{"title":"Can Haptic Feedback on One Virtual Object Increase the Presence of Another Virtual Object?","authors":"Sooyeon Lee, Myungho Lee","doi":"10.1145/3562939.3565658","DOIUrl":"https://doi.org/10.1145/3562939.3565658","url":null,"abstract":"This paper investigated whether increased presence from experiencing haptic feedback on one virtual object can transfer to another virtual object. Two similar studies were run in different environments: an immersive virtual environment and a mixed environment. Results showed that participants reported a high presence of untouched virtual object after touching a virtual object in a virtual reality environment. On the other hand, it was difficult to confirm that such presence transfers occurred in an augmented reality environment.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"16 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":"124749784","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}
Isabela Figueira, M. T. Ibrahim, A. Majumder, M. Gopi
{"title":"Augmented Reality Patient-Specific Registration for Medical Visualization","authors":"Isabela Figueira, M. T. Ibrahim, A. Majumder, M. Gopi","doi":"10.1145/3562939.3565689","DOIUrl":"https://doi.org/10.1145/3562939.3565689","url":null,"abstract":"In recent years, medical research has made extensive use of Augmented Reality (AR) for visualization. These visualizations provide improved 3D understanding and depth perception for surgeons and medical staff during surgical planning, medical training, and procedures. Often, AR in medicine involves impractical and extensive instrumentation in order to provide the precision needed for clinical use. We propose a mobile AR 3D model registration system for use in a practical, non-instrumented hospital setting. Our registration system takes as input a patient-specific model and overlays it on the patient using an accurate pose registration technique that requires a single marker as a point of reference to initialize a point cloud-based pose refinement technique. Our method is automatic, easy to use, and runs in real-time on a mobile phone. We conduct quantitative and qualitative analysis of the registration. The results confirm that our AR pose registration system produces an accurate and visually correct overlay of the medical data in real-time.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"73 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":"125568543","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":"Mapping of Locomotion Paths between Remote Environments in Mixed Reality using Mesh Deformation","authors":"A. Ullal, N. Sarkar","doi":"10.1145/3562939.3565665","DOIUrl":"https://doi.org/10.1145/3562939.3565665","url":null,"abstract":"Remote mixed reality (RMR) allows users to be present and interact in other users’ environments through their photorealistic avatars. Common interaction objects are placed on surfaces in each user's environments and interacting with these objects require users to walk towards them. However, since the user's and their avatar's room's spatial configuration are not exactly similar, for a particular user's walking path, an equivalent path must be found in the avatar's environment, according to its environment's spatial configuration. In this work, we use the concept of mesh deformation to obtain this path, where we deform the mesh associated with the user's environment to fit to the spatial configuration of the avatar's environment. This gives us the corresponding mapping of every point between the two environments from which the equivalent path can be generated.","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":"129051096","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":"TeleStick: Video Recording and Playing System Optimized for Tactile Interaction using a Stick","authors":"Ryoto Uchihashi, Takumi Otsuka, Yuya Murakami, Ayaka Yoshizawa, Takuya Kawashima, Kaito Yamaguchi, Genta Ono, Tsukina Matsuhashi, Saki Yamada, Manoka Waguri, Youichi Kamiyama, Keita Watanabe","doi":"10.1145/3562939.3565653","DOIUrl":"https://doi.org/10.1145/3562939.3565653","url":null,"abstract":"TeleStick is a system that records and replicates tactile experience and visual information using common types of camera and video monitor environment. TeleStick uses a stick-type device with a tactile microphone attached to a camera so that it is consistently visible in the video, and records video and with tactile and audio information using stereo 2ch. The users can feel as if they were in the video as they watch it while holding a stick-type device with a speaker and a vibrator.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"2018 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":"121538407","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}
Martin Kocur, Alexander Kalus, J. Bogon, N. Henze, Christian Wolff, V. Schwind
{"title":"The Rubber Hand Illusion in Virtual Reality and the Real World - Comparable but Different","authors":"Martin Kocur, Alexander Kalus, J. Bogon, N. Henze, Christian Wolff, V. Schwind","doi":"10.1145/3562939.3565614","DOIUrl":"https://doi.org/10.1145/3562939.3565614","url":null,"abstract":"Feeling ownership of a virtual body is crucial for immersive experiences in VR. Knowledge about body ownership is mainly based on rubber hand illusion (RHI) experiments in the real world. Watching a rubber hand being stroked while one’s own hidden hand is synchronously stroked, humans experience the rubber hand as their own hand and underestimate the distance between the rubber hand and the real hand (proprioceptive drift). There is also evidence for a decrease in hand temperature. Although the RHI has been induced in VR, it is unknown whether effects in VR and the real world differ. We conducted a RHI experiment with 24 participants in the real world and in VR and found comparable effects in both environments. However, irrespective of the RHI, proprioceptive drift and temperature differences varied between settings. Our findings validate the utilization of the RHI in VR to increase our understanding of embodying virtual avatars.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"50 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":"117208329","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. Sanaei, Marielle Machacek, J. C. Eubanks, Peggy Wu, James Oliver, Stephen B Gilbert
{"title":"The Effect of Training Communication Medium on the Social Constructs Co-Presence, Engagement, Rapport, and Trust: Explaining how training communication medium affects the social constructs co-presence, engagement, rapport, and trust","authors":"M. Sanaei, Marielle Machacek, J. C. Eubanks, Peggy Wu, James Oliver, Stephen B Gilbert","doi":"10.1145/3562939.3565686","DOIUrl":"https://doi.org/10.1145/3562939.3565686","url":null,"abstract":"Communication performance is highly context sensitive and difficult to quantify. In the SCOTTIE project (Systematic Communication Objectives and Telecommunications Technology Investigations and Evaluations), the goal is to investigate the impact of the communication medium on team performance and effectiveness. The human decision to travel or replace travel with telecommunications can be extracted from SCOTTIE, rather than relying on intuition and opinion. This poster analyzes four social communication constructs and compares them in Face-to-Face, Video Conferencing, and Virtual Reality training scenarios. Co-presence, engagement, rapport, and trust were the four constructs. Data from 105 participants across the three between-subject conditions showed that engagement was the only construct that had a statistically significant difference between the three training environments.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"3 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":"115688091","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":"Evaluation of Pseudo-Haptics system feedbacking muscle activity","authors":"Yoshihito Tanaka, Akira Kubota","doi":"10.1145/3562939.3565682","DOIUrl":"https://doi.org/10.1145/3562939.3565682","url":null,"abstract":"Differences in perceptions between virtual reality (VR) and reality prevent immersion in VR. To improve immersion in VR, many methods have adopted haptic feedback in VR using pseudo-haptics. However, these methods have little evaluated the effect of force feedback on pseudo-haptics that reflect the user’s state. This paper proposes and evaluates the pseudo-haptics system that manipulates the control/display (C/D) ratio between reality and VR using muscle activity measured. We conducted a user study under three conditions: the C/D ratio is constant, large, or small, depending on the muscle activity. Our results indicated that pseudo-haptics were effective for small C/D ratio settings during low myoelectric intensity.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"136 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":"123756996","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":"Exploration of Form Factor and Bimanual 3D Manipulation Performance of Rollable In-hand VR Controller","authors":"Sunbum Kim, Y. Shim, Geehyuk Lee","doi":"10.1145/3562939.3565625","DOIUrl":"https://doi.org/10.1145/3562939.3565625","url":null,"abstract":"Virtual reality (VR) environments are expected to become future workspaces. An effective bimanual 3D manipulation technique would be essential to support this vision. A ball-shaped tangible input device that can be rolled in a hand is known to be useful for 3D object manipulation because such devices allow users to utilize their finger dexterity. In this study, we further explored the potential of a rollable in-hand controller. First, we evaluated the effects of its form factor on user behavior and performance. Although the size and shape of a rollable controller are expected to influence user behavior and performance, their effects have not been empirically explored in prior works. Next, we evaluated a rollable controller on bimanual 3D assembly tasks. A rollable controller may incur a high mental load as it requires users to use finger dexterity; therefore, the benefit of using such a device in each hand is not obvious. We found that a 5 cm-diameter ball-shaped controller was the most effective among the sizes and forms that we considered, and that a pair of in-hand rollable controllers showed significantly faster completion time than a pair of VR controllers for complex bimanual assembly tasks involving frequent rotations.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"37 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":"123763739","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":"VCPoser: Interactive Pose Generation of Virtual Characters Corresponding to Human Pose Input","authors":"Michinari Kono, Naohiko Morimoto, Ryoichi Kaku","doi":"10.1145/3562939.3565640","DOIUrl":"https://doi.org/10.1145/3562939.3565640","url":null,"abstract":"Virtual characters (VCs) play a significant role in the entertainment industry, and AI-driven VCs are being developed to enable interaction with users. People are attracted to these VCs, resulting in a demand for them to co-exist in the same world. An approach to allow recording of the memories with the VCs is to capture videos or photos with them, where users are usually required to adapt their poses to the pre-rendered VC’s action. To allow a more seamless collaboration with VCs in photography scenarios, we propose VCPoser, which enables VCs to adapt their pose to the pose of the user. We created a deep neural network-based system that predicts a VC’s pose using the user’s pose data as input by learning the paired pose data. Our quantitative evaluations and user studies demonstrate that our system can predict and generate poses of VCs and allow them to be combined next to the posing user in a photo. We also provide an analysis of the human mindsets of paired poses for a better understanding of them and to share insights for aesthetic pose design.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"11 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":"114953618","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 Effects of Gestural Filler in Reducing Perceived Latency in Conversation with a Digital Human","authors":"Junyeong Kum, Myungho Lee","doi":"10.1145/3562939.3565657","DOIUrl":"https://doi.org/10.1145/3562939.3565657","url":null,"abstract":"The demand to utilize digital humans for conversation systems in multiple areas has increased. Time delays in a conversation with digital humans can be occurred because of network and natural language processing, which can deteriorate the users’ satisfaction and the availability of the digital humans. In this study, we designed a gestural filler that can be exhibited when delay occurs during a conversation with a digital human, and compared the effects of the gestural filler with conversational filler.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"22 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":"123162786","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}