The popular concepts of Virtual Reality (VR) and Augmented Reality (AR) arose from our ability to interact with objects and environments that appear to be real, but are not. One of the most powerful aspects of these paradigms is the ability of virtual entities to embody a richness of behavior and appearance that we perceive as compatible with reality, and yet unconstrained by reality. The freedom to be or do almost anything helps to reinforce the notion that such virtual entities are inherently distinct from the real world---as if they were magical. This independent magical status is reinforced by the typical need for the use of "magic glasses" (head-worn displays) and "magic wands" (spatial interaction devices) that are ceremoniously bestowed on a chosen few. For those individuals, the experience is inherently egocentric in nature---the sights and sounds effectively emanate from the magic glasses, not the real world, and unlike the magic we are accustomed to from cinema, the virtual entities are unable to affect the real world. This separation of real and virtual is also inherent in our related conceptual frameworks, such as Milgram's Virtuality Continuum, where the real and virtual are explicitly distinguished and mixed. While these frameworks are indeed conceptual, we often feel the need to position our systems and research somewhere in the continuum, further reinforcing the notion that real and virtual are distinct. The very structures of our professional societies, our research communities, our journals, and our conferences tend to solidify the evolutionary separation of the virtual from the real. However, independent forces are emerging that could reshape our notions of what is real and virtual, and transform our sense of what it means to interact with technology. First, even within the VR/AR communities, as the appearance and behavioral realism of virtual entities improves, virtual experiences will become more real. Second, as domains such as artificial intelligence, robotics, and the Internet of Things (IoT) mature and permeate throughout our lives, experiences with real things will become more virtual. The convergence of these various domains has the potential to transform the egocentric magical nature of VR/AR into more pervasive allocentric magical experiences and interfaces that interact with and can affect the real world. This transformation will blur traditional technological boundaries such that experiences will no longer be distinguished as real or virtual, and our sense for what is natural will evolve to include what we once remember as cinematic magic.
{"title":"The Rise of Allocentric Interfaces and the Collapse of the Virtuality Continuum","authors":"G. Welch","doi":"10.1145/3267782.3278470","DOIUrl":"https://doi.org/10.1145/3267782.3278470","url":null,"abstract":"The popular concepts of Virtual Reality (VR) and Augmented Reality (AR) arose from our ability to interact with objects and environments that appear to be real, but are not. One of the most powerful aspects of these paradigms is the ability of virtual entities to embody a richness of behavior and appearance that we perceive as compatible with reality, and yet unconstrained by reality. The freedom to be or do almost anything helps to reinforce the notion that such virtual entities are inherently distinct from the real world---as if they were magical. This independent magical status is reinforced by the typical need for the use of \"magic glasses\" (head-worn displays) and \"magic wands\" (spatial interaction devices) that are ceremoniously bestowed on a chosen few. For those individuals, the experience is inherently egocentric in nature---the sights and sounds effectively emanate from the magic glasses, not the real world, and unlike the magic we are accustomed to from cinema, the virtual entities are unable to affect the real world. This separation of real and virtual is also inherent in our related conceptual frameworks, such as Milgram's Virtuality Continuum, where the real and virtual are explicitly distinguished and mixed. While these frameworks are indeed conceptual, we often feel the need to position our systems and research somewhere in the continuum, further reinforcing the notion that real and virtual are distinct. The very structures of our professional societies, our research communities, our journals, and our conferences tend to solidify the evolutionary separation of the virtual from the real. However, independent forces are emerging that could reshape our notions of what is real and virtual, and transform our sense of what it means to interact with technology. First, even within the VR/AR communities, as the appearance and behavioral realism of virtual entities improves, virtual experiences will become more real. Second, as domains such as artificial intelligence, robotics, and the Internet of Things (IoT) mature and permeate throughout our lives, experiences with real things will become more virtual. The convergence of these various domains has the potential to transform the egocentric magical nature of VR/AR into more pervasive allocentric magical experiences and interfaces that interact with and can affect the real world. This transformation will blur traditional technological boundaries such that experiences will no longer be distinguished as real or virtual, and our sense for what is natural will evolve to include what we once remember as cinematic magic.","PeriodicalId":126671,"journal":{"name":"Proceedings of the 2018 ACM Symposium on Spatial User Interaction","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125736590","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}
Advances in the past century have resulted in unprecedented access to empowering technology, with user interfaces that typically provide clear distinction and separation between environments, technology and people. The progress in recent decades indicates, however, inevitable developments where sensing, display, actuation and computation will seek to integrate more intimately with matter, humans and machines. This talk will explore some of the radical new challenges and opportunities that these advancements imply for next-generation interfaces.
{"title":"Fusing Interfaces with Matter, Humans and Machines","authors":"A. Olwal","doi":"10.1145/3267782.3279948","DOIUrl":"https://doi.org/10.1145/3267782.3279948","url":null,"abstract":"Advances in the past century have resulted in unprecedented access to empowering technology, with user interfaces that typically provide clear distinction and separation between environments, technology and people. The progress in recent decades indicates, however, inevitable developments where sensing, display, actuation and computation will seek to integrate more intimately with matter, humans and machines. This talk will explore some of the radical new challenges and opportunities that these advancements imply for next-generation interfaces.","PeriodicalId":126671,"journal":{"name":"Proceedings of the 2018 ACM Symposium on Spatial User Interaction","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132762539","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. Oberdörfer, Martin Fischbach, Marc Erich Latoschik
Several transition techniques (TTs) exist for Virtual Reality (VR) that allow users to travel to a new target location in the vicinity of their current position. To overcome a greater distance or even move to a different Virtual Environment (VE) other TTs are required that allow for an immediate, quick, and believable change of location. Such TTs are especially relevant for VR user studies and storytelling in VR, yet their effect on the experienced presence, illusion of virtual body ownership (IVBO), and naturalness as well as their efficiency is largely unexplored. In this paper we thus identify and compare three metaphors for transitioning between VEs with respect to those qualities: an in-VR head-mounted display metaphor, a turn around metaphor, and a simulated blink metaphor. Surprisingly, the results show that the tested metaphors did not affect the experienced presence and IVBO. This is especially important for researchers and game designers who want to build more natural VEs.
{"title":"Effects of VE Transition Techniques on Presence, Illusion of Virtual Body Ownership, Efficiency, and Naturalness","authors":"S. Oberdörfer, Martin Fischbach, Marc Erich Latoschik","doi":"10.1145/3267782.3267787","DOIUrl":"https://doi.org/10.1145/3267782.3267787","url":null,"abstract":"Several transition techniques (TTs) exist for Virtual Reality (VR) that allow users to travel to a new target location in the vicinity of their current position. To overcome a greater distance or even move to a different Virtual Environment (VE) other TTs are required that allow for an immediate, quick, and believable change of location. Such TTs are especially relevant for VR user studies and storytelling in VR, yet their effect on the experienced presence, illusion of virtual body ownership (IVBO), and naturalness as well as their efficiency is largely unexplored. In this paper we thus identify and compare three metaphors for transitioning between VEs with respect to those qualities: an in-VR head-mounted display metaphor, a turn around metaphor, and a simulated blink metaphor. Surprisingly, the results show that the tested metaphors did not affect the experienced presence and IVBO. This is especially important for researchers and game designers who want to build more natural VEs.","PeriodicalId":126671,"journal":{"name":"Proceedings of the 2018 ACM Symposium on Spatial User Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131296639","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}
This paper proposes a pointing method named the Bring Your Own Pointer (BYOP). The BYOP enables an additional participation in a shared display collaboration and allows the users to point at the display simultaneously by using their own smartphones. A sticker application is developed to demonstrate the BYOP.
{"title":"Multiple Pointing Method with Smartphone Gyro Sensor","authors":"Koki Sato, Shigeo Kitamura, Mitsunori Matsushita","doi":"10.1145/3267782.3274677","DOIUrl":"https://doi.org/10.1145/3267782.3274677","url":null,"abstract":"This paper proposes a pointing method named the Bring Your Own Pointer (BYOP). The BYOP enables an additional participation in a shared display collaboration and allows the users to point at the display simultaneously by using their own smartphones. A sticker application is developed to demonstrate the BYOP.","PeriodicalId":126671,"journal":{"name":"Proceedings of the 2018 ACM Symposium on Spatial User Interaction","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117258326","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}
Numerous methods have been proposed for presenting tactile sensations from objects in virtual environments. In particular, wearable tactile displays for the fingers, such as fingertip-type and glove-type displays, have been intensely studied. However, the weight and size of these devices typically hinder the free movement of the fingers, especially in a multi-finger scenario. To cope with this issue, we have proposed a method of presenting the haptic sensation of the fingertip to the forearm, including the direction of force. In this study, we extended the method to three fingertips (thumb, index finger and middle finger) and three locations on the forearm using a five-bar linkage mechanism. We tested whether all of the tactile information presented by the device could be discriminated, and confirmed that the discrimination ability was about 90%. Then we conducted an experiment to present the grasping force in a virtual environment, confirming that the realism of the experience was improved by our device, compared with the conditions with no haptic or with vibration cues.
{"title":"Development of a Wearable Haptic Device that Presents the Haptic Sensation Corresponding to Three Fingers on the Forearm","authors":"Taha K. Moriyama, Takuto Nakamura, H. Kajimoto","doi":"10.1145/3267782.3267795","DOIUrl":"https://doi.org/10.1145/3267782.3267795","url":null,"abstract":"Numerous methods have been proposed for presenting tactile sensations from objects in virtual environments. In particular, wearable tactile displays for the fingers, such as fingertip-type and glove-type displays, have been intensely studied. However, the weight and size of these devices typically hinder the free movement of the fingers, especially in a multi-finger scenario. To cope with this issue, we have proposed a method of presenting the haptic sensation of the fingertip to the forearm, including the direction of force. In this study, we extended the method to three fingertips (thumb, index finger and middle finger) and three locations on the forearm using a five-bar linkage mechanism. We tested whether all of the tactile information presented by the device could be discriminated, and confirmed that the discrimination ability was about 90%. Then we conducted an experiment to present the grasping force in a virtual environment, confirming that the realism of the experience was improved by our device, compared with the conditions with no haptic or with vibration cues.","PeriodicalId":126671,"journal":{"name":"Proceedings of the 2018 ACM Symposium on Spatial User Interaction","volume":"114 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117313128","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}
In this paper, we present a comparative evaluation of three different approaches to improving users' spatial awareness in virtual reality environments, and consequently their user experience and productivity. Using a scientific visualization task, we test the performance of 21 participants to navigate around a virtual immersive environment. Our results suggest that using landmarks, a 3D minimap, and waypoint navigation all contribute to improved spatial orientation, while the macroscopic view of the environment provided by the 3D minimap has the greatest positive impact on spatial orientation. Users also prefer the 3D minimap for usability and immersion by a wide margin over the other techniques.
{"title":"Improving Spatial Orientation in Immersive Environments","authors":"Joseph Kotlarek, I-Chen Lin, K. Ma","doi":"10.1145/3267782.3267792","DOIUrl":"https://doi.org/10.1145/3267782.3267792","url":null,"abstract":"In this paper, we present a comparative evaluation of three different approaches to improving users' spatial awareness in virtual reality environments, and consequently their user experience and productivity. Using a scientific visualization task, we test the performance of 21 participants to navigate around a virtual immersive environment. Our results suggest that using landmarks, a 3D minimap, and waypoint navigation all contribute to improved spatial orientation, while the macroscopic view of the environment provided by the 3D minimap has the greatest positive impact on spatial orientation. Users also prefer the 3D minimap for usability and immersion by a wide margin over the other techniques.","PeriodicalId":126671,"journal":{"name":"Proceedings of the 2018 ACM Symposium on Spatial User Interaction","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116630497","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}
This paper presents a comparative study between two popular AR systems during a collocated collaborative task. The goal of the study is to start a body of knowledge that describes the effects of different AR approaches in users' experience and performance; i.e., to look at AR not as a single entity with uniform characteristics. Pairs of participants interacted with a game of Match Pairs in both hand-held and project AR conditions, and their engagement, preference, task completion time, and number of game moves was recorded. Participants were also video-recorded during play for additional insights. No significant differences were found between users' self-reported engagement, and 56.25% of participants described a preference for the hand-held experience. On the other hand, participants completed the task significantly faster in the projected condition, despite having performed more game moves (card flips). We conclude the paper by discussing the effect of these two AR prototypes in participants' communication strategies, and how to design hand-held interfaces that could elicit the benefits of projected AR.
{"title":"A Look at the Effects of Handheld and Projected Augmented-reality on a Collaborative Task","authors":"Eva Mackamul, Augusto Esteves","doi":"10.1145/3267782.3267793","DOIUrl":"https://doi.org/10.1145/3267782.3267793","url":null,"abstract":"This paper presents a comparative study between two popular AR systems during a collocated collaborative task. The goal of the study is to start a body of knowledge that describes the effects of different AR approaches in users' experience and performance; i.e., to look at AR not as a single entity with uniform characteristics. Pairs of participants interacted with a game of Match Pairs in both hand-held and project AR conditions, and their engagement, preference, task completion time, and number of game moves was recorded. Participants were also video-recorded during play for additional insights. No significant differences were found between users' self-reported engagement, and 56.25% of participants described a preference for the hand-held experience. On the other hand, participants completed the task significantly faster in the projected condition, despite having performed more game moves (card flips). We conclude the paper by discussing the effect of these two AR prototypes in participants' communication strategies, and how to design hand-held interfaces that could elicit the benefits of projected AR.","PeriodicalId":126671,"journal":{"name":"Proceedings of the 2018 ACM Symposium on Spatial User Interaction","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123514044","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}
Nurit Kirshenbaum, Dylan Kobayashi, Ryan Theriot, Kari Noe, J. Leigh
We describe a flying broom application inspired by the Harry Potter world that we developed for the Destiny-class CyberCANOE - a surround screen hybrid reality environment (HRE). This application uses a broom shaped tangible controller that allows the player to use their body to steer. Our intention with this work is to encourage users to fully engage with the 320° surround view the Destiny environment offers.
{"title":"Flying a Broom in a Hybrid Reality Room: Eliciting Physical Interaction","authors":"Nurit Kirshenbaum, Dylan Kobayashi, Ryan Theriot, Kari Noe, J. Leigh","doi":"10.1145/3267782.3274683","DOIUrl":"https://doi.org/10.1145/3267782.3274683","url":null,"abstract":"We describe a flying broom application inspired by the Harry Potter world that we developed for the Destiny-class CyberCANOE - a surround screen hybrid reality environment (HRE). This application uses a broom shaped tangible controller that allows the player to use their body to steer. Our intention with this work is to encourage users to fully engage with the 320° surround view the Destiny environment offers.","PeriodicalId":126671,"journal":{"name":"Proceedings of the 2018 ACM Symposium on Spatial User Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122462664","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}
We propose, implement and evaluate the use of a smartphone application for real-time six-degrees-of-freedom user input. We show that our app-based approach achieves high accuracy and goes head-to-head with expensive externally tracked controllers. The strength of our application is that it is simple to implement and is highly accessible --- requiring only an off-the-shelf smartphone, without any external trackers, markers, or wearables. Due to its inside-out tracking and its automatic remapping algorithm, users can comfortably perform subtle 3D inputs everywhere (world-scale), without any spatial or postural limitations. For example, they can interact while standing, sitting or while having their hands down by their sides. Finally, we also show its use in a wide range of applications for 2D and 3D object manipulation, thereby demonstrating its suitability for diverse real-world scenarios.
{"title":"Pocket6: A 6DoF Controller Based On A Simple Smartphone Application","authors":"Teo Babic, Harald Reiterer, M. Haller","doi":"10.1145/3267782.3267785","DOIUrl":"https://doi.org/10.1145/3267782.3267785","url":null,"abstract":"We propose, implement and evaluate the use of a smartphone application for real-time six-degrees-of-freedom user input. We show that our app-based approach achieves high accuracy and goes head-to-head with expensive externally tracked controllers. The strength of our application is that it is simple to implement and is highly accessible --- requiring only an off-the-shelf smartphone, without any external trackers, markers, or wearables. Due to its inside-out tracking and its automatic remapping algorithm, users can comfortably perform subtle 3D inputs everywhere (world-scale), without any spatial or postural limitations. For example, they can interact while standing, sitting or while having their hands down by their sides. Finally, we also show its use in a wide range of applications for 2D and 3D object manipulation, thereby demonstrating its suitability for diverse real-world scenarios.","PeriodicalId":126671,"journal":{"name":"Proceedings of the 2018 ACM Symposium on Spatial User Interaction","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133769210","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}
Current Virtual Reality (VR) devices have limited fields-of-view (FOV). A limited FOV amplifies the problem of objects receding from view. In previous work, different techniques have been proposed to visualize the position of objects out of view. However, these techniques do not allow to identify these objects. In this work, we compare three different ways of identifying out-of-view objects. Our user study shows that participants prefer to have the identification always visible.
{"title":"Identification of Out-of-View Objects in Virtual Reality","authors":"Uwe Gruenefeld, Rieke von Bargen, Wilko Heuten","doi":"10.1145/3267782.3274678","DOIUrl":"https://doi.org/10.1145/3267782.3274678","url":null,"abstract":"Current Virtual Reality (VR) devices have limited fields-of-view (FOV). A limited FOV amplifies the problem of objects receding from view. In previous work, different techniques have been proposed to visualize the position of objects out of view. However, these techniques do not allow to identify these objects. In this work, we compare three different ways of identifying out-of-view objects. Our user study shows that participants prefer to have the identification always visible.","PeriodicalId":126671,"journal":{"name":"Proceedings of the 2018 ACM Symposium on Spatial User Interaction","volume":"506 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133011283","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}