{"title":"ANSIBLE: social connectedness through a virtual world in an isolated Mars simulation mission","authors":"Peggy Wu, Tammy Ott, Jackie Morie","doi":"10.1145/2927929.2927933","DOIUrl":"https://doi.org/10.1145/2927929.2927933","url":null,"abstract":"Long duration Mars exploration missions will face unprecedented sensory and social monotony that will impact various aspects of space crew performance as well as behavioral health. We describe ANSIBLE --- A Network of Social Interactions for Bilateral Life Enhancement. ANSIBLE is a virtual world ecosystem that implements evidence based strategies to promote social connectedness and psychological well-being, while being extendable and able to accommodate technical and environmental limitations of long duration flight. ANSIBLE was deployed in a twelve month isolation study to evaluate its capacity to maintain the social connection between participants in an isolated Mars simulation analog environment and their friends and family (FF) living outside the habitat. The Mars simulation exercise takes place at the Hawaii Space Exploration Analog and Simulation (HI-SEAS) facilities in Waimea, HI, where subjects undergo adjustments in physiology and lifestyle that are analogous to some of the challenges in a confined environment, with Mars exploration conditions (e.g. with communication latencies and blackouts, in close quarters, under restricted water and energy use). We present preliminary results suggesting that ANSIBLE can increase feelings of closeness as well as satisfaction with FF relationships over traditional methods, as well as promoting continued interactions of FF with crew members, closeness to humanity, decreased stress, and the perception that time is moving fast.","PeriodicalId":113875,"journal":{"name":"Proceedings of the 2016 Virtual Reality International Conference","volume":"329 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122835490","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}
Tomosuke Maeda, R. Peiris, M. Nakatani, Yoshihiro Tanaka, K. Minamizawa
{"title":"Wearable haptic augmentation system using skin vibration sensor","authors":"Tomosuke Maeda, R. Peiris, M. Nakatani, Yoshihiro Tanaka, K. Minamizawa","doi":"10.1145/2927929.2927946","DOIUrl":"https://doi.org/10.1145/2927929.2927946","url":null,"abstract":"The aim of study is to complement and enhance the haptic sensation of human fingers that have different tactile perceptions owing to the age and proficiency. In this paper, we developed a wearable haptic augmentation system to modulate the haptic sensations in real-time using polyvinylidene fluoride (PVDF) skin vibration sensor and vibro-tactile feedback. We observed that the users could get more exhilarating experiences when touching the surrounding objects, and recognition of haptic properties became easier. The experimental result shows that the haptic sensation obtained by our proposed condition is approximately 5% higher than the no haptic feedback condition.","PeriodicalId":113875,"journal":{"name":"Proceedings of the 2016 Virtual Reality International Conference","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125464196","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":"ArLive: unified approach of interaction between users, operable space and smart objects","authors":"M. Teyssier, Grégoire Cliquet, S. Richir","doi":"10.1145/2927929.2927956","DOIUrl":"https://doi.org/10.1145/2927929.2927956","url":null,"abstract":"Smart objects and Internet of Things have become increasingly prevalent but expand without standard. Connected to the Internet but used as only as input devices, objects don't take advantage of this network to adapt their functionalities to users environment and digital life but behave in a predefined way, determined by the manufacturer. ArLive explores a new approach in which users interact with all connected objects through explicit and simple programmable behavior, transforming the multitude of decentralized applications to one unique application. To give back customization capabilities to the user, we have implemented a visual-based programming feature. This allows the link of digital life to physical objects and provides ambient notifications within their environment. This research focuses on the ability of these smart objects to communicate their functionalities in order to operate realtime modifications thanks to an Augmented Reality see-through interface. I also part deals with usage of connected devices and how ArLive can help us living within a connected environment.","PeriodicalId":113875,"journal":{"name":"Proceedings of the 2016 Virtual Reality International Conference","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130873384","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}
Bartal Henriksen, Ronni Nielsen, László Szabó, N. Evers, M. Kraus, Bo Geng
{"title":"An affordable virtual reality system for treatment of phantom limb pain","authors":"Bartal Henriksen, Ronni Nielsen, László Szabó, N. Evers, M. Kraus, Bo Geng","doi":"10.1145/2927929.2927932","DOIUrl":"https://doi.org/10.1145/2927929.2927932","url":null,"abstract":"This paper describes the implementation of an affordable phantom limb pain (PLP) home treatment system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT) which is used to treat patients with PLP. This project focuses on phantom pain in amputees. Using a motion sensor, the system tracks the movement of a user's hand and translates it onto the virtual hand. The system consists of exercises focusing on opening and closing the hand, rotating the hand, and finer finger movements. These exercises are conveyed in the VR as three games: (1) A bending game, where the patients have to bend a rod, (2) a box game where the patients pick up and place boxes with their hands, (3) and a button memory game where the patients have to push buttons in a given sequence. These games were tested on twelve healthy participants to see if the games encouraged similar movements as in MT. Prior to the experiment a preliminary test was conducted on an amputee with PLP to gather qualitative feedback from an end-user. The results indicated that the games did convey the exercises from the MT, although further testing is needed.","PeriodicalId":113875,"journal":{"name":"Proceedings of the 2016 Virtual Reality International Conference","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134288597","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}
M. Yamamoto, Nobuhisa Hanamitsu, Heesoon Kim, K. Minamizawa, M. Inami
{"title":"Dramagic: a sound animation table to enhance imagination","authors":"M. Yamamoto, Nobuhisa Hanamitsu, Heesoon Kim, K. Minamizawa, M. Inami","doi":"10.1145/2927929.2927950","DOIUrl":"https://doi.org/10.1145/2927929.2927950","url":null,"abstract":"This research proposes augmenting physical experience with virtual sound effects designed to intrigue children's emotional experience and physical activities, and inspire their creativity. To explore this idea, we present Dramagic, a playful table that enhances authentic sounds occurring at the table with cartoon sound effects. To validate the proposed design, we conducted a field test to observe children interacting with Dramagic. The results indicate that augmented sounds promoted physical actions, such as touching, scratching, and rubbing. Moreover, children became more creative and tended to develop stories based on the playful sounds.","PeriodicalId":113875,"journal":{"name":"Proceedings of the 2016 Virtual Reality International Conference","volume":"115 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133992883","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":"A new approach to diagnosis and rehabilitation in spine diseases","authors":"S. Butnariu, G. Mogan, C. Antonya, F. Gîrbacia","doi":"10.1145/2927929.2927951","DOIUrl":"https://doi.org/10.1145/2927929.2927951","url":null,"abstract":"In this paper we present a new equipment developed under a research grant, able to permanently tracks and corrects human spine position, being thus useful in diagnosis, prevention, and/or treatment of spine disorders. The system is essentially a piece of clothing equipment, e.g. jacket, shirt, fitted with sensors, actuators, controllers, and a portable computing system (smartphone or tablet). The system can identify in real time the geometric position of the vertebrae, thus having a dual utility: diagnose and therapy.","PeriodicalId":113875,"journal":{"name":"Proceedings of the 2016 Virtual Reality International Conference","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126954300","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}
Akihiko Shirai, Hisataka Suzuki, Yuta Yamaguchi, K. Yanaka
{"title":"Glassless augmented display for public Signage","authors":"Akihiko Shirai, Hisataka Suzuki, Yuta Yamaguchi, K. Yanaka","doi":"10.1145/2927929.2927930","DOIUrl":"https://doi.org/10.1145/2927929.2927930","url":null,"abstract":"This project realizes the spatial augmented reality in the public. Audiences can watch their preferred images and audios on the public signage. It is high applicative technology cause, it is configured by the consumer based 4K LCD, super-directive speakers, lenticular lens and Multi-view Images Synthesizer implemented into an Unity application. It enlarges virtuality, without any glasses and/or developmental hardwares for user side, into the public space like stadiums, parks, public halls and restaurants and used for displaying various contents such as sports games and concerts by audience's movement.","PeriodicalId":113875,"journal":{"name":"Proceedings of the 2016 Virtual Reality International Conference","volume":"118 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116349318","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":"GLOVR: a wearable hand controller for virtual reality applications","authors":"Marco Marchesi, B. Riccò","doi":"10.1145/2927929.2927959","DOIUrl":"https://doi.org/10.1145/2927929.2927959","url":null,"abstract":"Virtual Reality (VR) is rapidly becoming a major sector of the digital world for a variety of applications, ranging from gaming to education, from marketing to medical and industrial environments. Consequently, new VR headsets are continuously introduced into the market that, however, still suffer from substantial limitations of their controllers in terms of functionality and ability to capture the user's gesture and movements in a natural way. In this context, we introduce GLOVR, a wearable hand controller based on gesture recognition, that has been particularly designed for VR games, although it can also be used in other applications. GLOVR acquires data from a 9-axis Inertial Movement Unit and features an analog microphone allowing the user to send vocal commands.","PeriodicalId":113875,"journal":{"name":"Proceedings of the 2016 Virtual Reality International Conference","volume":"138 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123724933","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}
Etienne Perény, Amato Etienne-Armand, Geoffrey Gorisse, A. Berthoz
{"title":"The autoscopic flying avatar: a new paradigm to study bilocated presence in mixed reality","authors":"Etienne Perény, Amato Etienne-Armand, Geoffrey Gorisse, A. Berthoz","doi":"10.1145/2927929.2927962","DOIUrl":"https://doi.org/10.1145/2927929.2927962","url":null,"abstract":"This position paper presents the project \"Becoming Avatar\" deals with avatarial immersion [1] addressed through an interdisciplinary experimental approach. Its goal, at the crossroad of the creation of images and interactive technology, of virtual reality, neurophysiology and information and communication sciences, is to develop a device and a media scenario to support the hypothesis of a split state and to objectify the situation of bilocation [2]. Being present both here in front of the screen and over there, beyond the screen, which is shown by empirical studies of video games and by artists and metaverse explorers in Second Life. This type of state resonates in neurophysiology with the artificial \"Out-of-Body Experiences\" sensations produced with the aid of virtual reality equipment on healthy subjects. The production includes the development of a scientific experimental facility for physiological measurements and a public installation allowing someone to live a non-ordinary experience of split self. The common feature to both aspects of the project is based on the original idea of integrating video and 3D technology in order to experiment a situation of flight in mixed reality. The subject is literally invited to \"become an avatar\", indeed, he sees his own image, filmed from behind, inlaid into a synthetic world where he will be able to move freely and experiment different events. This autoscopic system of immersion was imagined in 2012 by E. Pereny and worked again in 2013-2014 with Pr A. Berthoz and E.A. Amato, to be developed and finalized with N. Galinotti and G. Gorisse, with Jams sessions integrating students.","PeriodicalId":113875,"journal":{"name":"Proceedings of the 2016 Virtual Reality International Conference","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125820096","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":"Real virtuality: a multi-user immersive platform connecting real and virtual worlds","authors":"S. Chagué, C. Charbonnier","doi":"10.1145/2927929.2927945","DOIUrl":"https://doi.org/10.1145/2927929.2927945","url":null,"abstract":"Real Virtuality is a multi-user immersive platform combining motion capture with virtual reality (VR) headsets: users can freely move within the physical space while virtually visiting a virtual world and interacting with 3D objects or other users using the sense of touch.","PeriodicalId":113875,"journal":{"name":"Proceedings of the 2016 Virtual Reality International Conference","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129982323","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}