Toshiro Kashiwagi, Kaoru Sumi, S. Fels, Qian Zhou, Fan Wu
{"title":"Crystal Palace: Merging Virtual Objects and Physical Hand-held Tools","authors":"Toshiro Kashiwagi, Kaoru Sumi, S. Fels, Qian Zhou, Fan Wu","doi":"10.1109/VR.2019.8798370","DOIUrl":"https://doi.org/10.1109/VR.2019.8798370","url":null,"abstract":"We developed a mixed-reality approach, called Crystal Palace, which provides prop-based passive haptic feedback for the 3DUI contest. In this system, we propose an interface of controlling virtual object with physical tools such as scissors, a spray and a screwdriver as game controllers. Our prop-based approach provides natural visual affordance and passive haptics by associating physical tools with various 3D tasks. Using 360 degrees spherical display, players will be able to use common real-world tools in an intuitive way to interact with 3D objects in a virtual escape room.","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"116 1","pages":"1411-1412"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79206437","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}
Mohamed Suhail, Scott Gainer, Jason Haskins, Blake Boyd, Charles Laird, Will Huse, Suraj Eadara, J. Jerald
{"title":"Simulating a Futuristic Fire Pump Panel in Virtual Reality","authors":"Mohamed Suhail, Scott Gainer, Jason Haskins, Blake Boyd, Charles Laird, Will Huse, Suraj Eadara, J. Jerald","doi":"10.1109/VR.2019.8798280","DOIUrl":"https://doi.org/10.1109/VR.2019.8798280","url":null,"abstract":"Based on input and feedback from firefighters, we built a futuristic pump panel simulator using consumer VR hardware, basic electronics components, and simple physical props. The simulator mixes the physical and the virtual together in order to demonstrate how passive haptics can be used to enhance the user experience. This prototype will be used to explore how VR might be used with future first-responder training.","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"21 1","pages":"1415-1416"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90976429","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":"VitaZ: Gamified Mixed Reality Multisensorial lnteractions","authors":"Dimitris Bitzas, Sokratis Zouras, Agapi Chrysanthakopoulou, Dimitrios Laskos, Konstantinos Kalatzis, Michail Pavlou, Loanna Balasi, K. Moustakas","doi":"10.1109/VR.2019.8798133","DOIUrl":"https://doi.org/10.1109/VR.2019.8798133","url":null,"abstract":"This paper presents multiple Mixed Reality 3D interaction, manipulation and simulation techniques in the context of the 2019 3DUI contest of the IEEE VR conference. The proposed schemes provide smart, seamless transition from the real to the virtual world and demonstrate passive haptics, mid-air haptics, object manipulation and abstract entities (time) manipulation. All techniques are integrated in the context of a mixed reality escape-room or treasure-hunt game, where information from both the real and the virtual world is necessary to solve the puzzle. The paper concludes with a discussion on the extensibility and translational application of the approaches in practical problem solving.","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"3 1","pages":"1419-1420"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83909430","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}
D. Calandra, F. G. Pratticò, Alberto Cannavò, L. Micelli, F. Lamberti
{"title":"Building Reconfigurable Passive Haptic Interfaces On Demand Using Off-the-shelf Construction Bricks","authors":"D. Calandra, F. G. Pratticò, Alberto Cannavò, L. Micelli, F. Lamberti","doi":"10.1109/VR.2019.8797865","DOIUrl":"https://doi.org/10.1109/VR.2019.8797865","url":null,"abstract":"Although passive haptic interfaces have been shown to be capable to enhance the user's sense of presence in Mixed Reality experiences, their use is still constrained by the need to rely on exact replicas of virtual objects or on custom-made devices mimicking the original ones. Unfortunately, the former are not flexible enough in terms of reconfigurability, whereas the latter may be difficult to reproduce. To tackle these issues, this paper explores the possibility to build passive haptic interfaces using off-the-shelf toy construction bricks. Bricks can be assembled to provide the intended feedback in more than one task. Moreover, they may be reassembled in another application to mimic completely new objects and support totally different tasks.","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"75 1","pages":"1403-1404"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72783471","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 Collaborative Virtual Reality Escape Room with Passive Haptics","authors":"Austin Hanus, Mindy Hoover, A. Lim, Jack Miller","doi":"10.1109/VR.2019.8798241","DOIUrl":"https://doi.org/10.1109/VR.2019.8798241","url":null,"abstract":"Escape rooms have recently become a popular way to socialize and problem solve in an immersive environment. However, it can be difficult and expensive to create elaborate escape rooms with realistic props. Virtual reality (VR) technology allows developers to create and customize escape rooms more easily. However, to truly make the VR escape room immersive, physical and cooperative interactions are necessary. In this paper, the authors propose and demonstrate a two-player VR escape room developed for the HTC Vive. Physical interactions were made possible by using passive haptics in the form of simple props tracked using HTC Vive trackers and controllers. Additionally, the HTC Vives were networked, and players hands were tracked using the Leap Motion to provide head and hand position cues to teammates.","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"68 1","pages":"1413-1414"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75648222","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}
Hugo Brument, Rebecca Fribourg, Gerard Gallagher, Thomas Howard, Flavien Lécuyer, Tiffany Luong, V. Mercado, Etienne Peillard, Xavier de Tinguy, M. Marchal
{"title":"Pyramid Escape: Design of Novel Passive Haptics Interactions for an Immersive and Modular Scenario","authors":"Hugo Brument, Rebecca Fribourg, Gerard Gallagher, Thomas Howard, Flavien Lécuyer, Tiffany Luong, V. Mercado, Etienne Peillard, Xavier de Tinguy, M. Marchal","doi":"10.1109/VR.2019.8797848","DOIUrl":"https://doi.org/10.1109/VR.2019.8797848","url":null,"abstract":"In this paper, we present the design of ten different 3D user interactions using passive haptics and embedded in an escape game scenario in which users have to escape from a pyramid in a limited time. Our solution is innovative by its modularity, allowing interactions with virtual objects using tangible props manipulated either directly using the hands and feet or indirectly through a single prop held in the hand, in order to perform several interactions with the virtual environment (VE). We also propose a navigation technique based on the “impossible spaces” design, allowing users to naturally walk through several overlapping rooms of the VE. All together, our different interaction techniques allow the users to solve several enigmas built into a challenging scenario inside a pyramid.","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"426 1","pages":"1409-1410"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84949814","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. Figueroa, Rongkai Guo, Kazuki Takashima, B. Weyers
{"title":"Escape Room in Mixed Reality: 10th Annual 3DUI Contest","authors":"P. Figueroa, Rongkai Guo, Kazuki Takashima, B. Weyers","doi":"10.1109/VR.2019.8798285","DOIUrl":"https://doi.org/10.1109/VR.2019.8798285","url":null,"abstract":"The 10th annual IEEE 3DUI Contest focuses on the development of 3D User Interfaces (3DUIs) using passive haptic feedback in Mixed Reality Environments. Material properties of real objects are enhanced with virtual behaviors while used for interaction in a mixed reality scenario. The contest was open to anyone interested in 3DUIs, from researchers to students, enthusiasts, and professionals. The purpose of the contest is to stimulate innovative and creative solutions to challenging 3DUI problems.","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"120 1","pages":"1407-1408"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/VR.2019.8798285","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72503141","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}
Shakiba Davari, Yuan Li, Lee Lisle, Feiyu Lu, Lei Zhang, Leslie Blustein, Xueting Feng, Brianna Gabaldon, Marc Kwiatkowski, D. Bowman
{"title":"Save the Space Elevator: An Escape Room Scenario Involving Passive Haptics in Mixed Reality","authors":"Shakiba Davari, Yuan Li, Lee Lisle, Feiyu Lu, Lei Zhang, Leslie Blustein, Xueting Feng, Brianna Gabaldon, Marc Kwiatkowski, D. Bowman","doi":"10.1109/VR.2019.8798051","DOIUrl":"https://doi.org/10.1109/VR.2019.8798051","url":null,"abstract":"This paper presents our solution to the 2019 3DUI Contest challenge, which focuses on passive haptics. We aimed to provide a compelling user experience in virtual reality while overcoming the limitations of physical space and current tracking devices. To meet these goals, we designed a time travel scenario that incorporates several novel features. A time machine increases efficiency in the use of physical space. A passive haptic camera prop provides a help system that is integrated into the storyline. Finally, the concept of a “temporal stabilizer” provides a plausible way to reuse a single tracking device to track multiple passive haptic props.","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"94 1","pages":"1405-1406"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80405919","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":"Keynote Speaker is Clinical Virtual Reality Ready for Primetime?","authors":"A. Rizzo","doi":"10.1109/VR.2018.8446505","DOIUrl":"https://doi.org/10.1109/VR.2018.8446505","url":null,"abstract":"Since the mid-1990s, a significant scientific literature has evolved regarding the outcomes from the use of what we now refer to as Clinical Virtual Reality (VR). This use of VR simulation technology has produced encouraging results when applied to address cognitive, psychological, motor, and functional impairments across a wide range of clinical health conditions. This talk addresses the question, “Is Clinical VR Ready for Primetime?”. After a brief description of the various forms of VR technology, I will discuss the trajectory of Clinical VR over the last 20 years and summarize the basic assets that VR offers for creating clinical applications. The discussion then addresses the question of readiness in terms of the theoretical basis for Clinical VR assets, the research to date, the pragmatic factors regarding availability, usability, and costs of Clinical VR content/systems, and the ethical issues for the safe use of VR with clinical populations. My key take home message is that when reviewing the theoretical underpinnings and research findings to date, it is clear that Clinical VR will have a significant impact on future research and practice. Pragmatic issues that can influence adoption across many areas of psychology also appear favorable, but professional guidelines will be needed to promote its safe and ethical use. While there is still much research needed to advance the science in this area, it is predicted that Clinical VR applications will become indispensable tools in the toolbox of psychological researchers and practitioners and will only grow in relevance and popularity in the future.","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"2 1","pages":"1-9"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85280663","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":"The 2018 VGTC Virtual Reality Technical Achievement Award","authors":"G. Welch","doi":"10.1109/VR.2018.8446169","DOIUrl":"https://doi.org/10.1109/VR.2018.8446169","url":null,"abstract":"The 2018 Virtual Reality Technical Achievement Award goes to Gregory F. Welch of the University of Central Florida, USA, in recognition for his contributions to human motion tracking and to mixed reality applications in medicine and training. Professor Welch has been working in Virtual Reality and Augmented Reality for more than 25 years. His method for single- constraint-at-a-time tracking with continuous automatic calibration has been cited as the reason UNC Chapel Hill’s HiBall tracking system was the fastest, lowest latency, most precise, and most accurate wide-area tracking system. Among his many publications, his “Introduction to the Kalman Filter” report has been cited over 8,000 times. Professor Welch co-developed the ideas and methods for unified image-based modeling and spatially immersive displays, Spatial Augmented Reality, and Shader Lamps. He later applied these methods to humanoid forms to achieve physical-virtual avatars, and groundbreaking patient simulators for training healthcare practitioners. The IEEE VGTC is pleased to award Gregory F. Welch the 2018 Virtual Reality Technical Achievement Award.","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"26 1","pages":"1"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83498048","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}