Lasse T. Nielsen, Matias B. Møller, Sune D. Hartmeyer, Troels C. M. Ljung, N. C. Nilsson, R. Nordahl, S. Serafin
{"title":"Missing the point: an exploration of how to guide users' attention during cinematic virtual reality","authors":"Lasse T. Nielsen, Matias B. Møller, Sune D. Hartmeyer, Troels C. M. Ljung, N. C. Nilsson, R. Nordahl, S. Serafin","doi":"10.1145/2993369.2993405","DOIUrl":"https://doi.org/10.1145/2993369.2993405","url":null,"abstract":"Recent technological advances have brought Virtual Reality (VR) into the homes of consumers, and there is a growing interest in bringing cinematic experiences from the screen and into VR. However, cinematic VR limits filmmakers' ability to effectively guide the audience's attention. In this paper we present a taxonomy of approaches to guiding users' attention, and present a study comparing two such approaches with a control condition devoid of guidance. One approach guides users by controlling their body's orientation, and the other implicitly directs their attention by encouraging them to follow a firefly with their gaze. The results revealed interesting, albeit statistically insignificant, indications that assuming control of the user's action may negatively influence presence, whereas the firefly was perceived as significantly more helpful.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"441 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125780655","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":"Inception: a creative coding environment for virtual reality, in virtual reality","authors":"Michael H. Fischer","doi":"10.1145/2993369.2996354","DOIUrl":"https://doi.org/10.1145/2993369.2996354","url":null,"abstract":"In this paper we build and evaluate a live-programming system for digital artists to create artwork within a virtual reality environment. Using the large display space that virtual reality provides, we develop an interaction for artists to see parallel evaluations of their art. A study of the system with ten participants demonstrated that parallel editing and execution is accessible to designers and that designers can leverage these techniques to survey more options faster.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"163 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125916238","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}
Jiawei Huang, Tsuyoshi Mori, Kazuki Takashima, S. Hashi, Y. Kitamura
{"title":"6-DOF computation and marker design for magnetic 3D dexterous motion-tracking system","authors":"Jiawei Huang, Tsuyoshi Mori, Kazuki Takashima, S. Hashi, Y. Kitamura","doi":"10.1145/2993369.2993387","DOIUrl":"https://doi.org/10.1145/2993369.2993387","url":null,"abstract":"We describe our approach that derives reliable 6-DOF information including the translation and the rotation of a rigid marker in a 3D space from a set of insufficient 5-DOF measurements. As a practical example, we carefully constructed a prototype and its design and evaluated it in our 3D dexterous motion-tracking system, IM6D, which is our novel real-time magnetic 3D motion-tracking system that uses multiple identifiable, tiny, lightweight, wireless, and occlusion-free markers. The system contains two key technologies; a 6-DOF computation algorithm and a marker design for 6D marker. The 6-DOF computation algorithm computes the result of complete 6-DOF information including translation and rotation in 3D space for a single rigid marker that consists of three LC coils. We propose several possible approaches for implementation, including geometric, matrix-based kinematics, and computational approaches. In addition, we introduce workflow to find an optimal marker design for the system to achieve the best compromise between its smallness and accuracy based on the tracking principle. We experimentally compare the performances of some typical marker prototypes with different layouts of LC coils. Finally, we also show another experimental result to prove the effectiveness of the results from the solutions in these two problems.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114303453","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}
S. Narang, A. Best, Tanmay Randhavane, Ari Shapiro, Dinesh Manocha
{"title":"PedVR: simulating gaze-based interactions between a real user and virtual crowds","authors":"S. Narang, A. Best, Tanmay Randhavane, Ari Shapiro, Dinesh Manocha","doi":"10.1145/2993369.2993378","DOIUrl":"https://doi.org/10.1145/2993369.2993378","url":null,"abstract":"We present a novel interactive approach, PedVR, to generate plausible behaviors for a large number of virtual humans, and to enable natural interaction between the real user and virtual agents. Our formulation is based on a coupled approach that combines a 2D multi-agent navigation algorithm with 3D human motion synthesis. The coupling can result in plausible movement of virtual agents and can generate gazing behaviors, which can considerably increase the believability. We have integrated our formulation with the DK-2 HMD and demonstrate the benefits of our crowd simulation algorithm over prior decoupled approaches. Our user evaluation suggests that the combination of coupled methods and gazing behavior can considerably increase the behavioral plausibility.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114325137","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 hybrid constraint-penalty proxy method for six degree-of-freedom haptic display of deforming objects","authors":"Stuart A. Bowyer, F. Baena","doi":"10.1145/2993369.2993392","DOIUrl":"https://doi.org/10.1145/2993369.2993392","url":null,"abstract":"There are many applications and tasks in which the precise, high-fidelity haptic display of deforming objects is required. A crucial element in haptic rendering is the definition of a proxy pose that follows the motion of the user, while respecting the geometry of the object being displayed. Conventional methods for computing the dynamics of a proxy interacting with a deforming object suffer from several issues relating to numerical instabilities when the proxy becomes over-constrained and high computational demands. This paper presents a novel hybrid proxy that combines modified versions of constraint-based and penalty-based proxies together to give high fidelity rendering with reduced computational requirements and enhanced robustness to situations where the proxy becomes enclosed. Experimental analysis of the proposed method shows that it can efficiently compute proxy dynamics that faithfully render the required object. This research forms a basis for further development of novel hybrid dynamic proxies for haptics and allows for increasingly complex deforming geometries to be rendered.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121613070","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":"Procedurally generated virtual reality from 3D reconstructed physical space","authors":"Misha Sra, Sergio Garrido-Jurado, C. Schmandt","doi":"10.1145/2993369.2993372","DOIUrl":"https://doi.org/10.1145/2993369.2993372","url":null,"abstract":"We present a novel system for automatically generating immersive and interactive virtual reality (VR) environments using the real world as a template. The system captures indoor scenes in 3D, detects obstacles like furniture and walls, and maps walkable areas (WA) to enable real-walking in the generated virtual environment (VE). Depth data is additionally used for recognizing and tracking objects during the VR experience. The detected objects are paired with virtual counterparts to leverage the physicality of the real world for a tactile experience. Our approach is new, in that it allows a casual user to easily create virtual reality worlds in any indoor space of arbitrary size and shape without requiring specialized equipment or training. We demonstrate our approach through a fully working system implemented on the Google Project Tango tablet device.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127760259","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":"Comparison of gesture, gamepad, and gaze-based locomotion for VR worlds","authors":"Jorge C. S. Cardoso","doi":"10.1145/2993369.2996327","DOIUrl":"https://doi.org/10.1145/2993369.2996327","url":null,"abstract":"In this paper we present a VR locomotion technique based on the Leap Motion device and compare it to other often-used locomotion techniques --- gaze-directed locomotion and gamepad-based locomotion. We performed a user experiment to evaluate the three techniques based on their performance (time to complete the task), comfort (through the ISO 9241--9 ssessment of comfort questionnaire), and simulation sickness (through the Simulation Sickness Questionnaire). Results indicate that the gamepad technique is both faster and more comfortable than either the Leap Motion-based or the gaze-directed techniques.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126364730","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":"Augmented reasoning in the mirror world","authors":"Benjamin Eckstein, Birgit Lugrin","doi":"10.1145/2993369.2996316","DOIUrl":"https://doi.org/10.1145/2993369.2996316","url":null,"abstract":"In order to enable a social agent to behave in a believable and realistic way, it needs a wide range of information in the form of both low-level value-based data as well as high-level semantic knowledge. In this work we propose a system that puts a virtual reality layer between the real world and an agent's knowledge representation. This mirror world allows the agent to use its abstract representation of the environment and inferred events as an additional source of knowledge when reasoning about the real world. Additionally, users and developers can use the mirror world, with its visualized data and highlighting of the agent's reasoning, for further understanding of the agent's behavior, debugging and testing, or the simulation of additional sensor input.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125711443","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":"Postural stability analysis in virtual reality using the HTC vive","authors":"F. Soffel, Markus Zank, A. Kunz","doi":"10.1145/2993369.2996341","DOIUrl":"https://doi.org/10.1145/2993369.2996341","url":null,"abstract":"Postural stability is an important measure for many medical diseases such as Parkinson. In the last years, research focused on using inexpensive and portable devices to measure postural stability, while the visual targets were physical objects in the environment. Sensing balancing boards were used to measure stance forces, while movements of the upper body were not taken into account. Within this paper, postural stability was measured using the HTC Vive. A variation of a virtual fixation point's distance was analyzed and compared to a reference condition with closed eyes. It is shown that body sway in the VR conditions is increased in the anterior-posterior and decreased in the medial-lateral direction.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132482891","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}
T. Nguyen, Yannick Rothacher, P. Brugger, B. Lenggenhager, A. Kunz
{"title":"Estimation of individual redirected walking thresholds using standard perception tests","authors":"T. Nguyen, Yannick Rothacher, P. Brugger, B. Lenggenhager, A. Kunz","doi":"10.1145/2993369.2996304","DOIUrl":"https://doi.org/10.1145/2993369.2996304","url":null,"abstract":"Redirected walking (RDW) allows users to interact with a Virtual Environment (VE) much larger than the real space. However, there is a limit to how much a user can be redirected such that immersion in the VE is still preserved. While much effort has been spent on identifying this limit, so-called redirected walking thresholds, these thresholds are more a general guideline than being personalized for each user. Since individuals' differences in perception play an important role in users's experience in a redirected VE, there is potential to optimize the thresholds using these differences. In this paper, we propose an investigation on the relationship between redirected walking thresholds (RDTs) and perception traits such as visual dependency, susceptibility to visual-vestibular conflicts, and sensitivity to internal body changes, which can be measured in postural sway, rod-and-frame, vection and interoception tests. Consequentially, we will investigate the potential of using these tests as tools for the estimation of personalized RDTs.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125236575","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}