{"title":"Multisensory Teleportation in Virtual Reality Applications","authors":"F. Soave, I. Farkhatdinov, N. Bryan-Kinns","doi":"10.1109/VRW52623.2021.00077","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00077","url":null,"abstract":"This position paper aims to briefly summarise existing research in vection, teleportation and multisensory stimuli, present our cross-disciplinary research setup and argue towards the importance of discussing haptic feedback design in Virtual Reality (VR) locomotion techniques. In particular, haptic feedback stimulation has been shown to enhance the perception of-self motion when applied to various parts of the body. The recent developments of haptic devices opens the possibilities to explore \"whole-body\" haptics in virtual environments for locomotion techniques. We argue that crossmodal stimulation frameworks that have been already applied to study self-motion in VR could potentially provide benefits to locomotion studies.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133747212","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}
Mathilde Drouot, N. L. Bigot, Jean-Louis de Bougrenet, Vincent Nourrit
{"title":"Effect of Context and Distance Switching on Visual Performances in Augmented Reality","authors":"Mathilde Drouot, N. L. Bigot, Jean-Louis de Bougrenet, Vincent Nourrit","doi":"10.1109/VRW52623.2021.00120","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00120","url":null,"abstract":"Augmented reality may lead the user to repeatedly look at different environments (real/virtual) and at different distances to process information. We studied how context and distance switching could (together or separately) affect users’ performances. 29 participants (16 video game players) performed two tasks that required to switch between two screens (visual search and target detection task). These screens could be virtual (using HoloLens2) or real and placed at 1.5 or 2 meters. Distance switching had an impact only on visual search performances. Participants’ levels of experience with video games modified the effect of context switching.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134083518","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}
Xiaodan Hu, Yan Zhang, N. Isoyama, Nobuchika Sakata, K. Kiyokawa
{"title":"Design and Prototyping of Computational Sunglasses for Autism Spectrum Disorders","authors":"Xiaodan Hu, Yan Zhang, N. Isoyama, Nobuchika Sakata, K. Kiyokawa","doi":"10.1109/VRW52623.2021.00173","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00173","url":null,"abstract":"We design the computational sunglasses for individuals with autism spectrum disorders (ASDs) to alleviate the atypical visual perceptions caused by their unique light sensitivities. With the proposed system, a scene camera is used for ambient illuminance detection, and an appropriate occlusion pattern is calculated in real-time then displayed on a spatial light modulator (SLM) to modulate the contrast of the incoming scene. Based on a simple contrast adjustment algorithm that avoids overexposure and underexposure, our bench-top prototype demonstrates better scene contrast successfully.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133371894","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":"Technology acceptance of a VR e-learning application addressing the cellular transport mechanisms","authors":"S. Müller, Wolfgang Müller, Holger Weitzel","doi":"10.1109/VRW52623.2021.00190","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00190","url":null,"abstract":"Over the last decades, research has shown that students of all ages experience difficulties in understanding cellular transport mechanisms, especially when it comes to processes on the molecular level such as osmosis and diffusion. One major difficulty in the comprehension of these basic concepts is their abstract nature along with the demand for high spatial ability. To address this problem a virtual reality-based application has been developed, which allows students to freely explore molecular transport mechanisms across the cell membrane by interacting with the environment and manipulating the molecule concentration or initiate transport mechanisms by actively moving molecules. An accompanying study showed an increase in the understanding of osmosis and diffusion after using the e-learning application.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132380921","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":"[DC] VirSec: Virtual Reality as Cost-Effective Test Bed for Usability and Security Evaluations","authors":"Florian Mathis","doi":"10.1109/VRW52623.2021.00235","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00235","url":null,"abstract":"In this doctoral thesis, we explore how virtual reality (VR) can better support the development and evaluation of prototype systems, with a focus on usable security (USEC) as a sub-domain of Human-computer Interaction (HCI) research. We argue that VR, as a study platform, can augment existing USEC research paradigms by 1) enabling researchers to study systems and user behaviour in contexts that are otherwise challenging due to, for example, ethical or legal constraints and 2) improving evaluations that are constrained to conditions that can be physically replicated in the lab.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"141 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126961577","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}
Katharina Margareta Theresa Pöhlmann, Louise O'hare, J. Föcker, A. Parke, P. Dickinson
{"title":"Is Virtual Reality Sickness Elicited by Illusory Motion Affected by Gender and Prior Video Gaming Experience?","authors":"Katharina Margareta Theresa Pöhlmann, Louise O'hare, J. Föcker, A. Parke, P. Dickinson","doi":"10.1109/VRW52623.2021.00095","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00095","url":null,"abstract":"Gaming using VR headsets is becoming increasingly popular; however, these displays can cause VR sickness. To investigate the effects of gender and gamer type on VR sickness motion illusions are used as stimuli, being a novel method of inducing the perception of motion whilst minimising the \"accommodation vergence conflict\". Females and those who do not play action games experienced more severe VR sickness symptoms compared to males and experienced action gamers. The interaction of the gender and gamer type revealed that prior video gaming experience was beneficial for females, however, for males, it did not show the same positive effects.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"600 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116176393","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}
Manuel Meier, Paul Streli, A. Fender, Christian Holz
{"title":"Demonstrating the Use of Rapid Touch Interaction in Virtual Reality for Prolonged Interaction in Productivity Scenarios","authors":"Manuel Meier, Paul Streli, A. Fender, Christian Holz","doi":"10.1109/VRW52623.2021.00263","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00263","url":null,"abstract":"Current camera-based VR headsets support free-hand mid-air inter-action or physical hand-held controllers for input, which can lead to fatigue during use, as users lack support for their arms and hands between interactions. In our demonstration, we showcase a novel approach to bring quick touch interaction to Virtual Reality, illustrating the beneficial use of rapid tapping, typing, and surface gestures for ongoing interaction in Virtual Reality, particularly in the con-text of content creation and productivity scenarios. The productivity scenarios that become possible using our approach are therefore reminiscent of apps that exist on today’s phones and tablets. To reliably make touch interaction work in VR, we use a wrist-worn prototype to complement the optical hand tracking from VR headsets with inertial sensing to detect touch events on surfaces. Our prototype band TapID integrates a pair of inertial sensors in a flexible strap, from whose signals TapID reliably detects surface touch events and identifies the finger used for touch. This event detection is then fused with the optically tracked hand poses to trigger input in VR. Our demonstration comprises a series of VR applications, including UI control in word processors, web browsers, and document editors.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121826184","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":"Collective Intelligence of Autonomous Animals in VR Hunting","authors":"Kangqiao Zhao, F. Lin, S. H. Soon","doi":"10.1109/VRW52623.2021.00010","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00010","url":null,"abstract":"In the scenario of a VR hunting game, autonomous behaviour of in-game animals is essential. In this study, new adaptive steering algorithms are designed for autonomous animals to navigate around the environment, with a research focus on collective intelligence in decision making and tactical actions. Advanced strategies for a group of autonomous animals are developed in order to simulate a more realistic forest environment. Computational experiments and comparisons with animation results are presented, accompanied by a demo video, which show significant advantages over previous work. The new models and algorithms can also be used for autonomous motion controls for other XR-based training.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122026881","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":"Design and Simulation of Next-Generation Augmented Reality User Interfaces in Virtual Reality","authors":"J. Grandi, Zekun Cao, Mark Ogren, Regis Kopper","doi":"10.1109/VRW52623.2021.00011","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00011","url":null,"abstract":"We present a methodology for the simulation of next-generation Augmented Reality (AR) User Interfaces (UIs) within immersive Virtual Reality (VR). We use a user-centered model to support design decisions for specialized operations in high stakes fields, and present augmented reality user interface designs for two use cases in public safety: a law enforcement traffic stop and a firefighting search and rescue scenario. By utilizing VR to simulate AR, we can design and evaluate the benefits of idealized UIs that are unencumbered by hardware limitations. We discuss the trade-offs of Virtual Reality as a medium for simulation and training of next-generation Augmented Reality User Interfaces.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122373673","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}
Yi Li, Cody Ducleroir, Tyler Ian Stollman, Elena A Wood
{"title":"Parkinson’s Disease Simulation in Virtual Reality for Empathy Training in Medical Education","authors":"Yi Li, Cody Ducleroir, Tyler Ian Stollman, Elena A Wood","doi":"10.1109/VRW52623.2021.00016","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00016","url":null,"abstract":"Introducing empathy for patients with debilitating diseases to medical students has always been a challenge in medical education, especially during the pre-clinical years. Since the most recent decade, a downward trend in medical students’ empathy levels has been observed. With the rapid evolution of technologies, it is possible to use advanced gaming devices as tools to improve teaching efficacy, enhance students’ understanding of a specific disease and influence their prosocial behavior towards patients. Studies suggest that virtual reality (VR) game applications are effective in education due to their immersive interaction, fully controllable virtual environment, and the feeling of presence and embodiment . The current study proposes a VR gaming application to enhance medical students’ empathy level for patients with Parkinson’s disease (PD). By engaging students in the simulated daily life of patients with PD from their perspective, the study aims to help medical students to have hands-on experience of the disease and thus to facilitate their understanding of the symptoms and the patients’ experiences. In-game data and pre- and post- measurements are designed for assessment and analysis. By combining the expertise of the human-computer interaction field and the medical field, the application embeds professional and accurate medical knowledge with trending VR techniques and interactive content to promote empathy.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125218207","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}