Cinematic Virtual Reality’s (CVR) inherent feature of allowing the user to choose their Point of View (POV) within a 360° space brings forth new challenges to storytelling. The approaches used in traditional films do not translate directly to this medium, as it is uncertain if the user would follow all the Points of Interest (POIs) consistently. Our framework, Cinévoqué, aims to address this issue by using the real-time data generated during a VR film to passively alter the narrative and parts of the experience to suit the user’s viewing behavior. In this poster, we discuss the technical approaches used to implement this framework and create responsive live-action CVR.
{"title":"Cinévoqué: Development of a Passively Responsive Framework for Seamless Evolution of Experiences in Immersive Live-Action Movies","authors":"Amarnath Murugan, Jayesh S. Pillai, Amal Dev","doi":"10.1145/3359996.3364791","DOIUrl":"https://doi.org/10.1145/3359996.3364791","url":null,"abstract":"Cinematic Virtual Reality’s (CVR) inherent feature of allowing the user to choose their Point of View (POV) within a 360° space brings forth new challenges to storytelling. The approaches used in traditional films do not translate directly to this medium, as it is uncertain if the user would follow all the Points of Interest (POIs) consistently. Our framework, Cinévoqué, aims to address this issue by using the real-time data generated during a VR film to passively alter the narrative and parts of the experience to suit the user’s viewing behavior. In this poster, we discuss the technical approaches used to implement this framework and create responsive live-action CVR.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130168534","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}
Daniya Boges, C. Calì, P. Magistretti, M. Hadwiger, Ronell Sicat, Marco Agus
We present a novel immersive environment for the interactive analysis of nanoscale cellular reconstructions of rodent brain samples acquired through electron microscopy. The system is focused on medial axis representations (skeletons) of branched and tubular structures of brain cells, and it is specifically designed for: i) effective semi-automatic creation of skeletons from surface-based representations of cells and structures ii) fast proofreading, i.e., correcting and editing of semi-automatically constructed skeleton representations, and iii) useful exploration, i.e., measuring, comparing, and analyzing geometric features related to cellular structures based on medial axis representations. The application runs in a standard PC-tethered virtual reality (VR) setup with a head mounted display (HMD), controllers, and tracking sensors. The system is currently used by neuroscientists for performing morphology studies on sparse reconstructions of glial cells and neurons extracted from a sample of the somatosensory cortex of a juvenile rat.
{"title":"Virtual environment for processing medial axis representations of 3D nanoscale reconstructions of brain cellular structures","authors":"Daniya Boges, C. Calì, P. Magistretti, M. Hadwiger, Ronell Sicat, Marco Agus","doi":"10.1145/3359996.3365042","DOIUrl":"https://doi.org/10.1145/3359996.3365042","url":null,"abstract":"We present a novel immersive environment for the interactive analysis of nanoscale cellular reconstructions of rodent brain samples acquired through electron microscopy. The system is focused on medial axis representations (skeletons) of branched and tubular structures of brain cells, and it is specifically designed for: i) effective semi-automatic creation of skeletons from surface-based representations of cells and structures ii) fast proofreading, i.e., correcting and editing of semi-automatically constructed skeleton representations, and iii) useful exploration, i.e., measuring, comparing, and analyzing geometric features related to cellular structures based on medial axis representations. The application runs in a standard PC-tethered virtual reality (VR) setup with a head mounted display (HMD), controllers, and tracking sensors. The system is currently used by neuroscientists for performing morphology studies on sparse reconstructions of glial cells and neurons extracted from a sample of the somatosensory cortex of a juvenile rat.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129805826","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 potential for cybersickness remains a critical problem when engaged in Virtual Reality experiences. Cybersickness is difficult to resolve because, although there are commonly accepted symptoms and theories, there is still no consensus on how to overcome the problem. In this study, a method of real-time monitoring of physiological signals is proposed as an approach to measure the potential onset of cybersickness. An application called Cybatica which displays physiological data and a unique metric termed Onset of Cybersickness (OCS) has been developed.
{"title":"Real-time Monitoring Method for Cybersickness using Physiological Signals","authors":"Takuro Magaki, M. Vallance","doi":"10.1145/3359996.3364700","DOIUrl":"https://doi.org/10.1145/3359996.3364700","url":null,"abstract":"The potential for cybersickness remains a critical problem when engaged in Virtual Reality experiences. Cybersickness is difficult to resolve because, although there are commonly accepted symptoms and theories, there is still no consensus on how to overcome the problem. In this study, a method of real-time monitoring of physiological signals is proposed as an approach to measure the potential onset of cybersickness. An application called Cybatica which displays physiological data and a unique metric termed Onset of Cybersickness (OCS) has been developed.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122468919","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}
Narae Park, Yohan Hong, Hyunjeong Pak, Jung Who Nam, Kyoungsu Kim, Junbom Pyo, Kyungwon Gil, Kyoobin Lee
Augmented reality(AR) provides a unique viewing experience at museums where people understand abstract history through physical artifacts. Although AR usage in museum settings has been increasing, it is not well understood how AR viewing experience differs in different groups of visitors, which can be problematic considering that museums are places visited by diverse groups of people. In this study, we evaluate the differences in AR experiences according to the characteristics of the visitors. The results show the effect of AR usage in museum settings with visitors’ different age groups and motivations for visiting.
{"title":"Effects of Age and Motivation for Visiting on AR Museum Experiences","authors":"Narae Park, Yohan Hong, Hyunjeong Pak, Jung Who Nam, Kyoungsu Kim, Junbom Pyo, Kyungwon Gil, Kyoobin Lee","doi":"10.1145/3359996.3364711","DOIUrl":"https://doi.org/10.1145/3359996.3364711","url":null,"abstract":"Augmented reality(AR) provides a unique viewing experience at museums where people understand abstract history through physical artifacts. Although AR usage in museum settings has been increasing, it is not well understood how AR viewing experience differs in different groups of visitors, which can be problematic considering that museums are places visited by diverse groups of people. In this study, we evaluate the differences in AR experiences according to the characteristics of the visitors. The results show the effect of AR usage in museum settings with visitors’ different age groups and motivations for visiting.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128225039","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}
Bret Jackson, Kayla Beckham, Anael Kuperwajs Cohen, Brianna C Heggeseth
Selecting 3D regions-of-interest (ROI) in surface geometry is essential for 3D modeling, but few 3D user interfaces using fully manual input for ROI selection exist. Furthermore, their relative performance is not well studied. We present an evaluation comparing three ROI techniques: Volume Cube [Ulinski et al. 2007], Slice-n- Swipe [Bacim et al. 2014], and Yea Big Yea High Selection [Jackson et al. 2018]. Results show that Yea Big Yea High is best for tasks requiring high accuracy and speed, but modifications may be needed for use in dense geometry or with non-convex ROI.
在表面几何中选择3D感兴趣区域(ROI)对于3D建模至关重要,但目前很少有完全手动输入ROI选择的3D用户界面。此外,它们的相对性能还没有得到很好的研究。我们提出了一项评估,比较了三种ROI技术:Volume Cube [Ulinski等人,2007],Slice-n- Swipe [Bacim等人,2014]和Yea Big Yea High Selection [Jackson等人,2018]。结果表明,对于要求高精度和高速度的任务,Yea Big Yea High是最好的,但在密集几何或非凸ROI中使用可能需要修改。
{"title":"Comparing Convex Region-of-Interest Selection Techniques for Surface Geometry","authors":"Bret Jackson, Kayla Beckham, Anael Kuperwajs Cohen, Brianna C Heggeseth","doi":"10.1145/3359996.3364258","DOIUrl":"https://doi.org/10.1145/3359996.3364258","url":null,"abstract":"Selecting 3D regions-of-interest (ROI) in surface geometry is essential for 3D modeling, but few 3D user interfaces using fully manual input for ROI selection exist. Furthermore, their relative performance is not well studied. We present an evaluation comparing three ROI techniques: Volume Cube [Ulinski et al. 2007], Slice-n- Swipe [Bacim et al. 2014], and Yea Big Yea High Selection [Jackson et al. 2018]. Results show that Yea Big Yea High is best for tasks requiring high accuracy and speed, but modifications may be needed for use in dense geometry or with non-convex ROI.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":"122 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122256142","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 investigated the performance of 3D pointing using direct touch in a planar surface condition (PC) and a spherical surface condition (SC). In addition, we examined the performance in terms of Fitts’ law. Although the results showed that the performance in SC was slightly worse than PC, SC was higher conformed to Fitts’ law than PC without the conditions involving head rotation (PC’s and SC’s R2 is 0.945 and 0.971, respectively).
{"title":"A Comparative Study of Planar Surface and Spherical Surface for 3D Pointing Using Direct Touch","authors":"Naoki Yanagihara, B. Shizuki, Shin Takahashi","doi":"10.1145/3359996.3364814","DOIUrl":"https://doi.org/10.1145/3359996.3364814","url":null,"abstract":"We investigated the performance of 3D pointing using direct touch in a planar surface condition (PC) and a spherical surface condition (SC). In addition, we examined the performance in terms of Fitts’ law. Although the results showed that the performance in SC was slightly worse than PC, SC was higher conformed to Fitts’ law than PC without the conditions involving head rotation (PC’s and SC’s R2 is 0.945 and 0.971, respectively).","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":"293 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121306050","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. Roth, G. Bente, Peter Kullmann, David Mal, Christian Felix Purps, K. Vogeley, Marc Erich Latoschik
Technologies for Virtual, Mixed, and Augmented Reality (VR, MR, and AR) allow to artificially augment social interactions and thus to go beyond what is possible in real life. Motivations for the use of social augmentations are manifold, for example, to synthesize behavior when sensory input is missing, to provide additional affordances in shared environments, or to support inclusion and training of individuals with social communication disorders. We review and categorize augmentation approaches and propose a software architecture based on four data layers. Three components further handle the status analysis, the modification, and the blending of behaviors. We present a prototype (injectX) that supports behavior tracking (body motion, eye gaze, and facial expressions from the lower face), status analysis, decision-making, augmentation, and behavior blending in immersive interactions. Along with a critical reflection, we consider further technical and ethical aspects.
{"title":"Technologies for Social Augmentations in User-Embodied Virtual Reality","authors":"D. Roth, G. Bente, Peter Kullmann, David Mal, Christian Felix Purps, K. Vogeley, Marc Erich Latoschik","doi":"10.1145/3359996.3364269","DOIUrl":"https://doi.org/10.1145/3359996.3364269","url":null,"abstract":"Technologies for Virtual, Mixed, and Augmented Reality (VR, MR, and AR) allow to artificially augment social interactions and thus to go beyond what is possible in real life. Motivations for the use of social augmentations are manifold, for example, to synthesize behavior when sensory input is missing, to provide additional affordances in shared environments, or to support inclusion and training of individuals with social communication disorders. We review and categorize augmentation approaches and propose a software architecture based on four data layers. Three components further handle the status analysis, the modification, and the blending of behaviors. We present a prototype (injectX) that supports behavior tracking (body motion, eye gaze, and facial expressions from the lower face), status analysis, decision-making, augmentation, and behavior blending in immersive interactions. Along with a critical reflection, we consider further technical and ethical aspects.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":"974 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116211875","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}
Exploration of Augmented Reality technologies has increased substantially and the increase in both popularity and technological maturity has also led to several applications being developed for educational and museum environments. Specifically, a greater focus has been placed upon creating memorable experiences that both attract and educate museum patrons. Attempts to do this involve creating both Virtual Reality and Augmented Reality experiences, such as having users enter into immersive worlds that demonstrate the history of a certain time period, or applications that overlay life-like models of those animals in the very room the user is standing in. Many of these experiences are quite exceptional but begin to lack in variety when moving towards the art gallery, and mainly focus on making painting information more accessible. In an attempt to address this, this project outlines the design and evaluation of a proof-of-concept meant to study if adding interaction through Augmented Reality to paintings themselves would be both technologically feasible and desirable.
{"title":"Interactive Visualization of Painting Data with Augmented Reality","authors":"Kyungjin Yoo, Dean Foster","doi":"10.1145/3359996.3365032","DOIUrl":"https://doi.org/10.1145/3359996.3365032","url":null,"abstract":"Exploration of Augmented Reality technologies has increased substantially and the increase in both popularity and technological maturity has also led to several applications being developed for educational and museum environments. Specifically, a greater focus has been placed upon creating memorable experiences that both attract and educate museum patrons. Attempts to do this involve creating both Virtual Reality and Augmented Reality experiences, such as having users enter into immersive worlds that demonstrate the history of a certain time period, or applications that overlay life-like models of those animals in the very room the user is standing in. Many of these experiences are quite exceptional but begin to lack in variety when moving towards the art gallery, and mainly focus on making painting information more accessible. In an attempt to address this, this project outlines the design and evaluation of a proof-of-concept meant to study if adding interaction through Augmented Reality to paintings themselves would be both technologically feasible and desirable.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115684036","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}
Exploration of Augmented Reality technologies has increased substantially and the increase in both popularity and technological maturity has also led to several applications being developed for educational and museum environments. Specifically, a greater focus has been placed upon creating memorable experiences that both attract and educate museum patrons. Attempts to do this involve creating both Virtual Reality and Augmented Reality experiences, such as having users enter into immersive worlds that demonstrate the history of a certain time period, or applications that overlay life-like models of those animals in the very room the user is standing in. Many of these experiences are quite exceptional but begin to lack in variety when moving towards the art gallery, and mainly focus on making painting information more accessible. In an attempt to address this, this project outlines the design and evaluation of a proof-of-concept meant to study if adding interaction through Augmented Reality to paintings themselves would be both technologically feasible and desirable.
{"title":"Interactive Visualization of Painting Data with Augmented Reality","authors":"Kyungjin Yoo, Dean Foster","doi":"10.1145/3359996.3364732","DOIUrl":"https://doi.org/10.1145/3359996.3364732","url":null,"abstract":"Exploration of Augmented Reality technologies has increased substantially and the increase in both popularity and technological maturity has also led to several applications being developed for educational and museum environments. Specifically, a greater focus has been placed upon creating memorable experiences that both attract and educate museum patrons. Attempts to do this involve creating both Virtual Reality and Augmented Reality experiences, such as having users enter into immersive worlds that demonstrate the history of a certain time period, or applications that overlay life-like models of those animals in the very room the user is standing in. Many of these experiences are quite exceptional but begin to lack in variety when moving towards the art gallery, and mainly focus on making painting information more accessible. In an attempt to address this, this project outlines the design and evaluation of a proof-of-concept meant to study if adding interaction through Augmented Reality to paintings themselves would be both technologically feasible and desirable.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127326006","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, Fabian Unruh, Maximilian Landeck, yoan Lamour, Marc Erich Latoschik, K. Vogeley, M. Wittmann
This article investigates the impact of waiting in Virtual Reality (VR) on the perception of time. We manipulated the visual quality of a virtual room replicating a real one (360-picture vs. 3D-model) with and without avatar embodiment (no-avatar vs. avatar). We only observed a significant difference in the estimated time duration between the real and the virtual worlds when using no avatar within a 3D model of the room. Our early results suggest that a VR environment with an avatar and a simple 3D model or 360 picture room is not significantly perturbing time perception and thus could be used for diagnosis and therapy of psychiatric conditions related to altered time perception.
{"title":"Experiencing Waiting Time in Virtual Reality","authors":"Jean-Luc Lugrin, Fabian Unruh, Maximilian Landeck, yoan Lamour, Marc Erich Latoschik, K. Vogeley, M. Wittmann","doi":"10.1145/3359996.3364807","DOIUrl":"https://doi.org/10.1145/3359996.3364807","url":null,"abstract":"This article investigates the impact of waiting in Virtual Reality (VR) on the perception of time. We manipulated the visual quality of a virtual room replicating a real one (360-picture vs. 3D-model) with and without avatar embodiment (no-avatar vs. avatar). We only observed a significant difference in the estimated time duration between the real and the virtual worlds when using no avatar within a 3D model of the room. Our early results suggest that a VR environment with an avatar and a simple 3D model or 360 picture room is not significantly perturbing time perception and thus could be used for diagnosis and therapy of psychiatric conditions related to altered time perception.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126698208","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}