Benjamin J. Bailey, Andrew R. Lilja, Campbell W. Strong, Katherine Moline, M. Kavallaris, Rowan T. Hughes, J. McGhee
This paper examines the creation of the Multi-User Cell Arena (MUCA), a novel 3d data visualization work emphasizing virtual co-location via customizable VR avatars. The work explores the utility of building collaborative virtual-reality spaces using consumer VR hardware and the importance of virtual user embodiment. The workflow from raw microbiological scan data to VR representation is documented, noting the unique design challenges of multi-user spaces. Related works in the field are compared, and the limitations of the mesh-cache shell workflow are discussed along with possible future improvements to the multi-user avatar system.
{"title":"Multi-User Immersive Virtual Reality Prototype for Collaborative Visualization of Microscopy Image Data","authors":"Benjamin J. Bailey, Andrew R. Lilja, Campbell W. Strong, Katherine Moline, M. Kavallaris, Rowan T. Hughes, J. McGhee","doi":"10.1145/3359997.3365730","DOIUrl":"https://doi.org/10.1145/3359997.3365730","url":null,"abstract":"This paper examines the creation of the Multi-User Cell Arena (MUCA), a novel 3d data visualization work emphasizing virtual co-location via customizable VR avatars. The work explores the utility of building collaborative virtual-reality spaces using consumer VR hardware and the importance of virtual user embodiment. The workflow from raw microbiological scan data to VR representation is documented, noting the unique design challenges of multi-user spaces. Related works in the field are compared, and the limitations of the mesh-cache shell workflow are discussed along with possible future improvements to the multi-user avatar system.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"44 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":"132084325","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}
Owen Noel Newton Fernando, Vinayak Teoh Kannappan, Xavier Tan, Jeffrey Yan Jack Hong, Anupam Chattopadhyay, Seah Hock Soon
This study aims to investigate the effectiveness of combining an interactive game and the concept of productive failure (PF) to nurture innovative teaching and learning. The study also aims to promote innovative approaches to improve students’ learning experience in data structure concepts taught in computer science disciplines, especially in the linked list concepts. A 2D bridge-building puzzle game, “La Petite Fee Cosmo” was developed to assist students in understanding the underlying concepts of the linked list and foster creative usage of the various functionalities of a linked list in diverse situations. To evaluate the potential impact of the interactive game and implications of productive failure on student learning; a pre-test, post-test and delayed-test were developed and used in the evaluation process. Further, the technology acceptance model (TAM) was applied to examine the factors that influence the adoption of productive failure approach in learning data structures. For group 1, the game that they played would represent the pre-test equivalent for group 2. Both the game and quiz have the exact same challenges. The game was built to analyse and infer player's knowledge, skill level and improvements. A player profile manager and gameplay analytics framework were developed to support saving data on the PC for multiple users. The analytics system logs all player performance statistics for each stage. A new log file is created for every replay of the same level — these interfaces directly with the operating system's file system for data storage. Singleton pattern was also used to develop these systems. Each time a new player logs into the game, a file with a unique id is generated. The gameplay analytics system relies on the player's unique id to match its analytics file to a player. The post-test was done to measure their improvement after the lecture. The delayed test, on the other hand, was conducted to evaluate how well students can retain the knowledge over a certain period for the respective group and to verify the results.
本研究旨在探讨互动游戏与生产性失败(PF)概念相结合对培养创新教与学的效果。该研究还旨在促进创新方法,以改善学生在计算机科学学科中教授的数据结构概念,特别是链表概念的学习体验。“La Petite Fee Cosmo”是一款2D搭建桥梁的益智游戏,旨在帮助学生理解链表的基本概念,并培养学生在不同情况下创造性地使用链表的各种功能。评估互动游戏的潜在影响及成效失败对学生学习的影响;在评估过程中,开发了前测、后测和延迟测试。此外,应用技术接受模型(TAM)研究了影响在数据结构学习中采用生产失败方法的因素。对于第一组,他们所玩的游戏与第二组的测试前游戏相同。游戏和测验都有相同的挑战。游戏是用来分析和推断玩家的知识、技能水平和进步的。我们开发了玩家档案管理器和游戏玩法分析框架,以支持在PC上为多个用户保存数据。分析系统记录每个阶段所有球员的表现统计数据。为同一级别的每次重播创建一个新的日志文件——这些文件直接与操作系统的文件系统接口,用于数据存储。单例模式也被用于开发这些系统。每次新玩家登录游戏时,都会生成一个具有唯一id的文件。玩法分析系统依靠玩家的唯一id来匹配分析文件。课后测试是为了衡量他们在讲座后的进步。另一方面,延迟测试是为了评估学生在一段时间内对各自组的知识的记忆程度,并验证结果。
{"title":"La Petite Fee Cosmo","authors":"Owen Noel Newton Fernando, Vinayak Teoh Kannappan, Xavier Tan, Jeffrey Yan Jack Hong, Anupam Chattopadhyay, Seah Hock Soon","doi":"10.1145/3359997.3365688","DOIUrl":"https://doi.org/10.1145/3359997.3365688","url":null,"abstract":"This study aims to investigate the effectiveness of combining an interactive game and the concept of productive failure (PF) to nurture innovative teaching and learning. The study also aims to promote innovative approaches to improve students’ learning experience in data structure concepts taught in computer science disciplines, especially in the linked list concepts. A 2D bridge-building puzzle game, “La Petite Fee Cosmo” was developed to assist students in understanding the underlying concepts of the linked list and foster creative usage of the various functionalities of a linked list in diverse situations. To evaluate the potential impact of the interactive game and implications of productive failure on student learning; a pre-test, post-test and delayed-test were developed and used in the evaluation process. Further, the technology acceptance model (TAM) was applied to examine the factors that influence the adoption of productive failure approach in learning data structures. For group 1, the game that they played would represent the pre-test equivalent for group 2. Both the game and quiz have the exact same challenges. The game was built to analyse and infer player's knowledge, skill level and improvements. A player profile manager and gameplay analytics framework were developed to support saving data on the PC for multiple users. The analytics system logs all player performance statistics for each stage. A new log file is created for every replay of the same level — these interfaces directly with the operating system's file system for data storage. Singleton pattern was also used to develop these systems. Each time a new player logs into the game, a file with a unique id is generated. The gameplay analytics system relies on the player's unique id to match its analytics file to a player. The post-test was done to measure their improvement after the lecture. The delayed test, on the other hand, was conducted to evaluate how well students can retain the knowledge over a certain period for the respective group and to verify the results.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"14 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":"127972936","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}
Common natural walking techniques for navigating in virtual environments feature constraints that make it difficult to use those methods in cramped home environments. Indeed, natural walking requires unobstructed and open space, to allow users to roam around without fear of stumbling on obstacles while immersed in a virtual world. In this work, we propose a new virtual locomotion technique, CWIP-AVR, that allows people to take advantage of the available physical space and empowers them to use natural walking to navigate in the virtual world. To inform users about real world hazards our approach uses augmented virtual reality visual indicators. A user evaluation suggests that CWIP-AVR allows people to navigate safely, while switching between locomotion modes flexibly and maintaining a adequate degree of immersion.
{"title":"Safe Walking in VR","authors":"Maurício Sousa, Daniel Mendes, Joaquim Jorge","doi":"10.1145/3359997.3365737","DOIUrl":"https://doi.org/10.1145/3359997.3365737","url":null,"abstract":"Common natural walking techniques for navigating in virtual environments feature constraints that make it difficult to use those methods in cramped home environments. Indeed, natural walking requires unobstructed and open space, to allow users to roam around without fear of stumbling on obstacles while immersed in a virtual world. In this work, we propose a new virtual locomotion technique, CWIP-AVR, that allows people to take advantage of the available physical space and empowers them to use natural walking to navigate in the virtual world. To inform users about real world hazards our approach uses augmented virtual reality visual indicators. A user evaluation suggests that CWIP-AVR allows people to navigate safely, while switching between locomotion modes flexibly and maintaining a adequate degree of immersion.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"4 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":"131013638","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}
Physically-based fluid simulation has been studied for many years in computer graphics. MultiFLIP is a powerful method to simulate two-phase liquid phenomena such as bubbles and the “glugging” effect of water pouring, which cannot be produced by the traditional Fluid Implicit Particle (FLIP) method. In contrast to FLIP where only the liquid phase is involved, MultiFLIP samples two respective grid velocities for both gas and liquid volumes. However, MultiFLIP produces some abnormal phenomena such as small liquid droplets getting carried around by gas. The abnormality is in fact produced by the reason that MultiFLIP uses the same weights for both gas and liquid when blending the velocities near the interface for divergence-free projection. To address this problem, we present a novel velocity coupling method, which uses different mass for gas and liquid particles when interpolating velocities of particles into the Eulerian grid. Besides, we apply a transition function to MultiFLIP method so that the two-phase liquid simulation can switch between a particle-based simulation and a grid-based simulation, which aims to reduce the number of particles and smooth the liquid-gas interface in the calm areas. Experiments show that our techniques can conserve the kinetic energy and tiny details of gas-liquid interface better, as well as reduce the number of gas and liquid particles.
{"title":"Extended Narrow Band Weighted MultiFLIP for Two-Phase Liquid Simulation","authors":"Luan Lyu, Wei Cao, E. Wu, Zhixin Yang","doi":"10.1145/3359997.3365685","DOIUrl":"https://doi.org/10.1145/3359997.3365685","url":null,"abstract":"Physically-based fluid simulation has been studied for many years in computer graphics. MultiFLIP is a powerful method to simulate two-phase liquid phenomena such as bubbles and the “glugging” effect of water pouring, which cannot be produced by the traditional Fluid Implicit Particle (FLIP) method. In contrast to FLIP where only the liquid phase is involved, MultiFLIP samples two respective grid velocities for both gas and liquid volumes. However, MultiFLIP produces some abnormal phenomena such as small liquid droplets getting carried around by gas. The abnormality is in fact produced by the reason that MultiFLIP uses the same weights for both gas and liquid when blending the velocities near the interface for divergence-free projection. To address this problem, we present a novel velocity coupling method, which uses different mass for gas and liquid particles when interpolating velocities of particles into the Eulerian grid. Besides, we apply a transition function to MultiFLIP method so that the two-phase liquid simulation can switch between a particle-based simulation and a grid-based simulation, which aims to reduce the number of particles and smooth the liquid-gas interface in the calm areas. Experiments show that our techniques can conserve the kinetic energy and tiny details of gas-liquid interface better, as well as reduce the number of gas and liquid particles.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"304 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":"115856536","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}
Minori Unno, Koichi Shimizu, Tomohiro Amemiya, M. Kitazaki, Vibol Yem, Y. Ikei
This paper describes a new method to generate turning walking sensation by vestibular stimulation with initial (bias) inclination of the motion seat. Our vestibular display can move a seat in 3 degree-of-freedom: lifting, roll and pitch rotation. All of these motions are important for generating walking sensation. We investigated the intensity of turning sensation (i.e. sensation of self-direction changing), and the sensation of straight walking and left/right-turning walking with different conditions of initial roll angle. The result of the user study showed that our method could generate turning walking sensation at about 44 to 52 % and straight walking 57 % of real walking.
{"title":"Generation of Turning Walking Sensation by a Vestibular Display","authors":"Minori Unno, Koichi Shimizu, Tomohiro Amemiya, M. Kitazaki, Vibol Yem, Y. Ikei","doi":"10.1145/3359997.3365722","DOIUrl":"https://doi.org/10.1145/3359997.3365722","url":null,"abstract":"This paper describes a new method to generate turning walking sensation by vestibular stimulation with initial (bias) inclination of the motion seat. Our vestibular display can move a seat in 3 degree-of-freedom: lifting, roll and pitch rotation. All of these motions are important for generating walking sensation. We investigated the intensity of turning sensation (i.e. sensation of self-direction changing), and the sensation of straight walking and left/right-turning walking with different conditions of initial roll angle. The result of the user study showed that our method could generate turning walking sensation at about 44 to 52 % and straight walking 57 % of real walking.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"419 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":"116045555","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}
Preparing datasets for use in the training of real-time face tracking algorithms for HMDs is costly. Manually annotated facial landmarks are accessible for regular photography datasets, but introspectively mounted cameras for VR face tracking have incompatible requirements with these existing datasets. Such requirements include operating ergonomically at close range with wide angle lenses, low-latency short exposures, and near infrared sensors. In order to train a suitable face solver without the costs of producing new training data, we automatically repurpose an existing landmark dataset to these specialist HMD camera intrinsics with a radial warp reprojection. Our method separates training into local regions of the source photos, i.e., mouth and eyes for more accurate local correspondence to the mounted camera locations underneath and inside the fully functioning HMD. We combine per-camera solved landmarks to yield a live animated avatar driven from the user’s face expressions. Critical robustness is achieved with measures for mouth region segmentation, blink detection and pupil tracking. We quantify results against the unprocessed training dataset and provide empirical comparisons with commercial face trackers.
{"title":"Recycling a Landmark Dataset for Real-time Facial Capture and Animation with Low Cost HMD Integrated Cameras","authors":"Caio Brito, Kenny Mitchell","doi":"10.1145/3359997.3365690","DOIUrl":"https://doi.org/10.1145/3359997.3365690","url":null,"abstract":"Preparing datasets for use in the training of real-time face tracking algorithms for HMDs is costly. Manually annotated facial landmarks are accessible for regular photography datasets, but introspectively mounted cameras for VR face tracking have incompatible requirements with these existing datasets. Such requirements include operating ergonomically at close range with wide angle lenses, low-latency short exposures, and near infrared sensors. In order to train a suitable face solver without the costs of producing new training data, we automatically repurpose an existing landmark dataset to these specialist HMD camera intrinsics with a radial warp reprojection. Our method separates training into local regions of the source photos, i.e., mouth and eyes for more accurate local correspondence to the mounted camera locations underneath and inside the fully functioning HMD. We combine per-camera solved landmarks to yield a live animated avatar driven from the user’s face expressions. Critical robustness is achieved with measures for mouth region segmentation, blink detection and pupil tracking. We quantify results against the unprocessed training dataset and provide empirical comparisons with commercial face trackers.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"100 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":"116166413","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}
Nils Höhner, Julien Rodewald, M. O. Mints, Valentin Kammerlohr
Lab-based learning, especially the possibility for students to get practical experience, is a requirement for natural- & engineering education. We want to overcome logistical problems of real laboratories by creating a precise digital twin of a RFID-Measuring-Chamber. Students will be able to perform different kinds of experiments directly in virtual reality. To diminish the disadvantage of a pure virtual experience, a process log of the experiment is created which gets carried out asynchronously by a robotic arm. The students receive data and a webcam recording of the real world experiment as feedback. We hope to combine the benefits of virtualization and remote controlled labs to overcome most of the typical problems inherent to lab-based learning. The effect on the learning outcome will be evaluated over a period of two years.
{"title":"The next step of digital laboratories: Connecting real and virtual world","authors":"Nils Höhner, Julien Rodewald, M. O. Mints, Valentin Kammerlohr","doi":"10.1145/3359997.3365727","DOIUrl":"https://doi.org/10.1145/3359997.3365727","url":null,"abstract":"Lab-based learning, especially the possibility for students to get practical experience, is a requirement for natural- & engineering education. We want to overcome logistical problems of real laboratories by creating a precise digital twin of a RFID-Measuring-Chamber. Students will be able to perform different kinds of experiments directly in virtual reality. To diminish the disadvantage of a pure virtual experience, a process log of the experiment is created which gets carried out asynchronously by a robotic arm. The students receive data and a webcam recording of the real world experiment as feedback. We hope to combine the benefits of virtualization and remote controlled labs to overcome most of the typical problems inherent to lab-based learning. The effect on the learning outcome will be evaluated over a period of two years.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"40 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":"123555858","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}
Metaworld is a new recursive interaction paradigm for virtual reality, where a miniature display (or 3D map) of the virtual world is presented to the user as a miniature model that itself lives inside the virtual world. The miniature model is interactive and every action which occurs on the miniature world similarly occurs to the greater virtual world and vice-versa. We implemented the metaworld concept in the virtual reality application MetaCity, a city designing sandbox where users can reach into a miniature model and move the cars and skyscrapers. Design considerations of how to display and interact with the miniature model are presented, and a technical implementation of the miniature world is described. The metaworld concept was informally and playfully tested in the MetaCity which revealed a number of novel interactions that enable the user to navigate quickly through large spaces, re-scale objects in the world and manipulate the very fabric of the world itself. These interactions are discussed within the context of four major categories – Experiential Planning, Interdimensional Transformations, Power of the Gods and Self Manipulation.
{"title":"Don’t Panic: Recursive Interactions in a Miniature Metaworld","authors":"Andrew Bluff, Andrew Johnston","doi":"10.1145/3359997.3365682","DOIUrl":"https://doi.org/10.1145/3359997.3365682","url":null,"abstract":"Metaworld is a new recursive interaction paradigm for virtual reality, where a miniature display (or 3D map) of the virtual world is presented to the user as a miniature model that itself lives inside the virtual world. The miniature model is interactive and every action which occurs on the miniature world similarly occurs to the greater virtual world and vice-versa. We implemented the metaworld concept in the virtual reality application MetaCity, a city designing sandbox where users can reach into a miniature model and move the cars and skyscrapers. Design considerations of how to display and interact with the miniature model are presented, and a technical implementation of the miniature world is described. The metaworld concept was informally and playfully tested in the MetaCity which revealed a number of novel interactions that enable the user to navigate quickly through large spaces, re-scale objects in the world and manipulate the very fabric of the world itself. These interactions are discussed within the context of four major categories – Experiential Planning, Interdimensional Transformations, Power of the Gods and Self Manipulation.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"66 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":"124627638","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 describes the feasibility of glyph-based data presentation and discusses related research works. Next, on the basis of research findings, a software application has been designed and developed for multivariate data presentation in a multimodal virtual environment (VE). In a multimodal VE that incorporates a number of senses, i.e., visual, auditory, and touch or haptic, data is tangible along with its visual presentation. Variables are represented as haptic glyphs of different shapes, sizes, and other physical properties such as friction. Audio feedback helps further exploration of the data. The result of this pilot study demonstrates that glyphs can be successfully used for presenting multivariate data in a multimodal VE. This glyph-based multimodal presentation makes the 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":"Data Presentation with Haptic Glyphs: A Pilot Study","authors":"S. Yasmin","doi":"10.1145/3359997.3365711","DOIUrl":"https://doi.org/10.1145/3359997.3365711","url":null,"abstract":"This paper describes the feasibility of glyph-based data presentation and discusses related research works. Next, on the basis of research findings, a software application has been designed and developed for multivariate data presentation in a multimodal virtual environment (VE). In a multimodal VE that incorporates a number of senses, i.e., visual, auditory, and touch or haptic, data is tangible along with its visual presentation. Variables are represented as haptic glyphs of different shapes, sizes, and other physical properties such as friction. Audio feedback helps further exploration of the data. The result of this pilot study demonstrates that glyphs can be successfully used for presenting multivariate data in a multimodal VE. This glyph-based multimodal presentation makes the 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":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":"131280244","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}
Furoshiki is a traditional culture of Japan which has prevailed in its everyday life and is widely used even today. In this paper, we propose a system through which users can be, while getting interested, exposed including to Japanese wrapping culture and attitude of dealing with things with care by augmenting an act to “wrap” with a piece of Japanese traditional furoshiki using the image-recognition technique and the motion-image projection technique.
{"title":"FUROSHIKI: Augmented Reality Media That Conveys Japanese Traditional Culture","authors":"Kei Kobayashi, Kazuma Nagata, Soh Masuko, Junichi Hoshino","doi":"10.1145/3359997.3365716","DOIUrl":"https://doi.org/10.1145/3359997.3365716","url":null,"abstract":"Furoshiki is a traditional culture of Japan which has prevailed in its everyday life and is widely used even today. In this paper, we propose a system through which users can be, while getting interested, exposed including to Japanese wrapping culture and attitude of dealing with things with care by augmenting an act to “wrap” with a piece of Japanese traditional furoshiki using the image-recognition technique and the motion-image projection technique.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"51 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":"130719353","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}