2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR)最新文献

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When sound modulates vision: VR applications for art and entertainment 当声音调节视觉:艺术和娱乐的VR应用
2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR) Pub Date : 2017-03-19 DOI: 10.1109/WEVR.2017.7957714
S. Bialkova, M. V. Gisbergen
{"title":"When sound modulates vision: VR applications for art and entertainment","authors":"S. Bialkova, M. V. Gisbergen","doi":"10.1109/WEVR.2017.7957714","DOIUrl":"https://doi.org/10.1109/WEVR.2017.7957714","url":null,"abstract":"The interplay between sound and vision is a key determinant of human perception. With the development of Virtual Reality (VR) technologies and their commercial applications, there is emergent need to better understand how audio-visual signals manipulated in virtual environments influence perception and human behaviour. The current study addresses this challenge in simulated VR environments mirroring real life scenarios. In particular, we investigated the parameters that might enhance perception, and thus VR experiences when sound and vision are manipulated. A VR museum was created mimicking a real art gallery featuring Japanese paintings. Participants were exposed to the gallery via Samsung Gear VR, head mounted display, and could freely “walk” in. To half of the participants newly composed music clips were played, during the VR gallery “visit”. The other participants were exposed to the same environment, but no music was played (control condition). The results showed that music played altered the way people are engaged in, perceive and experience the VR art gallery. Opposite to our expectation, the VR experience was liked more when no music was played. The naturalness and presence were perceived to be relatively high, and did not differ significantly depending on whether music was played or not. Regression modelling further explored the relationship between the parameters hypothesised to influence the VR experiences. The findings are summarised in a theoretical model. The study outcomes could be implemented to successfully develop efficient VR applications for art and entertainment.","PeriodicalId":319750,"journal":{"name":"2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122387752","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: 14
Remain seated: towards fully-immersive desktop VR 保持坐姿:走向完全沉浸式桌面VR
2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR) Pub Date : 2017-03-19 DOI: 10.1109/WEVR.2017.7957707
Daniel Zielasko, B. Weyers, M. Bellgardt, S. Pick, Alexander Meissner, Tom Vierjahn, T. Kuhlen
{"title":"Remain seated: towards fully-immersive desktop VR","authors":"Daniel Zielasko, B. Weyers, M. Bellgardt, S. Pick, Alexander Meissner, Tom Vierjahn, T. Kuhlen","doi":"10.1109/WEVR.2017.7957707","DOIUrl":"https://doi.org/10.1109/WEVR.2017.7957707","url":null,"abstract":"In this work we describe the scenario of fully-immersive desktop VR, which serves the overall goal to seamlessly integrate with existing workflows and workplaces of data analysts and researchers, such that they can benefit from the gain in productivity when immersed in their data-spaces. Furthermore, we provide a literature review showing the status quo of techniques and methods available for realizing this scenario under the raised restrictions. Finally, we propose a concept of an analysis framework and the decisions made and the decisions still to be taken, to outline how the described scenario and the collected methods are feasible in a real use case.","PeriodicalId":319750,"journal":{"name":"2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116623764","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: 46
Giro: better biking in virtual reality 环罗:虚拟现实中更好的自行车骑行
2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR) Pub Date : 2017-03-19 DOI: 10.1109/WEVR.2017.7957711
F. Grani, J. Bruun-Pedersen
{"title":"Giro: better biking in virtual reality","authors":"F. Grani, J. Bruun-Pedersen","doi":"10.1109/WEVR.2017.7957711","DOIUrl":"https://doi.org/10.1109/WEVR.2017.7957711","url":null,"abstract":"We present the prototype of a wireless tracker developed to improve functionality and experience of biking systems using virtual reality (VR) for augmentation. VR has shown promise as an assistive technology to promote physical activity for older adult users. In previous studies, nursing home participants' intrinsic motivation to exercise has shown to increase when using VR to augment their biking exercise routine. The presented VR augmentation system previously used a wired Arduino UNO microcontroller, with magnets and Hall effect sensors to track the pedaling behavior of users. The prototype for a pedaling-tracking device that we present in this paper improves the real-time synchronization of proprioceptive and visual feedback to user actions along with an increased ease-of-use and flexibility, which can suggest future directions in VR technologies for various applications in both domestic and professional setups. The new prototype presented is currently deployed for initial testing in two rehabilitation centers for older adults in Frederiksberg, Denmark.","PeriodicalId":319750,"journal":{"name":"2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125192471","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: 14
Immersive eating: evaluating the use of head-mounted displays for mixed reality meal sessions 沉浸式用餐:评估头戴式显示器在混合现实用餐会话中的使用
2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR) Pub Date : 2017-03-19 DOI: 10.1109/WEVR.2017.7957709
Dannie Korsgaard, N. C. Nilsson, Thomas Bjørner
{"title":"Immersive eating: evaluating the use of head-mounted displays for mixed reality meal sessions","authors":"Dannie Korsgaard, N. C. Nilsson, Thomas Bjørner","doi":"10.1109/WEVR.2017.7957709","DOIUrl":"https://doi.org/10.1109/WEVR.2017.7957709","url":null,"abstract":"This paper documents a pilot study evaluating a simple approach allowing users to eat real food while exploring a virtual environment (VE) through a head-mounted display (HMD). Two cameras mounted on the HMD allowed for video-based stereoscopic see-through when the user’s head orientation pointed toward the food, and the VE would appear when the user turned elsewhere. The pilot study revealed that all participants were able to eat their meals using the system, and a number of potential challenges relevant to immersive eating scenarios were identified.","PeriodicalId":319750,"journal":{"name":"2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR)","volume":"132 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129661072","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: 14
Effects of tracking scale on user performance in virtual reality games 追踪尺度对虚拟现实游戏中用户表现的影响
2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR) Pub Date : 2017-03-19 DOI: 10.1109/WEVR.2017.7957712
Benedict Burgh, K. Johnsen
{"title":"Effects of tracking scale on user performance in virtual reality games","authors":"Benedict Burgh, K. Johnsen","doi":"10.1109/WEVR.2017.7957712","DOIUrl":"https://doi.org/10.1109/WEVR.2017.7957712","url":null,"abstract":"We explore how scaling a user’s tracking data may impact performance in an immersive virtual reality game, which may have implications for fairness and accessibility of many applications. In our study, which used an HTC Vive room-scale VR system, users play the role of a factory worker who must remove deformed bread from a production line. Users were scaled to a reference height, such that taller than average users were rendered shorter and had shorter reach and shorter than average users were rendered taller and had longer reach than normal. Users also performed with unscaled tracking data. Our analysis indicates that there was no systematic advantage of being taller or shorter than normal, and scaling users may have had a detrimental effect. Moreover, scale changes were noticed by many users who had conflicting preferences for various application-specific reasons, indicating that application strategy can be affected by scale. Results suggest that while virtual reality tracking data may be scaled to compensate for user differences in physical height or reach, care must be taken to ensure that performance will benefit.","PeriodicalId":319750,"journal":{"name":"2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122296193","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
Utilizing immersive virtual reality in everydaywork 在日常工作中利用沉浸式虚拟现实
2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR) Pub Date : 2017-03-19 DOI: 10.1109/WEVR.2017.7957708
M. Bellgardt, S. Pick, Daniel Zielasko, Tom Vierjahn, B. Weyers, T. Kuhlen
{"title":"Utilizing immersive virtual reality in everydaywork","authors":"M. Bellgardt, S. Pick, Daniel Zielasko, Tom Vierjahn, B. Weyers, T. Kuhlen","doi":"10.1109/WEVR.2017.7957708","DOIUrl":"https://doi.org/10.1109/WEVR.2017.7957708","url":null,"abstract":"Applications of Virtual Reality (VR) have been repeatedly explored with the goal to improve the data analysis process of users from different application domains, such as architecture and simulation sciences. Unfortunately, making VR available in professional application scenarios or even using it on a regular basis has proven to be challenging. We argue that everyday usage environments, such as office spaces, have introduced constraints that critically affect the design of interaction concepts since well-established techniques might be difficult to use. In our opinion, it is crucial to understand the impact of usage scenarios on interaction design, to successfully develop VR applications for everyday use. To substantiate our claim, we define three distinct usage scenarios in this work that primarily differ in the amount of mobility they allow for. We outline each scenario’s inherent constraints but also point out opportunities that may be used to design novel, well-suited interaction techniques for different everyday usage environments. In addition, we link each scenario to a concrete application example to clarify its relevance and show how it affects interaction design.","PeriodicalId":319750,"journal":{"name":"2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR)","volume":"303 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114049150","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: 25
Waiting for the ultimate display: can decreased fidelity positively influence perceived realism? 等待最终的展示:降低的保真度会积极影响感知的真实感吗?
2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR) Pub Date : 2017-03-19 DOI: 10.1109/WEVR.2017.7957710
N. C. Nilsson, R. Nordahl, S. Serafin
{"title":"Waiting for the ultimate display: can decreased fidelity positively influence perceived realism?","authors":"N. C. Nilsson, R. Nordahl, S. Serafin","doi":"10.1109/WEVR.2017.7957710","DOIUrl":"https://doi.org/10.1109/WEVR.2017.7957710","url":null,"abstract":"The first virtual reality (VR) systems have hit the shelves, and 2017 may become the year where VR finally enters the homes of consumers in a big way. By allowing users to perceive and interact in a natural manner, VR offers the promise of realistic experiences of familiar, foreign, and fantastic virtual places and events. However, should we always opt for the highest degree of fidelity when striving to provide users with realistic experiences? In this position paper, we argue that when certain components of fidelity are limited, as they will be in relation to consumer VR, then maximizing the fidelity of other components may be detrimental to the perceived realism of the user. We present three cases supporting this hypothesis, and discuss the potential implications for researchers and developers relying on commercially available VR systems.","PeriodicalId":319750,"journal":{"name":"2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR)","volume":"11 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124960253","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: 5
Design of a practical TV interface for teacher-guided VR field trips 设计一个实用的电视界面,用于教师指导的VR实地考察
2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR) Pub Date : 2017-03-19 DOI: 10.1109/WEVR.2017.7957713
J. Woodworth, C. Borst
{"title":"Design of a practical TV interface for teacher-guided VR field trips","authors":"J. Woodworth, C. Borst","doi":"10.1109/WEVR.2017.7957713","DOIUrl":"https://doi.org/10.1109/WEVR.2017.7957713","url":null,"abstract":"We discuss the development of an educational teacher-guided VR environment and address communication problems noticed during formative evaluations of a teacher’s interface. We especially describe motivations and problems related to a TV-based virtual mirror interface, and we present a study of 3D pointing in the virtual mirror. Efforts to develop a practical interface for repeated classroom use led to a TV interface that allows the teacher to stand unencumbered in front of a large TV showing their depth-camera-based image in a surrounding virtual environment. The limited field of regard of the TV required adressing several problems. First, to support pointing at virtual objects in an environment where the teacher stood in front of or beside virtual objects, we used the mirror-type view with a wide field of view. Visual pointing cues were added to correct problems observed with teacher pointing related to the indirectness of pointing in a mirror and to a low sense of depth. Additional visual cues allow the teacher to make eye contact with networked immersed students, considering the mirror view does not provide a direct view of student avatars. The development and evaluation of visual pointing cues provides a basis for better understanding and improving 3D pointing with virtual mirrors.","PeriodicalId":319750,"journal":{"name":"2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124662362","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: 5
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