{"title":"Could OKAN be an objective indicator of the susceptibility to visually induced motion sickness?","authors":"Cuiting Guo, J. Ji, R. So","doi":"10.1109/VR.2011.5759442","DOIUrl":"https://doi.org/10.1109/VR.2011.5759442","url":null,"abstract":"International Workshop Agreement 3 organized by the International Standard Organization calls for more research to determine simple objective ways to assess susceptibility to visually induce motion sickness (VIMS) without making viewers sick (So and Ujike, 2010). This study examines the use of measurable optokinetic afternystagmus (OKAN) parameters to predict susceptibility to VIMS. Eighteen participants were recruited. They were exposed to a sickness provoking virtual rotating drum (210 degrees field-of-view) with striped patterns rotating at 60 degrees per second for 30 minutes (Phase 1). Sickness data were collected before, during, and after the exposure. These participants were invited back for OKAN measurements at least two weeks after Phase 1 was completed to minimize any adaption effect (Phase 2). Out of the 18 participants, 10 participants (i.e., 55%) exhibited consistent patterns of OKAN. Correlations between the time constants of OKAN and levels of VIMS experienced by the same viewers were found. The possibility of using OKAN as an objective indicator of the susceptibility to visually induced motion sickness is discussed.","PeriodicalId":346701,"journal":{"name":"2011 IEEE Virtual Reality Conference","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129092416","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":"Effective manipulation of virtual objects within arm's reach","authors":"Mathias Moehring, B. Fröhlich","doi":"10.1109/VR.2011.5759451","DOIUrl":"https://doi.org/10.1109/VR.2011.5759451","url":null,"abstract":"We present a study that compares finger-based direct interaction to controller-based ray interaction in a CAVE as well as in head-mounted displays. We focus on interaction tasks within reach of the users' arms and hands and explore various feedback methods including visual, pressure-based tactile and vibro-tactile feedback. Furthermore, we enhanced a precise finger tracking device with a direct pinch-detection mechanism to improve the robustness of grasp detection. Our results indicate that finger-based interaction is generally preferred if the functionality and ergonomics of manually manipulated virtual artifacts has to be assessed. However, controller-based interaction is often faster and more robust. In projection-based environments finger-based interaction almost reaches the task completion times and the subjective robustness of controller-based interaction if the grasping heuristics relies on our direct pinch detection. It also improves significantly by adding tactile feedback, while visual feedback proves sufficient in head-mounted displays. Our findings provide a guideline for the design of fine grain finger-based interfaces.","PeriodicalId":346701,"journal":{"name":"2011 IEEE Virtual Reality Conference","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132074273","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 carom billiard to understand special relativity","authors":"T. Doat, E. Parizot, J. Vézien","doi":"10.1109/VR.2011.5759468","DOIUrl":"https://doi.org/10.1109/VR.2011.5759468","url":null,"abstract":"Relativity, as introduced by Einstein, is regarded as one of the most important revolutions in the history of physics. Nevertheless, the observation of direct outcomes of this theory on mundane objects is impossible because they can only be witnessed when travelling at relative speeds approaching the velocity of light c. These effects are so counterintuitive and contradicting with our daily understanding of space and time that physics students find it hard to learn relativity beyond mathematical equations and to understand the deep implications of the theory. Advances in Computer Graphics and Interaction Technology now make it possible to actually experiment the effects of relativity in a 3D immersive environment. We propose a Virtual Reality framework to study and learn relativity as well as to develop some intuition of the relativistic effects and the quadri-dimensional reality of space-time. More precisely, an innovative rendering engine and a non-Newtonian physics engine are combined to compute relativistic effects. Experiments are proposed within a game-oriented carom billiard environment. Our work improves over previous efforts in the ability i) to render in real-time multiple relativistic objects, each moving with a different velocity vector ii) to enable interactions between objects and iii) to enable the user to interact with the objects and modify the scene dynamically. The originality of our 4D rendering engine lies in its capacity to efficiently store and retrieve non-simultaneous past space-time events that are visible by an observer at a specific location and at a given instant of his proper time.","PeriodicalId":346701,"journal":{"name":"2011 IEEE Virtual Reality Conference","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127878584","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":"Simulator X: A scalable and concurrent architecture for intelligent realtime interactive systems","authors":"Marc Erich Latoschik, H. Tramberend","doi":"10.1109/VR.2011.5759457","DOIUrl":"https://doi.org/10.1109/VR.2011.5759457","url":null,"abstract":"This article presents a platform for software technology research in the area of intelligent Realtime Interactive Systems. Simulator X is targeted at Virtual Reality, Augmented Reality, Mixed Reality, and computer games. It provides a foundation and testbed for a variety of different application models. The current research architecture is based on the actor model to support fine grained concurrency and parallelism. Its design follows the minimize coupling and maximize cohesion software engineering principle. A distributed world state and execution scheme is combined with an object-centered world view based on an entity model. Entities conceptually aggregate properties internally represented by state variables. An asynchronous event mechanism allows intra- and interprocess communication between the simulation actors. An extensible world interface uses an ontology-based semantic annotation layer to provide a coherent world view of the resulting distributed world state and execution scheme to application developers. The world interface greatly simplifies configurability and the semantic layer provides a solid foundation for the integration of different Artificial Intelligence components. The current architecture is implemented in Scala using the Java virtual machine. This choice additionally fosters low-level scalability, portability, and reusability.","PeriodicalId":346701,"journal":{"name":"2011 IEEE Virtual Reality Conference","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129036728","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}
Zhiqiang Luo, Weiting Yang, Z. Ding, Lili Liu, I. Chen, S. Yeo, K. V. Ling, H. Duh
{"title":"“Left Arm Up!” Interactive Yoga training in virtual environment","authors":"Zhiqiang Luo, Weiting Yang, Z. Ding, Lili Liu, I. Chen, S. Yeo, K. V. Ling, H. Duh","doi":"10.1109/VR.2011.5759498","DOIUrl":"https://doi.org/10.1109/VR.2011.5759498","url":null,"abstract":"The paper describes a Yoga training system that is built based on motion replication technique (MoRep), including hardware, virtual scenario and feedback design. The motion replication technique proposed here can determine the similarity between Yoga master and student's postures and then provide feedback on the incorrect body posture of the student through multimodal channels. The key innovations of this project are also discussed.","PeriodicalId":346701,"journal":{"name":"2011 IEEE Virtual Reality Conference","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125602682","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":"Shaping 3-D boxes: A full 9 degree-of-freedom docking experiment","authors":"Rasmus Stenholt, C. Madsen","doi":"10.1109/VR.2011.5759445","DOIUrl":"https://doi.org/10.1109/VR.2011.5759445","url":null,"abstract":"Enabling users to shape 3-D boxes in immersive virtual environments is a non-trivial problem. In this paper, a new family of techniques for creating rectangular boxes of arbitrary position, orientation, and size is presented and evaluated. These new techniques are based solely on position data, making them different from typical, existing box shaping techniques. The basis of the proposed techniques is a new algorithm for constructing a full box from just three of its corners. The evaluation of the new techniques compares their precision and completion times in a 9 degree-of-freedom (DoF) docking experiment against an existing technique, which requires the user to perform the rotation and scaling of the box explicitly. The precision of the users' box construction is evaluated by a novel error metric measuring the difference between two boxes. The results of the experiment strongly indicate that for precision docking of 9 DoF boxes, some of the proposed techniques are significantly better than ones with explicit rotation and scaling. Another interesting result is that the number of DoF simultaneously controlled by the user significantly influences the precision of the docking.","PeriodicalId":346701,"journal":{"name":"2011 IEEE Virtual Reality Conference","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115760923","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}
Crystian Wendel M. Leão, J. P. Lima, V. Teichrieb, Eduardo S. Albuquerque, J. Kelner
{"title":"Altered reality: Augmenting and diminishing reality in real time","authors":"Crystian Wendel M. Leão, J. P. Lima, V. Teichrieb, Eduardo S. Albuquerque, J. Kelner","doi":"10.1109/VR.2011.5759477","DOIUrl":"https://doi.org/10.1109/VR.2011.5759477","url":null,"abstract":"Augmented Reality applications overlap virtual objects over a real scene, taking into account the context, in order to add information to the end user. Nowadays, more advanced applications also make use of Diminished Reality that removes real objects from a scene. This paper describes an approach that combines Augmented Reality and Diminished Reality techniques to modify real objects present in applications. The proposed approach removes an object and replaces it with its purposely-modified replica. The solution uses dynamic texture techniques and Inpaint to enhance the visual response of the modification performed. The results are promising considering both realism of the modified real object and performance of the application.","PeriodicalId":346701,"journal":{"name":"2011 IEEE Virtual Reality Conference","volume":"50 53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123202092","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}
J. Grosjean, Jérôme Simonin, Eric Galin, S. Mérillou
{"title":"3D Arrow: A virtual pointer for immersive sculpting","authors":"J. Grosjean, Jérôme Simonin, Eric Galin, S. Mérillou","doi":"10.1109/VR.2011.5759472","DOIUrl":"https://doi.org/10.1109/VR.2011.5759472","url":null,"abstract":"Interaction inside virtual reality applications begins usually with simple selection tasks that can be achieved with moderate degrees of performances. More complex operations like modeling or sculpting inside an immersive environment raises however increased needs for precise 3D selections and visual feedback. In a modeling context any 3D location must be targetable, even ones that are outside of initial reach or not graphically represented. Common interaction techniques in virtual reality do not fullfill these goals without switching between different tools. We present an extensive and precise selection technique called the 3D arrow, used for moving and sculpting inside an immersive terrain modeling application. Composed of a graphic mouse-like pointer constrained inside a workspace defined by the region of space at arm's reach, the 3D arrow allow the users to seamlessly reach and target any position of space within the same interaction paradigm and to rotate the view around the pointer. The graphic appearance of the pointer is carefully designed to help users estimate its global and local position in the terrain scenery.","PeriodicalId":346701,"journal":{"name":"2011 IEEE Virtual Reality Conference","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123826898","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 soft hand model for physically-based manipulation of virtual objects","authors":"J. Jacobs, B. Fröhlich","doi":"10.1109/VR.2011.5759430","DOIUrl":"https://doi.org/10.1109/VR.2011.5759430","url":null,"abstract":"We developed a new hand model for increasing the robustness of finger-based manipulations of virtual objects. Each phalanx of our hand model consists of a number of deformable soft bodies, which dynamically adapt to the shape of grasped objects based on the applied forces. Stronger forces directly result in larger contact areas, which increase the friction between hand and object as would occur in reality. For a robust collision-based soft body simulation, we extended the lattice-shape matching algorithm to work with adaptive stiffness values, which are dynamically derived from force and velocity thresholds. Our implementation demonstrates that this approach allows very precise and robust grasping, manipulation and releasing of virtual objects and performs in real-time for a variety of complex scenarios. Additionally, laborious tuning of object and friction parameters is not necessary for the wide range of objects that we typically grasp with our hands.","PeriodicalId":346701,"journal":{"name":"2011 IEEE Virtual Reality Conference","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126283324","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":"Lightweight palm and finger tracking for real-time 3D gesture control","authors":"Georg Hackenberg, Rod McCall, W. Broll","doi":"10.1109/VR.2011.5759431","DOIUrl":"https://doi.org/10.1109/VR.2011.5759431","url":null,"abstract":"We present a novel technique implementing barehanded interaction with virtual 3D content by employing a time-of-flight camera. The system improves on existing 3D multi-touch systems by working regardless of lighting conditions and supplying a working volume large enough for multiple users. Previous systems were limited either by environmental requirements, working volume, or computational resources necessary for realtime operation. By employing a time-of-flight camera, the system is capable of reliably recognizing gestures at the finger level in real-time at more than 50 fps with commodity computer hardware using our newly developed precision hand and finger-tracking algorithm. Building on this algorithm, the system performs gesture recognition with simple constraint modeling over statistical aggregations of the hand appearances in a working volume of more than 8 cubic meters. Two iterations of user tests were performed on a prototype system, demonstrating the feasibility and usability of the approach as well as providing first insights regarding the acceptance of true barehanded touch-based 3D interaction.","PeriodicalId":346701,"journal":{"name":"2011 IEEE Virtual Reality Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134631253","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}