2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)最新文献

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Determining the Target Point of the Mid-Air Pinch Gesture 确定半空中捏捏手势的目标点
Reigo Ban, Yutaro Hirao, Takuji Narumi
{"title":"Determining the Target Point of the Mid-Air Pinch Gesture","authors":"Reigo Ban, Yutaro Hirao, Takuji Narumi","doi":"10.1109/VRW52623.2021.00128","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00128","url":null,"abstract":"Pinching is a common gesture primarily used for zooming on mobile devices, and previous studies considered utilizing it as a mid-air gesture in AR/VR. As opposed to touch screens, there is no physical contact point between the display and the fingers in mid-air pinching, which means the positional relationship between the target point for zooming and the users’ finger movement in mid-air pinching could be different from that of touch screens. In this study, we investigated the relationship in mid-air pinching to estimate the target point from the hand posture, and found that the point was significantly off towards the thumb and away from the index finger (approximately 7% offset). This finding contributes to a more accurate mid-air zooming.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"3 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":"124268907","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}
引用次数: 2
Learning Hawaiian Open Ocean Navigation Methods with Kilo Hōkū VR 学习夏威夷开放海洋导航方法与基洛Hōkū VR
Patrick Karjala, Dean Lodes, A. Sikkink, Kari Noe, J. Leigh
{"title":"Learning Hawaiian Open Ocean Navigation Methods with Kilo Hōkū VR","authors":"Patrick Karjala, Dean Lodes, A. Sikkink, Kari Noe, J. Leigh","doi":"10.1109/VRW52623.2021.00104","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00104","url":null,"abstract":"Kilo Hōkū VR (t: \"to observe and study the stars\") is a virtual reality simulation of the Hōkūleʻa, a Polynesian double-hulled sailing canoe, and a simulation of the practice of Modern Hawaiian wayfinding, or non-instrument open ocean navigation. It was developed to assist in the cultural preservation of the celestial navigation portion of Modern Hawaiian wayfinding, and to expand the availability of learning opportunities. We here introduce new features added to the simulation for teacher and student interaction and learning. We performed a user study and observed the potential viability of using Kilo Hōkū VR with students who are currently learning wayfinding in a classroom setting.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"26 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":"117234883","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}
引用次数: 0
Is Walking Necessary for Effective Locomotion and Interaction in VR? 行走是VR中有效运动和互动的必要条件吗?
Abraham M. Hashemian, E. Kruijff, Ashu Adhikari, Markus von der Heyde, I. A. Aguilar, B. Riecke
{"title":"Is Walking Necessary for Effective Locomotion and Interaction in VR?","authors":"Abraham M. Hashemian, E. Kruijff, Ashu Adhikari, Markus von der Heyde, I. A. Aguilar, B. Riecke","doi":"10.1109/VRW52623.2021.00084","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00084","url":null,"abstract":"This paper reports on a work-in-progress study to investigate if/how leaning-based interfaces affect simultaneous locomotion and interaction. We compare physical walking and Controller with a seated (i.e., HeadJoystick) and standing (i.e., Naviboard) leaning-based interface. We disambiguated performance in locomotion versus interaction using a novel experimental paradigm, where participants should point toward moving targets using their virtual light-saber while actively following a moving platform.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"31 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":"123437021","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}
引用次数: 2
"Through the Solar System" ——XR science education system based on multiple monitors “穿越太阳系”——基于多显示器的XR科学教育系统
Yanxiang Zhang, Jiayu Wang
{"title":"\"Through the Solar System\" ——XR science education system based on multiple monitors","authors":"Yanxiang Zhang, Jiayu Wang","doi":"10.1109/VRW52623.2021.00096","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00096","url":null,"abstract":"This paper presents a multi-user extended reality (XR) science education system based on multiple monitors. It effectively uses existing equipment and space, allowing teachers and students to share immersive virtual scenes, increasing the possibility of collaboration, and attracting students through interactive interfaces and plot designs. Actively learn scientific knowledge, face-to-face communication, and interaction, thereby enhancing the effect of science education.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"7 2 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":"116833705","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}
引用次数: 0
SHeF-WIP: Walking-in-Place based on Step Height and Frequency for Wider Range of Virtual Speed SHeF-WIP:基于步高和频率的更宽虚拟速度范围内的原地行走
Yutaro Hirao, Takuji Narumi, Ferran Argelaguet-Sanz, A. Lécuyer
{"title":"SHeF-WIP: Walking-in-Place based on Step Height and Frequency for Wider Range of Virtual Speed","authors":"Yutaro Hirao, Takuji Narumi, Ferran Argelaguet-Sanz, A. Lécuyer","doi":"10.1109/VRW52623.2021.00131","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00131","url":null,"abstract":"Walking-in-place (WIP) approaches face difficulties in reaching high locomotion speeds because of the required high step frequency, rapidly creating an awkward or risky experience for the user. In this paper, we introduce a novel WIP approach called Step-Height-and-Frequency (SHeF) WIP, which considers a second parameter, i.e., the step height, in addition to the step frequency, to better control the speed of advancement. We compared SHeF-WIP with a conventional WIP system in a user study conducted with 12 participants. Our results suggest that SHeF-WIP enabled them to reach higher virtual speeds (+80%) with more efficacy and ease.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"222 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":"120848409","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}
引用次数: 0
Field of View Effect on Distance Perception in Virtual Reality 虚拟现实中视场效应对距离感知的影响
Sina Masnadi, Kevin P. Pfeil, Jose-Valentin T. Sera-Josef, J. Laviola
{"title":"Field of View Effect on Distance Perception in Virtual Reality","authors":"Sina Masnadi, Kevin P. Pfeil, Jose-Valentin T. Sera-Josef, J. Laviola","doi":"10.1109/VRW52623.2021.00153","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00153","url":null,"abstract":"Recent state-of-the-art Virtual Reality (VR) Head-Mounted Displays (HMD) provide wide Field of Views (FoV) which were not possible in the past. Due to this development, HMD FoVs are now approaching a level that parallels natural human eyesight. Previous efforts have shown that reduced FoVs affect user perception of distance in a given environment, but none have investigated VR HMDs with wide FoVs. Therefore, in this paper we directly investigate the effect of HMD FoV on distance estimation in virtual environments. We performed a user study with 14 participants who performed a blind throwing task wearing a Pimax 5K Plus HMD, in which we virtually restricted the FoV to 200°, 110°, and 60°. We found a significant difference in perceived distance between the 200° and 60° FoVs, as well as between the 110° and 60° FoVs. However, no significant difference was observed between 200° and 110°. Our results indicate that users tend to underestimate distance with the narrower FoV.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"18 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":"124765078","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}
引用次数: 15
Supporting Physical and Mental Health Rehabilitation at Home with Virtual Reality Headsets and Force Feedback Gloves 在家中使用虚拟现实耳机和力反馈手套支持身心健康康复
Qisong Wang, Bo Kang, P. Kristensson
{"title":"Supporting Physical and Mental Health Rehabilitation at Home with Virtual Reality Headsets and Force Feedback Gloves","authors":"Qisong Wang, Bo Kang, P. Kristensson","doi":"10.1109/VRW52623.2021.00225","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00225","url":null,"abstract":"The outbreak of COVID-19 has led to worldwide quarantines and telehealth has become the lifeline for patients prone to infection. We propose using a Virtual Reality (VR) system as a playful coping strategy for rehabilitation at home. We hypothesize such a system can improve the physical and mental well-being of the user during play. In this demonstration, we transform the therapy into a playful virtual cat bathing simulation using a VR headset coupled with force feedback gloves. This results in an engaging and feedback-rich scenario where users practice fine motor skills by progressively completing three cat-care tasks.","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":"128727516","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}
引用次数: 3
Redirection Using Alignment 使用对齐的重定向
Niall L. Williams, Aniket Bera, Dinesh Manocha
{"title":"Redirection Using Alignment","authors":"Niall L. Williams, Aniket Bera, Dinesh Manocha","doi":"10.1109/VRW52623.2021.00072","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00072","url":null,"abstract":"Unobstructed locomotion in virtual reality (VR) using natural walking is often not possible due to the differing placement of obstacles in the physical and virtual environments. Redirected walking is a technique that helps to enable natural walking in VR by imperceptibly rotating the virtual environment such that users adjust their physical trajectory and avoid physical obstacles. Traditionally, the algorithms responsible for applying redirected walking focused mainly on steering users away from physical obstacles, with little regard for the locations of obstacles in the virtual environment. However, recent work showed that considering both the physical and virtual environments when applying redirected walking can lead to significantly fewer collisions with physical obstacles. We formalize the notion of alignment: the concept of comparing the physical and virtual environments according to some feature present in both environments. We provide a generalized definition of alignment that allows it to be used in any research problem, and we present an example of how alignment can be used to yield significant improvements in VR locomotion with redirected walking.","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":"127276950","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}
引用次数: 1
The Onset Time of the Dynamic and Static Invisible Body Illusion 动态与静态隐形体错觉的发生时间
Ryota Kondo
{"title":"The Onset Time of the Dynamic and Static Invisible Body Illusion","authors":"Ryota Kondo","doi":"10.1109/VRW52623.2021.00194","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00194","url":null,"abstract":"The body part ownership is elicited in 23 s, and the full-body illusion is produced in 5 s. Our previous study has shown that synchronized hands and feet movements produce the full-body illusion at an empty space between the hands and feet in 5 min at most, but the exact onset time is still unclear. This study investigated the optimal learning method and learning time for the invisible body illusion by measuring the onset time of the illusion in active movement and static observation. As a result, the illusion was produced after 6.93 s of synchronized movement or 4.67 s of static observation. These results suggest that both active movement and static observation are effective for the invisible body illusion.","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":"130200428","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}
引用次数: 0
An Overview and Analysis of Publications on Locomotion Taxonomies 运动分类学文献综述与分析
L. Prinz, Tintu Mathew, Simon Klüber, B. Weyers
{"title":"An Overview and Analysis of Publications on Locomotion Taxonomies","authors":"L. Prinz, Tintu Mathew, Simon Klüber, B. Weyers","doi":"10.1109/VRW52623.2021.00080","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00080","url":null,"abstract":"In immersive virtual environments, locomotion allows users to change their viewpoint in the virtual world and is one of the most common tasks. Locomotion taxonomies can describe relationships between the locomotion techniques and thus represent a common understanding, form the backbone of many studies and publications, and can increase the comparability of studies. Therefore, it is relevant for VR researchers, developers, and designers to get an overview of previous research on taxonomies including benefits, drawbacks, and possible research gaps. Current literature reviews focus on locomotion techniques instead of locomotion taxonomies. Thus, a time-consuming search, evaluation and comparison of many publications is required to get such an overview. We present the design of a currently performed systematic literature review examining taxonomies of locomotion techniques. In addition, we present initial results including an overview of publications introducing locomotion taxonomies, their relationships, and impact. We aim to provide a reference to potential taxonomies to support the choice of a locomotion taxonomy and insights into the research field evolution to aid the design of novel locomotion taxonomies.","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":"130623395","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}
引用次数: 6
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