This paper describes the feasibility of glyph-based presentations of multivariate data in a multimodal virtual environment (VE). In a multimodal VE, variables are represented as haptic glyphs of different shapes and sizes; data becomes tangible along with its visual representation. Audio feedback helps further exploration of the data. This glyph-based multimodal presentation makes information available to the blind and visually impaired (VI) in a semantic-aware environment. A multimodal VE also enriches the experience of the sighted users.
{"title":"A Glyph-based Multimodal Presentation of Multivariate Data","authors":"S. Yasmin","doi":"10.1145/3359996.3364735","DOIUrl":"https://doi.org/10.1145/3359996.3364735","url":null,"abstract":"This paper describes the feasibility of glyph-based presentations of multivariate data in a multimodal virtual environment (VE). In a multimodal VE, variables are represented as haptic glyphs of different shapes and sizes; data becomes tangible along with its visual representation. Audio feedback helps further exploration of the data. This glyph-based multimodal presentation makes information available to the blind and visually impaired (VI) in a semantic-aware environment. A multimodal VE also enriches the experience of the sighted users.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121798935","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 developed a hand-held controller named DexController, leveraging grasp as an additional input modality for virtual reality(VR) game. The pressure-sensitive surface of DexController could recognize two different grasp-poses (i.e. precision grip and power grip) and detect grasp-force. For demonstration, we designed a VR defense game in which players should attack different virtual enemies using the proper weapon with a proper level of force. User study confirmed that utilizing meaningful information of grasping facilitates natural mapping with game contents, which led VR game users to experience enhanced presence and enjoyment.
{"title":"DexController : Hand-Held Controller Recognizing Grasp-Pose and Grasp-Force in Virtual Reality Defense Game","authors":"Hyeon-Beom Yi, Jiwoo Hong, Woohun Lee","doi":"10.1145/3359996.3365031","DOIUrl":"https://doi.org/10.1145/3359996.3365031","url":null,"abstract":"We developed a hand-held controller named DexController, leveraging grasp as an additional input modality for virtual reality(VR) game. The pressure-sensitive surface of DexController could recognize two different grasp-poses (i.e. precision grip and power grip) and detect grasp-force. For demonstration, we designed a VR defense game in which players should attack different virtual enemies using the proper weapon with a proper level of force. User study confirmed that utilizing meaningful information of grasping facilitates natural mapping with game contents, which led VR game users to experience enhanced presence and enjoyment.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127165742","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}
Although precise 3D positioning is not always necessary in virtual environments, it is still an important task for current and future applications of Virtual Reality (VR), including 3D modelling, engineering, and scientific applications. We focus on 3D positioning techniques in immersive environments that use a 6DOF controller as input device and present a new technique that improves 3D positioning performance in VR, in both speed and accuracy. Towards this goal, we adapted an extended sliding technique to VR systems with a controller as input device and compared it with previously presented 3DOF positioning techniques. The results showed that our new Extended VR Sliding technique significantly improved the accuracy for 3D positioning tasks, especially for targets in contact with the scene.
{"title":"Extended Sliding in Virtual Reality","authors":"Junwei Sun, W. Stuerzlinger","doi":"10.1145/3359996.3364251","DOIUrl":"https://doi.org/10.1145/3359996.3364251","url":null,"abstract":"Although precise 3D positioning is not always necessary in virtual environments, it is still an important task for current and future applications of Virtual Reality (VR), including 3D modelling, engineering, and scientific applications. We focus on 3D positioning techniques in immersive environments that use a 6DOF controller as input device and present a new technique that improves 3D positioning performance in VR, in both speed and accuracy. Towards this goal, we adapted an extended sliding technique to VR systems with a controller as input device and compared it with previously presented 3DOF positioning techniques. The results showed that our new Extended VR Sliding technique significantly improved the accuracy for 3D positioning tasks, especially for targets in contact with the scene.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130386083","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}
Providing an experience that includes high-speed objects, such as tennis balls, with a virtual reality (VR) training environment might provide efficient training for trainers but is challenging to achieve. Because of the drawing performance of the display, high-speed objects are perceived as poor visual information more than in reality, such as images in a stroboscope. The faster the object, the more noticeable it becomes, and the harder it is to perceive it correctly. Therefore, if the training is performed at the actual speed, the perception becomes more difficult than real space training due to the low reproduction accuracy. To solve this problem, we propose the computational time-space that controls high-speed objects in VR space, based on the user’s body movement. The method facilitates the perception of fast-moving objects by synchronizing the time of the ball with the movement of the body.
{"title":"TTT: Time Synchronization Method by Time Distortion for VR Training including Rapidly Moving Objects","authors":"Natsuki Hamanishi, J. Rekimoto","doi":"10.1145/3359996.3364745","DOIUrl":"https://doi.org/10.1145/3359996.3364745","url":null,"abstract":"Providing an experience that includes high-speed objects, such as tennis balls, with a virtual reality (VR) training environment might provide efficient training for trainers but is challenging to achieve. Because of the drawing performance of the display, high-speed objects are perceived as poor visual information more than in reality, such as images in a stroboscope. The faster the object, the more noticeable it becomes, and the harder it is to perceive it correctly. Therefore, if the training is performed at the actual speed, the perception becomes more difficult than real space training due to the low reproduction accuracy. To solve this problem, we propose the computational time-space that controls high-speed objects in VR space, based on the user’s body movement. The method facilitates the perception of fast-moving objects by synchronizing the time of the ball with the movement of the body.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123623079","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}
Yann Glémarec, Anne-Gwenn Bosser, Cédric Buche, Jean-Luc Lugrin, Maximilian Landeck, Marc Erich Latoschik, Mathieu Chollet
In this paper, we describe the implementation and performance of a Virtual Audience perception model for Virtual Reality (VR). The model is a VR adaptation of an existing desktop model. The system allows a user in VR to easily build and experience a wide variety of atmospheres with small or large groups of virtual agents.The paper describes results of early evaluations for this model in VR. Our first scalability benchmark results demonstrated the ability to simultaneously handle one hundred virtual agents without significantly affecting there commended frame rate for VR applications.This research is conducted in the context of a classroom simulation software for teachers’ training.
{"title":"A Scalability Benchmark for a Virtual Audience Perception Model in Virtual Reality","authors":"Yann Glémarec, Anne-Gwenn Bosser, Cédric Buche, Jean-Luc Lugrin, Maximilian Landeck, Marc Erich Latoschik, Mathieu Chollet","doi":"10.1145/3359996.3364784","DOIUrl":"https://doi.org/10.1145/3359996.3364784","url":null,"abstract":"In this paper, we describe the implementation and performance of a Virtual Audience perception model for Virtual Reality (VR). The model is a VR adaptation of an existing desktop model. The system allows a user in VR to easily build and experience a wide variety of atmospheres with small or large groups of virtual agents.The paper describes results of early evaluations for this model in VR. Our first scalability benchmark results demonstrated the ability to simultaneously handle one hundred virtual agents without significantly affecting there commended frame rate for VR applications.This research is conducted in the context of a classroom simulation software for teachers’ training.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121409715","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 research, we compared three tactile conditions (No vs. Soft vs. Spiky) in both positive and negative scenes to explore whether tactile perception could influence emotional responses and immersive experience in a virtual environment (VE). The results showed that, when viewing positive scenes with soft stimuli, participants experienced an increase in both positive emotions and their level of immersion compared to those in the No and Spiky tactile conditions. We also found that participants in the No and Spiky tactile conditions reported no significant differences in either emotion or immersion when viewing positive scenes. During the viewing of negative scenes, spiky stimuli did not intensify negative feelings, while soft stimuli decreased negative emotions. In terms of immersion, there was no meaningful difference between the three tactile conditions for negative scenes. Overall, this study has demonstrated the important association between tactile perception, emotion, and immersion in a VE.
{"title":"Effects of Tactile Perception on Emotion and Immersion to Film Viewing in a Virtual Environment","authors":"Aelee Kim, Hayoung Bae, Kyoungmin Lee","doi":"10.1145/3359996.3364703","DOIUrl":"https://doi.org/10.1145/3359996.3364703","url":null,"abstract":"In this research, we compared three tactile conditions (No vs. Soft vs. Spiky) in both positive and negative scenes to explore whether tactile perception could influence emotional responses and immersive experience in a virtual environment (VE). The results showed that, when viewing positive scenes with soft stimuli, participants experienced an increase in both positive emotions and their level of immersion compared to those in the No and Spiky tactile conditions. We also found that participants in the No and Spiky tactile conditions reported no significant differences in either emotion or immersion when viewing positive scenes. During the viewing of negative scenes, spiky stimuli did not intensify negative feelings, while soft stimuli decreased negative emotions. In terms of immersion, there was no meaningful difference between the three tactile conditions for negative scenes. Overall, this study has demonstrated the important association between tactile perception, emotion, and immersion in a VE.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116289319","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 focus of this research is to depict the design process of a cost-effective, robust but user-friendly Virtual Immersive Educational (VIE) system. Thus, assist researchers, instructors and designers in identifying an effective method to design VIE systems. In this report, we describe our initial steps to design such a system in order to educate engineering students on the basic health and safety guidelines of safe interaction with a robotic arm. To do so, a set of 360° videos have been designed, developed and tested.
{"title":"Virtual Immersive Educational Systems:The case of 360° video and co-learning design.","authors":"Konstantinos Koumaditis, Francesco Chinello","doi":"10.1145/3359996.3364714","DOIUrl":"https://doi.org/10.1145/3359996.3364714","url":null,"abstract":"The focus of this research is to depict the design process of a cost-effective, robust but user-friendly Virtual Immersive Educational (VIE) system. Thus, assist researchers, instructors and designers in identifying an effective method to design VIE systems. In this report, we describe our initial steps to design such a system in order to educate engineering students on the basic health and safety guidelines of safe interaction with a robotic arm. To do so, a set of 360° videos have been designed, developed and tested.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114792928","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}
Many museums today lack an aspect of technology that will attract younger visitors to visit the art. By implementing Virtual Reality into art museum solves this problem. Virtual Reality is a popular phenomenon that attracts many viewers and is growing every day. Art museums want to express emotion through their art and Virtual Reality can evoke that emotion more. By creating a virtual museum that not only has all the art on display but also is set an outdoor environment such as a garden or a dark forest will further enhance the emotion. If a piece of art is supposed to show warmth or positive feelings, why not place it in a garden? If the art is supposed to show darkness or cold why not place it in a dead forest? Using Virtual Reality allows us to place art in these environments so further museum goal of expressing emotion.
{"title":"Emotion Evoking Art Exhibition in VR","authors":"Kyungjin Yoo, Nick Gold","doi":"10.1145/3359996.3365028","DOIUrl":"https://doi.org/10.1145/3359996.3365028","url":null,"abstract":"Many museums today lack an aspect of technology that will attract younger visitors to visit the art. By implementing Virtual Reality into art museum solves this problem. Virtual Reality is a popular phenomenon that attracts many viewers and is growing every day. Art museums want to express emotion through their art and Virtual Reality can evoke that emotion more. By creating a virtual museum that not only has all the art on display but also is set an outdoor environment such as a garden or a dark forest will further enhance the emotion. If a piece of art is supposed to show warmth or positive feelings, why not place it in a garden? If the art is supposed to show darkness or cold why not place it in a dead forest? Using Virtual Reality allows us to place art in these environments so further museum goal of expressing emotion.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125461179","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}
Jean-Luc Lugrin, Andreas Juchno, Philipp Schaper, Maximilian Landeck, Marc Erich Latoschik
This paper presents a novel technique of navigation in Virtual Reality (VR) called Drone-Steering. This technique has been designed to facilitate path learning and traveling in VR by reducing both cybersickness and disorientation. We compared this technique to traditional Hand-Steering in a landmark-free environment. Our first experiment confirmed a significantly lower level of cybersickness during traveling and significantly better path learning. We believe that our technique constitutes a promising alternative to current VR navigation techniques, and will especially interest researchers and developers targeting large VR environments.
{"title":"Drone-Steering: A Novel VR Traveling Technique","authors":"Jean-Luc Lugrin, Andreas Juchno, Philipp Schaper, Maximilian Landeck, Marc Erich Latoschik","doi":"10.1145/3359996.3364780","DOIUrl":"https://doi.org/10.1145/3359996.3364780","url":null,"abstract":"This paper presents a novel technique of navigation in Virtual Reality (VR) called Drone-Steering. This technique has been designed to facilitate path learning and traveling in VR by reducing both cybersickness and disorientation. We compared this technique to traditional Hand-Steering in a landmark-free environment. Our first experiment confirmed a significantly lower level of cybersickness during traveling and significantly better path learning. We believe that our technique constitutes a promising alternative to current VR navigation techniques, and will especially interest researchers and developers targeting large VR environments.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127585158","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}
Kunal Gupta, Ryo Hajika, Yun Suen Pai, Andreas Duenser, Martin Lochner, M. Billinghurst
Human trust is a psycho-physiological state that is difficult to measure, yet is becoming increasingly important for the design of human-computer interactions. This paper explores if human trust can be measured using physiological measures when interacting with a computer interface, and how it correlates with cognitive load. In this work, we present a pilot study in Virtual Reality (VR) that uses a multi-sensory approach of Electroencephalography (EEG), galvanic skin response (GSR), and Heart Rate Variability (HRV) to measure trust with a virtual agent and explore the correlation between trust and cognitive load. The goal of this study is twofold; 1) to determine the relationship between biosignals, or physiological signals with trust and cognitive load, and 2) to introduce a pilot study in VR based on cognitive load level to evaluate trust. Even though we could not report any significant main effect or interaction of cognitive load and trust from the physiological signal, we found that in low cognitive load tasks, EEG alpha band power reflects trustworthiness on the agent. Moreover, cognitive load of the user decreases when the agent is accurate regardless of task’s cognitive load. This could be possible because of small sample size, tasks not stressful enough to induce high cognitive load due to lab study and comfortable environment or timestamp synchronisation error due to fusing data from various physiological sensors with different sample rate.
{"title":"In AI We Trust: Investigating the Relationship between Biosignals, Trust and Cognitive Load in VR","authors":"Kunal Gupta, Ryo Hajika, Yun Suen Pai, Andreas Duenser, Martin Lochner, M. Billinghurst","doi":"10.1145/3359996.3364276","DOIUrl":"https://doi.org/10.1145/3359996.3364276","url":null,"abstract":"Human trust is a psycho-physiological state that is difficult to measure, yet is becoming increasingly important for the design of human-computer interactions. This paper explores if human trust can be measured using physiological measures when interacting with a computer interface, and how it correlates with cognitive load. In this work, we present a pilot study in Virtual Reality (VR) that uses a multi-sensory approach of Electroencephalography (EEG), galvanic skin response (GSR), and Heart Rate Variability (HRV) to measure trust with a virtual agent and explore the correlation between trust and cognitive load. The goal of this study is twofold; 1) to determine the relationship between biosignals, or physiological signals with trust and cognitive load, and 2) to introduce a pilot study in VR based on cognitive load level to evaluate trust. Even though we could not report any significant main effect or interaction of cognitive load and trust from the physiological signal, we found that in low cognitive load tasks, EEG alpha band power reflects trustworthiness on the agent. Moreover, cognitive load of the user decreases when the agent is accurate regardless of task’s cognitive load. This could be possible because of small sample size, tasks not stressful enough to induce high cognitive load due to lab study and comfortable environment or timestamp synchronisation error due to fusing data from various physiological sensors with different sample rate.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130964007","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}