{"title":"Virtual look around: interaction quality evaluation for virtual tour in multiple platforms","authors":"Adriel Rodrigues, J. F. P. Cheiran","doi":"10.1109/SVR51698.2020.00023","DOIUrl":"https://doi.org/10.1109/SVR51698.2020.00023","url":null,"abstract":"In the last few years, Virtual Reality (VR) has become readily available through different devices, from desktop to head-mounted displays (HMD). For instance, virtual tour experiences became popular by 360° panoramic photographs and video clips on online social media, so people could visit a remote location without being exposed to crowded transportation or places. Also, a virtual tour demonstrates considerable potential as a tool for escapism and even remote teaching in the current pandemic situation. However, we lack studies that evaluate the interaction quality in such virtual tours in different immersion levels. Since this kind of research is important to allow users to balance cost-benefit decisions better, the present paper aims to compare the interaction quality in a virtual tour website developed in WebXR through different devices. To achieve our objective, we developed a virtual tour based on 360° pictures using WebXR and React 360 and carried out a user study with 41 undergraduate students using four different devices: a laptop computer, a smartphone, a Google Cardboard headset, and a Samsung GearVR HMD. We evaluated users’ attitudes by adapting the Suitability Evaluation Questionnaire (SEQ), and users’ performance by measuring time to fulfill a set of tasks. The key findings from our research include that (i) the overall self-reported experience using Google Cardboard is worse than using other devices, (ii) the users’ performance is quite similar between the platforms, and (iii) there is evidence of unexpected cybersickness symptoms in tests with the smartphone.","PeriodicalId":329629,"journal":{"name":"2020 22nd Symposium on Virtual and Augmented Reality (SVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122588037","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}
V. Ferreira, Lisle Faray de Paiva, A. Paiva, Régis Costa de Oliveira, Mónica Mendes, I. M. O. Maia
{"title":"Authoring and Visualization Tool for Augmented Scenic Performances Prototyping and Experience","authors":"V. Ferreira, Lisle Faray de Paiva, A. Paiva, Régis Costa de Oliveira, Mónica Mendes, I. M. O. Maia","doi":"10.1109/SVR51698.2020.00068","DOIUrl":"https://doi.org/10.1109/SVR51698.2020.00068","url":null,"abstract":"There is a growing interest in the use of Augmented Reality technologies in artistic practices for performance execution and its use in the production process. The ability to overlay visual media onto the real world or, more specific onto the performer body in real-time has also captured the imagination of performance artists. Also, directors and choreographers glimpse the uses and applications of augmented reality in their production workflow. These applications provide specific challenges that require adaptations to standard content creation workflows. The present work describes the design and implementation of an authoring application for AR-based performance art, initially developed to support augmented performances but also extended to the prototyping of choreographies and costumes uses. The application enables several virtual augmented effects like images, videos, and 3D models to be attached simultaneously to the performer’s body. This paper is presented as an application presentation providing a general view of the proposed solution and describing its development. We may see the effectiveness of the authoring application and establishes concrete requirements for a more generic tool to support the development of Artistic Performances with Augmented Reality","PeriodicalId":329629,"journal":{"name":"2020 22nd Symposium on Virtual and Augmented Reality (SVR)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129247663","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}
Leonardo Souza Silva, R. V. Aranha, Matheus A. O. Ribeiro, L. R. Nakamura, Fátima L. S. Nunes
{"title":"3D visualization of temporal data: exploring Visual Attention and Machine Learning","authors":"Leonardo Souza Silva, R. V. Aranha, Matheus A. O. Ribeiro, L. R. Nakamura, Fátima L. S. Nunes","doi":"10.1109/SVR51698.2020.00072","DOIUrl":"https://doi.org/10.1109/SVR51698.2020.00072","url":null,"abstract":"Temporal data visualization supports planning and decision-making processes as it helps understanding patterns and relationships among time-based data. In many fields of study, users deal with a large volume of valuable information, which is usually analyzed based on temporal aspects. In this scenario, the use of three-dimensional space opens interesting opportunities in time representation, interpretation, and exploration of temporal data. Approaches based on Virtual Reality (VR) techniques are still underexplored to visualize temporal data, most of the times as an extension of the bi-dimensional space, although they can provide more natural interaction in real time. Visual Attention (VA) has grown in relevance in many study areas due to its ability to help humans explore a complex visual scene. Contributing to overcome the limited use of three-dimensional (3D) space in temporal data visualization, in this article, we present a VR approach named 3D BlocKARL to support interactive visualization of temporal data. The environment is built based on VA concepts. Our approach uses a rule-based Machine Learning method, generating new ways to visualize temporal information in 3D environments. The results of two controlled experiments with volunteers shows that the visualizations generated by our approach had a good acceptance and were able to decrease the mistake rate while performing a specific task when compared to a traditional approach.","PeriodicalId":329629,"journal":{"name":"2020 22nd Symposium on Virtual and Augmented Reality (SVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130547780","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 and human-centred workplace design: practices of workers and ergonomists","authors":"F. Bazzaro, Sebastien Chevriau, Marjorie Charrier","doi":"10.1109/svr51698.2020.00075","DOIUrl":"https://doi.org/10.1109/svr51698.2020.00075","url":null,"abstract":"To design a workplace in line with worker activities, it is essential to identify the tools necessary for a more effective evaluation of workplace needs during the design process. Virtual reality, which permits the simulation of activities, appears to be a relevant solution. We have conducted an experiment on industrial projects design in order to compare between workers and ergonomists the use of virtual reality to evaluate a design solution. Ergonomists evaluate single activities, using normative rules, whereas, workers simulate complete activity sequences and build their future activities. The results highlight the complementarity in virtual reality, between ergonomist’s and workers’ participation during design process.","PeriodicalId":329629,"journal":{"name":"2020 22nd Symposium on Virtual and Augmented Reality (SVR)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123849569","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}
Tatiana Ortegon-Sarmiento, Lina Peñuela, A. Uribe-Quevedo
{"title":"Low Back Pain Attenuation Employing Virtual Reality Physiotherapy","authors":"Tatiana Ortegon-Sarmiento, Lina Peñuela, A. Uribe-Quevedo","doi":"10.1109/SVR51698.2020.00037","DOIUrl":"https://doi.org/10.1109/SVR51698.2020.00037","url":null,"abstract":"Pain can negatively impact the quality of life and affect daily activities that can lead to work absenteeism and depression. According to the World Health Organization, lower back pain is one of the most common musculoskeletal disorders requiring physical and/or pharmacological treatment in chronic conditions. The effectiveness of such treatments is negatively affected by the lack of compliance. For physical activity, common challenges include discomfort, lack of feedback when unsupervised, or boredom caused by the repetitive and monotonous nature of exercising. An approach that has gained popularity in physical therapy employs games to boost engagement and adherence by taking advantage of natural pain attenuators including deep breaths, listening to music, or playing video games. This paper presents the evaluation of three virtual environments designed to modulate lower back pain by means of the visual analog scale (VAS) to assess pain perception, and the System Usability Scale (SUS) to evaluate the systems. The results indicate that two of the three environments showed a positive impact on pain perception. The VAS reported by the participants for the second and the third environment was the same or lower when using the virtual environment, the first environment represented better results for the 60 % of the participants meanwhile, the other 40% perceived higher pain. Finally, the participants found the scenarios usable with a SUS score average of 83, 78.5, and 88.5 for each environment.","PeriodicalId":329629,"journal":{"name":"2020 22nd Symposium on Virtual and Augmented Reality (SVR)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114728619","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}
Jacky Yang, Michael Chan, A. Uribe-Quevedo, B. Kapralos, Norman Jaimes, A. Dubrowski
{"title":"Prototyping Virtual Reality Interactions in Medical Simulation Employing Speech Recognition","authors":"Jacky Yang, Michael Chan, A. Uribe-Quevedo, B. Kapralos, Norman Jaimes, A. Dubrowski","doi":"10.1109/SVR51698.2020.00059","DOIUrl":"https://doi.org/10.1109/SVR51698.2020.00059","url":null,"abstract":"Medical simulation has seen the adoption of virtual reality as a tool to expose learners to scenarios otherwise impossible in real life. In medical simulation, patient interactions are practiced employing standardized patients (i.e., actors) and most recently artificial intelligence driven avatars. Typical avatar interactions found in virtual simulators rely on buttons, text boxes, and drop-down menus to enable the interactions. While a similar approach is also employed in virtual reality, virtual keyboard inputs and point and click tasks on graphical user interface items using a mouse can be challenging and lead to increased cognitive loads. In this paper, we outline an application for virtual avatar communication by employing speech recognition and gestures to convey non-verbal cues during an eye fundus examination. Our goal is to understand the face validity of speech and gesture driven interactions. A demo was conducted at an open house were attendees tried the scenario and provided their opinions on the experience. From this preliminary experience, we were able to identify challenges and opportunities when deploying speech-based interactions outside a controlled laboratory space.","PeriodicalId":329629,"journal":{"name":"2020 22nd Symposium on Virtual and Augmented Reality (SVR)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114750366","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":"Augmented Reality in Medical Teaching-Learning Process Content: A Systematic Review","authors":"Isabela Bianchi, A. L. Zanatta, Rafael Rieder","doi":"10.1109/SVR51698.2020.00032","DOIUrl":"https://doi.org/10.1109/SVR51698.2020.00032","url":null,"abstract":"Educators have attempted to innovate the teaching-learning process through computational tools. Some medical educational applications have been created with Augmented Reality resources. Serious Games are one of these kinds of applications, aiming as purpose education or training tasks for users considering entertainment too. Augmented Reality games require appropriate devices for satisfactory experience, as well a usability evaluation to ensure the application’s efficiency. With this in mind, this study presents a systematic review to identify approaches that use Mixed or Augmented Reality games in the teaching-learning process of medical contents, and that execute at least one preliminary evaluation with users. Only six selected studies attend the eligibility criteria. We notice a lack of Mixed or Augmented Reality serious games in many medical areas, such as hematology. This work also verified that the evaluation process of these games no adopts a standard protocol or well-known instruments available in the literature for usability evaluation, revealing an opportunity for new studies.","PeriodicalId":329629,"journal":{"name":"2020 22nd Symposium on Virtual and Augmented Reality (SVR)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130445588","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":"Message from the Labs Presentation Chairs","authors":"L. Machado","doi":"10.1109/svr51698.2020.00011","DOIUrl":"https://doi.org/10.1109/svr51698.2020.00011","url":null,"abstract":"It is with great satisfaction that in this edition of the SVR we bring the presentation of groups and companies dedicated to the research and development of virtual (VR), augmented (AR) and mixed reality (MR) or any content that refers to the extended reality (XR). From this initiative we intended to provide visibility for their activities as much as inspire and stimulate new connections among researchers and developers.","PeriodicalId":329629,"journal":{"name":"2020 22nd Symposium on Virtual and Augmented Reality (SVR)","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134160440","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":"Proxy Haptics for Surgical Training","authors":"Mahdi Rahmani Hanzaki, P. Boulanger","doi":"10.1109/SVR51698.2020.00033","DOIUrl":"https://doi.org/10.1109/SVR51698.2020.00033","url":null,"abstract":"This paper propose a solution to the realism of haptic perception in VR by using the concept called “proxy haptics.” In proxy haptics, real physical props are placed around the real environment to match their virtual counterparts. If the physical props are co-registered with the virtual world, a compelling sense of tactile sensation can be achieved. A prototype proxy haptic system was developed and a pilot study was performed to determine the effects of our system for simple surgical training tasks. Our results show that from a user perspective, our system is more believable and closer to the real world than the standard VR interface.","PeriodicalId":329629,"journal":{"name":"2020 22nd Symposium on Virtual and Augmented Reality (SVR)","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114850625","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}
Igor de Andrade Moraes, E. Palmeira, Marianna Ferreira Andrade, E. Lamounier, Alexandre Cardoso
{"title":"Virtual Reality in Postural Therapy: a Systematic Review","authors":"Igor de Andrade Moraes, E. Palmeira, Marianna Ferreira Andrade, E. Lamounier, Alexandre Cardoso","doi":"10.1109/SVR51698.2020.00061","DOIUrl":"https://doi.org/10.1109/SVR51698.2020.00061","url":null,"abstract":"Scoliosis is a pathology that affects a significant part of the world population. Although there is no definitive cure, specific exercises are presented as one of the main available treatments. Simultaneously, Virtual Reality (VR) brings the possibility of real-time simulated interactions through virtual environments and tracking devices. The technology is used in therapeutic contexts, and it is expected that it can also show efficiency in therapy aimed at the prevention and treatment of Scoliosis. Despite the lack of studies that address VR in the treatment of Scoliosis, this work presents a systematic review on the use of VR technology in specific postural therapies. The review suggests a favorable technological scenario for the development of systems that combine VR with postural training. However, further research on the development of specific interfaces to improve the existing therapeutic process seems to be necessary.","PeriodicalId":329629,"journal":{"name":"2020 22nd Symposium on Virtual and Augmented Reality (SVR)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117201605","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}