Pauline Bimberg, Tim Weissker, Alexander Kulik, Bernd Froehlich
In virtual navigation, maneuvering around an object of interest is a common task which requires simultaneous changes in both rotation and translation. In this paper, we present Anchored Jumping, a teleportation technique for maneuvering that allows the explicit specification of a new viewing direction by selecting a point of interest as part of the target specification process. A first preliminary study showed that naïve Anchored Jumping can be improved by an automatic counter rotation that preserves the user’s relative orientation towards their point of interest. In our second, qualitative study, this extended technique was compared with two common approaches to specifying virtual rotations. Our results indicate that Anchored Jumping allows precise and comfortable maneuvering and is compatible with techniques that primarily support virtual exploration and search tasks. Equipped with a combination of such complementary techniques, seated users generally preferred virtual over physical rotations for indoor navigation.
{"title":"Virtual Rotations for Maneuvering in Immersive Virtual Environments","authors":"Pauline Bimberg, Tim Weissker, Alexander Kulik, Bernd Froehlich","doi":"10.1145/3489849.3489893","DOIUrl":"https://doi.org/10.1145/3489849.3489893","url":null,"abstract":"In virtual navigation, maneuvering around an object of interest is a common task which requires simultaneous changes in both rotation and translation. In this paper, we present Anchored Jumping, a teleportation technique for maneuvering that allows the explicit specification of a new viewing direction by selecting a point of interest as part of the target specification process. A first preliminary study showed that naïve Anchored Jumping can be improved by an automatic counter rotation that preserves the user’s relative orientation towards their point of interest. In our second, qualitative study, this extended technique was compared with two common approaches to specifying virtual rotations. Our results indicate that Anchored Jumping allows precise and comfortable maneuvering and is compatible with techniques that primarily support virtual exploration and search tasks. Equipped with a combination of such complementary techniques, seated users generally preferred virtual over physical rotations for indoor navigation.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"125 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122290625","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 study, we propose our data-driven approach to investigate the emotional experience triggered using Virtual Reality (VR) games. We considered a full Component Process Model (CPM) which theorise emotional experience as a multi-process phenomenon. We validated the possibility of the proposed approach through a pilot experiment and confirmed that VR games can be used to trigger a diverse range of emotions. Using hierarchical clustering, we showed a clear distinction between positive and negative emotion in the CPM space.
{"title":"Multi-Componential Analysis of Emotions Using Virtual Reality","authors":"R. Somarathna, T. Bednarz, Gelareh Mohammadi","doi":"10.1145/3489849.3489958","DOIUrl":"https://doi.org/10.1145/3489849.3489958","url":null,"abstract":"In this study, we propose our data-driven approach to investigate the emotional experience triggered using Virtual Reality (VR) games. We considered a full Component Process Model (CPM) which theorise emotional experience as a multi-process phenomenon. We validated the possibility of the proposed approach through a pilot experiment and confirmed that VR games can be used to trigger a diverse range of emotions. Using hierarchical clustering, we showed a clear distinction between positive and negative emotion in the CPM space.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132078370","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}
The development of deep learning (DL) models has been prevalent among software engineers. However, it is difficult for non-experts to analyze and understand their behavior. Hence, we propose an interactive visualization system of DL models in an immersive environment. Because an immersive environment offers unlimited displays and visualization of high-dimensional data, it enables a comprehensive analysis on data propagations through the layers, and compares the multiple performance metrics. In this research, we implemented a prototype system, demonstrated it to machine learning engineers, and discussed the future benefits of visualizing DL models in an immersive environment. Accordingly, our concept received positive feedback; however, we inferred that most of the engineers consider the visualization technology as a unique introduction to the immersive environment.
{"title":"Interactive Visualization of Deep Learning Models in an Immersive Environment","authors":"Hikaru Nagasaka, Motoya Izuhara","doi":"10.1145/3489849.3489956","DOIUrl":"https://doi.org/10.1145/3489849.3489956","url":null,"abstract":"The development of deep learning (DL) models has been prevalent among software engineers. However, it is difficult for non-experts to analyze and understand their behavior. Hence, we propose an interactive visualization system of DL models in an immersive environment. Because an immersive environment offers unlimited displays and visualization of high-dimensional data, it enables a comprehensive analysis on data propagations through the layers, and compares the multiple performance metrics. In this research, we implemented a prototype system, demonstrated it to machine learning engineers, and discussed the future benefits of visualizing DL models in an immersive environment. Accordingly, our concept received positive feedback; however, we inferred that most of the engineers consider the visualization technology as a unique introduction to the immersive environment.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133196706","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}
Kota Arai, Mone Konno, Yutaro Hirao, Shigeo Yoshida, Takuji Narumi
Timbre is a crucial element in playing musical instruments, and it is difficult for beginners to learn it independently. Therefore, external feedback (FB) is required. However, conventional FB methods lack intuitiveness in visualization. In this study, we propose a novel FB method that adopts crossmodal correspondence to enhance the intuitive visualization of timbre with visual shapes. Based on the experiments, it was inferred that the FB based on crossmodal correspondence prevents dependence on FB and promotes learning.
{"title":"Effect of Visual Feedback on Understanding Timbre with Shapes Based on Crossmodal Correspondences","authors":"Kota Arai, Mone Konno, Yutaro Hirao, Shigeo Yoshida, Takuji Narumi","doi":"10.1145/3489849.3489912","DOIUrl":"https://doi.org/10.1145/3489849.3489912","url":null,"abstract":"Timbre is a crucial element in playing musical instruments, and it is difficult for beginners to learn it independently. Therefore, external feedback (FB) is required. However, conventional FB methods lack intuitiveness in visualization. In this study, we propose a novel FB method that adopts crossmodal correspondence to enhance the intuitive visualization of timbre with visual shapes. Based on the experiments, it was inferred that the FB based on crossmodal correspondence prevents dependence on FB and promotes learning.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133987022","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}
Partial vision loss occurs in several medical conditions and affects persons of all ages. It compromises many daily activities, such as reading, cutting vegetables, or identifying and accurately pressing buttons, e.g., on ticket machines or ATMs. Touchscreen interfaces pose a particular challenge because they lack haptic feedback from interface elements and often require people with impaired vision to rely on others for help. We propose a smartglasses-based solution to utilize the user’s residual vision. Together with visually-impaired individuals, we designed assistive augmentations for touchscreen interfaces and evaluated their suitability to guide attention towards interface elements and to increase the accuracy of manual inputs. We show that augmentations improve interaction performance and decrease cognitive load, particularly for unfamiliar interface layouts.
{"title":"Pressing a Button You Cannot See: Evaluating Visual Designs to Assist Persons with Low Vision through Augmented Reality","authors":"Florian Lang, Tonja Machulla","doi":"10.1145/3489849.3489873","DOIUrl":"https://doi.org/10.1145/3489849.3489873","url":null,"abstract":"Partial vision loss occurs in several medical conditions and affects persons of all ages. It compromises many daily activities, such as reading, cutting vegetables, or identifying and accurately pressing buttons, e.g., on ticket machines or ATMs. Touchscreen interfaces pose a particular challenge because they lack haptic feedback from interface elements and often require people with impaired vision to rely on others for help. We propose a smartglasses-based solution to utilize the user’s residual vision. Together with visually-impaired individuals, we designed assistive augmentations for touchscreen interfaces and evaluated their suitability to guide attention towards interface elements and to increase the accuracy of manual inputs. We show that augmentations improve interaction performance and decrease cognitive load, particularly for unfamiliar interface layouts.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129804998","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}
MOOC is widely used and more popular after COVID-19.In order to improve the learning effect, MOOC is evolving with XR technologies such as avatars, virtual scenes and experiments. This paper proposes a novel visual analytics system GazeMOOC, that can evaluate learners’ learning engagement in MOOC with XR content. For same MOOC content, gaze data of all learners are recorded and clustered. By differentiating gaze data of distracted learners and active learners, GazeMOOC can help evaluate MOOC content and learners’ learning engagement.
{"title":"GazeMOOC: A Gaze Data Driven Visual Analytics System for MOOC with XR Content","authors":"Hao Wang, Yaqi Xie, Mingqi Wen, Zhuo Yang","doi":"10.1145/3489849.3489923","DOIUrl":"https://doi.org/10.1145/3489849.3489923","url":null,"abstract":"MOOC is widely used and more popular after COVID-19.In order to improve the learning effect, MOOC is evolving with XR technologies such as avatars, virtual scenes and experiments. This paper proposes a novel visual analytics system GazeMOOC, that can evaluate learners’ learning engagement in MOOC with XR content. For same MOOC content, gaze data of all learners are recorded and clustered. By differentiating gaze data of distracted learners and active learners, GazeMOOC can help evaluate MOOC content and learners’ learning engagement.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114180059","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 evaluate how highly realistic the inclination of the ground can be perceived with our simple VR walking platform. Firstly we prepared seven maps with different ground inclinations of -30 to 30 degrees and every 10 degrees. Then we conducted a perception experiment of the inclination feeling with each of the treadmill and our proposed platform, and questionnaire evaluation about the presence, the fatigue, and the exhilaration. As a result, it was clarified that even if our proposed platform is used, not only the feeling of presence equivalent to that of the treadmill can be felt, but also the inclination of the ground up and down can be perceived.
{"title":"A Perceptual Evaluation of the Ground Inclination with a Simple VR Walking Platform","authors":"Keito Morisaki, Wataru Wakita","doi":"10.1145/3489849.3489903","DOIUrl":"https://doi.org/10.1145/3489849.3489903","url":null,"abstract":"We evaluate how highly realistic the inclination of the ground can be perceived with our simple VR walking platform. Firstly we prepared seven maps with different ground inclinations of -30 to 30 degrees and every 10 degrees. Then we conducted a perception experiment of the inclination feeling with each of the treadmill and our proposed platform, and questionnaire evaluation about the presence, the fatigue, and the exhilaration. As a result, it was clarified that even if our proposed platform is used, not only the feeling of presence equivalent to that of the treadmill can be felt, but also the inclination of the ground up and down can be perceived.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"21 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114129452","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}
Humans can perform object manipulations in VR in spite of missing haptic and acoustic information. Whether their movements under these artificial conditions do still rely on motor programs based on natural experience or are impoverished due to the restrictions imposed by VR is unclear. We investigated whether reach-to-place and reach-to-grasp movements in VR can still be adapted to the task and to the specific properties of the objects being handled, or whether they reflect a stereotypic, task- and object-independent motor program. We analyzed reach-to-grasp and reach-to-place movements from participants performing an unconstrained ”set-the-table” task involving a variety of different objects in virtual reality. These actions were compared based on their kinematic features. We encountered significant differences in peak speed and the duration of the deceleration phase which are modulated depending on the action and on the manipulated object. The flexibility of natural human sensorimotor control thus is at least partially transferred and exploited in impoverished VR conditions. We discuss possible explanations of this behavior and the implications for the design of object manipulations in VR.
{"title":"Object Manipulations in VR Show Task- and Object-Dependent Modulation of Motor Patterns","authors":"Jaime Maldonado, C. Zetzsche","doi":"10.1145/3489849.3489858","DOIUrl":"https://doi.org/10.1145/3489849.3489858","url":null,"abstract":"Humans can perform object manipulations in VR in spite of missing haptic and acoustic information. Whether their movements under these artificial conditions do still rely on motor programs based on natural experience or are impoverished due to the restrictions imposed by VR is unclear. We investigated whether reach-to-place and reach-to-grasp movements in VR can still be adapted to the task and to the specific properties of the objects being handled, or whether they reflect a stereotypic, task- and object-independent motor program. We analyzed reach-to-grasp and reach-to-place movements from participants performing an unconstrained ”set-the-table” task involving a variety of different objects in virtual reality. These actions were compared based on their kinematic features. We encountered significant differences in peak speed and the duration of the deceleration phase which are modulated depending on the action and on the manipulated object. The flexibility of natural human sensorimotor control thus is at least partially transferred and exploited in impoverished VR conditions. We discuss possible explanations of this behavior and the implications for the design of object manipulations in VR.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124558610","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
D. Giunchi, Riccardo Bovo, Panayiotis Charalambous, F. Liarokapis, A. Shipman, Stuart James, A. Steed, T. Heinis
Crowd simulation algorithms play an essential role in populating Virtual Reality (VR) environments with multiple autonomous humanoid agents. The generation of plausible trajectories can be a significant computational cost for real-time graphics engines, especially in untethered and mobile devices such as portable VR devices. Previous research explores the plausibility and realism of crowd simulations on desktop computers but fails to account the impact it has on immersion. This study explores how the realism of crowd trajectories affects the perceived immersion in VR. We do so by running a psychophysical experiment in which participants rate the realism of real/synthetic trajectories data, showing similar level of perceived realism.
{"title":"Perceived Realism of Pedestrian Crowds Trajectories in VR","authors":"D. Giunchi, Riccardo Bovo, Panayiotis Charalambous, F. Liarokapis, A. Shipman, Stuart James, A. Steed, T. Heinis","doi":"10.1145/3489849.3489860","DOIUrl":"https://doi.org/10.1145/3489849.3489860","url":null,"abstract":"Crowd simulation algorithms play an essential role in populating Virtual Reality (VR) environments with multiple autonomous humanoid agents. The generation of plausible trajectories can be a significant computational cost for real-time graphics engines, especially in untethered and mobile devices such as portable VR devices. Previous research explores the plausibility and realism of crowd simulations on desktop computers but fails to account the impact it has on immersion. This study explores how the realism of crowd trajectories affects the perceived immersion in VR. We do so by running a psychophysical experiment in which participants rate the realism of real/synthetic trajectories data, showing similar level of perceived realism.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"161 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121406531","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}
An analysis of large multidimensional volumetric data as generated by non-destructive testing (NDT) techniques, e.g., X-ray computed tomography (XCT), can hardly be evaluated using standard 2D visualization techniques on desktop monitors. The analysis of fiber-reinforced polymers (FRPs) is currently a time-consuming and cognitively demanding task, as FRPs have a complex spatial structure, consisting of several hundred thousand fibers, each having more than twenty different extracted features. This paper presents ImNDT, a novel visualization system, which offers material experts an immersive exploration of multidimensional secondary data of FRPs. Our system is based on a virtual reality (VR) head-mounted device (HMD) to enable fluid and natural explorations through embodied navigation, the avoidance of menus, and manual mode switching. We developed immersive visualization and interaction methods tailored to the characterization of FRPs, such as a Model in Miniature, a similarity network, and a histo-book. An evaluation of our techniques with domain experts showed advantages in discovering structural patterns and similarities. Especially novices can strongly benefit from our intuitive representation and spatial rendering.
{"title":"ImNDT: Immersive Workspace for the Analysis of Multidimensional Material Data From Non-Destructive Testing","authors":"Alexander Gall, E. Gröller, C. Heinzl","doi":"10.1145/3489849.3489851","DOIUrl":"https://doi.org/10.1145/3489849.3489851","url":null,"abstract":"An analysis of large multidimensional volumetric data as generated by non-destructive testing (NDT) techniques, e.g., X-ray computed tomography (XCT), can hardly be evaluated using standard 2D visualization techniques on desktop monitors. The analysis of fiber-reinforced polymers (FRPs) is currently a time-consuming and cognitively demanding task, as FRPs have a complex spatial structure, consisting of several hundred thousand fibers, each having more than twenty different extracted features. This paper presents ImNDT, a novel visualization system, which offers material experts an immersive exploration of multidimensional secondary data of FRPs. Our system is based on a virtual reality (VR) head-mounted device (HMD) to enable fluid and natural explorations through embodied navigation, the avoidance of menus, and manual mode switching. We developed immersive visualization and interaction methods tailored to the characterization of FRPs, such as a Model in Miniature, a similarity network, and a histo-book. An evaluation of our techniques with domain experts showed advantages in discovering structural patterns and similarities. Especially novices can strongly benefit from our intuitive representation and spatial rendering.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124345282","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}