Mario Lorenz, Shamik Shandilya, Sebastian Knopp, Philipp Klimant
{"title":"Industrial Augmented Reality: Connecting Machine-, NC- and Sensor-Data to an AR Maintenance Support System","authors":"Mario Lorenz, Shamik Shandilya, Sebastian Knopp, Philipp Klimant","doi":"10.1109/VRW52623.2021.00180","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00180","url":null,"abstract":"Access to machine data, e.g. axis positions inside an AR maintenance application can potentially increase the usefulness of AR in maintenance. Technicians walking to the machine control for looking up information would be avoided. However, the machine control interface and data are machine manufacturer depended, making it necessary to customize the interface between the machine control and the AR maintenance application. Here, we present a solution integrating machine control access from three different machines using a middleware box. A qualitative assessment with technicians confirms the usefulness direct machine data access from an AR maintenance application.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"1 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":"114697155","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":"\"Lend Me a Hand\" – Extending the Reach of Seated VR Players in Unmodified Games Through Remote Co-Piloting","authors":"Felix J. Thiel, A. Steed","doi":"10.1109/VRW52623.2021.00047","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00047","url":null,"abstract":"Playing virtual reality (VR) games while seated can be challenging because many games are designed for a mobile, standing player. Sitting down not only limits mobility but also the reach of the player. This is particularly problematic if the player does not have a choice in whether they play seated or standing because it then becomes an accessibility issue. We have taken the concept of co-piloting (controls shared across multiple input devices and players) and applied it to VR with the aim of extending the reach of the VR player. To demonstrate the feasibility of the concept, a software prototype was developed that allowed a second, remote, player to take over the VR player’s controllers and help them reach out. Because the prototype manipulates the SteamVR middleware and not the game, it can be used with any application that runs on SteamVR. A small formative study was conducted to inform further research and proof the concept.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"42 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":"124509483","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":"Enhanced Low-cost Web-based Virtual Tour Experience for Prospective Students","authors":"Maria Insa Iglesias, M. Jenkins, G. Morison","doi":"10.1109/VRW52623.2021.00221","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00221","url":null,"abstract":"This paper presents a web-based Virtual Tour (VT) pipeline to allow organisations to develop a VT experience rapidly, which integrates a collaborative virtual environment with avatars and a 3D Environment to provide visitors an interactive and shareable experience. Users from an organisation with minimal coding experience can develop a low-cost web-based VT using a 360 camera, the Open Source tools Marzipano and Hubs, the developed software framework and documentation directly from the GitHub repository. The contribution of this work is both the software framework for use with the Marzipano, Mozilla Hubs tool and Tin Can API. A University case study along with a user evaluation demonstrate the effectiveness of the approach.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"92 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":"126403371","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}
Hyejin Kim, Jacob Young, Daniel Medeiros, Stephen Thompson, Taehyun Rhee
{"title":"TeleGate: Immersive Multi-User Collaboration for Mixed Reality 360°Video","authors":"Hyejin Kim, Jacob Young, Daniel Medeiros, Stephen Thompson, Taehyun Rhee","doi":"10.1109/VRW52623.2021.00148","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00148","url":null,"abstract":"When collaborating on virtual content within 360° mixed reality environments it is often desirable for collaborators to fully immerse themselves within the task space, usually by means of a head-mounted display. However, these socially isolate any co-located collaborators, removing the ability to communicate through important gestural, facial, and body language cues. We present TeleGate, a system that instead utilises a shared immersive display to allow collaboration within remote environments between an arbitrary number of users, keeping collaborators visible while allowing immersive and interactive collaboration within remote environments.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"298 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":"126442523","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":"Virtual Reality Based Mass Disaster Triage Training for Emergency Medical Services","authors":"N. Bilek, Alisa Feldhofer, T. Moser","doi":"10.1109/VRW52623.2021.00135","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00135","url":null,"abstract":"When mass disasters with multiple casualties and injured people happen, the Emergency Medical Service staff needs to have strong organizational skills in addition to medical knowledge in order to efficiently apply triage systems. Currently, it is very expensive for Emergency Medical Services such as the Red Cross to practice these skills, because they need to set up elaborate training scenarios with actors and complex environments. In addition, only one person can train at a time, after which the initial scenario must be restored. As a result, only very few people can profit from the training.This work presents a Virtual Reality training application that aims to replicate the learning experience of the real-life training without the disadvantage of the organizational effort. The application is meant to complement the current training allowing for a more frequent training of mass disaster emergencies for all staff members.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"27 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":"126543830","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}
Eloïse Minder, M. Sombret, J. Chardonnet, F. Mérienne
{"title":"Rebirth-20 - Relive After the COVID-19 and Keep Preventing Against it","authors":"Eloïse Minder, M. Sombret, J. Chardonnet, F. Mérienne","doi":"10.1109/VRW52623.2021.00219","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00219","url":null,"abstract":"For the 2021 IEEE VR 3DUI contest, the topic of the year is \"Challenging Pandemics\" with a direct or indirect link to COVID-19. We present Rebirth-20, an immersive application focusing on two axes: breathing and prevention against the spread of the virus. Using an Oculus Quest 2, we have developed a virtual world, enriched with different exercises. A prevention part allows the user to get familiar with gestures for stopping virus spread, such as washing hands and put on a mask. The purpose of the exercises is to help people affected by COVID-19 and having breathing difficulties.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"1 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":"128004558","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}
Holman Cabezas, Nicolás Casanova, Laura Cortés-Rico, Wilson J. Sarmiento
{"title":"Homemade XR: Enriching conversations and shortening social distancing","authors":"Holman Cabezas, Nicolás Casanova, Laura Cortés-Rico, Wilson J. Sarmiento","doi":"10.1109/VRW52623.2021.00222","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00222","url":null,"abstract":"This work shows an alternative way to shortening social distancing without breaking physical distancing, a medical recommendation in some health conditions, as the current COVID-19 pandemic. As an alternative to traditional video conferencing, this proposal allows persons to interact with their natural space while actively participating in a remote call. Each participant’s reality is extended with a visual representation of the other and binaural sound, enriching the conversation by the sense of the other’s proximity. This proposal uses quotidian technology, i.e., smartphones, and an immersive homemade device, to provide an affordable system to display and capture audio stereo and video.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"336 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":"121603201","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}
Junya Nakamura, Yusuke Matsuda, Tomohiro Amemiya, Y. Ikei, M. Kitazaki
{"title":"Virtual Walking Generator from Omnidirectional Video with Ground-dependent Foot Vibrations","authors":"Junya Nakamura, Yusuke Matsuda, Tomohiro Amemiya, Y. Ikei, M. Kitazaki","doi":"10.1109/VRW52623.2021.00186","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00186","url":null,"abstract":"Virtual waking sensation can be experienced by combining optic flow and rhythmical foot vibrations. We hypothesized that the walking sensation would be enhanced by presenting foot vibrations matched with the ground in the video scene. Camera transitions were estimated from omnidirectional movies, and footstep patterns were generated. Then, vibrations matched to the ground in the scene were presented to users. We evaluated the system varying the vibration congruency with the grounds, and found that the ground-matched vibrations enhanced virtual walking sensation, but it depended on the ground type. The virtual walking sensation would contribute to improving virtual travel experiences.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"14 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":"121755374","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}
Andrea Bartl, Sungchul Jung, Peter Kullmann, S. Wenninger, Jascha Achenbach, Erik Wolf, Christian Schell, R. Lindeman, M. Botsch, Marc Erich Latoschik
{"title":"Self-Avatars in Virtual Reality: A Study Protocol for Investigating the Impact of the Deliberateness of Choice and the Context-Match","authors":"Andrea Bartl, Sungchul Jung, Peter Kullmann, S. Wenninger, Jascha Achenbach, Erik Wolf, Christian Schell, R. Lindeman, M. Botsch, Marc Erich Latoschik","doi":"10.1109/VRW52623.2021.00165","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00165","url":null,"abstract":"The illusion of virtual body ownership (VBO) plays a critical role in virtual reality (VR). VR applications provide a broad design space which includes contextual aspects of the virtual surroundings as well as user-driven deliberate choices of their appearance in VR potentially influencing VBO and other well-known effects of VR. We propose a protocol for an experiment to investigate the influence of deliberateness and context-match on VBO and presence. In a first study, we found significant interactions with the environment. Based on our results we derive recommendations for future experiments.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"1 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":"130225561","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 Effects of a Stressful Physical Environment During Virtual Reality Height Exposure","authors":"Howe Yuan Zhu, Hsiang-Ting Chen, Chin-Teng Lin","doi":"10.1109/VRW52623.2021.00116","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00116","url":null,"abstract":"Virtual reality height exposure is a reliable method of inducing stress with low variance across age and demographics. As the virtual environment’s quality of rendering fidelity increases dramatically, it leads to the neglect or simplification of the physical environment. This paper presents an experiment that explored the effects of an elevated physical platform with a virtually heightened environment to induce stress. Fifteen participants experienced four different conditions of varying physical and virtual heights. Participants reported significantly higher stress level when physically elevated regardless of the virtual height, which suggests that the inherent elevation will induce more stress within participants.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"37 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":"115443735","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}