Pub Date : 2022-03-01DOI: 10.1109/VRW55335.2022.00250
Shihao Song, Yujia Wang, Wei Liang, Xiangyuan Li
We present a mixed reality (MR) system to help users with a houseful of furniture moving from an existing home into a new space, inheriting the preferences of furniture layout from the previous scene. With the RGB-D cameras mounted on a mixed reality device, Microsoft HoloLens 2, our system first reconstructs the 3D model of the ex-isting scene and leverages a deep learning-based approach to detect and to group objects, e.g., grouping the bed with nightstand. Then, our system generates a personalized furniture layout by optimizing a cost function, incorporating the analyzed relevance of between and within groups, and the spatial constraints of the new layout. The experiment results show that our system can transfer furniture layout to new spaces automatically, keeping the user's preferences well.
{"title":"Moving Soon? Rearranging Furniture using Mixed Reality","authors":"Shihao Song, Yujia Wang, Wei Liang, Xiangyuan Li","doi":"10.1109/VRW55335.2022.00250","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00250","url":null,"abstract":"We present a mixed reality (MR) system to help users with a houseful of furniture moving from an existing home into a new space, inheriting the preferences of furniture layout from the previous scene. With the RGB-D cameras mounted on a mixed reality device, Microsoft HoloLens 2, our system first reconstructs the 3D model of the ex-isting scene and leverages a deep learning-based approach to detect and to group objects, e.g., grouping the bed with nightstand. Then, our system generates a personalized furniture layout by optimizing a cost function, incorporating the analyzed relevance of between and within groups, and the spatial constraints of the new layout. The experiment results show that our system can transfer furniture layout to new spaces automatically, keeping the user's preferences well.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133095114","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}
Pub Date : 2022-03-01DOI: 10.1109/VRW55335.2022.00340
Jhasmani Tito, Tânia Basso, Regina L. O. Moraes
Virtual Reality (VR) is one of the new educational technologies that has an imperative importance due to the possibilities that it offers, such as bringing hands-on experiences for learning physics phenomena. This demo report is a serious-game, based on VR, and focused on teaching and learning of specific concepts of kinematics. The game is intended to deliver an immersive experience in which the student has an active role and whose game design includes theoretical concepts to maintain engagement throughout the tasks.
{"title":"ORUN - A Virtual reality serious-game for kinematics learning","authors":"Jhasmani Tito, Tânia Basso, Regina L. O. Moraes","doi":"10.1109/VRW55335.2022.00340","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00340","url":null,"abstract":"Virtual Reality (VR) is one of the new educational technologies that has an imperative importance due to the possibilities that it offers, such as bringing hands-on experiences for learning physics phenomena. This demo report is a serious-game, based on VR, and focused on teaching and learning of specific concepts of kinematics. The game is intended to deliver an immersive experience in which the student has an active role and whose game design includes theoretical concepts to maintain engagement throughout the tasks.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"113 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132628433","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}
Pub Date : 2022-03-01DOI: 10.1109/VRW55335.2022.00222
Ekaterina Muravevskaia, Christina Gardner-Mccune
This paper discusses children's empathic interactions with the VR characters. The study and findings in this paper were derived from a larger research study that explored the design and evaluation of empathic experiences for young children (6–9 years old) in VR environments. We found similarities between how children interacted with the VR characters and with real people (i.e., cognitive empathy and emotional contagion). This provides initial insight into children's experience of social presence with the VR characters. We suggest follow-up research on connection between empathy and social presence to explore the ways to create empathic VR experiences for children.
{"title":"Social Presence in VR Empathy Game for Children: Empathic Interaction with the Virtual Characters","authors":"Ekaterina Muravevskaia, Christina Gardner-Mccune","doi":"10.1109/VRW55335.2022.00222","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00222","url":null,"abstract":"This paper discusses children's empathic interactions with the VR characters. The study and findings in this paper were derived from a larger research study that explored the design and evaluation of empathic experiences for young children (6–9 years old) in VR environments. We found similarities between how children interacted with the VR characters and with real people (i.e., cognitive empathy and emotional contagion). This provides initial insight into children's experience of social presence with the VR characters. We suggest follow-up research on connection between empathy and social presence to explore the ways to create empathic VR experiences for children.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117263500","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}
Pub Date : 2022-03-01DOI: 10.1109/VRW55335.2022.00139
Yasmeen Abdrabou, Radiah Rivu, Tarek Ammar, Jonathan Liebers, Alia Saad, C. Liebers, Uwe Gruenefeld, Pascal Knierim, M. Khamis, Ville Mäkelä, Stefan Schneegass, Florian Alt
We explore how attackers behave during shoulder surfing. Unfortunately, such behavior is challenging to study as it is often opportunistic and can occur wherever potential attackers can observe other people's private screens. Therefore, we investigate shoulder surfing using virtual reality (VR). We recruited 24 participants and observed their behavior in two virtual waiting scenarios: at a bus stop and in an open office space. In both scenarios, avatars interacted with private screens displaying different content, thus providing opportunities for shoulder surfing. From the results, we derive an understanding of factors influencing shoulder surfing behavior.
{"title":"Understanding Shoulder Surfer Behavior Using Virtual Reality","authors":"Yasmeen Abdrabou, Radiah Rivu, Tarek Ammar, Jonathan Liebers, Alia Saad, C. Liebers, Uwe Gruenefeld, Pascal Knierim, M. Khamis, Ville Mäkelä, Stefan Schneegass, Florian Alt","doi":"10.1109/VRW55335.2022.00139","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00139","url":null,"abstract":"We explore how attackers behave during shoulder surfing. Unfortunately, such behavior is challenging to study as it is often opportunistic and can occur wherever potential attackers can observe other people's private screens. Therefore, we investigate shoulder surfing using virtual reality (VR). We recruited 24 participants and observed their behavior in two virtual waiting scenarios: at a bus stop and in an open office space. In both scenarios, avatars interacted with private screens displaying different content, thus providing opportunities for shoulder surfing. From the results, we derive an understanding of factors influencing shoulder surfing behavior.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114168569","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}
Pub Date : 2022-03-01DOI: 10.1109/VRW55335.2022.00241
Carly L. A. Wender, P. Tomporowski, Sun Joo Grace Ahn, P. O’Connor
This experiment measured effects of visual perceptual load (PL) within immersive virtual reality (VR) on exercise-induced pain during cycling. Using a within-subjects design (n=43), participants cycled at a perceptually “hard” intensity for 10 minutes without VR (i.e., no PL - NPL) or with VR of low or high PL (i.e., LPL or HPL). Mean quadriceps pain was significantly lower in the NPL condition than either the LPL (d=0.472) or HPL conditions (d=0.391). Mean cycling performance was significantly greater during the LPL condition. Compared to traditional cycling (NPL), cycling in the LPL condition resulted in greater exercise performance despite greater pain.
{"title":"Virtual Reality-Based Distraction on Pain and Performance during and after Moderate-Vigorous Intensity Cycling","authors":"Carly L. A. Wender, P. Tomporowski, Sun Joo Grace Ahn, P. O’Connor","doi":"10.1109/VRW55335.2022.00241","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00241","url":null,"abstract":"This experiment measured effects of visual perceptual load (PL) within immersive virtual reality (VR) on exercise-induced pain during cycling. Using a within-subjects design (n=43), participants cycled at a perceptually “hard” intensity for 10 minutes without VR (i.e., no PL - NPL) or with VR of low or high PL (i.e., LPL or HPL). Mean quadriceps pain was significantly lower in the NPL condition than either the LPL (d=0.472) or HPL conditions (d=0.391). Mean cycling performance was significantly greater during the LPL condition. Compared to traditional cycling (NPL), cycling in the LPL condition resulted in greater exercise performance despite greater pain.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"129 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115965285","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}
Pub Date : 2022-03-01DOI: 10.1109/VRW55335.2022.00078
Yichen Wang, Charles Martin
We report on designing a sound synthesis interface for a head-mounted augmented reality environment. The increased accessibility of augmented reality (AR) devices has incentivised the exploration of sound applications for music performance in computer music and other relevant communities. However, interaction affordances vary based on the specific AR device and thus implies different design considerations. In this poster, we present different interface prototypes for a frequency modulation synthesis system in the Microsoft HoloLens 2 and report our insights during the process of their developments.
{"title":"Designing Sound Synthesis Interfaces for Head-mounted Augmented Reality","authors":"Yichen Wang, Charles Martin","doi":"10.1109/VRW55335.2022.00078","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00078","url":null,"abstract":"We report on designing a sound synthesis interface for a head-mounted augmented reality environment. The increased accessibility of augmented reality (AR) devices has incentivised the exploration of sound applications for music performance in computer music and other relevant communities. However, interaction affordances vary based on the specific AR device and thus implies different design considerations. In this poster, we present different interface prototypes for a frequency modulation synthesis system in the Microsoft HoloLens 2 and report our insights during the process of their developments.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"47 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116899966","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}
Pub Date : 2022-03-01DOI: 10.1109/VRW55335.2022.00291
Jion Kanaya, Toshiyuki Amano
For the correct optical presentation of metallic luster structural color, reproducing the changes in brilliance and color that accompany the movement of the viewpoint is essential. Light-field projection onto a retroreflective surface can optically present a texture depending on the viewpoint. Through this application, the apparent shape can potentially be manipulated depending on the viewpoint. This paper proposes an optical illusion that manipulates the apparent shape of a 3D object using light-field projection based on a perceptual normal map transformation.
{"title":"Apparent Shape Manipulation by Light-Field Projection onto a Retroreflective Surface","authors":"Jion Kanaya, Toshiyuki Amano","doi":"10.1109/VRW55335.2022.00291","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00291","url":null,"abstract":"For the correct optical presentation of metallic luster structural color, reproducing the changes in brilliance and color that accompany the movement of the viewpoint is essential. Light-field projection onto a retroreflective surface can optically present a texture depending on the viewpoint. Through this application, the apparent shape can potentially be manipulated depending on the viewpoint. This paper proposes an optical illusion that manipulates the apparent shape of a 3D object using light-field projection based on a perceptual normal map transformation.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115493705","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}
Pub Date : 2022-03-01DOI: 10.48550/arXiv.2203.02186
Joaquim A. Jorge, Pedro Belchior, A. Gomes, Maurício Sousa, J. Pereira, J. Uhl
Virtual Reality has become an important educational tool, due to the pandemic and increasing globalization of education. In this paper, we present a framework for teaching Virtual Anatomy at the uni-versity level. Because of the isolation and quarantine requirements and the increased international collaboration, virtual classes have become a staple of today's curricula. Our work builds on the Vis-ible Human Projects for Virtual Dissection material and provides a medium for groups of students to do collaborative anatomical dissections in real-time using sketching and 3D visualizations and audio coupled with interactive 2D tablets for precise drawing. We describe the system architecture, compare requirements with those of a previous development [1] and discuss the preliminary results. Discussions with Anatomists show that this is an effective tool. We introduce avenues for further research and discuss collaboration challenges posed by this context.
{"title":"Anatomy Studio II A Cross-Reality Application for Teaching Anatomy","authors":"Joaquim A. Jorge, Pedro Belchior, A. Gomes, Maurício Sousa, J. Pereira, J. Uhl","doi":"10.48550/arXiv.2203.02186","DOIUrl":"https://doi.org/10.48550/arXiv.2203.02186","url":null,"abstract":"Virtual Reality has become an important educational tool, due to the pandemic and increasing globalization of education. In this paper, we present a framework for teaching Virtual Anatomy at the uni-versity level. Because of the isolation and quarantine requirements and the increased international collaboration, virtual classes have become a staple of today's curricula. Our work builds on the Vis-ible Human Projects for Virtual Dissection material and provides a medium for groups of students to do collaborative anatomical dissections in real-time using sketching and 3D visualizations and audio coupled with interactive 2D tablets for precise drawing. We describe the system architecture, compare requirements with those of a previous development [1] and discuss the preliminary results. Discussions with Anatomists show that this is an effective tool. We introduce avenues for further research and discuss collaboration challenges posed by this context.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121683397","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}
Pub Date : 2022-03-01DOI: 10.1109/VRW55335.2022.00302
Agapi Chrysanthakopoulou, Konstantinos Kalatzis, George Michalakis, Isidoros Michalellis, K. Moustakas
This paper presents multiple Virtual Reality 3D interaction, manipulation, and simulation techniques in the context of the 2022 3DUI contest of the IEEE VR conference. The proposed work provides the integration of 3DUI techniques and aims to familiarize and inform potential users about various artworks and artists. All techniques are implemented into the context of a virtual reality escape-room or treasure-hunt game, where the information provided for the paintings is necessary to solve the puzzles and as a result, contributes to an immersive experience where 2D paintings break into the 3D world creating a living artwork.
{"title":"ArtScape: Gamified Virtual Reality Art Exploration","authors":"Agapi Chrysanthakopoulou, Konstantinos Kalatzis, George Michalakis, Isidoros Michalellis, K. Moustakas","doi":"10.1109/VRW55335.2022.00302","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00302","url":null,"abstract":"This paper presents multiple Virtual Reality 3D interaction, manipulation, and simulation techniques in the context of the 2022 3DUI contest of the IEEE VR conference. The proposed work provides the integration of 3DUI techniques and aims to familiarize and inform potential users about various artworks and artists. All techniques are implemented into the context of a virtual reality escape-room or treasure-hunt game, where the information provided for the paintings is necessary to solve the puzzles and as a result, contributes to an immersive experience where 2D paintings break into the 3D world creating a living artwork.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"1131 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123347944","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}
Pub Date : 2022-03-01DOI: 10.1109/VRW55335.2022.00332
Jesus Ugarte, Nahal Norouzi, A. Erickson, G. Bruder, G. Welch
Recent augmented reality (AR) head-mounted displays support shared experiences among multiple users in real physical spaces. While previous research looked at different embodied methods to enhance interpersonal communication cues, so far, less research looked at distant interaction in AR and, in particular, distant hand communication, which can open up new possibilities for scenarios, such as large-group collaboration. In this demonstration, we present a research framework for distant hand interaction in AR, including mapping techniques and visualizations. Our techniques are inspired by virtual reality (VR) distant hand interactions, but had to be adjusted due to the different context in AR and limited knowledge about the physical environment. We discuss different techniques for hand communication, including deictic pointing at a distance, distant drawing in AR, and distant communication through symbolic hand gestures.
{"title":"Distant Hand Interaction Framework in Augmented Reality","authors":"Jesus Ugarte, Nahal Norouzi, A. Erickson, G. Bruder, G. Welch","doi":"10.1109/VRW55335.2022.00332","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00332","url":null,"abstract":"Recent augmented reality (AR) head-mounted displays support shared experiences among multiple users in real physical spaces. While previous research looked at different embodied methods to enhance interpersonal communication cues, so far, less research looked at distant interaction in AR and, in particular, distant hand communication, which can open up new possibilities for scenarios, such as large-group collaboration. In this demonstration, we present a research framework for distant hand interaction in AR, including mapping techniques and visualizations. Our techniques are inspired by virtual reality (VR) distant hand interactions, but had to be adjusted due to the different context in AR and limited knowledge about the physical environment. We discuss different techniques for hand communication, including deictic pointing at a distance, distant drawing in AR, and distant communication through symbolic hand gestures.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123940625","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}