首页 > 最新文献

Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology最新文献

英文 中文
A Glyph-based Multimodal Presentation of Multivariate Data 基于符号的多模态多变量数据表示
S. Yasmin
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.
本文描述了在多模态虚拟环境(VE)中基于符号表示多变量数据的可行性。在多模态VE中,变量被表示为不同形状和大小的触觉符号;数据随着其可视化表示而变得有形。音频反馈有助于进一步探索数据。这种基于符号的多模态表示使盲人和视障人士(VI)在语义感知的环境中获得信息。多模态VE也丰富了视力正常的用户的体验。
{"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}
引用次数: 0
DexController : Hand-Held Controller Recognizing Grasp-Pose and Grasp-Force in Virtual Reality Defense Game DexController:在虚拟现实防御游戏中识别抓取姿势和抓取力的手持控制器
Hyeon-Beom Yi, Jiwoo Hong, Woohun Lee
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.
我们开发了一款名为DexController的手持控制器,利用抓握作为虚拟现实(VR)游戏的额外输入方式。DexController的压敏表面可以识别两种不同的握持姿势(即精确握持和强力握持),并检测握持力。为了证明这一点,我们设计了一款VR防御游戏,玩家应该使用适当的武器和适当的力量来攻击不同的虚拟敌人。用户研究证实,利用有意义的抓取信息,便于与游戏内容进行自然映射,增强了VR游戏用户的临身感和享受感。
{"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}
引用次数: 0
Extended Sliding in Virtual Reality 虚拟现实中的扩展滑动
Junwei Sun, W. Stuerzlinger
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.
尽管在虚拟环境中并不总是需要精确的3D定位,但它仍然是虚拟现实(VR)当前和未来应用的重要任务,包括3D建模,工程和科学应用。我们专注于使用6DOF控制器作为输入设备的沉浸式环境中的3D定位技术,并提出了一种新的技术,可以提高VR中的3D定位性能,无论是速度还是精度。为了实现这一目标,我们将扩展滑动技术应用于以控制器为输入设备的VR系统,并将其与之前提出的3d定位技术进行比较。结果表明,我们的新扩展VR滑动技术显著提高了3D定位任务的精度,特别是对于与场景接触的目标。
{"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}
引用次数: 8
TTT: Time Synchronization Method by Time Distortion for VR Training including Rapidly Moving Objects TTT:基于时间畸变的快速运动物体VR训练时间同步方法
Natsuki Hamanishi, J. Rekimoto
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.
在虚拟现实(VR)训练环境中提供包括高速物体(如网球)在内的体验,可能会为训练人员提供有效的训练,但实现起来很有挑战性。由于显示器的绘图性能,高速物体被认为是较差的视觉信息,而不是现实中的图像,例如频闪镜中的图像。物体的速度越快,就越容易被注意到,也就越难被正确地感知到。因此,如果以实际速度进行训练,由于再现精度较低,感知比实际空间训练更加困难。为了解决这个问题,我们提出了基于用户身体运动来控制VR空间中高速物体的计算时空。该方法通过使球的时间与身体的运动同步来促进对快速运动物体的感知。
{"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}
引用次数: 5
A Scalability Benchmark for a Virtual Audience Perception Model in Virtual Reality 虚拟现实中虚拟受众感知模型的可扩展性基准
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.
在本文中,我们描述了虚拟现实(VR)的虚拟观众感知模型的实现和性能。该模型是对现有桌面模型的VR改编。该系统允许用户在VR中轻松地建立和体验各种各样的小或大组虚拟代理的氛围。本文描述了该模型在VR中的早期评估结果。我们的第一个可伸缩性基准测试结果证明了同时处理100个虚拟代理的能力,而不会显著影响VR应用程序的推荐帧速率。本研究以教师培训课堂模拟软件为背景进行。
{"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}
引用次数: 5
Effects of Tactile Perception on Emotion and Immersion to Film Viewing in a Virtual Environment 触觉感知对虚拟环境中观影情感和沉浸感的影响
Aelee Kim, Hayoung Bae, Kyoungmin Lee
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.
在本研究中,我们比较了积极和消极场景下的三种触觉条件(No、Soft和Spiky),以探讨触觉感知是否会影响虚拟环境(VE)中的情绪反应和沉浸式体验。结果表明,当观看带有软刺激的积极场景时,与“No”和“Spiky”触觉条件下的参与者相比,参与者的积极情绪和沉浸程度都有所增加。我们还发现,在“No”和“Spiky”触觉条件下,参与者在观看积极场景时,情绪或沉浸感都没有显著差异。在观看消极场景时,尖锐的刺激不会加剧消极情绪,而柔和的刺激会减少消极情绪。在沉浸感方面,消极场景的三种触觉条件之间没有显著差异。总的来说,这项研究已经证明了触觉感知、情感和沉浸感之间的重要联系。
{"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}
引用次数: 1
Virtual Immersive Educational Systems:The case of 360° video and co-learning design. 虚拟沉浸式教育系统:360°视频和共同学习设计的案例。
Konstantinos Koumaditis, Francesco Chinello
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.
本研究的重点是描述一个具有成本效益,强大且用户友好的虚拟沉浸式教育(VIE)系统的设计过程。因此,帮助研究人员、教师和设计师确定设计VIE系统的有效方法。在这篇报告中,我们描述了我们设计这样一个系统的最初步骤,目的是教育工程专业的学生关于与机械臂安全互动的基本健康和安全准则。为此,我们设计、开发和测试了一套360°视频。
{"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}
引用次数: 3
Emotion Evoking Art Exhibition in VR VR中的情感唤起艺术展
Kyungjin Yoo, Nick Gold
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.
如今,许多博物馆缺乏吸引年轻游客参观艺术的技术。将虚拟现实技术应用于美术馆,解决了这一问题。虚拟现实是一种流行的现象,吸引了许多观众,并且每天都在增长。艺术博物馆想要通过他们的艺术来表达情感,而虚拟现实可以更多地唤起这种情感。通过创建一个虚拟博物馆,不仅展示了所有的艺术,而且还设置了一个户外环境,如花园或黑暗的森林,将进一步增强情感。如果一件艺术品应该表现出温暖或积极的情感,为什么不把它放在花园里呢?如果艺术应该表现黑暗或寒冷,为什么不把它放在死森林里呢?利用虚拟现实技术,我们可以将艺术品放置在这些环境中,从而进一步实现博物馆表达情感的目标。
{"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}
引用次数: 3
Drone-Steering: A Novel VR Traveling Technique 无人机驾驶:一种新颖的VR旅行技术
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.
本文提出了一种新的虚拟现实(VR)导航技术——无人机导航技术。这项技术旨在通过减少晕屏和迷失方向来促进VR中的路径学习和旅行。我们将这种技术与传统的手动驾驶技术在无路标的环境中进行了比较。我们的第一个实验证实,在旅行中晕屏的程度明显降低,路径学习也明显更好。我们相信我们的技术构成了当前VR导航技术的一个有前途的替代方案,并且将特别引起针对大型VR环境的研究人员和开发人员的兴趣。
{"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}
引用次数: 3
In AI We Trust: Investigating the Relationship between Biosignals, Trust and Cognitive Load in VR 在AI我们信任:研究生物信号,信任和认知负荷在VR中的关系
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.
人类信任是一种难以测量的心理生理状态,但在人机交互设计中却变得越来越重要。本文探讨了人类信任是否可以在与计算机界面交互时使用生理测量来测量,以及它如何与认知负荷相关。在这项工作中,我们提出了一项虚拟现实(VR)的试点研究,该研究使用脑电图(EEG)、皮肤电反应(GSR)和心率变异性(HRV)的多感官方法来测量虚拟代理的信任,并探索信任与认知负荷之间的相关性。这项研究的目的是双重的;1)确定生物信号或生理信号与信任和认知负荷之间的关系;2)引入基于认知负荷水平的虚拟现实信任评价试点研究。尽管我们无法从生理信号中发现认知负荷和信任之间存在显著的主效应或交互作用,但我们发现在低认知负荷任务中,脑电图α波段功率反映了被试对被试的信任程度。此外,无论任务的认知负荷如何,当代理准确时,用户的认知负荷都会降低。这是可能的,因为样本量小,由于实验室研究和舒适的环境,任务压力不足以引起高认知负荷,或者由于融合来自不同采样率的各种生理传感器的数据而产生时间时间同步误差。
{"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}
引用次数: 30
期刊
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1