2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)最新文献

筛选
英文 中文
[Title page iii] [标题页iii]
2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) Pub Date : 2021-10-01 DOI: 10.1109/ismar52148.2021.00002
{"title":"[Title page iii]","authors":"","doi":"10.1109/ismar52148.2021.00002","DOIUrl":"https://doi.org/10.1109/ismar52148.2021.00002","url":null,"abstract":"","PeriodicalId":395413,"journal":{"name":"2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129842103","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
Keynote Speaker: Metaverse from Fiction to Reality and the Research Behind It 主讲人:从虚构到现实的虚拟世界及其背后的研究
2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) Pub Date : 2021-10-01 DOI: 10.1109/ismar52148.2021.00011
{"title":"Keynote Speaker: Metaverse from Fiction to Reality and the Research Behind It","authors":"","doi":"10.1109/ismar52148.2021.00011","DOIUrl":"https://doi.org/10.1109/ismar52148.2021.00011","url":null,"abstract":"","PeriodicalId":395413,"journal":{"name":"2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117032007","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
Understanding the Two-Step Nonvisual Omnidirectional Guidance for Target Acquisition in 3D Spaces 三维空间中目标获取的两步非视觉全向制导
2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) Pub Date : 2021-10-01 DOI: 10.1109/ismar52148.2021.00050
SeungA Chung, Kyungyeon Lee, U. Oh
{"title":"Understanding the Two-Step Nonvisual Omnidirectional Guidance for Target Acquisition in 3D Spaces","authors":"SeungA Chung, Kyungyeon Lee, U. Oh","doi":"10.1109/ismar52148.2021.00050","DOIUrl":"https://doi.org/10.1109/ismar52148.2021.00050","url":null,"abstract":"Providing directional guidance is important especially for exploring unfamiliar environments. However, most studies are limited to two-dimensional guidance when many interactions happen in 3D spaces. Moreover, visual feedback that is often used to communicate the 3D position of a particular object may not be available in situations when the target is occluded by other objects or located outside of one’s field of view, or due to visual overload or light conditions. Inspired by a prior finding that showed users’ tendency of scanning a 3D space in one direction at a time, we propose two-step nonvisual omnidirectional guidance feedback designs varying the searching order where the guidance for the vertical location of the target (the altitude) is offered to the users first, followed by the horizontal direction of the target (the azimuth angle) and visa versa. To investigate its effect, we conducted the user study with 12 blind-folded sighted participants. Findings suggest that our proposed two-step guidance outperforms the default condition with no order in terms of task completion time and travel distance, particularly when the guidance in the horizontal direction is presented first. We plan to extend this work to assist with finding a target in 3D spaces in a real-world environment.","PeriodicalId":395413,"journal":{"name":"2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131302787","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: 2
The Effects of Virtual Avatar Visibility on Pointing Interpretation by Observers in 3D Environments 三维环境中虚拟化身可视性对观察者指向判读的影响
2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) Pub Date : 2021-10-01 DOI: 10.1109/ismar52148.2021.00019
Brett Benda, E. Ragan
{"title":"The Effects of Virtual Avatar Visibility on Pointing Interpretation by Observers in 3D Environments","authors":"Brett Benda, E. Ragan","doi":"10.1109/ismar52148.2021.00019","DOIUrl":"https://doi.org/10.1109/ismar52148.2021.00019","url":null,"abstract":"Avatars are often used to provide representations of users in 3D environments, such as desktop games or VR applications. While full-body avatars are often sought to be used in applications, low visibility avatars (i.e., head and hands) are often used in a variety of contexts, either as intentional design choices, for simplicity in contexts where full-body avatars are not needed, or due to external limitations. Avatar style can also vary from more simplistic and abstract to highly realistic depending on application context and user choices. We present the results of two desktop experiments that examine avatar visibility, style, and observer view on accuracy in a pointing interpretation task. Significant effects of visibility were found, with effects varying between horizontal and vertical components of error, and error amounts not always worsening as a result of lowering visibility. Error due to avatar visibility was much smaller than error resulting from avatar style or observer view. Our findings suggest that humans are reasonably able to understand pointing gestures with a limited observable body.","PeriodicalId":395413,"journal":{"name":"2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127001922","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: 6
Diegetic Representations for Seamless Cross-Reality Interruptions 无缝跨现实中断的叙事表示
2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) Pub Date : 2021-10-01 DOI: 10.1109/ismar52148.2021.00047
Matthew Gottsacker, Nahal Norouzi, Kangsoo Kim, G. Bruder, G. Welch
{"title":"Diegetic Representations for Seamless Cross-Reality Interruptions","authors":"Matthew Gottsacker, Nahal Norouzi, Kangsoo Kim, G. Bruder, G. Welch","doi":"10.1109/ismar52148.2021.00047","DOIUrl":"https://doi.org/10.1109/ismar52148.2021.00047","url":null,"abstract":"The closed design of virtual reality (VR) head-mounted displays substantially limits users’ awareness of their real-world surroundings. This presents challenges when another person in the same physical space needs to interrupt the VR user for a brief conversation. Such interruptions, e.g., tapping a VR user on the shoulder, can cause a disruptive break in presence (BIP), which affects their place and plausibility illusions, and may cause a drop in performance of their virtual activity. Recent findings related to the concept of diegesis, which denotes the internal consistency of an experience/story, suggest potential benefits of integrating registered virtual representations for physical interactors, especially when these appear internally consistent in VR. In this paper, we present a human-subject study we conducted to compare and evaluate five different diegetic and non-diegetic methods to facilitate cross-reality interruptions in a virtual office environment, where a user’s task was briefly interrupted by a physical person. We created a Cross-Reality Interaction Questionnaire (CRIQ) to capture the quality of the interaction from the VR user’s perspective. Our results show that the diegetic representations afforded reasonably high senses of co-presence, the highest quality interactions, the highest place illusions, and caused the least disruption of the participants’ virtual experiences. We discuss our findings as well as implications for practical applications that aim to leverage virtual representations to ease cross-reality interruptions.","PeriodicalId":395413,"journal":{"name":"2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125491883","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: 19
Redirected Walking using Noisy Galvanic Vestibular Stimulation 使用前庭电刺激重定向行走
2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) Pub Date : 2021-10-01 DOI: 10.1109/ismar52148.2021.00067
Keigo Matsumoto, K. Aoyama, Takuji Narumi, H. Kuzuoka
{"title":"Redirected Walking using Noisy Galvanic Vestibular Stimulation","authors":"Keigo Matsumoto, K. Aoyama, Takuji Narumi, H. Kuzuoka","doi":"10.1109/ismar52148.2021.00067","DOIUrl":"https://doi.org/10.1109/ismar52148.2021.00067","url":null,"abstract":"In this study, considering the characteristics of multisensory integration, we examined a method for improving redirected walking (RDW) by adding noise to the vestibular system to reduce the effects of vestibular inputs on self-motion perception. In RDW, the contradiction between vestibular inputs and visual sensations may make users notice the RDW manipulation, resulting in discomfort throughout the experience. Because humans integrate multisensory information by considering the reliability of each modality, by reducing the effects of vestibular inputs on self-motion perception, it is possible to suppress awareness of and discomfort during RDW manipulation and improve the effectiveness of the manipulation. Therefore, we hypothesized that adding noise to the vestibular inputs would reduce the reliability of the vestibular sensations and enhances the effectiveness of RDW by improving the relative reliability of vision. In this study, we used noisy galvanic vestibular stimulation (GVS) to reduce the reliability of vestibular inputs. GVS is a method of stimulating vestibular organs and nerves by applying small electrical currents to the bilateral mastoid. To reduce the reliability of vestibular inputs, we employed noisy GVS whose current pattern is white noise. We experimented with comparing the threshold of curvature gains between noisy GVS conditions and a control condition.","PeriodicalId":395413,"journal":{"name":"2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124131780","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: 9
Fine Virtual Manipulation with Hands of Different Sizes 不同大小的手的精细虚拟操作
2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) Pub Date : 2021-10-01 DOI: 10.1109/ismar52148.2021.00046
Suzanne Sorli, D. Casas, M. Verschoor, A. Tajadura-Jiménez, M. Otaduy
{"title":"Fine Virtual Manipulation with Hands of Different Sizes","authors":"Suzanne Sorli, D. Casas, M. Verschoor, A. Tajadura-Jiménez, M. Otaduy","doi":"10.1109/ismar52148.2021.00046","DOIUrl":"https://doi.org/10.1109/ismar52148.2021.00046","url":null,"abstract":"Natural interaction with virtual objects relies on two major technology components: hand tracking and hand-object physics simulation. There are functional solutions for these two components, but their hand representations may differ in size and skeletal morphology, hence making the connection non-trivial. In this paper, we introduce a pose retargeting strategy to connect the tracked and simulated hand representations, and we have formulated and solved this hand retargeting as an optimization problem. We have also carried out a user study that demonstrates the effectiveness of our approach to enable fine manipulations that are slow and awkward with naïve approaches.","PeriodicalId":395413,"journal":{"name":"2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128010955","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
Keynote Speaker: User Experience Considerations for Everyday Augmented Reality 主讲人:日常增强现实的用户体验考虑
2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) Pub Date : 2021-10-01 DOI: 10.1109/ismar52148.2021.00010
{"title":"Keynote Speaker: User Experience Considerations for Everyday Augmented Reality","authors":"","doi":"10.1109/ismar52148.2021.00010","DOIUrl":"https://doi.org/10.1109/ismar52148.2021.00010","url":null,"abstract":"","PeriodicalId":395413,"journal":{"name":"2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)","volume":"107 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134162569","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
Personal Identifiability and Obfuscation of User Tracking Data From VR Training Sessions 虚拟现实培训课程中用户跟踪数据的个人可识别性和混淆
2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) Pub Date : 2021-10-01 DOI: 10.1109/ismar52148.2021.00037
Alec G. Moore, Ryan P. McMahan, Hailiang Dong, Nicholas Ruozzi
{"title":"Personal Identifiability and Obfuscation of User Tracking Data From VR Training Sessions","authors":"Alec G. Moore, Ryan P. McMahan, Hailiang Dong, Nicholas Ruozzi","doi":"10.1109/ismar52148.2021.00037","DOIUrl":"https://doi.org/10.1109/ismar52148.2021.00037","url":null,"abstract":"Recent research indicates that user tracking data from virtual reality (VR) experiences can be used to personally identify users with degrees of accuracy as high as 95%. However, these results indicating that VR tracking data should be understood as personally identifying data were based on observing 360° videos. In this paper, we present results based on sessions of user tracking data from an ecologically valid VR training application, which indicate that the prior claims may not be as applicable for identifying users beyond the context of observing 360° videos. Our results indicate that the degree of identification accuracy notably decreases between VR sessions. Furthermore, we present results indicating that user tracking data can be obfuscated by encoding positional data as velocity data, which has been successfully used to predict other user experience outcomes like simulator sickness and knowledge acquisition. These results, which show identification accuracies were reduced by more than half, indicate that velocity-based encoding can be used to reduce identifiability and help protect personal identifying data.","PeriodicalId":395413,"journal":{"name":"2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133280723","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: 6
Investigation of Size Variations in Optical See-through Tangible Augmented Reality 光学透明有形增强现实的尺寸变化研究
2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) Pub Date : 2021-10-01 DOI: 10.1109/ismar52148.2021.00029
Denise Kahl, Marc Ruble, A. Krüger
{"title":"Investigation of Size Variations in Optical See-through Tangible Augmented Reality","authors":"Denise Kahl, Marc Ruble, A. Krüger","doi":"10.1109/ismar52148.2021.00029","DOIUrl":"https://doi.org/10.1109/ismar52148.2021.00029","url":null,"abstract":"Optical see-through AR headsets are becoming increasingly attractive for many applications. Interaction with the virtual content is usually achieved via hand gestures or with controllers. A more seamless interaction between the real and virtual world can be achieved by using tangible objects to manipulate the virtual content. Instead of interacting with detailed physical replicas, working with abstractions allows a single physical object to represent a variety of virtual objects. These abstractions would differ from their virtual representations in shape, size, texture and material. This paper investigates for the first time in optical see-through AR whether size variations are possible without major losses in performance, usability and immersion. The conducted study shows that size can be varied within a limited range without significantly affecting task completion times as well as feelings of disturbance and presence. Stronger size deviations are possible for physical objects smaller than the virtual object than for larger physical objects.","PeriodicalId":395413,"journal":{"name":"2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132705734","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
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信