Operating heavy machinery is challenging and can pose safety hazards for the operator and bystanders. Although commonly used augmented reality (AR) devices, such as head-mounted or head-up displays, can provide occupa...
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ISBN:
(纸本)9798350374490;9798350374506
Operating heavy machinery is challenging and can pose safety hazards for the operator and bystanders. Although commonly used augmented reality (AR) devices, such as head-mounted or head-up displays, can provide occupational support to operators, they can also cause problems. Particularly in off-highway scenarios, i.e., when driving machines in bumpy environments, the usefulness of current AR devices and the willingness of operators to wear them are limited. Therefore, we explore how laser-projection-based AR can help the operator facilitate their tasks and enhance safety. For this, we present a compact hardware unit and introduce a flexible and declarative software system. Furthermore, we examine the calibration process to leverage a camera projector setup and outline a process for creating images suitable for display by a laser projector from a set of line segments. Finally, we showcase its ability to provide efficient instructions to operators and bystanders and propose concrete applications for our setup.
We present a virtual reality (VR) application for potential application to cognitive rehabilitation of Veterans with a history of traumatic brain injury (TBI). Our application offers exploration of various virtual env...
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ISBN:
(纸本)9798350374490;9798350374506
We present a virtual reality (VR) application for potential application to cognitive rehabilitation of Veterans with a history of traumatic brain injury (TBI). Our application offers exploration of various virtual environments. We discuss the notable aspects of our design and implementation and insights from the participatory design process with lived-experience Veteran consultants.
Annotated images are required for numerous computer vision tasks;however, the annotation process can be time-consuming for crowd-workers and experts. Previous work has investigated novel interaction techniques and tas...
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ISBN:
(纸本)9798400706028
Annotated images are required for numerous computer vision tasks;however, the annotation process can be time-consuming for crowd-workers and experts. Previous work has investigated novel interaction techniques and task reformulation to speed up this process;however, there remains a gap in optimizing more complex annotation tasks, such as object matching. In this paper, we explore the impact of varying the amount of context provided to annotators. We hypothesize that reducing the context around the object being matched will improve speed without sacrificing the accuracy of the annotation task. To test this hypothesis, we developed a semi-automated annotation pipeline that pre-processes images to adjust the amount of context shown around an object of interest. We conducted two studies (n = 130, n = 10) to assess the effects of context quantitatively and qualitatively. We found that while the accuracy remained the same, the time spent on the task was significantly reduced when there was less context surrounding the object. However, our qualitative findings revealed multiple scenarios in which context served as a means of guiding the object matching task, and many others in which the distinctiveness of the object guided the matching task and additional context was not needed.
Due to the rapid growth of Cloud services, data centers have become major energy consumers, resulting in significant CO2 emissions. Several infrastructure-focused strategies, such as resource consolidation, have been ...
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ISBN:
(纸本)9798331528690;9798331528706
Due to the rapid growth of Cloud services, data centers have become major energy consumers, resulting in significant CO2 emissions. Several infrastructure-focused strategies, such as resource consolidation, have been used to reduce the carbon footprint of Cloud infrastructure. However, end-users are often left out of the picture. Since they are the primary target of Cloud applications, it would be beneficial to actively involve them in reducing the carbon footprint of Cloud applications. In this paper, we offer end-users a way to influence the carbon footprint of Cloud applications they use. To this end, we ask end-users to select a high-level mode to control the carbon footprint of a Cloud application. We then design a dynamic adaptation algorithm that determines an appropriate configuration for the application for each request, based on the end-user mode and on the carbon intensity of the infrastructure energy sources. We implement and evaluate our system on a simple image-resizing application. We run experiments on SeDuCe, a Cloud infrastructure testbed partially powered by solar panels. Our results show that we save energy consumption by up to 84% when all end-users agree to degrade the quality of the application's output, and we provide a good quality-energy trade-off when end-users make heterogeneous choices. In addition, we are able to improve quality by leveraging the available green energy budget.
Museum visitors are typically advised to follow trajectories planned by curators. Nevertheless, the diverse locomotion techniques available in Virtual Reality (VR) offer various navigation methods that are unattainabl...
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ISBN:
(纸本)9798350374025;9798350374032
Museum visitors are typically advised to follow trajectories planned by curators. Nevertheless, the diverse locomotion techniques available in Virtual Reality (VR) offer various navigation methods that are unattainable within physical museum spaces. Interestingly, these techniques have rarely been explored within museum settings. Our study aims to investigate appropriate navigation methods in VR museums. We first conducted a study in a virtual reconstruction of a local museum with the following navigation methods: a 2D minimap, a World-in-Miniature (WiM) system, and a WiM map. Our results showed that the WiM map with a point-and-select interaction technique outperformed the other two regarding ease of learning, reduced workload, lessened motion sickness, and greater user preferences. Based on the findings, we improved the WiM map and introduced MagicMap. It builds upon the WiM map and translates the curatorial principles of museum visiting into a hierarchical menu layout. Our further evaluation showed that MagicMap supported prolonged engagement in VR museums, enhanced system usability and overall user experience, and reduced users' perceived workload. Our findings have implications for the future design of navigation systems in VR museums and complex indoor environments.
Hand-eye coordination is essential for everyday tasks when interacting with real and virtual worlds, as researchers have found it important for virtual reality training and simulation applications. However, to our kno...
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ISBN:
(纸本)9798350374490;9798350374506
Hand-eye coordination is essential for everyday tasks when interacting with real and virtual worlds, as researchers have found it important for virtual reality training and simulation applications. However, to our knowledge, there are no findings concerning the effect of tactile interruptions in virtual reality hand-eye coordination tasks. Thus, we conducted a within-group study (N = 31) with five tactile feedback conditions (no tactile feedback, weak linear tactile feedback, strong linear tactile feedback, weak pulsive tactile feedback, and strong pulsive tactile feedback) to examine the effect of tactile interruption on hand-eye coordination task performance. We collected data logs from our virtual reality application, including total completion time, error rate, and throughput. Based on our results, we indicate that tactile interruptions significantly affect hand eye coordination task performance. Specifically, when we exposed our participants to strong pulsive tactile feedback, they spent the most time completing the task. When we exposed them to weak linear tactile feedback, they spent less time than with strong linear and weak pulsive tactile feedback. We also found that when we exposed our participants to strong pulsive tactile feedback, they had the least throughput performance in our hand-eye coordination task. In this paper, we discuss our findings and limitations and provide design considerations and future directions for virtual reality hand-eye coordination studies.
We have previously proposed an "eye direction exaggeration method." That facilitates rearward visibility by exaggerating the angle of the eye direction when viewing panoramic images with an HMD in a seated p...
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ISBN:
(纸本)9798350374490;9798350374506
We have previously proposed an "eye direction exaggeration method." That facilitates rearward visibility by exaggerating the angle of the eye direction when viewing panoramic images with an HMD in a seated position. In this study, we improved this exaggeration method. However, the exaggeration sometimes increased discomfort such as VR sickness. We also tried to reduce discomfort by presenting horizontally moving particles and inducing vection stably.
Voice assistants (VAs) are growing in popularity within VR and AR. However, speaking to the VA publicly can lead to misunderstanding and awkwardness. In this paper, we explored the interactive technique that enabled u...
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ISBN:
(纸本)9798350374490;9798350374506
Voice assistants (VAs) are growing in popularity within VR and AR. However, speaking to the VA publicly can lead to misunderstanding and awkwardness. In this paper, we explored the interactive technique that enabled users to indicate whether to talk to the VA in a sociable manner. We initially collected 62 switching gestures leveraging various body parts (e.g., head and hand) through a brainstorming session with ten experts, then voted on the best ones. Our findings emphasized the speak-to-shoulder gesture. We then developed the detection system and assessed its performance using real data collected from 15 participants. The results showed an accuracy of 98.0%, and a false triggering rate of 0.10 times per minute.
Social features are critical to contemporary virtual worlds or metaverses. We compare current platforms and motivate a new open-source platform to introduce high school students to authoring immersive media content. M...
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ISBN:
(纸本)9798350374490;9798350374506
Social features are critical to contemporary virtual worlds or metaverses. We compare current platforms and motivate a new open-source platform to introduce high school students to authoring immersive media content. Many constraints around privacy, hardware, and licenses constrain the options for using these existing platforms and tools in informal education contexts. We propose that a federated model of servers could support innovation and communities.
Head-mounted displays typically use a visual-inertial odometry system, which relies on the headset's camera combined with Inertial Measurement Units. While effective, this setup fails if the camera is obstructed o...
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ISBN:
(纸本)9798350374490;9798350374506
Head-mounted displays typically use a visual-inertial odometry system, which relies on the headset's camera combined with Inertial Measurement Units. While effective, this setup fails if the camera is obstructed or if the environments lacks features. Traditional recalibration methods like place recognition often fall short in such settings. Addressing this, the paper proposes a novel distributed tracking method that uses the positions of other users. This approach creates a network or "daisy chain" of user locations, enhancing position tracking accuracy. It serves as an alternative and a supplementary solution to the standard system, ensuring precise location tracking for all users.
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