{"title":"Sam","authors":"Kyle Winkelman","doi":"10.1145/1006091.1006099","DOIUrl":"https://doi.org/10.1145/1006091.1006099","url":null,"abstract":"In the distant future of a galaxy very dissimilar to our own, an otherworldly janitor named Sam begins his duties at the cargo distribution center of WGA-Minora Biocybernetics. In the midst of cleaning up debris and longing for a life other than his own, Sam is suddenly presented with an unsupervised cargo plane, a disk containing all the knowledge of a cargo pilot, and the opportunity for the misadventure of a lifetime. Copyright held by creator.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116835443","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}
Julia Tannus de Souza, Caroline Valentini, E. Naves, E. Lamounier
{"title":"A Virtual Reality Exergame with a Low-cost 3D Motion Tracking for At-Home Post-Stroke Rehabilitation","authors":"Julia Tannus de Souza, Caroline Valentini, E. Naves, E. Lamounier","doi":"10.1145/3488162.3488223","DOIUrl":"https://doi.org/10.1145/3488162.3488223","url":null,"abstract":"Stroke is one of the main causes of long-term disability worldwide. Conventional upper limb physiotherapy can be tedious, expensive and require physical transportation. Virtual Reality (VR) video games can help solve these problems. In fact, recent studies show that health professionals are increasingly interested in using VR games for post-stroke rehabilitation. However, commercial possibilities can be inaccessible, in terms of time, space and cost, and also inadequate to the needs of patients and therapists. Thus, in this work, a VR video game with an innovative alternative for tracking the 3D movement of the upper limb is proposed. As a result, a system that uses optical capture with a regular camera and colored sphere markers, while maintaining lightweight real-time processing on mobile devices was done. The fact that the controller can be handcrafted by the users makes the game very low-cost, possible to be distributed worldwide, reaching a large number of people, and possible to be played and monitored remotely. This new form of motion capture can make the VR exergame interaction more intuitive, therefore increasing the user's immersion in his therapy exercises. The proposed system was tested in order to find out how accurate it can be, compared to a gold standard system (a goniometer). It has been found that the system has limitations, such as low accuracy in obtuse angles and camera distortions. Still, it seems promising, due to its accessibility, very low cost, customization to the needs of patients and therapists and good tests results, as a complementary alternative for VR post-stroke rehabilitation.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116847545","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":"BinoVFAR: An Efficient Binocular Visual Field Assessment Method using Augmented Reality Glasses","authors":"Md Baharul Islam, Arezoo Sadeghzadeh","doi":"10.1145/3488162.3488232","DOIUrl":"https://doi.org/10.1145/3488162.3488232","url":null,"abstract":"Virtual Reality (VR)-based Visual Field Assessment (VFA) methods completely isolate the users from the real world, which results in nausea, eye strain, and lack of concentration and patience for the time-consuming test. In this paper, a robust binocular visual field assessment method based on novel Augmented Reality (AR) glasses is presented, namely, BinoVFAR that can simultaneously find the VF of both eyes. In this method, 60 stimuli in an arrangement of 6 rows and 10 columns randomly appear on a white background on the display of the AR glasses. These stimuli are displayed for 2 seconds that continuously change the intensities from light gray to black. Wearing the AR glasses and focusing on the central fixation point, the users are asked to click the clicker by seen a stimulus. The visible stimuli’s intensities and positions are recorded in a 6 × 10 matrix based on the users’ responses. A bi-cubic interpolation is applied to compute the binocular visual field map (as a 600 × 1000 matrix). A set of experiments (with an average accuracy of 99.93%), including repeatability and reproducibility tests (with an average Intra-class correlation coefficient (ICC) of 99.72%), are conducted to evaluate the BinoVFAR method.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127956630","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}
Daniela Perazzo, Natália Souza Soares, V. Lyra, Gustavo Camargo Rocha Lima, A. D. Gama, J. M. Teixeira, V. Teichrieb
{"title":"OAK-D as a Platform for Human Movement Analysis: A Case Study","authors":"Daniela Perazzo, Natália Souza Soares, V. Lyra, Gustavo Camargo Rocha Lima, A. D. Gama, J. M. Teixeira, V. Teichrieb","doi":"10.1145/3488162.3488222","DOIUrl":"https://doi.org/10.1145/3488162.3488222","url":null,"abstract":"3D interaction is an essential manner of interaction in VR environments. Many devices enable analysis and use of human inputs in these settings, such as the Kinect™ from Microsoft. One of the latest additions is the OpenCV AI Kit with Depth or OAK-D. This paper analyzes the OAK-D and proposes a case study based on a Motion Analysis framework created for at-home workouts to explore its capabilities in a 3D interaction setting. Our results show that the OAK-D is well suited for this kind of task, achieving 7 FPS with a Raspberry Pi 4 and 15 FPS with a laptop. Furthermore, it could detect and correct wrong movements while the user was doing it and count repetitions for the squat and side lateral raise.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114622834","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}
E. H. Ribeiro, M. Guimarães, J. Brega, A. Brandão, D. Dias
{"title":"Biomechanics sensor nodes for body tracking: a development solution for virtual reality interaction","authors":"E. H. Ribeiro, M. Guimarães, J. Brega, A. Brandão, D. Dias","doi":"10.1145/3488162.3488216","DOIUrl":"https://doi.org/10.1145/3488162.3488216","url":null,"abstract":"In recent years virtual reality has become increasingly present in areas such as Healthcare, for example, in supporting the neuromotor rehabilitation process of patients. Virtual reality in the health area has been used in various ways. It is a tool to encourage patients to increase their commitment to the rehabilitation sessions. However, despite the hardware and software advances in recent years, there is still a lack of tools to facilitate new virtual reality applications development, especially those using body tracking sensors. This article presents the BSNAsset, a development solution that facilitates new virtual reality applications that use body tracking sensors, such as the Biomechanics Sensor Nodes.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"64 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116367422","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}
J. M. Teixeira, Alexandre de Queiroz Burle, Arthur de Andrade Almeida, Thiago Buarque de Gusmão Lafayette, Vinícius Lima Ventura, Vitor Mendes Carvalho, V. Teichrieb
{"title":"Towards Transparent Markers","authors":"J. M. Teixeira, Alexandre de Queiroz Burle, Arthur de Andrade Almeida, Thiago Buarque de Gusmão Lafayette, Vinícius Lima Ventura, Vitor Mendes Carvalho, V. Teichrieb","doi":"10.1145/3488162.3488212","DOIUrl":"https://doi.org/10.1145/3488162.3488212","url":null,"abstract":"For many years, 2D fiducial markers played one of the most important roles in Augmented Reality (AR) solutions. As AR evolved, this type of marker gave place to markerless alternatives, supported by the increase in processing power of desktop and mobile platforms. Besides that, 2D fiducial markers are still used nowadays. In this work, we proposed to extend their capability by adding transparency to them. This brings different limitations on the marker construction process but on the other hand it enables new uses not possible before. Markers can now be used to manipulate virtual objects being viewed from both sides and they can also be stacked together and still be recognized. We demonstrate such new features with two different real-time samples together with an analysis regarding the main limitations of the solution, providing some application scenarios that could directly benefit from transparent markers.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126880816","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}
Rudieri Dietrich Bauer, Thiago Luiz Watambak, Salvador Sergi Agati, M. Hounsell, A. Silva
{"title":"Development and Evaluation of a PCB‘s Manual Assembly system using Augmented Reality and Total Quality","authors":"Rudieri Dietrich Bauer, Thiago Luiz Watambak, Salvador Sergi Agati, M. Hounsell, A. Silva","doi":"10.1145/3488162.3488231","DOIUrl":"https://doi.org/10.1145/3488162.3488231","url":null,"abstract":"Manual assembly remains an important step for many products manufacturing and it is responsible for employing many workers. Nevertheless, manual assembly is susceptible to human errors. Augmented Reality (AR) is one of the enabling technologies to industry 4.0, which has the potential to help by providing on-demand guidance and support monitoring features that comply with Total Quality Management (TQM). Based on these assumptions, the Augmented Reality for Manual Assembly system (RAMM) was developed as an AR system to help PCB‘s manual assembly. A questionnaire was submitted to 124 evaluators. The answers raised questions about the system interface, the devices’ usability and the possible long-term implications of using RAMM. They also found that the software would benefit the assembly of Printed Circuit Boards (PCBs) in many aspects, such as reducing errors, improving quality, novices training, and the way that information resources are presented to the assembler. The functionalities of the system were positively evaluated, which resulted in an overall score of 8.14 (on a scale from 0 to 10). The conclusion is that the RAMM system was able to satisfactorily integrate AR functionalities identified for PCBs assembly, following the principles of TQM and thereby helping to improve the process of manual assembly of PCBs.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128399759","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}
Thiago Buarque de Gusmão Lafayette, Alexandre de Queiroz Burle, Arthur de Andrade Almeida, Vinícius Lima Ventura, Vitor Mendes Carvalho, A. D. Gama, J. M. Teixeira, V. Teichrieb
{"title":"The Virtual Kinect","authors":"Thiago Buarque de Gusmão Lafayette, Alexandre de Queiroz Burle, Arthur de Andrade Almeida, Vinícius Lima Ventura, Vitor Mendes Carvalho, A. D. Gama, J. M. Teixeira, V. Teichrieb","doi":"10.1145/3488162.3488215","DOIUrl":"https://doi.org/10.1145/3488162.3488215","url":null,"abstract":"The COVID-19 pandemic impacted researches that depended on making tests on patients and teams that had to be divided to avoid crowding in laboratories. Sharing equipment is no longer a simple strategy; the acquisition of extra equipment is beyond the means of many researchers. Research with Kinect V2 applied to body tracking suffers from sanitary restrictions, product discontinuation and limited access to newer sensors (like the Azure Kinect). Kinect V2 is an RGB-D sensor with many applications in health, ergonomics, sports, games and other areas. That is why a lot of research is still under development with it. Because of the applicability of Kinect V2 on research and the current acquisition limitations, Virtual Kinect (VK) was created. VK is an open-source solution that enables the programmer to code using Kinect SDK functions and test it without a Kinect V2 sensor or a previous recording. It simulates the behavior of a Kinect V2 sensor through MediaPipe’s Pose estimation, providing RGB image and joint tracking information, correlating the joints of the two devices. This correlation is possible due to the proximity of the devices’ joint estimates. The VK was made to be simple and practical, so that its use only depends on the DLL exchange and the use of an ordinary RGB camera.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124547665","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}
Tainã Ribeiro de Oliveira, Matheus Moura da Silva, R. A. N. Spinasse, Gabriel Giesen Ludke, Mateus Ruy Soares Gaudio, Guilherme Iglesias Rocha Gomes, Luan Guio Cotini, D. Vargens, Marcelo Queiroz Schimidt, R. V. Andreão, Mário Mestria
{"title":"Systematic Review of Virtual Reality Solutions Employing Artificial Intelligence Methods","authors":"Tainã Ribeiro de Oliveira, Matheus Moura da Silva, R. A. N. Spinasse, Gabriel Giesen Ludke, Mateus Ruy Soares Gaudio, Guilherme Iglesias Rocha Gomes, Luan Guio Cotini, D. Vargens, Marcelo Queiroz Schimidt, R. V. Andreão, Mário Mestria","doi":"10.1145/3488162.3488209","DOIUrl":"https://doi.org/10.1145/3488162.3488209","url":null,"abstract":"This paper first presents a systematic literature review of artificial intelligence (AI) methods used in virtual reality (VR) solutions. Based on the systematic literature review, a methodology for locating existing studies, selecting and evaluating contributions, performing analyses, and synthesizing data was proposed. We used search engines, such as Google Scholar and databases such as Elsevier's Scopus, ACM Digital Library, and IEEE Xplore Digital Library. A set of inclusion and exclusion criteria was used to select documents. The results showed that the AI scientific technique most applied in VR applications is machine learning. The findings revealed several fields adopting real-world applications that employ AI in VR: human–robot interaction, emotion interaction and behavior recognition, education, agriculture, transport, manufacturing, and health.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127816612","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}
Jarbas Jácome, Arlindo Gómes, W. Costa, L. Figueiredo, Jader Abreu, Luana Porciuncula, Pedro K. Brant, Luis E. M. Alves, W. Correia, V. Teichrieb, J. Quintino, F. Q. Silva, André L. M. Santos, Helder Pinho
{"title":"Parallax Engine: Head Controlled Motion Parallax Using Notebooks’ RGB Camera","authors":"Jarbas Jácome, Arlindo Gómes, W. Costa, L. Figueiredo, Jader Abreu, Luana Porciuncula, Pedro K. Brant, Luis E. M. Alves, W. Correia, V. Teichrieb, J. Quintino, F. Q. Silva, André L. M. Santos, Helder Pinho","doi":"10.1145/3488162.3488218","DOIUrl":"https://doi.org/10.1145/3488162.3488218","url":null,"abstract":"Research on the Fish Tank Virtual Reality (FTVR) technique commonly uses specific sensors (e.g. infrared cameras and LEDs on glasses) to estimate user’s eye position. However, estimating the face position with an RGB camera is becoming more accessible. In this work, we explore community available face characteristics detection software to implement the FTVR technique for everyday uses of 3D-enabled applications on consumer notebooks without requiring extra devices. We introduce the Parallax Engine solution that can be added with ease to any Unity game engine application. The solution supports two parallax-related visualization options: 1) a monoscopic FTVR mode (FishTank), which locks the virtual camera of the 3D environment to the laptop’s screen 2) and a 2D parallax mode (Parallax2DoF), which allows horizontal and vertical displacement of 3D scene camera. Regarding face characteristics detection techniques, the Parallax Engine uses a standardized interface that can receive input from different methods and currently supports three options: Google’s MediaPipe, dlib, and PoseNet. We evaluated the proposed solution with five users, performing tasks using different options for viewing and face characteristics detection, aiming to understand how suitable it is for end-users. Besides some detection failures from dlib, results showed an overall good acceptance for both the FishTank and Parallax2DoF visualization options.","PeriodicalId":193769,"journal":{"name":"Symposium on Virtual and Augmented Reality","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128173518","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}