Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology最新文献

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Covid Reflections: AR in Public Health Communications Covid反思:公共卫生传播中的AR
Ines Said, A. J. Stanbury, Erica Delhagen, Amelia Winger-Bearskin
{"title":"Covid Reflections: AR in Public Health Communications","authors":"Ines Said, A. J. Stanbury, Erica Delhagen, Amelia Winger-Bearskin","doi":"10.1145/3562939.3565666","DOIUrl":"https://doi.org/10.1145/3562939.3565666","url":null,"abstract":"Augmented reality in public health communications is an under-explored field. Researchers forward Covid Reflections, a public health communications installation which employs augmented reality enhanced with AI LiDAR body tracking to engage public audiences in short duration health-oriented experiences. Covid Reflections helps audiences to visualize potential health outcomes of Covid-19 through depicting the process of disease contraction, sickness, and potential hospitalization on a virtual avatar which mirrors the user’s physical body in real-time. The user is immersed in a “virtual first-hand experience” of Covid-19, and is thus supported in drawing concrete conclusions about the potential personal implications of contracting Covid-19.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"89 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":"128698489","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}
引用次数: 0
Ha and Fu: Interface to Breathe on a Smartphone Ha和Fu:智能手机上的呼吸界面
Homei Miyashita, Hidenori Aoki
{"title":"Ha and Fu: Interface to Breathe on a Smartphone","authors":"Homei Miyashita, Hidenori Aoki","doi":"10.1145/3562939.3565643","DOIUrl":"https://doi.org/10.1145/3562939.3565643","url":null,"abstract":"This study used front-camera face tracking to realize interactions such as blowing on a smartphone to make it foggy or tapping on it to make it puff. We used the parameters of the lower jaw opening, the lip closing, and the lip stretching to identify these actions. Additionally, we enabled pointing based on the position and direction of the face and implemented four applications using this interface.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"40 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":"115882143","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}
引用次数: 0
Immersive Analytics for Spatio-Temporal Data on a Virtual Globe: Prototype and Emerging Research Challenges 虚拟地球上时空数据的沉浸式分析:原型和新兴研究挑战
Simon Kloiber, Katharina Krösl, T. Schreck
{"title":"Immersive Analytics for Spatio-Temporal Data on a Virtual Globe: Prototype and Emerging Research Challenges","authors":"Simon Kloiber, Katharina Krösl, T. Schreck","doi":"10.1145/3562939.3565656","DOIUrl":"https://doi.org/10.1145/3562939.3565656","url":null,"abstract":"We present our approach for the immersive analysis of spatio-temporal data, using a three-dimensional virtual globe. We display quantitative data as country-shaped elevated polygons and animate elevation levels over time to represent the temporal dimension. This approach allows us to investigate global patterns of behaviour, like pandemic infection data. By using a virtual reality setting, we intend to increase our understanding of spatial data and potential global relationships. Based on the development of our prototype, we outline research challenges we see emerging in this context.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"10 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":"127666049","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}
引用次数: 1
Exploration of inter-marker interactions in Tangible AR 有形AR中标记间相互作用的探索
Anurag Kumar Singh, Jayesh S. Pillai
{"title":"Exploration of inter-marker interactions in Tangible AR","authors":"Anurag Kumar Singh, Jayesh S. Pillai","doi":"10.1145/3562939.3565642","DOIUrl":"https://doi.org/10.1145/3562939.3565642","url":null,"abstract":"Inter-marker interactions in marker based Augmented Reality mobile applications are limited to movement and placement. In this paper we explore multiple inter-marker interactions in the tangible AR space along with their use cases. We developed prototypes that demonstrate primarily five inter-marker interactions; namely, proximity of two or more markers, placement of makers over each other, flipping of markers, marker as a toggle and marker as a controller. These interactions are designed such that they would correlate with multiple contexts of application. To demonstrate their usage we have chosen lattice structures in Chemistry as the context. Using our prototypes and the insights from initial evaluations, we discuss the benefits and drawbacks of such interaction methods. We further outline the opportunities of using these interactions and extending these concepts in several other contexts.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"6 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":"123945964","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}
引用次数: 2
TTTV2 makes it possible for people with shellfish allergies to still enjoy the taste of crab virtually TTTV2让对贝类过敏的人也能在实质上享受螃蟹的味道
Homei Miyashita
{"title":"TTTV2 makes it possible for people with shellfish allergies to still enjoy the taste of crab virtually","authors":"Homei Miyashita","doi":"10.1145/3562939.3565669","DOIUrl":"https://doi.org/10.1145/3562939.3565669","url":null,"abstract":"In this paper, we reproduce the taste of a crab cream croquette, which are harmful to people with shellfish allergies using TTTV2 (Transform the Taste and Visual Appearance), which is a taste-reproduction technology using the mixing and spraying of solutions. Participants recognized the food from only the taste. It is possible to safely taste flavors virtually by reproducing them through the mixing of safe materials that do not contain allergens.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"110 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":"115184372","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}
引用次数: 1
VISTA: User-centered VR Training System for Effectively Deriving Characteristics of People with Autism Spectrum Disorder VISTA:以用户为中心的VR培训系统,用于有效地提取自闭症谱系障碍患者的特征
Bogoan Kim, Dayoung Jeong, Mingon Jeong, Taehyung Noh, Sung-In Kim, Taewan Kim, So-youn Jang, H. Yoo, Jennifer G. Kim, Hwajung Hong, K. Han
{"title":"VISTA: User-centered VR Training System for Effectively Deriving Characteristics of People with Autism Spectrum Disorder","authors":"Bogoan Kim, Dayoung Jeong, Mingon Jeong, Taehyung Noh, Sung-In Kim, Taewan Kim, So-youn Jang, H. Yoo, Jennifer G. Kim, Hwajung Hong, K. Han","doi":"10.1145/3562939.3565608","DOIUrl":"https://doi.org/10.1145/3562939.3565608","url":null,"abstract":"Pervasive symptoms of people with autism spectrum disorder (ASD), such as a lack of social and communication skills, are major challenges to be embraced in the workplace. Although much research has proposed VR training programs, their effectiveness is somewhat unclear, since they provide limited, one-sided interactions through fixed scenarios or do not sufficiently reflect the characteristics of people with ASD (e.g., preference for predictable interfaces, sensory issues). In this paper, we present VISTA, a VR-based interactive social skill training system for people with ASD. We ran a user study with 10 people with ASD and 10 neurotypical people to evaluate user experience in VR training and to examine the characteristics of people with ASD based on their physical responses generated by sensor data. The results showed that ASD participants were highly engaged with VISTA and improved self-efficacy after experiencing VISTA. The two groups showed significant differences in sensor signals as the task complexity increased, which demonstrates the importance of considering task complexity in eliciting the characteristics of people with ASD in VR training. Our findings not only extend findings (e.g., low ROI ratio, EDA increase) in previous studies but also provide new insights (e.g., high utterance rate, large variation of pupil diameter), broadening our quantitative understanding of people with ASD.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"70 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":"124057528","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}
引用次数: 2
“Kapow!”: Studying the Design of Visual Feedback for Representing Contacts in Extended Reality 心血来潮”!:扩展现实中表示接触的视觉反馈设计研究
Julien Cauquis, V. Mercado, Géry Casiez, Jean-Marie Normand, A. Lécuyer
{"title":"“Kapow!”: Studying the Design of Visual Feedback for Representing Contacts in Extended Reality","authors":"Julien Cauquis, V. Mercado, Géry Casiez, Jean-Marie Normand, A. Lécuyer","doi":"10.1145/3562939.3565607","DOIUrl":"https://doi.org/10.1145/3562939.3565607","url":null,"abstract":"In absence of haptic feedback, the perception of contact with virtual objects can rapidly become a problem in extended reality (XR) applications. XR developers often rely on visual feedback to inform the user and display contact information. However, as for today, there is no clear path on how to design and assess such visual techniques. In this paper, we propose a design space for the creation of visual feedback techniques meant to represent contact with virtual surfaces in XR. Based on this design space, we conceived a set of various visual techniques, including novel approaches based on onomatopoeia and inspired by cartoons, or visual effects based on physical phenomena. Then, we conducted an online preliminary user study with 60 participants, consisting in assessing 6 visual feedback techniques in terms of user experience. We could notably assess, for the first time, the potential influence of the interaction context by comparing the participants’ answers in two different scenarios: industrial versus entertainment conditions. Taken together, our design space and initial results could inspire XR developers for a wide range of applications in which the augmentation of contact seems prominent, such as for vocational training, industrial assembly/maintenance, surgical simulation, videogames, etc.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"54 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":"126732941","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}
引用次数: 2
A Distance Learning System With Shareable Physical Information For Ski Training 具有可共享物理信息的滑雪训练远程学习系统
Shigeharu Ono, H. Kanai, Erwin Wu, H. Koike
{"title":"A Distance Learning System With Shareable Physical Information For Ski Training","authors":"Shigeharu Ono, H. Kanai, Erwin Wu, H. Koike","doi":"10.1145/3562939.3565655","DOIUrl":"https://doi.org/10.1145/3562939.3565655","url":null,"abstract":"Distance learning for skill learning is still inadequate because the perceptual information provided to the user is limited. This study proposed a framework for a distance learning system with real-time feedback to share physical information between the student and the teacher. As an initial trial to use this framework, we developed a prototype of a distance learning system for skiing including visual feedback, and verified its operation. The result indicated the system could be applied enough to a distance learning system.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"19 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":"115714865","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}
引用次数: 0
Visualizing Perceptions of Non-Player Characters in Interactive Virtual Reality Environments 交互式虚拟现实环境中非玩家角色的视觉感知
Sebastian Misztal, Anna Tarrach, Madeline Ebeling, Artur Ritter, Jonas Schild
{"title":"Visualizing Perceptions of Non-Player Characters in Interactive Virtual Reality Environments","authors":"Sebastian Misztal, Anna Tarrach, Madeline Ebeling, Artur Ritter, Jonas Schild","doi":"10.1145/3562939.3565680","DOIUrl":"https://doi.org/10.1145/3562939.3565680","url":null,"abstract":"Visual effects and elements to visualize the perceptions of one’s own virtual character (also referred to as Visual Delegates) are often used in video games, e.g., status bars visualize the character’s sense of health, filters on the interface layer visualize the character’s state of mind. It is still largely unexplored whether Visual Delegates can also be used to transfer the perception of non-player characters comprehensibly. Therefore, we developed a medical virtual reality scenario using five different types of Visual Delegates to visualize three different perceptions of a virtual non-player patient. We tested for character assignment in a qualitative user study (N = 20). Our results can be used to decide more effectively what types of Visual Delegates can be used to convey perceptions of non-player characters.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"10 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":"121324768","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}
引用次数: 0
VR Games for Chronic Pain Management 慢性疼痛管理的VR游戏
Jiaheng Wang, C. Anslow, S. McCallum, Brian J. Robinson, Daniel Medeiros, Joaquim Jorge
{"title":"VR Games for Chronic Pain Management","authors":"Jiaheng Wang, C. Anslow, S. McCallum, Brian J. Robinson, Daniel Medeiros, Joaquim Jorge","doi":"10.1145/3562939.3565624","DOIUrl":"https://doi.org/10.1145/3562939.3565624","url":null,"abstract":"Chronic pain is a continuous ailment lasting for long periods after the initial injury or disease has healed. Chronic pain is challenging to treat and affects the daily lives of patients. Distraction therapy is a proven method of relieving patients’ discomfort by taking their attention away from the pain. Virtual reality (VR) is a platform for distraction therapy by immersing the user in a virtual world detached from reality. However, there is little research on how physical interactions in VR affect pain management. We present a study to evaluate the effectiveness of physically active, mentally active, and passive interventions in VR using games with chronic pain patients. Our results indicate that physical and mental activities in VR are equally effective at reducing pain. Furthermore, These actively engage patients, while the effects of observing relaxing content persist outside VR. These findings can help inform the design of future VR games targeted at chronic pain management.","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":"132472691","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}
引用次数: 0
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