Michael G. Nelson, Alexandros Koilias, Sahana Gubbi, Christos Mousas
This paper presents an exploratory study aiming at investigating the movement behavior of participants when immersed within a virtual crowd. Specifically, a crosswalk scenario was created in which a virtual crowd was scripted to cross the road once the traffic light turned green. Participants were also instructed to walk across the road to the opposite sidewalk. During that time, the assessment of participant movement behavior was captured by the use of objective measurements (time, speed, and deviation). Five density conditions (no density, low density, medium density, high density, and extreme density) were developed to investigate which had the greatest effect on the movement behavior of the participants. The results obtained indicated that the extreme density condition of the virtual crowd did indeed alter the movement behavior of participants to a significant degree. Given that density had the greatest effect on the movement behavior of participants, a follow-up study was also conducted that utilized the density findings and explored whether density can affect the speed and direction of participants. This was achieved through examining five speed conditions and six directional conditions. The follow-up study provided some evidence that during an extreme density condition the speed of the crowd also affects the movement behavior of participants. However, no alteration in human movement behavior was observed when examining the direction of the virtual crowd. Implications for future research are discussed.
{"title":"Within a Virtual Crowd: Exploring Human Movement Behavior during Immersive Virtual Crowd Interaction","authors":"Michael G. Nelson, Alexandros Koilias, Sahana Gubbi, Christos Mousas","doi":"10.1145/3359997.3365709","DOIUrl":"https://doi.org/10.1145/3359997.3365709","url":null,"abstract":"This paper presents an exploratory study aiming at investigating the movement behavior of participants when immersed within a virtual crowd. Specifically, a crosswalk scenario was created in which a virtual crowd was scripted to cross the road once the traffic light turned green. Participants were also instructed to walk across the road to the opposite sidewalk. During that time, the assessment of participant movement behavior was captured by the use of objective measurements (time, speed, and deviation). Five density conditions (no density, low density, medium density, high density, and extreme density) were developed to investigate which had the greatest effect on the movement behavior of the participants. The results obtained indicated that the extreme density condition of the virtual crowd did indeed alter the movement behavior of participants to a significant degree. Given that density had the greatest effect on the movement behavior of participants, a follow-up study was also conducted that utilized the density findings and explored whether density can affect the speed and direction of participants. This was achieved through examining five speed conditions and six directional conditions. The follow-up study provided some evidence that during an extreme density condition the speed of the crowd also affects the movement behavior of participants. However, no alteration in human movement behavior was observed when examining the direction of the virtual crowd. Implications for future research are discussed.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124015000","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}
Urban lifestyle depends on public services and retails, of which site locations matter to convenience for residents. We introduce a novel approach to the systematic multi-site selection for public services and retails in an urban context. It takes as input a set of data about an urban area and generates an optimal configuration of two-dimensional locations for urban sites on public services and retails. We achieve this goal using data-driven optimisation entangling deep learning. The proposed approach can cost-efficiently generate a multi-site location plan considering representative site selection criteria, including coverage, dispersion and accessibility. It also complies with the local plan and the predicted suitability regarding land-use zoning.
{"title":"A Data-Driven Optimisation Approach to Urban Multi-Site Selection for Public Services and Retails","authors":"Tian Feng, Feiyi Fan, T. Bednarz","doi":"10.1145/3359997.3365686","DOIUrl":"https://doi.org/10.1145/3359997.3365686","url":null,"abstract":"Urban lifestyle depends on public services and retails, of which site locations matter to convenience for residents. We introduce a novel approach to the systematic multi-site selection for public services and retails in an urban context. It takes as input a set of data about an urban area and generates an optimal configuration of two-dimensional locations for urban sites on public services and retails. We achieve this goal using data-driven optimisation entangling deep learning. The proposed approach can cost-efficiently generate a multi-site location plan considering representative site selection criteria, including coverage, dispersion and accessibility. It also complies with the local plan and the predicted suitability regarding land-use zoning.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129027388","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 conducted a focus group study of a prototype application to test the opportunities and limitations of augmented reality music notation for musical performance and rehearsal.
我们对原型应用程序进行了焦点小组研究,以测试增强现实音乐符号在音乐表演和排练中的机会和局限性。
{"title":"An evaluation of augmented reality music notation","authors":"Zeruo Liu, Matt Adcock, H. Gardner","doi":"10.1145/3359997.3365748","DOIUrl":"https://doi.org/10.1145/3359997.3365748","url":null,"abstract":"We conducted a focus group study of a prototype application to test the opportunities and limitations of augmented reality music notation for musical performance and rehearsal.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131171850","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}
Keigo Matsumoto, Takuji Narumi, Yuki Ban, Yohei Yanase, T. Tanikawa, M. Hirose
The Unlimited Corridor is a virtual reality system that enables users to walk in an ostensibly straight direction around a virtual corridor within a small tracked space. Unlike other redirected walking systems, the Unlimited Corridor allows users to keep walking around without interruptions or resetting phases. This is made possible by combining a redirected walking technique with visuo-haptic interaction and a path planning algorithm. The Unlimited Corridor produces passive haptic feedback using semi-circular handrails; that is, when users grip a straight handrail in the virtual environment, they simultaneously grip a corresponding curved handrail in the physical world. These stimuli enable visuo-haptic interaction, with the user perceiving the gripped handrail as straight, and this sensation enhances the effects of redirected walking. Furthermore, we developed an algorithm that dynamically modifies the amount of distortion to allow a user to walk ostensibly straight and turn at intersections in any direction. We evaluated the Unlimited Corridor using a virtual space of approximately 400 m2 in a physical space of approximately 60 m2. According to a user study, the median value of the straightness sensation of walking when users grip the handrails (5.13) was significantly larger than that of the sensation felt without gripping the handrails (3.38).
{"title":"Unlimited Corridor: A Visuo-haptic Redirection System","authors":"Keigo Matsumoto, Takuji Narumi, Yuki Ban, Yohei Yanase, T. Tanikawa, M. Hirose","doi":"10.1145/3359997.3365705","DOIUrl":"https://doi.org/10.1145/3359997.3365705","url":null,"abstract":"The Unlimited Corridor is a virtual reality system that enables users to walk in an ostensibly straight direction around a virtual corridor within a small tracked space. Unlike other redirected walking systems, the Unlimited Corridor allows users to keep walking around without interruptions or resetting phases. This is made possible by combining a redirected walking technique with visuo-haptic interaction and a path planning algorithm. The Unlimited Corridor produces passive haptic feedback using semi-circular handrails; that is, when users grip a straight handrail in the virtual environment, they simultaneously grip a corresponding curved handrail in the physical world. These stimuli enable visuo-haptic interaction, with the user perceiving the gripped handrail as straight, and this sensation enhances the effects of redirected walking. Furthermore, we developed an algorithm that dynamically modifies the amount of distortion to allow a user to walk ostensibly straight and turn at intersections in any direction. We evaluated the Unlimited Corridor using a virtual space of approximately 400 m2 in a physical space of approximately 60 m2. According to a user study, the median value of the straightness sensation of walking when users grip the handrails (5.13) was significantly larger than that of the sensation felt without gripping the handrails (3.38).","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129201937","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}
K. Nagamachi, S. Ueda, M. Sugimoto, M. Inami, M. Kitazaki
Reasoning about other people’s mind is important to successful social communication. Visual perspective taking is the basic ability to infer others’ mind, denoting the process of judgment what and how a certain object looks from the others’ viewpoint. Recent research showed that the understanding of how a target appears to another person occurs spontaneously. However, the details of the process have not yet been clear. We aimed to investigate whether visual perspective taking occur in a virtual environment and how fast the process is. In an experiment, participant judged the direction of visual stimulus from the viewpoint of a humanoid avatar and responded using joystick. To know the time course of the perspective taking, we manipulated the interval time between the appearance of humanoid avatar and the target visual stimulus presentation. We found that the existence of humanoid avatar improves the performance of the visual perspective taking task in quick interval time condition. This result suggests that the visual perspective-taking is enhanced by the virtual avatar in a very fast time scale.
{"title":"Virtual Avatar Automatically Enhances Human Perspective Taking","authors":"K. Nagamachi, S. Ueda, M. Sugimoto, M. Inami, M. Kitazaki","doi":"10.1145/3359997.3365723","DOIUrl":"https://doi.org/10.1145/3359997.3365723","url":null,"abstract":"Reasoning about other people’s mind is important to successful social communication. Visual perspective taking is the basic ability to infer others’ mind, denoting the process of judgment what and how a certain object looks from the others’ viewpoint. Recent research showed that the understanding of how a target appears to another person occurs spontaneously. However, the details of the process have not yet been clear. We aimed to investigate whether visual perspective taking occur in a virtual environment and how fast the process is. In an experiment, participant judged the direction of visual stimulus from the viewpoint of a humanoid avatar and responded using joystick. To know the time course of the perspective taking, we manipulated the interval time between the appearance of humanoid avatar and the target visual stimulus presentation. We found that the existence of humanoid avatar improves the performance of the visual perspective taking task in quick interval time condition. This result suggests that the visual perspective-taking is enhanced by the virtual avatar in a very fast time scale.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125685995","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 paper presents an approach for the visualization of the 3D scan of a part with the part itself using the Hololens platform. Computer vision is used to align the scan with the part.
{"title":"Superimposition of a 3D Scan with a Part for Metrology Applications on a Hololens-Based Platform","authors":"Carl Nadeau, D. Laurendeau","doi":"10.1145/3359997.3365719","DOIUrl":"https://doi.org/10.1145/3359997.3365719","url":null,"abstract":"The paper presents an approach for the visualization of the 3D scan of a part with the part itself using the Hololens platform. Computer vision is used to align the scan with the part.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126799902","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}
Kate Patterson, Andrew R. Lilja, M. Arrebola, J. McGhee
Cell Explorer is an interactive Virtual Reality (VR) journey into the nucleus of a human cell, created with the intention to engage and educate visitors about the important genomic research endeavours being carried out at the Garvan Institute of Medical Research. Its innovative approach is characterized by the fusion of multiple resolutions of scientific data with interaction and game design techniques and 3D computer animation. Cell Explorer was created through an iterative design process, during which various tensions related to technical constraints, scientific integrity, aesthetic and user experience needed to be negotiated. The prototype is an educational tool that offers users a unique experience to facilitate a more meaningful engagement with scientific data and learn about concepts related to human genomics.
{"title":"Molecular Genomics Education Through Gamified Cell Exploration in Virtual Reality","authors":"Kate Patterson, Andrew R. Lilja, M. Arrebola, J. McGhee","doi":"10.1145/3359997.3365724","DOIUrl":"https://doi.org/10.1145/3359997.3365724","url":null,"abstract":"Cell Explorer is an interactive Virtual Reality (VR) journey into the nucleus of a human cell, created with the intention to engage and educate visitors about the important genomic research endeavours being carried out at the Garvan Institute of Medical Research. Its innovative approach is characterized by the fusion of multiple resolutions of scientific data with interaction and game design techniques and 3D computer animation. Cell Explorer was created through an iterative design process, during which various tensions related to technical constraints, scientific integrity, aesthetic and user experience needed to be negotiated. The prototype is an educational tool that offers users a unique experience to facilitate a more meaningful engagement with scientific data and learn about concepts related to human genomics.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132847786","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}
This paper proposes a novel bimanual finger-based gesture called X-Fingers that provides interactive 2D spatial input control using vision-based techniques in mobile VR. This finger-based input modality can be coordinated with the movement of the user's arms or head to provide an additional input modality. The incorporation of the arms or the head provides physically-coupled and physically-decoupled multimodal interactions respectively. Given these two design options, we conducted user studies to understand how the nature of the physical coupling of interactions influences the user's performance and preferences with task consisting of varying degrees of coordination between the modalities. Our results show that physically-decoupled interactions designs are preferred when the degree of coordination is high within the multimodal interaction.
{"title":"Head-Fingers-Arms: Physically-Coupled and Decoupled Multimodal Interaction Designs in Mobile VR","authors":"Pallavi Mohan, Wooi-Boon Goh, Chi-Wing Fu, Sai-Kit Yeung","doi":"10.1145/3359997.3365697","DOIUrl":"https://doi.org/10.1145/3359997.3365697","url":null,"abstract":"This paper proposes a novel bimanual finger-based gesture called X-Fingers that provides interactive 2D spatial input control using vision-based techniques in mobile VR. This finger-based input modality can be coordinated with the movement of the user's arms or head to provide an additional input modality. The incorporation of the arms or the head provides physically-coupled and physically-decoupled multimodal interactions respectively. Given these two design options, we conducted user studies to understand how the nature of the physical coupling of interactions influences the user's performance and preferences with task consisting of varying degrees of coordination between the modalities. Our results show that physically-decoupled interactions designs are preferred when the degree of coordination is high within the multimodal interaction.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133022114","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 introduce an augmented reality application that allows the representation of planned real world objects (e.g. wind turbines or power poles) at their actual geographic location. The application uses GPS for positioning, which is then supplemented by augmented reality feature tracking to get a constant and stable positional and rotational reading. As addition to the visualization, we use on-the-fly gathered sensor data to identify foreground objects. Thus, for practical scenarios our application depicts images with mostly correct occlusion between real and virtual objects. The application will be used to support urban and landscape planners in their process, especially for the purpose of public information and acceptance. It provides an advantage to current planning processes, where the representation of objects is limited to positions on maps, miniature models, or at best a photo montage where the object is placed into a still camera image.
{"title":"An Augmented Reality Application for Mobile Visualization of GIS-Referenced Landscape Planning Projects","authors":"J. Kilimann, Denis Heitkamp, P. Lensing","doi":"10.1145/3359997.3365712","DOIUrl":"https://doi.org/10.1145/3359997.3365712","url":null,"abstract":"We introduce an augmented reality application that allows the representation of planned real world objects (e.g. wind turbines or power poles) at their actual geographic location. The application uses GPS for positioning, which is then supplemented by augmented reality feature tracking to get a constant and stable positional and rotational reading. As addition to the visualization, we use on-the-fly gathered sensor data to identify foreground objects. Thus, for practical scenarios our application depicts images with mostly correct occlusion between real and virtual objects. The application will be used to support urban and landscape planners in their process, especially for the purpose of public information and acceptance. It provides an advantage to current planning processes, where the representation of objects is limited to positions on maps, miniature models, or at best a photo montage where the object is placed into a still camera image.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131971276","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}
L. Tarantino, Giovanni De Gasperis, T. D. Mascio, M. Pino
Domain experts generally agree on the potential of VR-based treatment aimed at improving emotional competencies and social skills in individuals with Autism Spectrum Disorder (ASD). The need arises for Immersive Virtual Environments evaluation frameworks appropriate for this specific user population. In this paper we sketch results of a study focused on engagement, with the multifold objective of (1) evaluating two headsets differing in the degree to which the physical world is cutout from the view (Oculus Rift and HoloLens) to study their general appropriateness with respect to possible VR-based ASD people treatment, (2) reasoning about the interpretation of selected measured engagement aspects in the cases of Typically Development people and ASD people, and (3) outlining the nature of VR-based possible ASD-oriented applications based on the two headsets.
{"title":"Immersive applications: what if users are in the autism spectrum?","authors":"L. Tarantino, Giovanni De Gasperis, T. D. Mascio, M. Pino","doi":"10.1145/3359997.3365696","DOIUrl":"https://doi.org/10.1145/3359997.3365696","url":null,"abstract":"Domain experts generally agree on the potential of VR-based treatment aimed at improving emotional competencies and social skills in individuals with Autism Spectrum Disorder (ASD). The need arises for Immersive Virtual Environments evaluation frameworks appropriate for this specific user population. In this paper we sketch results of a study focused on engagement, with the multifold objective of (1) evaluating two headsets differing in the degree to which the physical world is cutout from the view (Oculus Rift and HoloLens) to study their general appropriateness with respect to possible VR-based ASD people treatment, (2) reasoning about the interpretation of selected measured engagement aspects in the cases of Typically Development people and ASD people, and (3) outlining the nature of VR-based possible ASD-oriented applications based on the two headsets.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133726871","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}