Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology最新文献

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Enhancing In-game Immersion Using BCI-controlled Mechanics 使用bci控制机制增强游戏沉浸感
Mikołaj P. Woźniak, Piotr Sikorski, Magdalena Wróbel-Lachowska, Natalia Bartłomiejczyk, J. Dominiak, K. Grudzień, A. Romanowski
{"title":"Enhancing In-game Immersion Using BCI-controlled Mechanics","authors":"Mikołaj P. Woźniak, Piotr Sikorski, Magdalena Wróbel-Lachowska, Natalia Bartłomiejczyk, J. Dominiak, K. Grudzień, A. Romanowski","doi":"10.1145/3489849.3489862","DOIUrl":"https://doi.org/10.1145/3489849.3489862","url":null,"abstract":"Due to multimodal approach, the virtual reality experiences become increasingly more immersive and entertaining. New control modalities, such as brain-computer interfaces (BCIs), enable the players to engage in the game with both their bodies and minds. In our work, we investigate the influence of employing BCI-driven mechanics on player’s in-game immersion. We designed and implemented an escape room-themed game which employed player’s mental states of focus and relaxation as input for selected game mechanisms. Through a between-subject user study, we found that controlling the game with mental states enhances the in-game immersion and attracts the player’s engagement. At the same time, using BCIs did not impose additional cognitive workload. Our work contributes qualitative insights on psychocognitive effects of using BCIs in gaming and describing immersive gaming experiences.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125179821","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: 4
Virtual Reality platform for functional magnetic resonance imaging in ecologically valid conditions 虚拟现实平台在生态有效条件下的功能磁共振成像
Baptiste Gauthier, Louis Albert, R. Martuzzi, B. Herbelin, O. Blanke
{"title":"Virtual Reality platform for functional magnetic resonance imaging in ecologically valid conditions","authors":"Baptiste Gauthier, Louis Albert, R. Martuzzi, B. Herbelin, O. Blanke","doi":"10.1145/3489849.3489894","DOIUrl":"https://doi.org/10.1145/3489849.3489894","url":null,"abstract":"Functional magnetic resonance Brain Imaging (fMRI) is a key non-invasive imaging technique for the study of human brain activity. Its millimetric spatial resolution is at the cost of several constraints: participants must remain static and experience artificial stimuli, making it difficult to generalize neuroscientific results to naturalistic and ecological conditions. Immersive Virtual Reality (VR) provides alternatives to such stimuli through simulation, but still requires an active first-person exploration of the environment to evoke a strong sense of presence in the virtual environment. Here, we report how to compensate for the inability to freely move in VR by leveraging on principles of embodiment for a virtual avatar, to eventually evoke a strong sense of presence with a minimal motion of the participant. We validated the functionality of the platform in a study where healthy participants performed several basic research tasks in an MR-specific immersive virtual environment. Our results show that our approach can lead to high sense of presence, strong body ownership, and sense of agency for a virtual avatar, with low movement-related MRI artifacts. Moreover, to exemplify the versatility of the platform, we reproduced several behavioral and fMRI results in the perceptual, motor, and cognitive domains. We discuss how to leverage such technology for neuroscience research and provide recommendations on efficient ways to implement and develop it successfully.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123665496","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
VRBT: A Non-pharmacological VR approach towards hypertension VRBT:一种治疗高血压的非药物VR方法
Yui Lo, Qinglan Shan, Jie Xu, L. Shao, Li Dong, Peiwu Qin, Yuhan Dong
{"title":"VRBT: A Non-pharmacological VR approach towards hypertension","authors":"Yui Lo, Qinglan Shan, Jie Xu, L. Shao, Li Dong, Peiwu Qin, Yuhan Dong","doi":"10.1145/3489849.3489934","DOIUrl":"https://doi.org/10.1145/3489849.3489934","url":null,"abstract":"Hypertension is a prevalent disease that is known to affect the vascular system especially to the people with poor living habits and lifestyles. Virtual reality (VR) is effective to interact with people to release their pressure and cheer them up, which however is less conducted towards manipulating blood pressure and hypertension. In this paper, we consider how hypertension can be treated with VR devices and design virtual reality river bathing therapy (VRBT) with respect to a combination of traditional methods through sensory stimulation, audio interventions, and motor training.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122417662","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
ALiSE: Non-wearable AR display through the looking glass, and what looks solid there 爱丽丝:透过镜子的非穿戴式增强现实显示,那里看起来是固体的
Hiroki Uchida, Takayuki Kawamura, Keito Kamimura, K. Zempo
{"title":"ALiSE: Non-wearable AR display through the looking glass, and what looks solid there","authors":"Hiroki Uchida, Takayuki Kawamura, Keito Kamimura, K. Zempo","doi":"10.1145/3489849.3489929","DOIUrl":"https://doi.org/10.1145/3489849.3489929","url":null,"abstract":"With the Augmented Reality mirror display method using a half-mirror, there is a difference in the focal length between the mirror image and the AR image. Therefore, the observer perceives a mismatch in depth perception, which impairs usability. In this study, we developed an optical-reflection AR display, ALiSE (Augment Layer interweaved Semi-reflecting Existence), which enhances the depth perception experience of AR images by adding a gap zone with the same depth as the target depth between the display and the half-mirror. We conducted an experiment to view 3D objects and achieve virtual fitting using the existing AR with video synthesis and the proposed ALiSE method. As a result of the questionnaire survey, although the comfort of wearing virtual objects was below existing methods, we confirmed that the presence and solidity were superior with the proposed method to other approaches. This is an attempt to create a sense of the stereoscopic effect despite the 2D projection, as the object to be projected is simultaneously reflected in the mirror along with the observer themselves.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122063537","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
Technical Factors Affecting Augmented Reality User Experiences in Sports Spectating 影响体育观赛增强现实用户体验的技术因素
Wei Hong Lo, H. Regenbrecht, S. Zollmann
{"title":"Technical Factors Affecting Augmented Reality User Experiences in Sports Spectating","authors":"Wei Hong Lo, H. Regenbrecht, S. Zollmann","doi":"10.1145/3489849.3489906","DOIUrl":"https://doi.org/10.1145/3489849.3489906","url":null,"abstract":"The maturity of augmented reality (AR) technology and research now paves the way for dissemination of AR outside of the laboratory. However, it is still under-explored which factors are influencing the user experience of an AR application. In this poster, we describe some of the technical factors that could influence the user experience. We focus on a use-case in the field of on-site sports spectating with mobile AR. We present a study design which analyzes the influence of latency, registration accuracy, and jitter as factors on AR user experience.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128432698","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
Actions, not gestures: contextualising embodied controller interactions in immersive virtual reality 行动,而不是手势:沉浸式虚拟现实中的具体控制器交互
J. Ratcliffe, Nick Ballou, L. Tokarchuk
{"title":"Actions, not gestures: contextualising embodied controller interactions in immersive virtual reality","authors":"J. Ratcliffe, Nick Ballou, L. Tokarchuk","doi":"10.1145/3489849.3489892","DOIUrl":"https://doi.org/10.1145/3489849.3489892","url":null,"abstract":"Modern immersive virtual reality (IVR) often uses embodied controllers for interacting with virtual objects. However, it is not clear how we should conceptualise these interactions. They could be considered either gestures, as there is no interaction with a physical object; or as actions, given that there is object manipulation, even if it is virtual. This distinction is important, as literature has shown that in the physical world, action-enabled and gesture-enabled learning produce distinct cognitive outcomes. This study attempts to understand whether sensorimotor-embodied interactions with objects in IVR can cognitively be considered as actions or gestures. It does this by comparing verb-learning outcomes between two conditions: (1) where participants move the controllers without touching virtual objects (gesture condition); and (2) where participants move the controllers and manipulate virtual objects (action condition). We found that (1) users can have cognitively distinct outcomes in IVR based on whether the interactions are actions or gestures, with actions providing stronger memorisation outcomes; and (2) embodied controller actions in IVR behave more similarly to physical world actions in terms of verb memorization benefits.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128731736","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
A Hat-shaped Pressure-Sensitive Multi-Touch Interface for Virtual Reality 一种用于虚拟现实的帽形压敏多点触控界面
Kazuki Sakata, B. Shizuki, I. Kawaguchi, Shin Takahashi
{"title":"A Hat-shaped Pressure-Sensitive Multi-Touch Interface for Virtual Reality","authors":"Kazuki Sakata, B. Shizuki, I. Kawaguchi, Shin Takahashi","doi":"10.1145/3489849.3489909","DOIUrl":"https://doi.org/10.1145/3489849.3489909","url":null,"abstract":"We developed a hat-shaped touch interface for virtual reality viewpoint control. The hat is made of conductive fabric and thus is lightweight. The user can touch, drag, and push the surface, enabling three-dimensional viewpoint control.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128989455","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
Fusing Semantic Segmentation and Object Detection for Visual SLAM in Dynamic Scenes 动态场景下视觉SLAM的语义分割与目标检测融合
Peilin Yu, Chi Guo, Yang Liu, Huyin Zhang
{"title":"Fusing Semantic Segmentation and Object Detection for Visual SLAM in Dynamic Scenes","authors":"Peilin Yu, Chi Guo, Yang Liu, Huyin Zhang","doi":"10.1145/3489849.3489882","DOIUrl":"https://doi.org/10.1145/3489849.3489882","url":null,"abstract":"The assumption of static scenes limits the performance of traditional visual SLAM. Many existing solutions adopt deep learning methods or geometric constraints to solve the problem of dynamic scenes, but these schemes are either low efficiency or lack of robustness to a certain extent. In this paper, we propose a solution combining object detection and semantic segmentation to obtain the prior contours of potential dynamic objects. With this prior information, geometric constraints techniques are utilized to assist with removing dynamic feature points. Finally, the evaluation with the public datasets demonstrates that our proposed method can improve the accuracy of pose estimation and robustness of visual SLAM with no efficiency loss in high dynamic scenarios.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123868604","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
Evaluating the influence of interaction technology on procedural learning using Virtual Reality 评价交互技术对虚拟现实程序性学习的影响
Sylvain Noblecourt, Geoffrey Bourgoin, Vincent Havard, D. Baudry
{"title":"Evaluating the influence of interaction technology on procedural learning using Virtual Reality","authors":"Sylvain Noblecourt, Geoffrey Bourgoin, Vincent Havard, D. Baudry","doi":"10.1145/3489849.3489918","DOIUrl":"https://doi.org/10.1145/3489849.3489918","url":null,"abstract":"Within the context of industry 4.0, this paper studies the influence of interaction technology (Vive controller and Knuckles) on manufacturing assembly procedural training using Virtual Reality. To do so, an experiment with 24 volunteers have been conducted and these participants have been separated in two groups: one using Vive controller and the other using Knuckles. Our conclusions are based on two indicators: Time to realize all tasks and the number of manipulations. This study shows that, after get used to, volunteers using Knuckles are faster than the other group but for some very delicate tasks, they need more manipulations to succeed.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"517 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116238810","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 Effect of Increased Body Motion in Virtual Reality on a Placement-Retrieval Task 虚拟现实中增加身体运动对放置-检索任务的影响
Thibault Friedrich, Arnaud Prouzeau, Michael J. McGuffin
{"title":"The Effect of Increased Body Motion in Virtual Reality on a Placement-Retrieval Task","authors":"Thibault Friedrich, Arnaud Prouzeau, Michael J. McGuffin","doi":"10.1145/3489849.3489888","DOIUrl":"https://doi.org/10.1145/3489849.3489888","url":null,"abstract":"Previous work has shown that increased effort and use of one’s body can improve memory. When positioning windows inside a virtual reality, does the use of a larger volume, and using one’s legs to move around, improve ability to later find the windows? The results of our experiment indicate there can be a modest benefit for spatial memory and retrieval time, but at the cost of increased time spent initially positioning the windows.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126205308","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
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