{"title":"Multi-Componential Analysis of Emotions Using Virtual Reality","authors":"R. Somarathna, T. Bednarz, Gelareh Mohammadi","doi":"10.1145/3489849.3489958","DOIUrl":"https://doi.org/10.1145/3489849.3489958","url":null,"abstract":"In this study, we propose our data-driven approach to investigate the emotional experience triggered using Virtual Reality (VR) games. We considered a full Component Process Model (CPM) which theorise emotional experience as a multi-process phenomenon. We validated the possibility of the proposed approach through a pilot experiment and confirmed that VR games can be used to trigger a diverse range of emotions. Using hierarchical clustering, we showed a clear distinction between positive and negative emotion in the CPM space.","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":"132078370","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}
Kota Arai, Mone Konno, Yutaro Hirao, Shigeo Yoshida, Takuji Narumi
{"title":"Effect of Visual Feedback on Understanding Timbre with Shapes Based on Crossmodal Correspondences","authors":"Kota Arai, Mone Konno, Yutaro Hirao, Shigeo Yoshida, Takuji Narumi","doi":"10.1145/3489849.3489912","DOIUrl":"https://doi.org/10.1145/3489849.3489912","url":null,"abstract":"Timbre is a crucial element in playing musical instruments, and it is difficult for beginners to learn it independently. Therefore, external feedback (FB) is required. However, conventional FB methods lack intuitiveness in visualization. In this study, we propose a novel FB method that adopts crossmodal correspondence to enhance the intuitive visualization of timbre with visual shapes. Based on the experiments, it was inferred that the FB based on crossmodal correspondence prevents dependence on FB and promotes learning.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"69 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":"133987022","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}
Farshid Salemi Parizi, W. Kienzle, Eric Whitmire, Aakar Gupta, Hrvoje Benko
{"title":"RotoWrist: Continuous Infrared Wrist Angle Tracking using a Wristband","authors":"Farshid Salemi Parizi, W. Kienzle, Eric Whitmire, Aakar Gupta, Hrvoje Benko","doi":"10.1145/3489849.3489886","DOIUrl":"https://doi.org/10.1145/3489849.3489886","url":null,"abstract":"We introduce RotoWrist, an infrared (IR) light based solution for continuously and reliably tracking 2-degree-of-freedom (DoF) relative angle of the wrist with respect to the forearm using a wristband. The tracking system consists of eight time-of-flight (ToF) IR light modules distributed around a wristband. We developed a computationally simple tracking approach to reconstruct the orientation of the wrist without any runtime training, ensuring user independence. An evaluation study demonstrated that RotoWrist achieves a cross-user median tracking error of 5.9° in flexion/extension and 6.8° in radial and ulnar deviation with no calibration required as measured with optical ground truth. We further demonstrate the performance of RotoWrist for a pointing task and compare it against ground truth tracking.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"83 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":"123948674","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":"Spatial Augmented Reality Visibility and Line-of-Sight Cues for Building Design","authors":"James A. Walsh, James Baumeister, B. Thomas","doi":"10.1145/3489849.3489868","DOIUrl":"https://doi.org/10.1145/3489849.3489868","url":null,"abstract":"Despite the technological advances in building design, visualizing 3D building layouts can be especially difficult for novice and expert users alike, who must take into account design constraints including line-of-sight and visibility. Using CADwalk, a commercial building design tool that utilizes floor-facing projectors to show 1:1 scale building plans, this work presents and evaluates two floor-based visual cues for assisting with evaluating line-of-sight and visibility. Additionally, we examine the impact of using virtual cameras looking from the inside-out (from user’s location to objects of interest) and outside-in (looking from an object of interest’s location back towards the user). Results show that floor-based cues led to participants more correctly rating visibility, despite taking longer to complete the task. This is an effective tradeoff, given the final outcome (the building design) where accuracy is paramount.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"30 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":"127178651","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":"Interactive Visualization of Deep Learning Models in an Immersive Environment","authors":"Hikaru Nagasaka, Motoya Izuhara","doi":"10.1145/3489849.3489956","DOIUrl":"https://doi.org/10.1145/3489849.3489956","url":null,"abstract":"The development of deep learning (DL) models has been prevalent among software engineers. However, it is difficult for non-experts to analyze and understand their behavior. Hence, we propose an interactive visualization system of DL models in an immersive environment. Because an immersive environment offers unlimited displays and visualization of high-dimensional data, it enables a comprehensive analysis on data propagations through the layers, and compares the multiple performance metrics. In this research, we implemented a prototype system, demonstrated it to machine learning engineers, and discussed the future benefits of visualizing DL models in an immersive environment. Accordingly, our concept received positive feedback; however, we inferred that most of the engineers consider the visualization technology as a unique introduction to the immersive environment.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"95 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":"133196706","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":"GazeMOOC: A Gaze Data Driven Visual Analytics System for MOOC with XR Content","authors":"Hao Wang, Yaqi Xie, Mingqi Wen, Zhuo Yang","doi":"10.1145/3489849.3489923","DOIUrl":"https://doi.org/10.1145/3489849.3489923","url":null,"abstract":"MOOC is widely used and more popular after COVID-19.In order to improve the learning effect, MOOC is evolving with XR technologies such as avatars, virtual scenes and experiments. This paper proposes a novel visual analytics system GazeMOOC, that can evaluate learners’ learning engagement in MOOC with XR content. For same MOOC content, gaze data of all learners are recorded and clustered. By differentiating gaze data of distracted learners and active learners, GazeMOOC can help evaluate MOOC content and learners’ learning engagement.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"7 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":"114180059","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":"A Perceptual Evaluation of the Ground Inclination with a Simple VR Walking Platform","authors":"Keito Morisaki, Wataru Wakita","doi":"10.1145/3489849.3489903","DOIUrl":"https://doi.org/10.1145/3489849.3489903","url":null,"abstract":"We evaluate how highly realistic the inclination of the ground can be perceived with our simple VR walking platform. Firstly we prepared seven maps with different ground inclinations of -30 to 30 degrees and every 10 degrees. Then we conducted a perception experiment of the inclination feeling with each of the treadmill and our proposed platform, and questionnaire evaluation about the presence, the fatigue, and the exhilaration. As a result, it was clarified that even if our proposed platform is used, not only the feeling of presence equivalent to that of the treadmill can be felt, but also the inclination of the ground up and down can be perceived.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"21 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114129452","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":"Object Manipulations in VR Show Task- and Object-Dependent Modulation of Motor Patterns","authors":"Jaime Maldonado, C. Zetzsche","doi":"10.1145/3489849.3489858","DOIUrl":"https://doi.org/10.1145/3489849.3489858","url":null,"abstract":"Humans can perform object manipulations in VR in spite of missing haptic and acoustic information. Whether their movements under these artificial conditions do still rely on motor programs based on natural experience or are impoverished due to the restrictions imposed by VR is unclear. We investigated whether reach-to-place and reach-to-grasp movements in VR can still be adapted to the task and to the specific properties of the objects being handled, or whether they reflect a stereotypic, task- and object-independent motor program. We analyzed reach-to-grasp and reach-to-place movements from participants performing an unconstrained ”set-the-table” task involving a variety of different objects in virtual reality. These actions were compared based on their kinematic features. We encountered significant differences in peak speed and the duration of the deceleration phase which are modulated depending on the action and on the manipulated object. The flexibility of natural human sensorimotor control thus is at least partially transferred and exploited in impoverished VR conditions. We discuss possible explanations of this behavior and the implications for the design of object manipulations in VR.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"61 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":"124558610","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}
D. Giunchi, Riccardo Bovo, Panayiotis Charalambous, F. Liarokapis, A. Shipman, Stuart James, A. Steed, T. Heinis
{"title":"Perceived Realism of Pedestrian Crowds Trajectories in VR","authors":"D. Giunchi, Riccardo Bovo, Panayiotis Charalambous, F. Liarokapis, A. Shipman, Stuart James, A. Steed, T. Heinis","doi":"10.1145/3489849.3489860","DOIUrl":"https://doi.org/10.1145/3489849.3489860","url":null,"abstract":"Crowd simulation algorithms play an essential role in populating Virtual Reality (VR) environments with multiple autonomous humanoid agents. The generation of plausible trajectories can be a significant computational cost for real-time graphics engines, especially in untethered and mobile devices such as portable VR devices. Previous research explores the plausibility and realism of crowd simulations on desktop computers but fails to account the impact it has on immersion. This study explores how the realism of crowd trajectories affects the perceived immersion in VR. We do so by running a psychophysical experiment in which participants rate the realism of real/synthetic trajectories data, showing similar level of perceived realism.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"161 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":"121406531","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":"ImNDT: Immersive Workspace for the Analysis of Multidimensional Material Data From Non-Destructive Testing","authors":"Alexander Gall, E. Gröller, C. Heinzl","doi":"10.1145/3489849.3489851","DOIUrl":"https://doi.org/10.1145/3489849.3489851","url":null,"abstract":"An analysis of large multidimensional volumetric data as generated by non-destructive testing (NDT) techniques, e.g., X-ray computed tomography (XCT), can hardly be evaluated using standard 2D visualization techniques on desktop monitors. The analysis of fiber-reinforced polymers (FRPs) is currently a time-consuming and cognitively demanding task, as FRPs have a complex spatial structure, consisting of several hundred thousand fibers, each having more than twenty different extracted features. This paper presents ImNDT, a novel visualization system, which offers material experts an immersive exploration of multidimensional secondary data of FRPs. Our system is based on a virtual reality (VR) head-mounted device (HMD) to enable fluid and natural explorations through embodied navigation, the avoidance of menus, and manual mode switching. We developed immersive visualization and interaction methods tailored to the characterization of FRPs, such as a Model in Miniature, a similarity network, and a histo-book. An evaluation of our techniques with domain experts showed advantages in discovering structural patterns and similarities. Especially novices can strongly benefit from our intuitive representation and spatial rendering.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"52 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":"124345282","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}