interactive devices to create a novel visual environment that integrates multimodal perception and *** technology has been maturing in r...
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Immersive visualization utilizes virtual reality,mixed reality devices,and other interactive devices to create a novel visual environment that integrates multimodal perception and *** technology has been maturing in recent years and has found broad applications in various *** on the latest research advancements in visualization,this paper summarizes the state-of-theart work in immersive visualization from the perspectives of multimodal perception and interaction in immersive environments,additionally discusses the current hardware foundations of immersive *** examining the design patterns and research approaches of previous immersive methods,the paper reveals the design factors for multimodal perception and interaction in current immersive ***,the challenges and development trends of immersive multimodal perception and interaction techniques are discussed,and potential areas of growth in immersive visualization design directions are explored.
Many 3D Interaction techniques use virtual ray-casting for general selection and manipulation tasks. Some virtual ray-casting techniques are equipped with gadgets to fit specific interaction scenarios, such as selecti...
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ISBN:
(纸本)9783031162343;9783031162336
Many 3D Interaction techniques use virtual ray-casting for general selection and manipulation tasks. Some virtual ray-casting techniques are equipped with gadgets to fit specific interaction scenarios, such as selecting an object with special shapes, or a part of an object. These techniques are intuitive and largely successful. However, there are still some common situations under which the capabilities of virtual raycasting are limited. When a user needs to select an object that is far away and small, the movement of the ray on the far end greatly amplifies hand movement of the user, which in turn results in inefficient and inaccurate selection operations. Moreover, in an Extended Reality (XR) space, especially in an Augmented Reality (AR) space, where a user's ability of performing teleportation or shifting to another view is limited, selecting an object that is occluded or from a cluster of objects with high density would be less flexible. We developed and evaluated SightX, a virtual ray-casting mechanism augmented with a remote anchor and a sight view with see-through capability for XR interactions. Our user studies suggested this design can significantly improve the performances and user experiences over the standard virtual ray-casting for 3D objects selection tasks.
In virtual reality (VR) applications, humans experience the provided content not only through the visual and auditory systems but also through the somatosensory system. Thus, we decided to conduct a VR study to furthe...
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ISBN:
(数字)9781665453257
ISBN:
(纸本)9781665453257
In virtual reality (VR) applications, humans experience the provided content not only through the visual and auditory systems but also through the somatosensory system. Thus, we decided to conduct a VR study to further explore the just noticeable difference (JND) of tactile feedback to understand humans' perceptions of tactile stimuli. Our VR study examined the JND in terms of the intensity, duration, and frequency of tactile feedback provided through commercially available vibrotactile motion controllers, the Oculus Quest 2 controllers. We instructed participants to report whether they perceived a difference between a reference (variation) and a testing stimulus at each point in the experiment for a different property (intensity, duration, and frequency) of tactile feedback. We report both positive and negative JND values for the three properties of tactile feedback. We discuss our findings and limitations and provide directions for future studies regarding tactile perception for commercially available tactile feedback devices.
Achieving fluency in a foreign language is challenging, often because of limited opportunities for speaking practice. Speaking in a different language can be difficult and sometimes embarrassing. This study introduces...
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Achieving fluency in a foreign language is challenging, often because of limited opportunities for speaking practice. Speaking in a different language can be difficult and sometimes embarrassing. This study introduces a tool designed to prioritize language-speaking practice by integrating the ”Taboo” game with speech recognition technology and a large language model (LLM). This game involves players conveying a target word to an AI-based agent without using specific ”Taboo” words. Our contribution focuses on proposing a meticulously designed taboo game for speaking practice that incorporates engaging interactions with the LLM. This methodology offers a novel and beneficial alternative for English as a Second Language (ESL) learners. Initial experimental trials were conducted, and user feedback highlighted a positive experience with reduced anxiety compared to conventional, human-based speaking practice. However, challenges have emerged, particularly in terms of pronunciation and the expression of certain words. In response to this valuable feedback, we presented a design proposal aimed at addressing these challenges to improve the overall learning experience and ensure effective language practice.
This paper reports on the results of a study that aims to support end users of a multimedia system that manages a digital cultural heritage collection. The system is provided with automatic tools that simulate the beh...
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ISBN:
(纸本)9783642411892;9783642411908
This paper reports on the results of a study that aims to support end users of a multimedia system that manages a digital cultural heritage collection. The system is provided with automatic tools that simulate the behavior of the research method adopted by professional users when they interact with the multimedia application. The experimental results have been obtained using a multimedia application that manages the digital representation of historical botanical manuscripts.
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