W. Powell, V. Powell, Phillip Brown, M. Cook, J. Uddin
{"title":"Getting around in google cardboard – exploring navigation preferences with low-cost mobile VR","authors":"W. Powell, V. Powell, Phillip Brown, M. Cook, J. Uddin","doi":"10.1109/WEVR.2016.7859536","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859536","url":null,"abstract":"In recent years there has been a paradigm shift in the uptake and use of Virtual Reality (VR). Advances in graphics rendering, and the introduction of low-cost VR headsets has brought VR into the reach of ordinary consumers. Google Cardboard VR viewers cost just a few dollars and work with most smart phones, enabling mobile VR to truly enter the domain of the everyday. However, these headsets are currently generally used for passive entertainment or viewing 360 degree media, and are not ideally suited to active exploration of a virtual space. In this paper we present our preliminary evaluation of three approaches to travel and navigation.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115895383","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Recognition and pose estimation of primitive shapes from depth images for spatial augmented reality","authors":"Ryo Hachiuma, H. Saito","doi":"10.1109/WEVR.2016.7859541","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859541","url":null,"abstract":"In this paper, we propose a method for recognition and pose estimation of primitive shapes from depth images for spatial augmented reality (SAR). To use SAR in our everyday life, technology to recognize and estimate the pose of projected objects in the room is necessary. However, it is not a simple task to recognize primitive shapes because of their low 3D feature values.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122397781","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
L. Bozgeyikli, Evren Bozgeyikli, A. Raij, Redwan Alqasemi, S. Katkoori, R. Dubey
{"title":"Vocational training with immersive virtual reality for individuals with autism: towards better design practices","authors":"L. Bozgeyikli, Evren Bozgeyikli, A. Raij, Redwan Alqasemi, S. Katkoori, R. Dubey","doi":"10.1109/WEVR.2016.7859539","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859539","url":null,"abstract":"In this paper, an immersive virtual reality system for vocational rehabilitation of individuals with Autism Spectrum Disorder (VR4VR) is presented. VR4VR uses immersive virtual environments to assess and train individuals with Autism Spectrum Disorder (ASD). This paper discusses lessons learned from the testing sessions with neuro typical individuals and individuals with ASD in regards to better design principles. During testing sessions, participants used VR4VR system to practice six skills identified as transferrable and useful in many common jobs. These six transferable skills were cleaning, loading the back of a truck, money management, shelving, environmental awareness and social skills. This paper presents VR4VR system, design considerations for the ASD population and lessons learned from the testing sessions with the aim of giving insight to future virtual reality systems for individuals with ASD.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131378470","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An accessible platform for everyday educational virtual reality","authors":"Catherine Ball, K. Johnsen","doi":"10.1109/WEVR.2016.7859540","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859540","url":null,"abstract":"Given the modern accessibility and affordability of requisite hardware, the use of immersive virtual reality is possible in almost any domain. However, there is insufficient evidence of the value of immersive virtual reality relative to alternative approaches. In addition, there are a range of displays and input devices with varying capabilities that are all competing in the marketplace. Our work is evaluating the benefits of a \"baseline\" interface that applications can target while simultaneously designing such an application and interaction techniques within it. We discuss our rationale for choosing the immersive VR platform, as well as studies planned to evaluate interaction techniques and metaphors designed for the platform relative to a \"simulated\" non-immersive VR platform.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132908152","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Mostafa, W. H. A. Ryu, Sonny Chan, E. Sharlin, M. Sousa
{"title":"Rethinking temporospatiality in everyday virtual environments","authors":"A. Mostafa, W. H. A. Ryu, Sonny Chan, E. Sharlin, M. Sousa","doi":"10.1109/WEVR.2016.7859542","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859542","url":null,"abstract":"While the design of entertainment systems and 3D games often incorporates time and space in a creative and flexible manner, space and time are often viewed in a more rigorous and limited approach when designing everyday virtual environments applications. The limited exploration of temporal and spatial aspects in the design of everyday virtual environments could limit user engagement and impact the overall experience. This paper aims to initiate a discussion about: (1) the challenges and needs associated with temporospatial design in everyday virtual reality contexts and (2) how proper utilization of space and time in the design of everyday virtual environments can enrich interaction and improve user experience. We introduce a set of temporospatial design elements that can be utilized to enrich interaction within 3D contexts, and show through illustrative examples how everyday contexts can benefit from temporospatial-inspired design.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127792461","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards understanding the capability of spatial audio feedback in virtual environments for people with visual impairments","authors":"Miao Dong, Rongkai Guo","doi":"10.1109/WEVR.2016.7859538","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859538","url":null,"abstract":"This research analyzes if and how the Head Related Transfer Function (HRTF) can be used to support effective Human-Computer Interaction when people in a Virtual Environment (VE) without visual feedback. If sounds can be located in a VE by using HRTF only, designing and developing considerably safer but diversified training environments might greatly benefit individuals with visual impairments. To investigate this, we ran 2 usability studies: 1) to ascertain whether the HRTF could provide sufficient position information in VEs; 2) to learn whether the HRTF could provide sufficient distance and direction information in VEs. The results showed that a continuous audio feedback could help navigate in a VE without vision feedback.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122371295","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mahdi Azmandian, Timofey Grechkin, M. Bolas, Evan A. Suma
{"title":"The redirected walking toolkit: a unified development platform for exploring large virtual environments","authors":"Mahdi Azmandian, Timofey Grechkin, M. Bolas, Evan A. Suma","doi":"10.1109/WEVR.2016.7859537","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859537","url":null,"abstract":"With the imminent emergence of low-cost tracking solutions, everyday VR users will soon experience the enhanced immersion of natural walking. Even with consumer-grade room-scale tracking, exploring large virtual environments can be made possible using a software solution known as redirected walking. Wide adoption of this technique has been hindered by the complexity and subtleties involved in successfully deploying redirection. To address this matter, we introduce the Redirected Walking Toolkit, to serve as a unified platform for developing, benchmarking, and deploying redirected walking algorithms. Our design enables seamless integration with standard virtual reality configurations, requiring minimal setup effort for content developers. The toolkit’s flexible architecture offers an interface that is not only easy to extend, but also complimented with a suite of simulation tools for testing and analysis. We envision the Redirected Walking Toolkit to be a common testbed for VR researchers as well as a publicly-available tool for large virtual exploration in virtual reality applications.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115596731","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The VR motion tracker: visualising movement of non-participants in desktop virtual reality experiences","authors":"A. Simeone","doi":"10.1109/WEVR.2016.7859535","DOIUrl":"https://doi.org/10.1109/WEVR.2016.7859535","url":null,"abstract":"In this paper we present the VR Motion Tracker: a widget that informs users of VR applications of the movements of nonparticipants. The design of the widget is inspired by the the motion tracker used in the Alien film franchise. It uses a Kinect to detect other people in the room, besides the user of the VR application. Our system maps this information to a sphere placed within a triangular plane representing the Kinect’s field of view. When these non-participants move, the position of the sphere is updated, allowing the user to be aware of nearby movements. We performed a preliminary study where we presented nine participants with our widget design. We found that they considered the widget to be useful and not distracting. We discuss which features they found interesting, and other information and features they considered useful for a future version of this widget.","PeriodicalId":106964,"journal":{"name":"2016 IEEE 2nd Workshop on Everyday Virtual Reality (WEVR)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121746473","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}