We design and assess interfaces for time-continuous self-reporting of empathic responses in VR using dimensions of empathic concern and personal distress. Visual styles included Circular Rating Indicators (CRI), Color...
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ISBN:
(纸本)9798350374490;9798350374506
We design and assess interfaces for time-continuous self-reporting of empathic responses in VR using dimensions of empathic concern and personal distress. Visual styles included Circular Rating Indicators (CRI), Color Dials (CD), and Interactive Curving Faces (Frowny). Input types included desktop knobs and VR controller touchpads. We considered the intuitiveness, effectiveness, and intrusiveness of designs with viewers of a stereo 180 degrees video. Initial results highlight the CRI and Frowny as promising choices, calling for future examination of their effectiveness.
This paper will discuss challenges regarding set design, editing, sound design, rendering, and cinematography for adapting animated short movies to the ScreenX format, Furthermore, we will explore the cinematic elemen...
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ISBN:
(纸本)9798350374490;9798350374506
This paper will discuss challenges regarding set design, editing, sound design, rendering, and cinematography for adapting animated short movies to the ScreenX format, Furthermore, we will explore the cinematic elements of ScreenX for 3D animations. ScreenX is a novel immersive 270-degree panoramic film format that extends the main cinema screen onto two side walls. Since the introduction of the technology in 2012, only a few animated films have been produced. This expanded cinema system is still in its very early stages. Therefore, more is needed to know about the potential for animated movies. We will introduce a case study and provide guidelines for future productions.
In task-oriented Augmented Reality (AR), humanoid Embodied Conversational Agents can enhance the feeling of social presence and reduce mental workload. Yet, such agents can also introduce social biases and lead to dis...
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ISBN:
(纸本)9798350374490;9798350374506
In task-oriented Augmented Reality (AR), humanoid Embodied Conversational Agents can enhance the feeling of social presence and reduce mental workload. Yet, such agents can also introduce social biases and lead to distractions. This presents a challenge for AR applications that require the user to concentrate mainly on a task environment. To address this, we introduce a non-humanoid virtual assistant designed for minimal visual intrusion in AR. Our approach aims to enhance a user's focus on the tasks they need to perform. We explain our design choices based on previously published guidelines and describe our prototype implemented for an optical-see-through headset.
Motion tracking "telemetry" data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data ac...
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ISBN:
(纸本)9798350374490;9798350374506
Motion tracking "telemetry" data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to uniquely identify VR users. In this study, we go a step further, showing that a variety of private user information can be inferred just by analyzing motion data recorded from VR devices. We conducted a large-scale survey of VR users (N=1,006) with dozens of questions ranging from background and demographics to behavioral patterns and health information. We then obtained VR motion samples of each user playing the game "Beat Saber," and attempted to infer their survey responses using just their head and hand motion patterns. Using simple machine learning models, over 40 personal attributes could be accurately and consistently inferred from VR motion data alone. Despite this significant observed leakage, there remains limited awareness of the privacy implications of VR motion data, highlighting the pressing need for privacy-preserving mechanisms in multi-user VR applications.
Touch My Heart utilizes a mixed reality headset and digital twin technology for an immersive exploration of the heart. The system, integrating hand tracking and haptic feedback, offers a realistic simulation, enhancin...
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ISBN:
(纸本)9798350374490;9798350374506
Touch My Heart utilizes a mixed reality headset and digital twin technology for an immersive exploration of the heart. The system, integrating hand tracking and haptic feedback, offers a realistic simulation, enhancing spatial audio for a fusion of senses. Users can interact with a 3D heart model, providing a comprehensive understanding of structure, function, and abnormalities including cardiac arrhythmia's and valvular heart diseases. The initiative supports medical education, enabling detailed exploration of heart pathophysiology and collaborative discussions among healthcare professionals. Additionally, it facilitates patient engagement by educating on heart conditions.
We present MemoryVR, a virtual museum system designed to preserve and share personal memories. This system enables users to create customized virtual museums within a spatial enclosure, providing an immersive and enri...
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ISBN:
(纸本)9798350374490;9798350374506
We present MemoryVR, a virtual museum system designed to preserve and share personal memories. This system enables users to create customized virtual museums within a spatial enclosure, providing an immersive and enriched way to experience personal memories. We invited participants to use MemoryVR to create their own personal virtual museums and visit those created by others. Results from evaluation studies showed a positive impact of MemoryVR on their experience of memories. Participants reported that their experiences within the personal virtual museums were fulfilling, invoking a sense of ritual, ownership, curiosity, and engagement.
Cybersickness, a spectrum of discomforts affecting 60-95% of virtual reality (VR) users, remains a major challenge for comfortable immersive experiences. While recent research using multimodal data and complex machine...
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ISBN:
(纸本)9798350374490;9798350374506
Cybersickness, a spectrum of discomforts affecting 60-95% of virtual reality (VR) users, remains a major challenge for comfortable immersive experiences. While recent research using multimodal data and complex machine learning models for cybersickness prediction shows promise, their reliance on external computational resources (cloud servers, GPUs) renders them unsuitable for standalone VR devices (SVRs) due to their limited processing power and potential network lag, which can worsen cybersickness. To bridge this gap, we propose a novel approach that minimizes model complexity and training parameters through hyperparameter tuning, achieving comparable prediction accuracy and error rates with significantly reduced inference time. Our initial findings pave the way for future research on optimized cybersickness prediction models for computationally constrained SVR devices.
Augmented Reality (AR) applications increasingly rely on eye and head gaze tracking for user interaction, with their efficacy influenced by environmental factors such as spatial arrangements and lighting conditions. T...
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ISBN:
(纸本)9798350374025;9798350374032
Augmented Reality (AR) applications increasingly rely on eye and head gaze tracking for user interaction, with their efficacy influenced by environmental factors such as spatial arrangements and lighting conditions. This paper presents two studies that examine how these variables affect the performance of eye and head gaze tracking in AR environments. While eye tracking partially delivered faster results, its performance exhibited greater variability, especially under dynamic lighting conditions. Conversely, head gaze tracking, while providing more consistent results, showed a notable reduction in accuracy in environments with fluctuating light levels. Furthermore, the spatial properties of the environment had notable implications on both tracking methods. Our research demonstrates that both spatial properties and lighting conditions are key determinants in the choice of a tracking method, underscoring the need for AR systems that can dynamically adapt to these environmental variables.
This work in progress paper presents and motivates the design of a novel extended reality (XR) environment for artificial intelligence (AI) education, and presents its first implementation. The learner is seated at a ...
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ISBN:
(纸本)9798350374490;9798350374506
This work in progress paper presents and motivates the design of a novel extended reality (XR) environment for artificial intelligence (AI) education, and presents its first implementation. The learner is seated at a table and wears an XR headset that allows them to see both the real world and a visualization of a neural network. The visualization is adjustable. The learner can inspect each layer, each neuron, and each connection. The learner can also choose a different input image, or create their own image to feed to the network. The inference is computed on the headset, in real time. The neural network con figuration and its weights are loaded from an onnx which supports a variety of architectures as well as changing the weights to illustrate the training process.
Shared-gaze visualizations (SGV) allow collocated collaborators to understand each other's attention and intentions while working jointly in an augmented reality setting. However, prior work has overlooked user co...
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ISBN:
(纸本)9798350374490;9798350374506
Shared-gaze visualizations (SGV) allow collocated collaborators to understand each other's attention and intentions while working jointly in an augmented reality setting. However, prior work has overlooked user control and privacy over how gaze information can be shared between collaborators. In this work, we examine two methods for visualizing shared-gaze between collaborators: gazehover and gaze-trigger. We compare the methods with existing solutions through a paired-user evaluation study in which participants participate in a virtual assembly task. Finally, we contribute an understanding of user perceptions, preferences, and design implications of shared-gaze visualizations in augmented reality.
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