We demonstrate a novel method of applying the capabilities of mobile virtual reality technology to the health sciences by measuring physical exertion in a VR exercise game. By measuring changes in heart rate in a thirteen person user study, we find evidence to suggest that virtual reality exercise is able to induce a moderate to high level of physical exertion and produce an immersive an intriguing experience.
{"title":"Measuring physical exertion in virtual reality exercise games","authors":"Nikesh Mishra, Eelke Folmer","doi":"10.1145/3281505.3281611","DOIUrl":"https://doi.org/10.1145/3281505.3281611","url":null,"abstract":"We demonstrate a novel method of applying the capabilities of mobile virtual reality technology to the health sciences by measuring physical exertion in a VR exercise game. By measuring changes in heart rate in a thirteen person user study, we find evidence to suggest that virtual reality exercise is able to induce a moderate to high level of physical exertion and produce an immersive an intriguing experience.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130943545","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}
A high color-fidelity display provides accurate spectral reproduction to reduce observer metamerism. In this poster, we implement a multispectral projection display using a modified projector. The modification only requires adding a lens array on the projection optical path to creates multiple copies of images and using color filters to create new primaries. To produce the new primaries with high throughput and low correlation, we proposed a volume maximization-based filter selection approach. We also present an efficient multispectral rendering algorithm to compute the input values of each primary. The experiments show that our multispectral display can accurately approximate desired multispectral images and effectively reduce observer metamerism when compared with the original three primaries projection display.
{"title":"High color-fidelity display using a modified projector","authors":"Yuqi Li","doi":"10.1145/3281505.3281665","DOIUrl":"https://doi.org/10.1145/3281505.3281665","url":null,"abstract":"A high color-fidelity display provides accurate spectral reproduction to reduce observer metamerism. In this poster, we implement a multispectral projection display using a modified projector. The modification only requires adding a lens array on the projection optical path to creates multiple copies of images and using color filters to create new primaries. To produce the new primaries with high throughput and low correlation, we proposed a volume maximization-based filter selection approach. We also present an efficient multispectral rendering algorithm to compute the input values of each primary. The experiments show that our multispectral display can accurately approximate desired multispectral images and effectively reduce observer metamerism when compared with the original three primaries projection display.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129910469","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}
Generating face images in various directions from an image will be useful to create avatars in VR. In this paper, we introduce a new deep generative model to generate turnaround face images from an image via a latent code space with a parameter. The model was learned with a large scale image dataset annotated with attributes but not including exact target images.
{"title":"Deep face rotation in the wild","authors":"Shohei Morikawa, S. Saito","doi":"10.1145/3281505.3281606","DOIUrl":"https://doi.org/10.1145/3281505.3281606","url":null,"abstract":"Generating face images in various directions from an image will be useful to create avatars in VR. In this paper, we introduce a new deep generative model to generate turnaround face images from an image via a latent code space with a parameter. The model was learned with a large scale image dataset annotated with attributes but not including exact target images.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131481807","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}
Clément Glédel, Hideaki Uchiyama, Y. Oyamada, R. Taniguchi
We propose a texture synthesis method to enhance the trackability of a target planar object by embedding natural features into the object in the object design process. To transform an input object into an easy-to-track object in the design process, we extend an inpainting method for naturally embedding the features into the texture. First, a feature-less region in an input object is extracted based on feature distribution based segmentation. Then, the region is filled by using an inpainting method with a feature-rich region searched in an object database. By using context based region search, the inpainted region can be consistent in terms of the object context while improving the feature distribution.
{"title":"Texture synthesis for stable planar tracking","authors":"Clément Glédel, Hideaki Uchiyama, Y. Oyamada, R. Taniguchi","doi":"10.1145/3281505.3283399","DOIUrl":"https://doi.org/10.1145/3281505.3283399","url":null,"abstract":"We propose a texture synthesis method to enhance the trackability of a target planar object by embedding natural features into the object in the object design process. To transform an input object into an easy-to-track object in the design process, we extend an inpainting method for naturally embedding the features into the texture. First, a feature-less region in an input object is extracted based on feature distribution based segmentation. Then, the region is filled by using an inpainting method with a feature-rich region searched in an object database. By using context based region search, the inpainted region can be consistent in terms of the object context while improving the feature distribution.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129058006","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}
F. Alallah, Ali Neshati, Y. Sakamoto, Khalad Hasan, E. Lank, Andrea Bunt, Pourang Irani
The popularity of head-worn displays (HWD) technologies such as Virtual Reality (VR) and Augmented Reality (AR) headsets is growing rapidly. To predict their commercial success, it is essential to understand the acceptability of these new technologies, along with new methods to interact with them. In this vein, the evaluation of social acceptability of interactions with these technologies has received significant attention, particularly from the performer's (i.e., user's) viewpoint. However, little work has considered social acceptability concerns from observers' (i.e., spectators') perspective. Although HWDs are designed to be personal devices, interacting with their interfaces are often quite noticeable, making them an ideal platform to contrast performer and observer perspectives on social acceptability. Through two studies, this paper contrasts performers' and observers' perspectives of social acceptability interactions with HWDs under different social contexts. Results indicate similarities as well as differences, in acceptability, and advocate for the importance of including both perspectives when exploring social acceptability of emerging technologies. We provide guidelines for understanding social acceptability specifically from the observers' perspective, thus complementing our current practices used for understanding the acceptability of interacting with these devices.
{"title":"Performer vs. observer: whose comfort level should we consider when examining the social acceptability of input modalities for head-worn display?","authors":"F. Alallah, Ali Neshati, Y. Sakamoto, Khalad Hasan, E. Lank, Andrea Bunt, Pourang Irani","doi":"10.1145/3281505.3281541","DOIUrl":"https://doi.org/10.1145/3281505.3281541","url":null,"abstract":"The popularity of head-worn displays (HWD) technologies such as Virtual Reality (VR) and Augmented Reality (AR) headsets is growing rapidly. To predict their commercial success, it is essential to understand the acceptability of these new technologies, along with new methods to interact with them. In this vein, the evaluation of social acceptability of interactions with these technologies has received significant attention, particularly from the performer's (i.e., user's) viewpoint. However, little work has considered social acceptability concerns from observers' (i.e., spectators') perspective. Although HWDs are designed to be personal devices, interacting with their interfaces are often quite noticeable, making them an ideal platform to contrast performer and observer perspectives on social acceptability. Through two studies, this paper contrasts performers' and observers' perspectives of social acceptability interactions with HWDs under different social contexts. Results indicate similarities as well as differences, in acceptability, and advocate for the importance of including both perspectives when exploring social acceptability of emerging technologies. We provide guidelines for understanding social acceptability specifically from the observers' perspective, thus complementing our current practices used for understanding the acceptability of interacting with these devices.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128978501","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 an immersive 3D virtual reality application accessed through the web that allows users to create their own custom virtual art galleries. The application allows users to select paintings based on a time range or country and then it dynamically generates the 3D virtual exhibit. Various features about the exhibit can be customized, such as the floor texture and wall color. Users can also save their exhibit, so it can be shared with others.
{"title":"Interactive virtual exhibition: creating custom virtual art galleries using web technologies","authors":"Saadiq K. Shaik, Kyungjin Yoo","doi":"10.1145/3281505.3281619","DOIUrl":"https://doi.org/10.1145/3281505.3281619","url":null,"abstract":"This paper presents an immersive 3D virtual reality application accessed through the web that allows users to create their own custom virtual art galleries. The application allows users to select paintings based on a time range or country and then it dynamically generates the 3D virtual exhibit. Various features about the exhibit can be customized, such as the floor texture and wall color. Users can also save their exhibit, so it can be shared with others.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"114 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122644268","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}
G. Chernyshov, Kirill Ragozin, Cedric Caremel, K. Kunze
This paper presents two innovative design solutions for thermal feedback displays in virtual environments. First solution is aiming to eliminate or decrease the time delay between the user action and onset of the thermal feedback using Machine Learning for user motion prediction. Second is the design of compact but efficient water cooling system necessary to provide cold sensations using peltier elements. Presented thermal display is wearable and battery powered.
{"title":"Hand motion prediction for just-in-time thermo-haptic feedback","authors":"G. Chernyshov, Kirill Ragozin, Cedric Caremel, K. Kunze","doi":"10.1145/3281505.3281573","DOIUrl":"https://doi.org/10.1145/3281505.3281573","url":null,"abstract":"This paper presents two innovative design solutions for thermal feedback displays in virtual environments. First solution is aiming to eliminate or decrease the time delay between the user action and onset of the thermal feedback using Machine Learning for user motion prediction. Second is the design of compact but efficient water cooling system necessary to provide cold sensations using peltier elements. Presented thermal display is wearable and battery powered.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121107063","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}
Dougong is a unique culture in Chinese traditional architecture. In University, the Architectural students usually use video, pictures, and even handmade craft to learn the knowledge and culture about Dougong. However, making these complicated Dougong components by hands requires a lot of facilities. To solve these problems, this paper builds a learning application using Virtual Reality (VR) technology, where students can master how to construct Dougong by interacting with the virtual models. In addition to learning module, the application creates a simulated scene showing students the great charm and design ideas of ancient Chinese buildings. The comparison experiments indicate that the students learning via VR-based application identify more Dougong components and their placement than those learning via conventional teaching.
{"title":"Experience the dougong construction in virtual reality","authors":"Jie Zhang, Hengxin Chen, Jiahui Wang, Mingqi Gao","doi":"10.1145/3281505.3281666","DOIUrl":"https://doi.org/10.1145/3281505.3281666","url":null,"abstract":"Dougong is a unique culture in Chinese traditional architecture. In University, the Architectural students usually use video, pictures, and even handmade craft to learn the knowledge and culture about Dougong. However, making these complicated Dougong components by hands requires a lot of facilities. To solve these problems, this paper builds a learning application using Virtual Reality (VR) technology, where students can master how to construct Dougong by interacting with the virtual models. In addition to learning module, the application creates a simulated scene showing students the great charm and design ideas of ancient Chinese buildings. The comparison experiments indicate that the students learning via VR-based application identify more Dougong components and their placement than those learning via conventional teaching.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116032965","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 haptics, two major modalities, force and vibration, are used to model real textures and recreate them in a virtual environment. This paper compares the perceptual advantages and disadvantages between the two approaches by a user study. In particular, the perceptual similarity of a virtual texture to a real texture is rated using five criteria of geometry, roughness, hardness, friction and overall similarity. These categorical comparisons allowed us to provide general guidelines to appropriate uses of the two approaches.
{"title":"Effects of haptic texture rendering modalities on realism","authors":"Sunghwan Shin, Seungmoon Choi","doi":"10.1145/3281505.3281520","DOIUrl":"https://doi.org/10.1145/3281505.3281520","url":null,"abstract":"In haptics, two major modalities, force and vibration, are used to model real textures and recreate them in a virtual environment. This paper compares the perceptual advantages and disadvantages between the two approaches by a user study. In particular, the perceptual similarity of a virtual texture to a real texture is rated using five criteria of geometry, roughness, hardness, friction and overall similarity. These categorical comparisons allowed us to provide general guidelines to appropriate uses of the two approaches.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116780155","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 an immersive 3D virtual reality application accessed through the web that allows users to create their own custom virtual art galleries. The application allows users to select paintings based on a time range or country and then it dynamically generates the 3D virtual exhibit. Various features about the exhibit can be customized, such as the floor texture and wall color. Users can also save their exhibit, so it can be shared with others.
{"title":"Interactive virtual exhibition: creating custom virtual art galleries using web technologies","authors":"Saadiq K. Shaik, Kyungjin Yoo","doi":"10.1145/3281505.3281579","DOIUrl":"https://doi.org/10.1145/3281505.3281579","url":null,"abstract":"This paper presents an immersive 3D virtual reality application accessed through the web that allows users to create their own custom virtual art galleries. The application allows users to select paintings based on a time range or country and then it dynamically generates the 3D virtual exhibit. Various features about the exhibit can be customized, such as the floor texture and wall color. Users can also save their exhibit, so it can be shared with others.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126404692","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}