{"title":"Cycling renaissance: The VR potential in exploring static and moving environment elements","authors":"S. Bialkova, D. Ettema","doi":"10.1109/WEVR.2019.8809586","DOIUrl":"https://doi.org/10.1109/WEVR.2019.8809586","url":null,"abstract":"Although cycling attracts increasing attention being an active and healthy way of transport, understanding the determinants of cycling experience is still a challenge. The current study addressed this challenge by exploring how various parameters (i.e. static and moving elements) of the environment influence cycling experience in a simulated Virtual Reality (VR) world. Different scenarios were created mirroring the streetscape of a real Dutch city. The scenarios were designed in such a way that we have a full crossing of the manipulated factors, namely, static (bicycle path presence, crossroad presence) and moving elements (cars, pedestrians, other cyclists intensity). After having a bike ride, participants had to provide their evaluation on the just experienced environment, in terms of safety and enjoyment perception. Naturalness, presence, engagement and liking of the VR environment were also addressed.The results are clear in showing that safety perception depends on whether bicycle path and crossroads are present. Enjoyment however did not show statistical differences in respect to the above factors. Concerning moving elements, car intensity influenced both, safety and enjoyment perception. Current results are discussed in line with the existing theories on cycling experience. We further focus attention at how well-known VR applications might enhance experience and thus opening avenues to appropriately investigate everyday context scenarios, outside research laboratories and specialist environments.","PeriodicalId":394209,"journal":{"name":"2019 IEEE 5th Workshop on Everyday Virtual Reality (WEVR)","volume":"2020 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114464681","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":"Passive Haptic Menus for Desk-Based and HMD-Projected Virtual Reality","authors":"Daniel Zielasko, M. Krüger, B. Weyers, T. Kuhlen","doi":"10.1109/WEVR.2019.8809589","DOIUrl":"https://doi.org/10.1109/WEVR.2019.8809589","url":null,"abstract":"In this work we evaluate the impact of passive haptic feedback on touch-based menus, given the constraints and possibilities of a seated, desk-based scenario in VR. Therefore, we compare a menu that once is placed on the surface of a desk and once mid-air on a surface in front of the user. The study design is completed by two conditions without passive haptic feedback. In the conducted user study (n = 33) we found effects of passive haptics (present vs- non-present) and menu alignment (desk vs. mid-air) on the task performance and subjective look & feel, however the race between the conditions was close. An overall winner was the mid-air menu with passive haptic feedback, which however raises hardware requirements.","PeriodicalId":394209,"journal":{"name":"2019 IEEE 5th Workshop on Everyday Virtual Reality (WEVR)","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122230984","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. O. Wallgrün, Arif Masrur, Jiayan Zhao, Alan Taylor, Eric Knapp, J. S. Chang, A. Klippel
{"title":"Low-Cost VR Applications to Experience Real Word Places Anytime, Anywhere, and with Anyone","authors":"J. O. Wallgrün, Arif Masrur, Jiayan Zhao, Alan Taylor, Eric Knapp, J. S. Chang, A. Klippel","doi":"10.1109/WEVR.2019.8809593","DOIUrl":"https://doi.org/10.1109/WEVR.2019.8809593","url":null,"abstract":"Low-cost VR applications in our understanding are applications that run on inexpensive hardware, such as mobile solutions based on a combination of smartphone and VR viewer, and that can be created with relatively low costs, efforts, and VR expertise involved. We present our approach for creating such low-cost applications of real world places, developed with the goal of putting the content creation into the hands of the domain experts rather than of VR experts. Since the target audience of such authors often consists of groups of people, our aim, furthermore, is to go beyond typical single user experiences by incorporating a joint VR component that allows users to not only use the applications anywhere and anytime but also together with anyone they want to share it with, resulting in new design decisions and challenges that need to be addressed. While our focus is on joint educational experiences, such as the example of an application to learn about fire ecology in the Ishi Wilderness in California used throughout this article, the approach can just as well be applied in business, entertainment, or social media oriented contexts.","PeriodicalId":394209,"journal":{"name":"2019 IEEE 5th Workshop on Everyday Virtual Reality (WEVR)","volume":"5 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120995710","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}
Adam Kvisgaard, Sune Øllgaard Klem, Thomas Lund Nielsen, E. Rafferty, N. C. Nilsson, E. R. Høeg, R. Nordahl
{"title":"Frames to Zones: Applying Mise-en-Scène Techniques in Cinematic Virtual Reality","authors":"Adam Kvisgaard, Sune Øllgaard Klem, Thomas Lund Nielsen, E. Rafferty, N. C. Nilsson, E. R. Høeg, R. Nordahl","doi":"10.1109/WEVR.2019.8809592","DOIUrl":"https://doi.org/10.1109/WEVR.2019.8809592","url":null,"abstract":"Virtual reality (VR) is becoming increasingly commonplace and consumers, among other things, use the technology to access cinematic VR experiences. However, cinematic VR limits filmmakers’ ability to effectively guide the audience’s attention. This paper describes a between-groups study (n=60) exploring the use of a zone-division system to incorporate mise-en-scène in VR to guide attention. Participants were exposed to a cinematic VR experience including five points of interest (POIs). Half of the participants experienced a version containing visual cues arranged in the scene based on the zone-division system and the other half experienced no such guidance. The effectiveness of the intervention was assessed by measuring the angle between users’ head orientation and the relevant POIs. Additionally, a questionnaire was used to determine whether the participants recalled the POIs. The results showed that participants exposed to additional visual cues orientated themselves significantly closer to the POIs than those in the other condition. However the questionnaire showed no significant differences between conditions.","PeriodicalId":394209,"journal":{"name":"2019 IEEE 5th Workshop on Everyday Virtual Reality (WEVR)","volume":"62 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128711296","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}
P. Pérez, E. González-Sosa, R. Kachach, J. Ruiz, Ignacio Benito, Francisco Pereira, Á. Villegas
{"title":"Immersive Gastronomic Experience with Distributed Reality","authors":"P. Pérez, E. González-Sosa, R. Kachach, J. Ruiz, Ignacio Benito, Francisco Pereira, Á. Villegas","doi":"10.1109/WEVR.2019.8809591","DOIUrl":"https://doi.org/10.1109/WEVR.2019.8809591","url":null,"abstract":"We have developed an immersive gastronomic experience as a proof of concept of Distributed Reality, a type of Augmented Virtuality which combines a reality transmitted from a remote place, using 360◦ video, with a local reality, using video see-through. In order to reach fully immersive experience, local objects of interest such as hands and local food are segmented using red chrominance keying. Only those segmented objects are merged with the remote reality, enabling this way to increase self-presence and to allow user interaction. More concretely, the gastronomic experience consists of tasting small pieces of food, while being immersed in a remote place designed to pair with the food, thus creating an innovative concept with potential impact in hospitality and tourism industries. An evaluation performed with 66 users shows that it provides good levels of immersion, local interactivity, and general user satisfaction. The application achieves real time performance and has been developed for a smartphone mounted on a consumer headset, thus being easy to deploy and to reuse in other use cases.","PeriodicalId":394209,"journal":{"name":"2019 IEEE 5th Workshop on Everyday Virtual Reality (WEVR)","volume":"309 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126710587","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}
Andreas L. Lohse, Christoffer K. Kjær, Ervin Hamulic, Ingrid G. A. Lima, Tilde H. Jensen, L. Bruni, N. C. Nilsson
{"title":"Leveraging Change Blindness for Haptic Remapping in Virtual Environments","authors":"Andreas L. Lohse, Christoffer K. Kjær, Ervin Hamulic, Ingrid G. A. Lima, Tilde H. Jensen, L. Bruni, N. C. Nilsson","doi":"10.1109/WEVR.2019.8809587","DOIUrl":"https://doi.org/10.1109/WEVR.2019.8809587","url":null,"abstract":"Passive haptic feedback provides an inexpensive and convenient approach to virtual touch. However, this approach requires that all virtual objects represented by physical props. In this paper we present change blindness haptic remapping—a novel approach that leverages change blindness to map two or more virtual objects onto a single physical prop. We describe a preliminary evaluation comparing the proposed approach to a control condition where all virtual objects where mapped to physical props. The study revealed no notable differences in terms of the participants’ experience and less than one fourth of the participants noticed the manipulation. However, the participants did perform interaction errors when exposed to haptic remapping. Based on the findings, we discuss improvements to the proposed approach and potential directions for future work.","PeriodicalId":394209,"journal":{"name":"2019 IEEE 5th Workshop on Everyday Virtual Reality (WEVR)","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129656623","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}
Matti Pouke, Johanna Ylipulli, Satu Rantala, Paula Alavesa, Toni Alatalo, T. Ojala
{"title":"A Qualitative Study on the Effects of Real-World Stimuli and Place Familiarity on Presence","authors":"Matti Pouke, Johanna Ylipulli, Satu Rantala, Paula Alavesa, Toni Alatalo, T. Ojala","doi":"10.1109/WEVR.2019.8809590","DOIUrl":"https://doi.org/10.1109/WEVR.2019.8809590","url":null,"abstract":"We present a qualitative study investigating the effects of real-world stimuli and place familiarity on presence. The study was carried out using a prototype Virtual Reality system designed for participatory urban planning. The system uses consumer grade VR hardware for viewing 3D virtual models of future architectural plans at an urban site. We collected comprehensive qualitative data from 16 participants who used the VR system on-site to immersively view and vote on three different future plans at the real-world location while exposed to ambient non-visual stimuli emanating from the physical location. We provide qualitative findings regarding presence along the four recurrent themes revealed by the thematic analysis of the research data: visual content, impact of physical surroundings, navigation and interaction, and suitability for participatory urban planning. We also analyse the findings in terms of feasibility of such on-site VR experience and the applicability of large-scale city models for VR.","PeriodicalId":394209,"journal":{"name":"2019 IEEE 5th Workshop on Everyday Virtual Reality (WEVR)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122938158","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":"Design and Field Study of Motion-based Informal Learning Games for a Children’s Museum","authors":"Catherine Ball, Sun Joo Grace Ahn, K. Johnsen","doi":"10.1109/WEVR.2019.8809588","DOIUrl":"https://doi.org/10.1109/WEVR.2019.8809588","url":null,"abstract":"This paper discusses our experiences, lessons learned, and future research directions in designing and running a field study of a motion-based gaming system for visitors of a local childrens museum. The system, named Virtual STEM Buddies, uses a large-screen kiosk to present minigames with interactive 3D content, such that the level of performance exhibited by participants indicates a level of understanding about the STEM concepts. The evolution of the system is presented, alongside evidence of improved usability and engagement throughout several prototyping iterations where the system has been used by thousands of visitors. We also describe a recently integrated mid-air free-hand interaction technique that facilitates selection and manipulation while staying accessible and intuitive to child visitors. Ultimately, we aim to learn how to best enable longitudinal interactions with the system that integrate virtual learning with the physically-rich museum learning environment.","PeriodicalId":394209,"journal":{"name":"2019 IEEE 5th Workshop on Everyday Virtual Reality (WEVR)","volume":"109 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133104057","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}