{"title":"Estimate the Difference Threshold for Curvature Gain of Redirected Walking","authors":"Chang-Gyu Lee, O. Kwon, D. Kang","doi":"10.1145/3489849.3489942","DOIUrl":"https://doi.org/10.1145/3489849.3489942","url":null,"abstract":"Redirected walking (RDW) allows users to navigate a large virtual world in a small physical space. At this time, if the applied redirection is below the detection threshold, the human hardly notice. However, some papers reported that users perceived changes in curvature gain even when redirections smaller than the detection threshold were applied. This means that the change in curvature gain caused human perception. Therefore, in this paper, we identified a threshold for the change in curvature gain, which was found to be 3.06°/m. Further experiments using different variation methods for variations in curvature gain will follow.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"22 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":"117058778","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}
Florian Kern, Thore Keser, Florian Niebling, Marc Erich Latoschik
{"title":"Using Hand Tracking and Voice Commands to Physically Align Virtual Surfaces in AR for Handwriting and Sketching with HoloLens 2","authors":"Florian Kern, Thore Keser, Florian Niebling, Marc Erich Latoschik","doi":"10.1145/3489849.3489940","DOIUrl":"https://doi.org/10.1145/3489849.3489940","url":null,"abstract":"In this paper, we adapt an existing VR framework for handwriting and sketching on physically aligned virtual surfaces to AR environments using the Microsoft HoloLens 2. We demonstrate a multimodal input metaphor to control the framework’s calibration features using hand tracking and voice commands. Our technical evaluation of fingertip/surface accuracy and precision on physical tables and walls is in line with existing measurements on comparable hardware, albeit considerably lower compared to previous work using controller-based VR devices. We discuss design considerations and the benefits of our unified input metaphor suitable for controller tracking and hand tracking systems. We encourage extensions and replication by providing a publicly available reference implementation (https://go.uniwue.de/hci-otss-hololens).","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"90 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":"116282121","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}
Kento Sugimori, Hironori Mitake, Hirohito Sato, Kensho Oguri, S. Hasegawa
{"title":"Avatar Tracking Control with Generations of Physically Natural Responses on Contact to Reduce Performers’ Loads","authors":"Kento Sugimori, Hironori Mitake, Hirohito Sato, Kensho Oguri, S. Hasegawa","doi":"10.1145/3489849.3489859","DOIUrl":"https://doi.org/10.1145/3489849.3489859","url":null,"abstract":"The real-time performance of motion-captured avatars in virtual space is becoming increasingly popular, especially within applications including social virtual realities (VRs), virtual performers (e.g., virtual YouTubers), and VR games. Such applications often include contact between multiple avatars or between avatars and objects as communication or gameplay. However, most current applications do not solve the effects of contact for avatars, causing penetration or unnatural behavior to occur. In reality, no contact with the player’s body occurs; nevertheless, the player must perform as if contact occurred. While physics simulation can solve the contact issue, the naive use of physics simulation causes tracking delay. We propose a novel avatar tracking controller with feedforward control. Our method enables quick, accurate tracking and flexible motion in response to contacts. Furthermore, the technique frees avatar performers from the loads of performing as if contact occurred. We implemented our method and experimentally evaluated the naturalness of the resulting motions and our approach’s effectiveness in reducing performers’ loads.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"21 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":"126363747","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 Effect of 2D Stylized Visualization of the Real World for Obstacle Avoidance and Safety in Virtual Reality System Usage","authors":"Jaeeun Kim, Heeyoon Jeong, G. Kim","doi":"10.1145/3489849.3489943","DOIUrl":"https://doi.org/10.1145/3489849.3489943","url":null,"abstract":"Using virtual reality systems with the head-mounted display can incur interaction difficulties and safety problems because of the user’s view being isolated from the real world operating space. One possible solution is to super-impose the real world objects or environment information onto the virtual scene. A variety of such visualization methods have been proposed, all in hopes of minimizing the negative effects of introducing foreign elements to the original virtual scene. In this poster, we propose to apply the neural style transfer technique to blend in the real world operating environment in the style of the given virtual space to make the super-imposed resulting image as natural as possible, maintaining the sense of immersion with the least level of distraction. Our pilot experimental study has shown that the stylization obscured the clear presentation of the environment and worsened or did not improve the safe user performance, and was neither considered sufficiently natural.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"68 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":"121132499","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":"Table-Based Interactive System for Augmenting Japanese Food Culture Experience","authors":"Kei Kobayashi, Kazuma Nagata, Junichi Hoshino","doi":"10.1145/3489849.3489941","DOIUrl":"https://doi.org/10.1145/3489849.3489941","url":null,"abstract":"Washoku, traditional Japanese food culture, was evaluated as a social custom for food that embodies the Japanese spirit of respect for nature and was registered as a UNESCO Intangible Cultural Heritage in 2013. However, an actual meal is limited to taste and visual information such as taste, ingredients, tableware, and arrangements; it is difficult to become thoroughly familiar with the cultural characteristics of Japanese cuisine. This study achieved a system that conveys the characteristics of Japanese cuisine, such as the importance of seasonality and ingredients, by displaying the cultural background related to food in text form. The natural environment is projected by a projector on a table, and seasons progress as the meal advances. The food was created in consultation with the chef to be suitable for the system. The users who participated in our survey and experienced the system were conveyed that Japanese cuisine is supported by the richness and seasons of nature and that it also affects traditional events.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"16 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":"131735115","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}
Florian Kern, M. Popp, Peter Kullmann, Elisabeth Ganal, Marc Erich Latoschik
{"title":"3D Printing an Accessory Dock for XR Controllers and its Exemplary Use as XR Stylus","authors":"Florian Kern, M. Popp, Peter Kullmann, Elisabeth Ganal, Marc Erich Latoschik","doi":"10.1145/3489849.3489949","DOIUrl":"https://doi.org/10.1145/3489849.3489949","url":null,"abstract":"This article introduces the accessory dock, a 3D printed multi-purpose extension for consumer-grade XR controllers that enables flexible mounting of self-made and commercial accessories. The uniform design of our concept opens new opportunities for XR systems being used for more diverse purposes, e.g., researchers and practitioners could use and compare arbitrary XR controllers within their experiments while ensuring access to buttons and battery housing. As a first example, we present a stylus tip accessory to build an XR Stylus, which can be directly used with frameworks for handwriting, sketching, and UI interaction on physically aligned virtual surfaces. For new XR controllers, we provide instructions on how to adjust the accessory dock to the controller’s form factor. A video tutorial for the construction and the source files for 3D printing are publicly available for reuse, replication, and extension (https://go.uniwue.de/hci-otss-accessory-dock).","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"97 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":"133056814","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}
Payod Panda, Byungsoo Kim, Sana Behnam-Asl, Elif Sener
{"title":"Immersive Analytics: A User-Centered Perspective","authors":"Payod Panda, Byungsoo Kim, Sana Behnam-Asl, Elif Sener","doi":"10.1145/3489849.3489951","DOIUrl":"https://doi.org/10.1145/3489849.3489951","url":null,"abstract":"Researchers have explored using VR and 3D data visualizations for analyzing and presenting data for several decades. Surveys of the literature in the field usually adopt a technical or systemic lens. We propose a survey of the Immersive Analytics literature from the user’s perspective that relates the purpose of the visualization to its technical qualities. We present our preliminary review to describe how device technologies, kinds of representation, collaborative features, and research design have been utilized to accomplish the purpose of the visualization. This poster demonstrates our preliminary investigation, inviting feedback from the VRST community. Our hope is the final version of our review will benefit designers, developers, and practitioners who want to implement immersive visualizations from a Human-Centered Design perspective, and help Immersive Analytics researchers get a better understanding of the gaps in current literature.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"13 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":"132688509","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":"Effects of User’s Gaze on the Unintended Positional Drift in Walk-in-Place","authors":"Donghyeon Kim, Hyeong-geon Kim, Myungho Lee","doi":"10.1145/3489849.3489928","DOIUrl":"https://doi.org/10.1145/3489849.3489928","url":null,"abstract":"Walk-In-Place (WIP) is a technique in which users perform walking or jogging-like movements in a stationary place to move around in virtual environments (VEs). However, unintended positional drift (UPD) while performing WIP often occurs, thus weakening its benefits of keeping users in a fixed position in a physical space. In this paper, we present our preliminary study exploring whether users’ gaze while WIP affects the direction of the UPD. Participants of the study jogged in a VE five times. Each time, we manipulated their gaze direction by displaying visual information in 5 different locations in their view. Although a correlation between the gaze and UPD direction was not found, we report the results from this study, including the amount of observed drift and preferred location of visual information, and discuss future research directions.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"81 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":"133308974","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":"Impostor-based Rendering Acceleration for Virtual, Augmented, and Mixed Reality","authors":"Martin Mišiak, Arnulph Fuhrmann, M. Latoschik","doi":"10.1145/3489849.3489865","DOIUrl":"https://doi.org/10.1145/3489849.3489865","url":null,"abstract":"This paper presents an image-based rendering approach to accelerate rendering time of virtual scenes containing a large number of complex high poly count objects. Our approach replaces complex objects by impostors, light-weight image-based representations leveraging geometry and shading related processing costs. In contrast to their classical implementation, our impostors are specifically designed to work in Virtual-, Augmented- and Mixed Reality scenarios (XR for short), as they support stereoscopic rendering to provide correct depth perception. Motion parallax of typical head movements is compensated by using a ray marched parallax correction step. Our approach provides a dynamic run-time recreation of impostors as necessary for larger changes in view position. The dynamic run-time recreation is decoupled from the actual rendering process. Hence, its associated processing cost is therefore distributed over multiple frames. This avoids any unwanted frame drops or latency spikes even for impostors of objects with complex geometry and many polygons. In addition to the significant performance benefit, our impostors compare favorably against the original mesh representation, as geometric and textural temporal aliasing artifacts are heavily suppressed.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"10 5 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":"124736124","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":"Presenting Sense of Loud Vocalization Using Vibratory Stimuli to the Larynx and Auditory Stimuli","authors":"Yuki Shimomura, Yuki Ban, S. Warisawa","doi":"10.1145/3489849.3489891","DOIUrl":"https://doi.org/10.1145/3489849.3489891","url":null,"abstract":"In recent years, technologies related to virtual reality (VR) have continued to advance. As a method to enhance the VR experience, we focused on loud vocalization. This is because we believe that loud vocalization can enable us to engage with the VR environment in a more interactive way. Also, as loud vocalization is an action that is thought to be closely related to stress reduction and a sense of exhilaration, the stress reduction through VR with loud vocalization is also expected. But loud vocalization itself has disadvantages for physical, mental, and social reasons. Then, we hypothesized that loud vocalization itself is not necessary for such benefits; but the sense of loud vocalization plays an important role. Therefore, we focused on a method of substituting experience by presenting sensory stimuli. In this paper, we proposed a way to present the sense of loud vocalization through vibratory stimuli to the larynx and auditory stimuli to users who are actually vocalizing quietly with the expectation for the sense of loud vocalization. Our user study showed that the proposed method can extend the sense of vocalization and realize pseudo-loud vocalization. In addition, it was also shown that the proposed method can cause a sense of exhilaration. By contrast, excessively strong vibratory stimuli spoil the sense of loud vocalization, and thus the intensity of the vibration should be appropriately determined.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"415 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":"124817649","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}