Immersive analytics allows a large amount of data and complex structures to be concurrently investigated. We propose a collaborative analytics system that benefits from new advances in immersive technologies for colla...
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ISBN:
(纸本)9781728113777
Immersive analytics allows a large amount of data and complex structures to be concurrently investigated. We propose a collaborative analytics system that benefits from new advances in immersive technologies for collaborators working in the early stages of data exploration. We implemented a combination of Star Coordinates and Star Plot visualisation techniques to support the visualisation of multidimensional data and the encoding of datasets using simple and compact visual representations. To support data analytics tasks, we propose tools and interaction techniques for users to build decision trees for visualising and analysing data in a top -down method.
The training of skiing is difficult because of environmental requirements and teaching methods. Therefore, we propose a virtual reality ski training system using an indoor ski simulator. The system is based on a simpl...
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ISBN:
(纸本)9781728113777
The training of skiing is difficult because of environmental requirements and teaching methods. Therefore, we propose a virtual reality ski training system using an indoor ski simulator. The system is based on a simple indoor ski simulator with two trackers to capture the motion of skis. Users can control the skis in the virtual ski slope we provided and train their skills with a replay of a professional skier. The training system consists of three modules: a coach replay system for reviewing pro-skiers's motion;a time control system that can be used to watch the detailed motion of both the coach and the user;and a visualization of the angle of the skis to compare the difference of motions between the users and the coach.
Virtual reality systems often make use of spatially tracked handheld props in the form of controllers or specialized objects to add realism and interaction. Tracking these objects today relies on the use of expensive,...
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ISBN:
(纸本)9781728113777
Virtual reality systems often make use of spatially tracked handheld props in the form of controllers or specialized objects to add realism and interaction. Tracking these objects today relies on the use of expensive, bulky, and power-consuming trackers that must be attached to an object. We propose a passive tracking technique that works with existing low-cost, off-the -shelf optical tracking components and is capable of turning any object into a tracked virtual reality prop. Our method utilizes paper-thin retro-reflective markers that can be placed in any free-form on everyday objects. The proof-of-concept prototype acts as a simple add-on for an existing tracking system and requires only a minimal amount of compute overhead. We demonstrate that our method allows bringing physical real-world objects to virtual worlds with ease, and provides an object identification technique using patterned retro-reflective markers.
In this paper, we discuss a generalizable method to measure endto -end latency. This is the length of time that elapses between when a real -world movement occurs and when the pixels within a head -mounted display are...
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ISBN:
(纸本)9781728113777
In this paper, we discuss a generalizable method to measure endto -end latency. This is the length of time that elapses between when a real -world movement occurs and when the pixels within a head -mounted display are updated to reflect this movement. The method described here utilizes components commonly available at electronics and hobby shops. We demonstrate this measurement method using an HTC Vive and discuss the influence of its low persistence display on latency measurement.
Over the past few years, playing Augmented Reality (AR) games on smartphones has steadily been gaining in popularity (e.g., Pokemon Go). However, playing these games while navigating traffic is highly dangerous and ha...
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ISBN:
(纸本)9781538675922
Over the past few years, playing Augmented Reality (AR) games on smartphones has steadily been gaining in popularity (e.g., Pokemon Go). However, playing these games while navigating traffic is highly dangerous and has led to many accidents in the past. In our work, we aim to augment peripheral vision of pedestrians with low-cost glasses to support them in critical traffic encounters. Therefore, we developed a lo-fi prototype with peripheral displays. We technically improved the prototype with the experience of five usability experts. Afterwards, we conducted an experiment on a treadmill to evaluate the effectiveness of collision warnings in our prototype. During the experiment, we compared three different light stimuli (instant, pulsing and moving) with regard to response time, error rate, and subjective feedback. Overall, we could show that all light stimuli were suitable for shifting the users' attention (100% correct). However, moving light resulted in significantly faster response times and was subjectively perceived best.
Digitization and the growing capabilities of data networks enable companies to perform tasks via remote support, which previously required service personnel to travel. But which mixed reality method leads to better re...
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ISBN:
(纸本)9781538675922
Digitization and the growing capabilities of data networks enable companies to perform tasks via remote support, which previously required service personnel to travel. But which mixed reality method leads to better results regarding human factors, grounding and performance criteria? This paper reports on a collaborative user study, in which a local worker is guided by a remote expert with the help of different augmented reality methods, specifically see-through HMD, spatial projection, and video-mixing tablet. The task to perform is the exchange of a controller in a switch cabinet of an industrial robot, a task rather typical for failure detection within the field. Our study was conducted in collaboration with a technician school, where 50 technician apprentices participated in our study. Our results show clear advantages of using augmented reality (AR) versus traditional conditions (audio, video, screenshot) to enable remote support. It further gives significant indications for using a projection based AR method.
We present hybrid user interfaces that facilitate interaction with music content in 3D. using a combination of 2D and 3D input and display devices. Participants will explore an online music library, some wearing AR or...
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ISBN:
(纸本)9781538675922
We present hybrid user interfaces that facilitate interaction with music content in 3D. using a combination of 2D and 3D input and display devices. Participants will explore an online music library, some wearing AR or VR head-worn displays used alone or in conjunction with touch screens. and others using only touch screens. They will select genres. artists, albums. and songs. interacting through a combination of 3D hand-tracking and 21) multi-touch technologies.
In this poster, we explore the social sharing of surrounding environments on wearable Augmented Reality (AR) devices. In particular, we propose filtering the level of detail of sharing the surrounding environment base...
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ISBN:
(纸本)9781538675922
In this poster, we explore the social sharing of surrounding environments on wearable Augmented Reality (AR) devices. In particular, we propose filtering the level of detail of sharing the surrounding environment based on the social proximity between the viewer and the sharer. We test the effect of having the filter (varying levels of detail) on the shared surrounding environment on the sense of privacy from both viewer and sharer perspectives and conducted a pilot study using HoloLens. We report on semi-structured questionnaire results and suggest future directions in the social sharing of surrounding environments.
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