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.
Setting up and conducting user studies is fundamental to virtual reality research. Yet, often these studies are developed from scratch, which is time-consuming and especially hard and error-prone for novice developers...
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ISBN:
(纸本)9798350374490;9798350374506
Setting up and conducting user studies is fundamental to virtual reality research. Yet, often these studies are developed from scratch, which is time-consuming and especially hard and error-prone for novice developers. In this paper, we introduce the StudyFramework, a framework specifically designed to streamline the setup and execution of factorial-design VR-based user studies within the Unreal Engine, significantly enhancing the overall process. We elucidate core concepts such as setup, randomization, the experimenter view, and logging. After utilizing our framework to set up and conduct their respective studies, 11 study developers provided valuable feedback through a structured questionnaire. This feedback, which was generally positive, highlighting its simplicity and usability, is discussed in detail.
Given the potential of Virtual Reality for education and training, it is essential to implement it as effectively as possible. For this reason, we investigate the impact of virtual environments with different complexi...
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ISBN:
(纸本)9798350374490;9798350374506
Given the potential of Virtual Reality for education and training, it is essential to implement it as effectively as possible. For this reason, we investigate the impact of virtual environments with different complexity levels on the cognitive load. We compare the methods 1) No-Room, 2) Empty-Room, 3) Filled-Room, and 4) Animated-Room. In a within-subjects study (n = 40), participants completed a letter recall and a mental rotation task to assess the cognitive load. The results show significant differences in the letter recall task, indicating that the cognitive load is also lower in the rooms with less complexity.
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.
Virtual Reality (VR) offers a valuable platform for real-life skills training. However, previous research has indicated that human's perception of depth in VR differs from that of the real world. Such perceptual c...
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ISBN:
(纸本)9798350374025;9798350374032
Virtual Reality (VR) offers a valuable platform for real-life skills training. However, previous research has indicated that human's perception of depth in VR differs from that of the real world. Such perceptual conflicts can impact immersion and the learning of skills, thus attracting widespread attention. Various methods have been proposed to enhance users' depth perception, yet the underlying mechanisms of depth perception conflicts still require further research. In this paper, we used Error-Related Potentials (ErrPs) from electroencephalography (EEG) data to investigate the differences in participants' perceptions at varying depths within the near-field. We designed a within-subjects experiment to successfully introduce depth perception conflicts. From participants exposed to three distinct depths, we collected questionnaire results, performance data, and EEG data. Our findings showed that EEG can effectively detect depth perception conflicts and, following each conflict, participants' behavioral patterns showed significant changes. In situations with shallower depths, participants exhibited stronger responses to the designed conflicts. This increased sensitivity correlates with their accuracy in depth estimation. This study represents a novel approach to depth perception in VR using ErrPs, setting the stage for further use of physiological signals to measure the granularity of depth perception in VR/AR environments.
In the evolving field of virtual reality (VR) and telepresence, the generation and replication of tactile sensations is critical. Traditional haptic feedback devices have focused on replicating the feel of hard object...
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ISBN:
(纸本)9798350374490;9798350374506
In the evolving field of virtual reality (VR) and telepresence, the generation and replication of tactile sensations is critical. Traditional haptic feedback devices have focused on replicating the feel of hard objects, with less attention paid to soft materials. The challenge of reproducing soft tactile sensations stems from two main issues. First, mechanical actuators tend to lose the soft texture when integrated with soft materials. Second, devices such as vibration motors are designed to stimulate a single point, making them unsuitable for reproducing the sensation of more complex tactile interactions, such as the feel of rubbing fabric. We propose Pinching Tactile Display, a system that creates fabric capable of changing its tactile sensation by manipulating the electrostatic force between it and the user's finger. By controlling the voltage and frequency applied to the conductive fabric, different tactile sensations can be dynamically generated. This makes it possible to create a tactile device in which tactile sensations are applied to the entire fabric while maintaining the flexible property of the fabric. As a result, users could experiment with tactile sensations by pinching and rubbing the fabric in the same way they normally touch it. This mechanism has the potential for dynamic tactile transformation of soft materials.
Music education and performance are often constrained by geographical limitations. To evaluate the effectiveness of remote music performance, we designed a virtual reality musical instrument system with a remote playi...
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ISBN:
(纸本)9798350374490;9798350374506
Music education and performance are often constrained by geographical limitations. To evaluate the effectiveness of remote music performance, we designed a virtual reality musical instrument system with a remote playing robot. The system comprises a virtual Irish tin whistle playing system and a remote playing robot system. In the virtual playing system, sensors capture the performer's gestures, translate them into corresponding tin whistle playing commands and produce the music. The playing robot is constructed with mechanical hands, and a data transmission module is programmed to facilitate communication between the virtual playing system and the robot, enabling remote simulated performances.
Hybrid meetings, often constrained by the limitations of videoconferencing, typically lack immersive and cohesive collaborative experiences, leaving participants feeling disconnected. Extended Reality (XR) technology ...
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ISBN:
(纸本)9798350374490;9798350374506
Hybrid meetings, often constrained by the limitations of videoconferencing, typically lack immersive and cohesive collaborative experiences, leaving participants feeling disconnected. Extended Reality (XR) technology counters this by enabling immersive spaces for both remote and co-located participants, thereby enhancing social presence, non-verbal communication, and educational experiences. As Mixed Reality (MR) platforms become more accessible, there is a shift towards cross-reality, platform-agnostic collaboration. However, this shift introduces unique communication challenges due to interaction asymmetries across different modalities. Addressing these issues, this paper presents CollabXR, an open-source framework developed using ***, WebXR, and Colyseus, specifically designed for the research community. CollabXR features a unique runtime plugin system for custom code and data integration and is seamlessly integrated with widely-used collaborative and communication platforms. It serves as a research platform for developing novel interaction techniques to facilitate cross-reality collaboration, overcoming communication asymmetries in scenarios where complete symmetry is unachievable.
In avatar-mediated remote communication, reflecting one's facial expressions in avatars remains challenging but essential in facilitating effective communication and fostering social presence. From our prior studi...
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ISBN:
(纸本)9798350374490;9798350374506
In avatar-mediated remote communication, reflecting one's facial expressions in avatars remains challenging but essential in facilitating effective communication and fostering social presence. From our prior studies, we underscored the significance of emotion-based facial expressions in avatar-mediated remote communications within eXtended Reality (XR). Our findings indicated that during emotional conversations as well as informative speeches, activating the emotion-based blendshapes resulted in a level of social presence and communication quality comparable to activating all facial blendshapes. As we move forward, our research aims to investigate avatar facial expression considering XR contexts, with an emphasis on the challenges stemming from XR device constraints and the dynamic contexts of remote collaboration. We aspire to devise adaptive guidelines for avatar facial expression, leveraging emotional cues using XR devices. Additionally, we plan to systematically analyze the implications of remote collaboration's varying scenarios, formulating guidelines for adaptive avatar representation that account for different collaborative environments and scenarios. To enhance social presence and communication experiences among users, we are preparing for a series of user studies, aiming to validate the effectiveness of our approaches and prototype systems.
While Artificial Intelligence (AI) has quickly proliferated, the understanding of trust towards AI is still under-researched and it is a primary factor for the success of AI-augmentation. This project created a virtua...
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ISBN:
(纸本)9798350374490;9798350374506
While Artificial Intelligence (AI) has quickly proliferated, the understanding of trust towards AI is still under-researched and it is a primary factor for the success of AI-augmentation. This project created a virtual evacuation study to explore people's trust of AI in dangerous situations. Our study adopts a virtual maze-like scenario with automatic AI-augmentation and three levels of fire simulations, where participants need to make the final decision. We have collected performance data and revised the metrics of KUSIV3 for participants to report their trust of AI in the post-questionnaires. Our results show that the levels of trust towards AI are generally positive, and can be affected by dangerous conditions. The participant-reported and measured trust levels also demonstrate a loose but consistent correlation. We plan to expand this study to design effective AI-augmentation interfaces to support decision-making procedures.
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