M. Mahmud, Michael Stewart, Alberto Cordova, J. Quarles
{"title":"Standing Balance Improvement Using Vibrotactile Feedback in Virtual Reality","authors":"M. Mahmud, Michael Stewart, Alberto Cordova, J. Quarles","doi":"10.1145/3562939.3565638","DOIUrl":"https://doi.org/10.1145/3562939.3565638","url":null,"abstract":"Virtual Reality (VR) users often encounter postural instability, i.e., balance issues, which can be a significant impediment to universal usability and accessibility, particularly for those with balance impairments. Prior research has validated imbalance issues, but little effort has been made to mitigate them. We recruited 39 participants (with balance impairments: 18, without balance impairments: 21) to examine the effect of various vibrotactile feedback techniques on balance in virtual reality, specifically spatial vibrotactile, static vibrotactile, rhythmic vibrotactile, and vibrotactile feedback mapped to the center of pressure (CoP). Participants completed standing visual exploration and standing reach and grasp tasks. According to within-subject results, each vibrotactile feedback enhanced balance in VR significantly (p <.001) for those with and without balance impairments. Spatial and CoP vibrotactile feedback enhanced balance significantly more (p <.001) than other vibrotactile feedback. This study presents strategies that might be used in future virtual environments to enhance standing balance and bring VR closer to universal usage.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122229655","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 Relative Importance of Depth Cues and Semantic Edges for Indoor Mobility Using Simulated Prosthetic Vision in Immersive Virtual Reality","authors":"Alex Rasla, M. Beyeler","doi":"10.1145/3562939.3565620","DOIUrl":"https://doi.org/10.1145/3562939.3565620","url":null,"abstract":"Visual neuroprostheses (bionic eyes) have the potential to treat degenerative eye diseases that often result in low vision or complete blindness. These devices rely on an external camera to capture the visual scene, which is then translated frame-by-frame into an electrical stimulation pattern that is sent to the implant in the eye. To highlight more meaningful information in the scene, recent studies have tested the effectiveness of deep-learning based computer vision techniques, such as depth estimation to highlight nearby obstacles (DepthOnly mode) and semantic edge detection to outline important objects in the scene (EdgesOnly mode). However, nobody has yet attempted to combine the two, either by presenting them together (EdgesAndDepth) or by giving the user the ability to flexibly switch between them (EdgesOrDepth). Here, we used a neurobiologically inspired model of simulated prosthetic vision (SPV) in an immersive virtual reality (VR) environment to test the relative importance of semantic edges and relative depth cues to support the ability to avoid obstacles and identify objects. We found that participants were significantly better at avoiding obstacles using depth-based cues as opposed to relying on edge information alone, and that roughly half the participants preferred the flexibility to switch between modes (EdgesOrDepth). This study highlights the relative importance of depth cues for SPV mobility and is an important first step towards a visual neuroprosthesis that uses computer vision to improve a user’s scene understanding.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"233 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123986859","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":"Eliciting Multimodal Gesture+Speech Interactions in a Multi-Object Augmented Reality Environment","authors":"Xiaoyan Zhou, Adam S. Williams, F. Ortega","doi":"10.1145/3562939.3565637","DOIUrl":"https://doi.org/10.1145/3562939.3565637","url":null,"abstract":"As augmented reality (AR) technology and hardware become more mature and affordable, researchers have been exploring more intuitive and discoverable interaction techniques for immersive environments. This paper investigates multimodal interaction for 3D object manipulation in a multi-object AR environment. To identify the user-defined gestures, we conducted an elicitation study involving 24 participants and 22 referents using an augmented reality headset. It yielded 528 proposals and generated a winning gesture set with 25 gestures after binning and ranking all gesture proposals. We found that for the same task, the same gesture was preferred for both one and two-object manipulation, although both hands were used in the two-object scenario. We present the gestures and speech results, and the differences compared to similar studies in a single object AR environment. The study also explored the association between speech expressions and gesture stroke during object manipulation, which could improve the recognizer efficiency in augmented reality headsets.","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":"2022-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122857766","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}
Gwendal Fouché, Ferran Argelaguet Sanz, E. Faure, C. Kervrann
{"title":"Timeline Design Space for Immersive Exploration of Time-Varying Spatial 3D Data","authors":"Gwendal Fouché, Ferran Argelaguet Sanz, E. Faure, C. Kervrann","doi":"10.1145/3562939.3565612","DOIUrl":"https://doi.org/10.1145/3562939.3565612","url":null,"abstract":"Timelines are common visualizations to represent and manipulate temporal data. However, timeline visualizations rarely consider spatio-temporal 3D data (e.g. mesh or volumetric models) directly. In this paper, leveraging the increased workspace and 3D interaction capabilities of virtual reality (VR), we first propose a timeline design space for 3D temporal data extending the timeline design space proposed by Brehmer et al. [7]. The proposed design space adapts the scale, layout and representation dimensions to account for the depth dimension and how the 3D temporal data can be partitioned and structured. Moreover, an additional dimension is introduced, the support, which further characterizes the 3D dimension of the visualization. The design space is complemented by discussing the interaction methods required for the efficient visualization of 3D timelines in VR. Secondly, we evaluate the benefits of 3D timelines through a formal evaluation (n=21). Taken together, our results showed that time-related tasks can be achieved more comfortably using timelines, and more efficiently for specific tasks requiring the analysis of the surrounding temporal context. Finally, we illustrate the use of 3D timelines with a use-case on morphogenetic analysis in which domain experts in cell imaging were involved in the design and evaluation process.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130029308","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}