J. Chuah, Andrew C. Robb, C. White, A. Wendling, S. Lampotang, Regis Kopper, Benjamin C. Lok
{"title":"Increasing agent physicality to raise social presence and elicit realistic behavior","authors":"J. Chuah, Andrew C. Robb, C. White, A. Wendling, S. Lampotang, Regis Kopper, Benjamin C. Lok","doi":"10.1109/VR.2012.6180871","DOIUrl":"https://doi.org/10.1109/VR.2012.6180871","url":null,"abstract":"The concepts of immersion and presence focus on the environment in a virtual environment. We instead focus on embodied conversational agents (ECAs). ECAs occupy the virtual environment as interactive partners. We propose that the ECA analogues of immersion and presence are physicality and social presence. We performed a study to determine the effect of an ECA's physicality on social presence and eliciting realistic behavior from the user. The results showed that increasing physicality can elicit realistic behavior and increase social presence but there was also an interaction effect with plausibility.","PeriodicalId":220761,"journal":{"name":"2012 IEEE Virtual Reality Workshops (VRW)","volume":"25 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116630137","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}
William E. Marsh, Marisa Putnam, Jonathan W. Kelly, V. Dark, J. Oliver
{"title":"The cognitive implications of semi-natural virtual locomotion","authors":"William E. Marsh, Marisa Putnam, Jonathan W. Kelly, V. Dark, J. Oliver","doi":"10.1109/VR.2012.6180878","DOIUrl":"https://doi.org/10.1109/VR.2012.6180878","url":null,"abstract":"This study incorporated a dual-task paradigm, in which participants were asked to perform basic locomotion tasks with one of three interfaces while remembering a sequence of either spatial or verbal items. Interfaces varied in similarity to natural body movements. Stopping performance was compromised when concurrently remembering a spatial, but not verbal, sequence. Also users exhibited lower performance on spatial memory tasks while using more unnatural locomotion interfaces. These results confirm that semi-natural locomotion interfaces require spatial working memory resources and thus locomotion interfaces compete with ongoing spatial tasks, as opposed to those requiring verbal resources or general attention resources.","PeriodicalId":220761,"journal":{"name":"2012 IEEE Virtual Reality Workshops (VRW)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117181041","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}
Qiong Wang, Hui Chen, Wen Wu, Hai-yang Jin, P. Heng
{"title":"A virtual surgical simulator for mandibular angle reduction based on patient specific data","authors":"Qiong Wang, Hui Chen, Wen Wu, Hai-yang Jin, P. Heng","doi":"10.1109/VR.2012.6180894","DOIUrl":"https://doi.org/10.1109/VR.2012.6180894","url":null,"abstract":"In our work, a virtual reality-based surgical simulator for the mandibular angle reduction was designed and implemented on CUDA-based platform. High-fidelity visual and haptic feedbacks between the surgical instruments and the bone material are provided to enhance the perception in a realistic virtual surgical environment. Impulse-based dynamics haptic model was employed to simulate the contact forces generated on the high-speed instruments, including the reciprocating saw and the round burr. The validity of the simulated contact forces was verified by comparing against the actual force data measured through the constructed mechanical platform. An empirical study based on the patient specified data was conducted to evaluate the ability of the proposed system in training surgeons with various experiences. The results confirm the validity of our simulator.","PeriodicalId":220761,"journal":{"name":"2012 IEEE Virtual Reality Workshops (VRW)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125007014","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":"Validation of virtual humanoid intelligent agents in virtual reality systems","authors":"Amela Sadagic","doi":"10.1109/VR.2012.6180897","DOIUrl":"https://doi.org/10.1109/VR.2012.6180897","url":null,"abstract":"One of the great benefits VR systems offer is their ability to simulate a number of virtual humans when their presence is needed in the context of some learning or training experience. Being that the real humans may not be available to play different roles and support virtual sessions, the ability of a system to generate highly believable representations of autonomous virtual humans - virtual intelligent agents - is vital in achieving specific learning and training objectives. Eliminating the elements of the system that can cause a negative learning and training transfer is a paramount in those systems. We illustrate the results of two user studies focused on validation of non-deterministic domain-specific behaviors generated by our system (example: behaviors typical for a well coordinated group of paramedics or military unit). The results and observations confirmed that when it comes to VR systems with stringent requirements and high expectations for positive learning/training transfer, we still need humans to evaluate and validate synthesized human-like agent behaviors.","PeriodicalId":220761,"journal":{"name":"2012 IEEE Virtual Reality Workshops (VRW)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127039050","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":"Trends in mobile Augmented Reality","authors":"D. Schmalstieg, Tobias Höllerer","doi":"10.1109/VR.2012.6180946","DOIUrl":"https://doi.org/10.1109/VR.2012.6180946","url":null,"abstract":"This tutorial provides a detailed introduction to mobile Augmented Reality (AR). AR is a key user-interface technology for personalized, situated information delivery, navigation, on-demand instruction and games. The widespread availability and rapid evolution of smartphones enables software-only solutions for AR where it was previously necessary to assemble custom hardware solutions. However, ergonomic and technical limitations of smartphones as a platform make this a challenging endeavor. In particular, it is necessary to design novel efficient real-time computer vision and computer graphics algorithms, and create new lightweight forms of interaction with the environment through small form-factor devices. This tutorial will present selected technical achievements in this field and highlight some examples of successful application prototypes.","PeriodicalId":220761,"journal":{"name":"2012 IEEE Virtual Reality Workshops (VRW)","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132014013","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}
Jeremy D. Wendt, M. Whitton, D. Adalsteinsson, F. Brooks
{"title":"Reliable forward walking parameters from head-track data alone","authors":"Jeremy D. Wendt, M. Whitton, D. Adalsteinsson, F. Brooks","doi":"10.1109/VR.2012.6180892","DOIUrl":"https://doi.org/10.1109/VR.2012.6180892","url":null,"abstract":"Head motion during real walking is complex: The basic translational path is obscured by head bobbing. Many VE applications would be improved if a bobbing-free path were available. This paper introduces a model that describes head position while walking in terms of a bobbing free path and the head bobs. We introduce two methods to approximate the model from head-track data.","PeriodicalId":220761,"journal":{"name":"2012 IEEE Virtual Reality Workshops (VRW)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131268289","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. Sagardia, Bernhard M. Weber, T. Hulin, G. Hirzinger, C. Preusche
{"title":"Evaluation of visual and force feedback in virtual assembly verifications","authors":"M. Sagardia, Bernhard M. Weber, T. Hulin, G. Hirzinger, C. Preusche","doi":"10.1109/VR.2012.6180872","DOIUrl":"https://doi.org/10.1109/VR.2012.6180872","url":null,"abstract":"This work presents an evaluation study of two different collision feedback modalities for virtual assembly verification: visual and force feedback. Forty-three subjects performed several assembly tasks (peg-in-hole, narrow passage) designed with two levels of difficulty. The used haptic rendering algorithm is based on voxel and point data-structures. Both objective - time and collision performance - and subjective measures have been recorded and analyzed. The comparison of the feedback modalities revealed a clear and highly significant superiority of force feedback in virtual assembly scenarios. The objective data shows that whereas the assembly time is similar in most cases for both conditions, force collision feedback yields significantly smaller collision forces, which indicate higher assembly precision. The subjective ratings of the participants define the force feedback condition as the most appropriate for determining clearances and correcting collision configurations, being the best suited modality to predict mountability.","PeriodicalId":220761,"journal":{"name":"2012 IEEE Virtual Reality Workshops (VRW)","volume":"105 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124072684","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":"Immersive training games for smartphone-based head mounted displays","authors":"Perry Hoberman, D. Krum, Evan A. Suma, M. Bolas","doi":"10.1109/VR.2012.6180926","DOIUrl":"https://doi.org/10.1109/VR.2012.6180926","url":null,"abstract":"Thin computing clients, such as smartphones and tablets, have exhibited recent growth in display resolutions, processing power, and graphical rendering speeds. In this poster, we show how we leveraged these trends to create virtual reality (VR) training games which run entirely on a commodity mobile computing platform. This platform consists of a commercial off-the-shelf game engine, commodity smartphones, and mass produced optics. The games utilize the strengths of this platform to provide immersive features like 360 degree photo panoramas and interactive 3D virtual scenes. By sharing information about building such applications, we hope to enable others to develop new types of mobile VR applications. In particular, we feel this system is ideally suited for casual “pick up and use” VR applications for collaborative classroom learning, design reviews, and other multi-user immersive experiences.","PeriodicalId":220761,"journal":{"name":"2012 IEEE Virtual Reality Workshops (VRW)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129776896","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}
Isaac Cho, Wenwen Dou, Z. Wartell, W. Ribarsky, Xiaoyu Wang
{"title":"Evaluating depth perception of volumetric data in semi-immersive VR","authors":"Isaac Cho, Wenwen Dou, Z. Wartell, W. Ribarsky, Xiaoyu Wang","doi":"10.1145/2254556.2254606","DOIUrl":"https://doi.org/10.1145/2254556.2254606","url":null,"abstract":"Displays supporting stereopsis and head location based motion parallax can enhance human perception of complex three dimensional datasets. This has been demonstrated for datasets containing 3D surfaces and 3D networks. Yet many domains, such as medical imaging, weather and environment simulations and fluid flow, generate complex volumetric data. This poster present results of an initial formal experiment that examines the effectiveness of various display conditions on depth perception of volumetric data. There is an overall benefit for stereoscopy with head-tracking in enhancing depth perception. Further, familiarity with 3D games and VR-like hardware improves the users'ability to perceive such data.","PeriodicalId":220761,"journal":{"name":"2012 IEEE Virtual Reality Workshops (VRW)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130776038","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":"Parameterization of sharable display area to reproduce appropriate glasses-free tabletop 3-D images","authors":"S. Yoshida","doi":"10.1109/VR.2012.6180916","DOIUrl":"https://doi.org/10.1109/VR.2012.6180916","url":null,"abstract":"This paper proposes an approach to create appropriate virtual 3-D scenes to be shared with many people on a novel glasses-free table-top 3-D display. For maintaining appropriate omni-directional observation, the virtual objects must be situated in a certain volume. We first analyze and parameterize the volume derived from the geometrical configurations of the 3-D display. Then we simplify the volume as the primitive shape of a sphere. The volume visualizes the restrictions in the 3-D scene creation and helps content creators concentrate on their creative work using their favorite tools.","PeriodicalId":220761,"journal":{"name":"2012 IEEE Virtual Reality Workshops (VRW)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133009143","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}