{"title":"Measuring physical exertion in virtual reality exercise games","authors":"Nikesh Mishra, Eelke Folmer","doi":"10.1145/3281505.3281611","DOIUrl":"https://doi.org/10.1145/3281505.3281611","url":null,"abstract":"We demonstrate a novel method of applying the capabilities of mobile virtual reality technology to the health sciences by measuring physical exertion in a VR exercise game. By measuring changes in heart rate in a thirteen person user study, we find evidence to suggest that virtual reality exercise is able to induce a moderate to high level of physical exertion and produce an immersive an intriguing experience.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130943545","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":"Walking into ancient paintings with virtual candles","authors":"Wei Ma, Qiuyuan Wang, Danqing Shi, Shuo Liu, Congxin Cheng, Q. Shi, Qiong Li, Tong Li, Ying-Qing Xu","doi":"10.1145/3281505.3283378","DOIUrl":"https://doi.org/10.1145/3281505.3283378","url":null,"abstract":"Taking a famous Chinese painting for a case study, the paper presents a virtual exhibition platform. Through the platform, users can walk into the scenes in the painting with virtual candles in hands, know the scenes which are endowed vitality by attaching actor performances, and see every detail of the artwork. The scenes change their light, shades and shadows in real time by the candles, just as real scenes. For real-time candle-moving and light-changing interaction, in implementation, we render the light effects at densely sampled user positions offline, and extract the light, shades and shadows as masks; during online processing, the system merges the artwork with masks chosen by the positions of candles. The system, novel in both design and techniques, has been partially used in the Palace Museum (Beijing).","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"109 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133269463","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":"Hybrid orbiting-to-photos in 3D reconstructed visual reality","authors":"B. Nuernberger, Tobias Höllerer, M. Turk","doi":"10.1145/3281505.3281528","DOIUrl":"https://doi.org/10.1145/3281505.3281528","url":null,"abstract":"Virtually navigating through photos from a 3D image-based reconstruction has recently become very popular in many applications. In this paper, we consider a particular virtual travel maneuver that is important for this type of virtual navigation---orbiting to photos that can see a point-of-interest (POI). The main challenge with this particular type of orbiting is how to give appropriate feedback to the user regarding the existence and information of each photo in 3D while allowing the user to manipulate three degrees-of-freedom (DoF) for orbiting around the POI. We present a hybrid approach that combines features from two baselines---proxy plane and thumbnail approaches. Experimental results indicate that users rated our hybrid approach more favorably for several qualitative questionnaire statements, and that the hybrid approach is preferred over both baselines for outdoor scenes.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133734679","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}
G. Chernyshov, Kirill Ragozin, Cedric Caremel, K. Kunze
{"title":"Hand motion prediction for just-in-time thermo-haptic feedback","authors":"G. Chernyshov, Kirill Ragozin, Cedric Caremel, K. Kunze","doi":"10.1145/3281505.3281573","DOIUrl":"https://doi.org/10.1145/3281505.3281573","url":null,"abstract":"This paper presents two innovative design solutions for thermal feedback displays in virtual environments. First solution is aiming to eliminate or decrease the time delay between the user action and onset of the thermal feedback using Machine Learning for user motion prediction. Second is the design of compact but efficient water cooling system necessary to provide cold sensations using peltier elements. Presented thermal display is wearable and battery powered.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121107063","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":"plARy","authors":"Emi Seki, Sho Kamei, Hisakazu Hada","doi":"10.1145/3281505.3281624","DOIUrl":"https://doi.org/10.1145/3281505.3281624","url":null,"abstract":"The authors of this paper explored the possibility of enhancing reality interpretation by synchronizing real-life situation with videogame soundtrack. \"plARy\" is a music based augmented reality application that immerses users in a world of video games with playing soundtracks, enhancing user's interpretation of the real world. By playing known game music according to the locations of individual users, they will recall the scenes and emotions experienced while playing the game based on users' previous learning. The authors of this paper implemented a system that uses Apple iBeacon for proximity detection and evaluated it through experiment. From participants reviews, many people answered that they felt they had imagined a world of the game, and felt that the background music became associated with locations.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126056009","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":"Experience the dougong construction in virtual reality","authors":"Jie Zhang, Hengxin Chen, Jiahui Wang, Mingqi Gao","doi":"10.1145/3281505.3281666","DOIUrl":"https://doi.org/10.1145/3281505.3281666","url":null,"abstract":"Dougong is a unique culture in Chinese traditional architecture. In University, the Architectural students usually use video, pictures, and even handmade craft to learn the knowledge and culture about Dougong. However, making these complicated Dougong components by hands requires a lot of facilities. To solve these problems, this paper builds a learning application using Virtual Reality (VR) technology, where students can master how to construct Dougong by interacting with the virtual models. In addition to learning module, the application creates a simulated scene showing students the great charm and design ideas of ancient Chinese buildings. The comparison experiments indicate that the students learning via VR-based application identify more Dougong components and their placement than those learning via conventional teaching.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116032965","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":"Effects of haptic texture rendering modalities on realism","authors":"Sunghwan Shin, Seungmoon Choi","doi":"10.1145/3281505.3281520","DOIUrl":"https://doi.org/10.1145/3281505.3281520","url":null,"abstract":"In haptics, two major modalities, force and vibration, are used to model real textures and recreate them in a virtual environment. This paper compares the perceptual advantages and disadvantages between the two approaches by a user study. In particular, the perceptual similarity of a virtual texture to a real texture is rated using five criteria of geometry, roughness, hardness, friction and overall similarity. These categorical comparisons allowed us to provide general guidelines to appropriate uses of the two approaches.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116780155","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":"Sublime: a hands-free virtual reality menu navigation system using a high-frequency SSVEP-based brain-computer interface","authors":"Alexandre Armengol-Urpi, S. Sarma","doi":"10.1145/3281505.3281514","DOIUrl":"https://doi.org/10.1145/3281505.3281514","url":null,"abstract":"In this work we present Sublime, a new concept of Steady-State Visually Evoked Potential (SSVEP) based Brain-Computer Interface (BCI) where brain-computer communication occurs by capturing imperceptible visual stimuli integrated in the virtual scene and effortlessly conveying subliminal information to a computer. The technology was tested in a Virtual Reality (VR) environment, where the subject could navigate between the different menus by just gazing at them. The ratio between the stimuli frequencies and the refresh rate of the VR display creates an undesired perception of beats for which different solutions are proposed. To inform the user of target activation, real-time feedback in the form of loading bars is incorporated under each selectable object. We conducted experiments with several subjects and though the system is slower than a conventional joystick, users reported a satisfactory overall experience, in part due to the unexpected responsiveness of the system, as well as due to the fact that virtual objects flickered at a rate that did not cause annoyance. Since the imperceptible visual stimuli can be integrated unobtrusively to any element of the virtual world, we conclude that the potential applications of Sublime are extensive, especially in situations where knowing user's visual focus can be relevant.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114878231","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}
F. Alallah, Ali Neshati, Y. Sakamoto, Khalad Hasan, E. Lank, Andrea Bunt, Pourang Irani
{"title":"Performer vs. observer: whose comfort level should we consider when examining the social acceptability of input modalities for head-worn display?","authors":"F. Alallah, Ali Neshati, Y. Sakamoto, Khalad Hasan, E. Lank, Andrea Bunt, Pourang Irani","doi":"10.1145/3281505.3281541","DOIUrl":"https://doi.org/10.1145/3281505.3281541","url":null,"abstract":"The popularity of head-worn displays (HWD) technologies such as Virtual Reality (VR) and Augmented Reality (AR) headsets is growing rapidly. To predict their commercial success, it is essential to understand the acceptability of these new technologies, along with new methods to interact with them. In this vein, the evaluation of social acceptability of interactions with these technologies has received significant attention, particularly from the performer's (i.e., user's) viewpoint. However, little work has considered social acceptability concerns from observers' (i.e., spectators') perspective. Although HWDs are designed to be personal devices, interacting with their interfaces are often quite noticeable, making them an ideal platform to contrast performer and observer perspectives on social acceptability. Through two studies, this paper contrasts performers' and observers' perspectives of social acceptability interactions with HWDs under different social contexts. Results indicate similarities as well as differences, in acceptability, and advocate for the importance of including both perspectives when exploring social acceptability of emerging technologies. We provide guidelines for understanding social acceptability specifically from the observers' perspective, thus complementing our current practices used for understanding the acceptability of interacting with these devices.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128978501","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":"Dynamic HDR environment capture for mixed reality","authors":"David R. Walton, A. Steed","doi":"10.1145/3281505.3281531","DOIUrl":"https://doi.org/10.1145/3281505.3281531","url":null,"abstract":"Rendering accurate and convincing virtual content into mixed reality (MR) scenes requires detailed illumination information about the real environment. In existing MR systems, this information is often captured using light probes [1, 8, 9, 17, 19--21], or by reconstructing the real environment as a preprocess [31, 38, 54]. We present a method for capturing and updating a HDR radiance map of the real environment and tracking camera motion in real time using a self-contained camera system, without prior knowledge about the real scene. The method is capable of producing plausible results immediately and improving in quality as more of the scene is reconstructed. We demonstrate how this can be used to render convincing virtual objects whose illumination changes dynamically to reflect the changing real environment around them.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125503597","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}