This poster details a study investigating the effect of Head Mounted Display (HMD) weight and locomotion method (Walking-In-Place and treadmill walking) on the perceived naturalness of virtual walking speeds. The results revealed significant main effects of movement type, but no significant effects of HMD weight were identified.
{"title":"The effect of head mounted display weight and locomotion method on the perceived naturalness of virtual walking speeds","authors":"N. C. Nilsson, S. Serafin, R. Nordahl","doi":"10.1109/VR.2015.7223389","DOIUrl":"https://doi.org/10.1109/VR.2015.7223389","url":null,"abstract":"This poster details a study investigating the effect of Head Mounted Display (HMD) weight and locomotion method (Walking-In-Place and treadmill walking) on the perceived naturalness of virtual walking speeds. The results revealed significant main effects of movement type, but no significant effects of HMD weight were identified.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"17 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":"128037416","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 are developing a novel device for measuring hand power grip using frustrated total internal reflection of light in acrylic. Our method uses a force sensitive resistor to calibrate the force of a power grip as a function of the area and light intensity. This research is work in progress but results so far augur well for its applicability in medical and other application areas. The grip measurement device allows the patient and doctor to see the change in grip over time and projects this information directly onto the back of the patient's hand.
{"title":"Towards a high resolution grip measurement device for orthopaedics","authors":"Marc R. Edwards, P. Vangorp, N. John","doi":"10.1109/VR.2015.7223427","DOIUrl":"https://doi.org/10.1109/VR.2015.7223427","url":null,"abstract":"We are developing a novel device for measuring hand power grip using frustrated total internal reflection of light in acrylic. Our method uses a force sensitive resistor to calibrate the force of a power grip as a function of the area and light intensity. This research is work in progress but results so far augur well for its applicability in medical and other application areas. The grip measurement device allows the patient and doctor to see the change in grip over time and projects this information directly onto the back of the patient's hand.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"43 3 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":"126329466","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}
Timofey Grechkin, Mahdi Azmandian, M. Bolas, Evan A. Suma
Redirected walking techniques have been introduced to overcome physical limitations for natural locomotion in virtual reality. Although subtle perceptual manipulations are helpful to keep users within relatively small tracked spaces, it is inevitable that users will approach critical boundary limits. Current solutions to this problem involve breaks in presence by introducing distractors, or freezing the virtual world relative to the user's perspective. We propose an approach that integrates into the virtual world narrative to draw users' attention and to cause them to temporarily alter their course to avoid going off bounds. This method ties together unnoticeable translation, rotation, and curvature gains, efficiently reorienting the user while maintaining the user's sense of immersion. We also discuss how this new method can be effectively used in conjunction with other reorientation techniques.
{"title":"Towards context-sensitive reorientation for real walking in virtual reality","authors":"Timofey Grechkin, Mahdi Azmandian, M. Bolas, Evan A. Suma","doi":"10.1109/VR.2015.7223357","DOIUrl":"https://doi.org/10.1109/VR.2015.7223357","url":null,"abstract":"Redirected walking techniques have been introduced to overcome physical limitations for natural locomotion in virtual reality. Although subtle perceptual manipulations are helpful to keep users within relatively small tracked spaces, it is inevitable that users will approach critical boundary limits. Current solutions to this problem involve breaks in presence by introducing distractors, or freezing the virtual world relative to the user's perspective. We propose an approach that integrates into the virtual world narrative to draw users' attention and to cause them to temporarily alter their course to avoid going off bounds. This method ties together unnoticeable translation, rotation, and curvature gains, efficiently reorienting the user while maintaining the user's sense of immersion. We also discuss how this new method can be effectively used in conjunction with other reorientation techniques.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"16 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":"127373742","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}
I. Kumazawa, Kyohei Sugiyama, Tsukasa Hayashi, Yasuhiro Takatori, Shunsuke Ono
The front face of the tablet style smartphone or computer is dominated by a touch screen. As a finger operation on the touch screen disturbs its visibility, it is assumed a finger touches the screen instantly. Under such restriction, use of the rear surface of the tablet for tactile display is promising as the fingers constantly touch the back face and feel the tactile information. In our presentation, various tactile feedback mechanisms implemented on the back face are demonstrated and the latency of the feedback and its effect on the usability are evaluated for different communication means to control actuators such as wireless LAN, Bluetooth and audio signals. It is shown that the audio signal is promising to generate quick tactile feedback.
{"title":"Various forms of tactile feedback displayed on the back of the tablet: Latency minimized by using audio signal to control actuators","authors":"I. Kumazawa, Kyohei Sugiyama, Tsukasa Hayashi, Yasuhiro Takatori, Shunsuke Ono","doi":"10.1109/VR.2015.7223432","DOIUrl":"https://doi.org/10.1109/VR.2015.7223432","url":null,"abstract":"The front face of the tablet style smartphone or computer is dominated by a touch screen. As a finger operation on the touch screen disturbs its visibility, it is assumed a finger touches the screen instantly. Under such restriction, use of the rear surface of the tablet for tactile display is promising as the fingers constantly touch the back face and feel the tactile information. In our presentation, various tactile feedback mechanisms implemented on the back face are demonstrated and the latency of the feedback and its effect on the usability are evaluated for different communication means to control actuators such as wireless LAN, Bluetooth and audio signals. It is shown that the audio signal is promising to generate quick tactile feedback.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"44 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":"114086470","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}
Buildings require regular maintenance, and augmented reality (AR) could advantageously be used to facilitate the process. However, such AR systems would require accurate tracking to meet the needs of engineers, and work accurately in entire buildings. Popular tracking systems based on visual features cannot easily be applied in such situations, because of the limited number of visual features indoor, and of the high degree of similarity between rooms. In this project, we propose a hybrid system combining low accuracy radio-based tracking, and high accuracy tracking using depth images. Results show tracking accuracy that would be compatible with AR applications.
{"title":"A building-wide indoor tracking system for augmented reality","authors":"S. Côté, F. Rheault, J. Barnard","doi":"10.1109/VR.2015.7223348","DOIUrl":"https://doi.org/10.1109/VR.2015.7223348","url":null,"abstract":"Buildings require regular maintenance, and augmented reality (AR) could advantageously be used to facilitate the process. However, such AR systems would require accurate tracking to meet the needs of engineers, and work accurately in entire buildings. Popular tracking systems based on visual features cannot easily be applied in such situations, because of the limited number of visual features indoor, and of the high degree of similarity between rooms. In this project, we propose a hybrid system combining low accuracy radio-based tracking, and high accuracy tracking using depth images. Results show tracking accuracy that would be compatible with AR applications.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"259 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":"121818214","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}
Technology has made some of the once unimaginable a reality. The invention of the computer has inspired some of the most useful inventions that we heavily rely on today. Computers were first given tasks to solve complex calculations and usually consisted of a simple command line interface. Overtime people started to see the potential that computers can have on our personal lives which lead to the more user friendly, graphical user interface (GUI). The GUI was one of many interfaces that came from this growth in technology and the use of computers for personal reasons. Having access to personal computers brought forth many possibilities and applications. Today, staying connected is one of the most influential and heavily used applications of the personal computer. People rely on social networking sites such as Twitter and Facebook to keep ties with one another when far away or even close by. Research has shown that there are some negative side effects of this constant cyber connectivity in regards to our social lives and interactions. A more recent invention has received some popularity as the possibility for social interaction within it is currently being explored. This invention is known as virtual reality (VR). I am interested in researching how VR could affect people if used similar to social networking platforms we already use and how it could influence society and possibly change our social interactions. We live so much in a cyber world that we have even invented an acronym (IRL) to decipher between online/cyber life and real life. Throughout this paper I will refer to real life by using the newly invented acronym, IRL.
{"title":"Can living in virtual environments alter reality?","authors":"Melanie Buset","doi":"10.1109/VR.2015.7223467","DOIUrl":"https://doi.org/10.1109/VR.2015.7223467","url":null,"abstract":"Technology has made some of the once unimaginable a reality. The invention of the computer has inspired some of the most useful inventions that we heavily rely on today. Computers were first given tasks to solve complex calculations and usually consisted of a simple command line interface. Overtime people started to see the potential that computers can have on our personal lives which lead to the more user friendly, graphical user interface (GUI). The GUI was one of many interfaces that came from this growth in technology and the use of computers for personal reasons. Having access to personal computers brought forth many possibilities and applications. Today, staying connected is one of the most influential and heavily used applications of the personal computer. People rely on social networking sites such as Twitter and Facebook to keep ties with one another when far away or even close by. Research has shown that there are some negative side effects of this constant cyber connectivity in regards to our social lives and interactions. A more recent invention has received some popularity as the possibility for social interaction within it is currently being explored. This invention is known as virtual reality (VR). I am interested in researching how VR could affect people if used similar to social networking platforms we already use and how it could influence society and possibly change our social interactions. We live so much in a cyber world that we have even invented an acronym (IRL) to decipher between online/cyber life and real life. Throughout this paper I will refer to real life by using the newly invented acronym, IRL.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"96 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":"121872457","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}
Quoc-Dinh Nguyen, A. Devaux, M. Brédif, N. Paparoditis
The internet browsers nowadays show incredible possibilities with HTML5. It makes it possible to use all the power of your device such as the GPU and all its sensors, GPS, accelerometer, camera, etc. The ability to put hardware-accelerated 3D content in the browser provides a way for the creation of new web based applications that were previously the exclusive domain of the desktop environment. This paper introduces a novel implementation of a 3D GIS WebGL-based navigation system which allows end-users to navigate in a 3D realistic and immersive urban scene, to interact with different spatial data such as panoramic image, laser, 3D-city model, and vector data with modern functionalities such as using your smartphone as a remote, render for 3D screen and make the scene dynamic.
{"title":"3D heterogeneous interactive web mapping application","authors":"Quoc-Dinh Nguyen, A. Devaux, M. Brédif, N. Paparoditis","doi":"10.1109/VR.2015.7223426","DOIUrl":"https://doi.org/10.1109/VR.2015.7223426","url":null,"abstract":"The internet browsers nowadays show incredible possibilities with HTML5. It makes it possible to use all the power of your device such as the GPU and all its sensors, GPS, accelerometer, camera, etc. The ability to put hardware-accelerated 3D content in the browser provides a way for the creation of new web based applications that were previously the exclusive domain of the desktop environment. This paper introduces a novel implementation of a 3D GIS WebGL-based navigation system which allows end-users to navigate in a 3D realistic and immersive urban scene, to interact with different spatial data such as panoramic image, laser, 3D-city model, and vector data with modern functionalities such as using your smartphone as a remote, render for 3D screen and make the scene dynamic.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"169 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":"133073335","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}
Madis Vasser, Markus Kängsepp, Kalver Kilvits, Taavi Kivisik, Jaan Aru
We present a general toolbox for virtual reality (VR) research in the field of psychology. Our aim is to simplify the generation and setup of complicated VR scenes for researchers. Various study protocols about perception, attention, cognition and memory can be constructed using our toolbox. Here we specifically showcase a fully functional demo for change blindness phenomena. Video-http://youtu.be/xG1hUYTQQbk.
{"title":"Virtual reality toolbox for experimental psychology — Research demo","authors":"Madis Vasser, Markus Kängsepp, Kalver Kilvits, Taavi Kivisik, Jaan Aru","doi":"10.1109/VR.2015.7223445","DOIUrl":"https://doi.org/10.1109/VR.2015.7223445","url":null,"abstract":"We present a general toolbox for virtual reality (VR) research in the field of psychology. Our aim is to simplify the generation and setup of complicated VR scenes for researchers. Various study protocols about perception, attention, cognition and memory can be constructed using our toolbox. Here we specifically showcase a fully functional demo for change blindness phenomena. Video-http://youtu.be/xG1hUYTQQbk.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"82 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":"122400004","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}
When walking within an immersive projection environment, accommodation distance, parallax and angular resolution vary according to the distance between the user and the projection walls which can influence spatial perception. As CAVE-like virtual environments get bigger, accurate spatial perception within the projection setup becomes increasingly important for application domains that require the user to be able to naturally explore a virtual environment by moving through the physical interaction space. In this paper we describe an experiment which analyzes how distance estimation is biased when the distance to the screen and parallax vary. The experiment was conducted in a large immersive projection setup with up to ten meter interaction space. The results showed that both the screen distance and parallax have a strong asymmetric effect on distance judgments. We found an increased distance underestimation for positive parallax conditions. In contrast, we found less distance overestimation for negative and zero parallax conditions. We conclude the paper discussing the results with view on future large immersive projection environments.
{"title":"Distance estimation in large immersive projection systems, revisited","authors":"G. Bruder, F. Sanz, A. Olivier, A. Lécuyer","doi":"10.1109/VR.2015.7223320","DOIUrl":"https://doi.org/10.1109/VR.2015.7223320","url":null,"abstract":"When walking within an immersive projection environment, accommodation distance, parallax and angular resolution vary according to the distance between the user and the projection walls which can influence spatial perception. As CAVE-like virtual environments get bigger, accurate spatial perception within the projection setup becomes increasingly important for application domains that require the user to be able to naturally explore a virtual environment by moving through the physical interaction space. In this paper we describe an experiment which analyzes how distance estimation is biased when the distance to the screen and parallax vary. The experiment was conducted in a large immersive projection setup with up to ten meter interaction space. The results showed that both the screen distance and parallax have a strong asymmetric effect on distance judgments. We found an increased distance underestimation for positive parallax conditions. In contrast, we found less distance overestimation for negative and zero parallax conditions. We conclude the paper discussing the results with view on future large immersive projection environments.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"40 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":"123067782","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. Jayasiri, Shuhan Ma, Yihan Qian, K. Akahane, Makoto Sato
There is a vast development and significant involvement of haptic interfaces in the world for virtual reality applications. In this paper, we introduce the research and development of desktop versions of friendly human interface called SPIDAR haptic interfaces on the Sato Makoto Laboratory in the Tokyo Institute of Technology. This haptic interface can be used in various types of virtual reality applications for simple pick and place tasks to more complicated physical interactions in virtual worlds.
{"title":"Desktop versions of the string-based haptic interface — SPIDAR","authors":"A. Jayasiri, Shuhan Ma, Yihan Qian, K. Akahane, Makoto Sato","doi":"10.1109/VR.2015.7223364","DOIUrl":"https://doi.org/10.1109/VR.2015.7223364","url":null,"abstract":"There is a vast development and significant involvement of haptic interfaces in the world for virtual reality applications. In this paper, we introduce the research and development of desktop versions of friendly human interface called SPIDAR haptic interfaces on the Sato Makoto Laboratory in the Tokyo Institute of Technology. This haptic interface can be used in various types of virtual reality applications for simple pick and place tasks to more complicated physical interactions in virtual worlds.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"140 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":"128477262","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}