{"title":"TIVS: temporary immersive virtual environment at simon fraser university: a non-permanent CAVE","authors":"W. Stuerzlinger, Andriy Pavlovych, Dayson Nywton","doi":"10.1109/WEVR.2015.7151691","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151691","url":null,"abstract":"CAVE systems are an immersive environment that surrounds one or more viewers with multiple large screens, which portray a virtual 3D environment. CAVEs use generally between three and six sides and are thus effectively permanent installations, due to the required floor and room space. We describe TIVS, the Temporary Immersive Virtual environment at Simon Fraser University, a system whose defining feature is that it does not consume any permanent floor space. Yet, TIVS can be in operation in less than a minute. Viewers sit on swivel chairs in the center of an 8' × 6' space, where TIVS's frame is mounted onto the ceiling. The bottom of said frame is 7' above the ground, making it easy for people to walk below it. The screens mounted on the frame are rolled down whenever the system is being used and are otherwise stowed away. That frees the floor space for other uses when the system is not in use. The projection geometry ensures that people sitting in the center area of the space do not cast shadows onto the screens. A tracking system attached to the frame provides for head tracking. Overall, the non-permanent nature of the system makes it surprisingly easy to integrate Virtual Reality into everyday environments.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"118 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128163498","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":"Therapy-led design of home-based virtual rehabilitation","authors":"V. Powell, W. Powell","doi":"10.1109/WEVR.2015.7151688","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151688","url":null,"abstract":"Virtual Reality is emerging as a useful tool to facilitate rehabilitation, and has potential to support home-based exercise programmes to maintain progress and improve long-term outcomes. A number of commercial systems have emerged with games that promote increased physical activity. However, the current off-the-shelf games are not well suited to support therapeutic goals, but the alternative is expensive bespoke applications. In this paper we summarise the background of virtual rehabilitation and discuss the challenges in bringing it into a domestic setting. We propose a therapy-led design approach which can result in solutions which not only suit rehabilitation goals, but also can be used for more generalised game-based exercise. We illustrate the approach using a case study for shoulder therapy.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121235627","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 display conglomeration on the wall","authors":"Duy-Quoc Lai, A. Majumder","doi":"10.1109/WEVR.2015.7151687","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151687","url":null,"abstract":"We present a work in progress for a paradigm of wall-top displays for future offices, where instead of a small desktop, we treat the available walls as the desktop. Multiple projector-camera units, mounted on pan-tilt units (PTU), allow for the creation of the conglomeration of one or more high resolution displays, whose position, size, and aspect ratio can be changed by the user. This can be achieved by lucid gesture based interactions. Multiple wireless keyboard and mouse can be used to interact with the display(s) for shared collaborative or personal individual interactions. The system can also be extended to support stereoscopic projection and data input by superimposing projection displays and processing data from multiple cameras. This is achieved by a distributed network of projector-camera systems, and associated distributed registration and interaction methodologies.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124474798","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":"Substitutional reality: Towards a research agenda","authors":"A. Simeone","doi":"10.1109/WEVR.2015.7151690","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151690","url":null,"abstract":"In our previous work on Substitutional Reality, we presented an exploration of a class of Virtual Environments where every physical object surrounding the user is associated with appropriate virtual counterparts. Differently from “passive haptics”, Substitutional Reality assumes the existence of a discrepancy in the association. This previous work explored how far this mismatch can be pushed and its impact on the believability of the experience. In this paper we discuss three main research directions for Substitutional Reality. Firstly, the design space is largely unexplored as the initial investigation focused on the mismatch between real and virtual objects. Secondly, the development of systems enabling a dynamic substitution process represents a key challenge. Thirdly, we discuss the meta-design process of these experiences.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"92 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124860260","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. Su, Aashish Chaudhary, P. O’leary, Berk Geveci, W. Sherman, Heriberto Nieto, Luis Francisco-Revilla
{"title":"Virtual reality enabled scientific visualization workflow","authors":"S. Su, Aashish Chaudhary, P. O’leary, Berk Geveci, W. Sherman, Heriberto Nieto, Luis Francisco-Revilla","doi":"10.1109/WEVR.2015.7151692","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151692","url":null,"abstract":"For decades Virtual Reality (VR) has remained out of our offices and everyday workflows due to its high cost, its custom-built nature, and its often narrow design for highly specific tasks. These characteristics create a very high entry barrier for most users to use VR technology. Users typically had to be well funded, possess a high degree of expertise, spend weeks of effort porting VR capable software, or go to a specialized visualization laboratory. Recently, the cost is coming down significantly as new affordable consumer-grade VR devices are becoming available (e.g., zSpace). However, in order to incorporate VR technology into our everyday office settings, the entry barrier must be lowered significantly. This paper describes a VR framework that lowers the entry barrier for everyday users. The framework is designed on the visualization workflow of typical users working with scientific visualization in university settings. It includes a regular desktop computer, a typical non-VR display, a consumer-grade immersive VR display (zSpace), and frequently-used visualization applications (ParaView, EnSight). By designing and building this framework, we aim at measuring and studying the usefulness and effects of integrating VR technology in everyday office settings. While the framework will be initially tested with ParaView, the study aims at producing generalizable findings that extend to users of other 3D desktop applications such as 3DS Max or Maya. This can help users and software companies to add similar support in their packages and allow users to experience VR in everyday environments.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128068666","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":"Portable virtual reality: Inertial measurements and biomechanics","authors":"J. C. Eubanks, Chengyuan Lai, Ryan P. McMahan","doi":"10.1109/WEVR.2015.7151686","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151686","url":null,"abstract":"This paper presents a portable virtual reality (VR) system that affords full-body tracking by using inertial measurement units (IMUs) and several aspects of human biomechanics. The current implementation uses a commercial IMU-based full-body tracking system that only reports the orientations of body segments. We have developed an anthropometry-based method that uses this orientation data to derive accurate body-segment positions. In turn, we use kinematics and heel-based translations to provide a theoretically infinite tracking space. A head-mounted display (HMD) is used to provide visual feedback of the user's full-body avatar and to convey physical locomotion through the virtual environment. We discuss key challenges to making this system usable in everyday environments, including calibration, ergonomics, drift, and collision avoidance.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133544520","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":"Binocular eye-tracking for the control of a 3D immersive multimedia user interface","authors":"Nikolaos Sidorakis, G. Koulieris, K. Mania","doi":"10.1109/WEVR.2015.7151689","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151689","url":null,"abstract":"In this paper, we present an innovative approach to design a gaze-controlled Multimedia User Interface for modern, immersive headsets. The wide-spread availability of consumer grade Virtual Reality Head Mounted Displays such as the Oculus RiftTM transformed VR to a commodity available for everyday use. However, Virtual Environments require new paradigms of User Interfaces, since standard 2D interfaces are designed to be viewed from a static vantage point only, e.g. the computer screen. Additionally, traditional input methods such as the keyboard and mouse are hard to manipulate when the user wears a Head Mounted Display. We present a 3D Multimedia User Interface based on eye-tracking and develop six applications which cover commonly operated actions of everyday computing such as mail composing and multimedia viewing. We perform a user study to evaluate our system by acquiring both quantitative and qualitative data. The study indicated that users make less type errors while operating the eye-controlled interface compared to using the standard keyboard during immersive viewing. Subjects stated that they enjoyed the eye-tracking 3D interface more than the keyboard/mouse combination.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125321637","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}