{"title":"Common Experience Sample 1.0: Developing a sample for comparing the characteristics of haptic displays","authors":"Takuya Oka, Kosuke Morimoto, Yohei Yanase, Keita Watanabe","doi":"10.1145/3562939.3565649","DOIUrl":"https://doi.org/10.1145/3562939.3565649","url":null,"abstract":"Many haptic displays that provide haptic feedback to users have been proposed;however, differences in experimental environments make comparisons of displays difficult. Therefore, we categorized the characteristics of feedback based on existing research, and developed a common experience sample that includes virtual objects necessary for the expression of each characteristic. Additionally, we will study the methods of evaluating displays using the proposed sample, and aim at comparative evaluation of multiple displays.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129548185","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":"Data Abstraction for Visual and Haptic Representations in Flow Visualization","authors":"Ayush Bhardwaj, Sungjoo Kang, Jin Ryong Kim","doi":"10.1145/3562939.3565651","DOIUrl":"https://doi.org/10.1145/3562939.3565651","url":null,"abstract":"This paper presents a new way of data abstraction for visual and haptic representations in immersive analytics using a mid-air haptic display. Visual and haptic abstraction is proposed to transform raw data (wind tunnel data) into another form of data for effective visual and haptic data mapping. Three main features are extracted: (i) Magnitude of Velocity, (ii) Recirculation Region, and (iii) Vorticity. For each feature, visual and haptic abstractions are defined based on data characterization and data reduction. A preliminary study shows a promising direction toward multimodal data interaction in immersive analytics.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"107 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117246249","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}
Matthew Gottsacker, Nahal Norouzi, Ryan Schubert, Frank Guido-Sanz, G. Bruder, Gregory F. Welch
{"title":"Effects of Environmental Noise Levels on Patient Handoff Communication in a Mixed Reality Simulation","authors":"Matthew Gottsacker, Nahal Norouzi, Ryan Schubert, Frank Guido-Sanz, G. Bruder, Gregory F. Welch","doi":"10.1145/3562939.3565627","DOIUrl":"https://doi.org/10.1145/3562939.3565627","url":null,"abstract":"When medical caregivers transfer patients to another person’s care (a patient handoff), it is essential they effectively communicate the patient’s condition to ensure the best possible health outcomes. Emergency situations caused by mass casualty events (e.g., natural disasters) introduce additional difficulties to handoff procedures such as environmental noise. We created a projected mixed reality simulation of a handoff scenario involving a medical evacuation by air and tested how low, medium, and high levels of helicopter noise affected participants’ handoff experience, handoff performance, and behaviors. Through a human-subjects experimental design study (N = 21), we found that the addition of noise increased participants’ subjective stress and task load, decreased their self-assessed and actual performance, and caused participants to speak louder. Participants also stood closer to the virtual human sending the handoff information when listening to the handoff than they stood to the receiver when relaying the handoff information. We discuss implications for the design of handoff training simulations and avenues for future handoff communication research.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115331332","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}
Joohwan Chae, Donghan Kim, Wooseok Jeong, Eunchan Jo, Won-Ki Jeong, Junyoung Choi, Seung-wook Kim, MyoungGon Kim, Jae-Won Lee, Hyechan Lee, Junghyun Han
{"title":"Virtual Air Conditioner’s Airflow Simulation and Visualization in AR","authors":"Joohwan Chae, Donghan Kim, Wooseok Jeong, Eunchan Jo, Won-Ki Jeong, Junyoung Choi, Seung-wook Kim, MyoungGon Kim, Jae-Won Lee, Hyechan Lee, Junghyun Han","doi":"10.1145/3562939.3565615","DOIUrl":"https://doi.org/10.1145/3562939.3565615","url":null,"abstract":"This paper presents a mobile AR system for visualizing airflow and temperature change made by virtual air conditioners. Even though there have been efforts to integrate the results of airflow/temperature simulation into the real world via AR, they support neither interactive modeling of the environments nor real-time simulation. This paper presents an AR system, where 3D mapping and air conditioner installation are made interactively, and then airflow/temperature simulation and visualization are made at real time. The proposed system is designed in a client-server architecture, where the server is in charge of simulation and the rest is taken by the client.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127556408","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":"Virtual eating experience of poisonous mushrooms using TTTV2","authors":"Homei Miyashita","doi":"10.1145/3562939.3565668","DOIUrl":"https://doi.org/10.1145/3562939.3565668","url":null,"abstract":"VR content does not have to follow reality entirely, thus creating a variety of experiences, and the same should be true for content for taste displays. It may be worthwhile to create experiences that cannot be experienced in the real world. For example, many VR games create thrill and excitement through experiences that would be life-threatening in the real world. In this context, we developed taste content that allows users to safely experience the taste of poisonous mushrooms.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124506421","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":"Selection of Expanded Data Points in Immersive Analytics","authors":"Inoussa Ouedraogo, Huyen Nguyen, P. Bourdot","doi":"10.1145/3562939.3565645","DOIUrl":"https://doi.org/10.1145/3562939.3565645","url":null,"abstract":"We propose a novel technique to facilitate the selection of data points, a type of data representation we often work with in immersive analytics. We designed and implemented this technique based on the expansion of data points following Fitt’s law. A user study was conducted in an headset-based augmented reality environment. The results significantly highlight the performance of our technique in helping the user select data points and their subjective appreciation in working with the expendable data points.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"19 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131930878","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":"Adaptive Field-of-view Restriction: Limiting Optical Flow to Mitigate Cybersickness in Virtual Reality","authors":"Fei Wu, Evan Suma Rosenberg","doi":"10.1145/3562939.3565611","DOIUrl":"https://doi.org/10.1145/3562939.3565611","url":null,"abstract":"Dynamic field-of-view (FOV) restriction is a widely used software technique to mitigate cybersickness in commercial virtual reality (VR) applications. The classical FOV restrictor is implemented using a symmetric mask that occludes the periphery in response to translational and/or angular velocity. In this paper, we introduce adaptive field-of-view restriction, a novel technique that responds dynamically based on real-time assessment of optical flow generated by movement through a virtual environment. The adaptive restrictor utilizes an asymmetric mask to obscure regions of the periphery with higher optical flow during virtual locomotion while leaving regions with lower optical flow visible. To evaluate the proposed technique, we conducted a gender-balanced user study (N = 38) in which participants completed in a navigation task in two different types of virtual scenes using controller-based locomotion. Participants were instructed to navigate through either close-quarter or open virtual environments using adaptive restriction, traditional symmetric restriction, or an unrestricted control condition in three VR sessions separated by at least 24 hours. The results showed that the adaptive restrictor was effective in mitigating cybersickness and reducing subjective discomfort, while simultaneously enabling participants to remain immersed for a longer amount of time compared to the control condition. Additionally, presence ratings were significantly higher when using the adaptive restrictor compared to symmetric restriction. In general, these results suggest that adaptive field-of-view restriction based on real-time measurement of optical flow is a promising approach for virtual reality applications that seek to provide a better cost-benefit tradeoff between comfort and a high-fidelity experience.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134004846","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}
Georg Regal, J. Uhl, A. Gerhardus, Stefan Suette, E. Frankus, Julia Schmid, Simone Kriglstein, M. Tscheligi
{"title":"Marcus or Mira - Investigating the Perception of Virtual Agent Gender in Virtual Reality Role Play-Training","authors":"Georg Regal, J. Uhl, A. Gerhardus, Stefan Suette, E. Frankus, Julia Schmid, Simone Kriglstein, M. Tscheligi","doi":"10.1145/3562939.3565629","DOIUrl":"https://doi.org/10.1145/3562939.3565629","url":null,"abstract":"Immersive virtual training environments are used in various domains. In this work we focus on role-play training in virtual reality. In virtual role-play training conversations and interactions with virtual agents are often fundamental to the training. Therefore, the appearance and behavior of the agents plays an important role when designing role-play training. We focus on the gender appearance of agents, as gender is an important aspect for differentiation between characters. We conducted a study with 40 participants in which we investigated how agents gender appearance influences the perception of the agents´ personality traits and the self-perception of a participants’ assumed role in a training for social skills. This work contributes towards understanding the design-space of virtual agent design, virtual agent gender identity, and the design and development of immersive virtual reality role-play training.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114882305","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":"Puppeteer: Exploring Intuitive Hand Gestures and Upper-Body Postures for Manipulating Human Avatar Actions","authors":"Ching-Wen Hung, Ruei-Che Chang, Hong-Sheng Chen, Chung-Han Liang, Liwei Chan, Bing-Yu Chen","doi":"10.1145/3562939.3565609","DOIUrl":"https://doi.org/10.1145/3562939.3565609","url":null,"abstract":"Body-controlled avatars provide a more intuitive method to real-time control virtual avatars but require larger environment space and more user effort. In contrast, hand-controlled avatars give more dexterous and fewer fatigue manipulations within a close-range space for avatar control but provide fewer sensory cues than the body-based method. This paper investigates the differences between the two manipulations and explores the possibility of a combination. We first performed a formative study to understand when and how users prefer manipulating hands and bodies to represent avatars’ actions in current popular video games. Based on the top video games survey, we decided to represent human avatars’ motions. Besides, we found that players used their bodies to represent avatar actions but changed to using hands when they were too unrealistic and exaggerated to mimic by bodies (e.g., flying in the sky, rolling over quickly). Hand gestures also provide an alternative to lower-body motions when players want to sit during gaming and do not want extensive effort to move their avatars. Hence, we focused on the design of hand gestures and upper-body postures. We present Puppeteer, an input prototype system that allows players directly control their avatars through intuitive hand gestures and upper-body postures. We selected 17 avatar actions discovered in the formative study and conducted a gesture elicitation study to invite 12 participants to design best representing hand gestures and upper-body postures for each action. Then we implemented a prototype system using the MediaPipe framework to detect keypoints and a self-trained model to recognize 17 hand gestures and 17 upper-body postures. Finally, three applications demonstrate the interactions enabled by Puppeteer.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133160849","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}
Henry Kim, Ayush Bhardwaj, Brandon Coffey, Dongbeom Ko, Sungjoo Kang, Jin Ryong Kim
{"title":"MetaTwin: Synchronizing Physical and Virtual Spaces for Seamless World","authors":"Henry Kim, Ayush Bhardwaj, Brandon Coffey, Dongbeom Ko, Sungjoo Kang, Jin Ryong Kim","doi":"10.1145/3562939.3565647","DOIUrl":"https://doi.org/10.1145/3562939.3565647","url":null,"abstract":"This paper presents MetaTwin, a collaborative Metaverse platform that supports one-to-one spatiotemporal synchrony between physical and virtual spaces. The users can interact with other users and surrounding IoT devices without being tied to physical spaces. Resource sharing is implemented to allow users to share media, including presentation slides and music. We deploy MetaTwin in two different network environments (i.e., within the US, Korea-US international) and summarize users’ feedback about the experience.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125883730","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}