Shape is commonly used to distinguish between categories in multi-class scatterplots. However, existing guidelines for choosing effective shape palettes rely largely on intuition and do not consider how these needs may change as the number of categories increases. Unlike color, shapes can not be represented by a numerical space, making it difficult to propose general guidelines or design heuristics for using shape effectively. This paper presents a series of four experiments evaluating the efficiency of 39 shapes across three tasks: relative mean judgment tasks, expert preference, and correlation estimation. Our results show that conventional means for reasoning about shapes, such as filled versus unfilled, are insufficient to inform effective palette design. Further, even expert palettes vary significantly in their use of shape and corresponding effectiveness. To support effective shape palette design, we developed a model based on pairwise relations between shapes in our experiments and the number of shapes required for a given design. We embed this model in a palette design tool to give designers agency over shape selection while incorporating empirical elements of perceptual performance captured in our study. Our model advances understanding of shape perception in visualization contexts and provides practical design guidelines that can help improve categorical data encodings.
{"title":"Shape It Up: An Empirically Grounded Approach for Designing Shape Palettes.","authors":"Chin Tseng, Arran Zeyu Wang, Ghulam Jilani Quadri, Danielle Albers Szafir","doi":"10.1109/TVCG.2024.3456385","DOIUrl":"https://doi.org/10.1109/TVCG.2024.3456385","url":null,"abstract":"<p><p>Shape is commonly used to distinguish between categories in multi-class scatterplots. However, existing guidelines for choosing effective shape palettes rely largely on intuition and do not consider how these needs may change as the number of categories increases. Unlike color, shapes can not be represented by a numerical space, making it difficult to propose general guidelines or design heuristics for using shape effectively. This paper presents a series of four experiments evaluating the efficiency of 39 shapes across three tasks: relative mean judgment tasks, expert preference, and correlation estimation. Our results show that conventional means for reasoning about shapes, such as filled versus unfilled, are insufficient to inform effective palette design. Further, even expert palettes vary significantly in their use of shape and corresponding effectiveness. To support effective shape palette design, we developed a model based on pairwise relations between shapes in our experiments and the number of shapes required for a given design. We embed this model in a palette design tool to give designers agency over shape selection while incorporating empirical elements of perceptual performance captured in our study. Our model advances understanding of shape perception in visualization contexts and provides practical design guidelines that can help improve categorical data encodings.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142304782","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 propose HaptoFloater, a low-latency mid-air visuo-haptic augmented reality (VHAR) system that utilizes imperceptible color vibrations. When adding tactile stimuli to the visual information of a mid-air image, the user should not perceive the latency between the tactile and visual information. However, conventional tactile presentation methods for mid-air images, based on camera-detected fingertip positioning, introduce latency due to image processing and communication. To mitigate this latency, we use a color vibration technique; humans cannot perceive the vibration when the display alternates between two different color stimuli at a frequency of 25 Hz or higher. In our system, we embed this imperceptible color vibration into the mid-air image formed by a micromirror array plate, and a photodiode on the fingertip device directly detects this color vibration to provide tactile stimulation. Thus, our system allows for the tactile perception of multiple patterns on a mid-air image in 59.5 ms. In addition, we evaluate the visual-haptic delay tolerance on a mid-air display using our VHAR system and a tactile actuator with a single pattern and faster response time. The results of our user study indicate a visual-haptic delay tolerance of 110.6 ms, which is considerably larger than the latency associated with systems using multiple tactile patterns.
{"title":"HaptoFloater: Visuo-Haptic Augmented Reality by Embedding Imperceptible Color Vibration Signals for Tactile Display Control in a Mid-Air Image","authors":"Rina Nagano;Takahiro Kinoshita;Shingo Hattori;Yuichi Hiroi;Yuta Itoh;Takefumi Hiraki","doi":"10.1109/TVCG.2024.3456175","DOIUrl":"10.1109/TVCG.2024.3456175","url":null,"abstract":"We propose HaptoFloater, a low-latency mid-air visuo-haptic augmented reality (VHAR) system that utilizes imperceptible color vibrations. When adding tactile stimuli to the visual information of a mid-air image, the user should not perceive the latency between the tactile and visual information. However, conventional tactile presentation methods for mid-air images, based on camera-detected fingertip positioning, introduce latency due to image processing and communication. To mitigate this latency, we use a color vibration technique; humans cannot perceive the vibration when the display alternates between two different color stimuli at a frequency of 25 Hz or higher. In our system, we embed this imperceptible color vibration into the mid-air image formed by a micromirror array plate, and a photodiode on the fingertip device directly detects this color vibration to provide tactile stimulation. Thus, our system allows for the tactile perception of multiple patterns on a mid-air image in 59.5 ms. In addition, we evaluate the visual-haptic delay tolerance on a mid-air display using our VHAR system and a tactile actuator with a single pattern and faster response time. The results of our user study indicate a visual-haptic delay tolerance of 110.6 ms, which is considerably larger than the latency associated with systems using multiple tactile patterns.","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"30 11","pages":"7463-7472"},"PeriodicalIF":0.0,"publicationDate":"2024-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142262081","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}
Realistic simulation for miniature control interactions, typically identified by precise and confined motions, commonly found in precision hand-held tools, like calipers, powered engravers, retractable knives, etc., are beneficial for skill training associated with these kinds of tools in virtual reality (VR) environments. However, existing approaches aiming to simulate hand-held tools' miniature control manipulation experiences in VR entail prototyping complexity and require expertise, posing challenges for novice users and individuals with limited resources. Addressing this challenge, we introduce MobiTangibles—proxies for precision hand-held tools' miniature control interactions utilizing smartphone-based magnetic field sensing. MobiTangibles passively replicate fundamental miniature control experiences associated with hand-held tools, such as single-axis translation and rotation, enabling quick and easy use for diverse VR scenarios without requiring extensive technical knowledge. We conducted a comprehensive technical evaluation to validate the functionality of MobiTangibles across diverse settings, including evaluations for electromagnetic interference within indoor environments. In a user-centric evaluation involving 15 participants across bare hands, VR controllers, and MobiTangibles conditions, we further assessed the quality of miniaturized manipulation experiences in VR. Our findings indicate that MobiTangibles outperformed conventional methods in realism and fatigue, receiving positive feedback.
{"title":"MobiTangibles: Enabling Physical Manipulation Experiences of Virtual Precision Hand-Held Tools' Miniature Control in VR","authors":"Abhijeet Mishra;Harshvardhan Singh;Aman Parnami;Jainendra Shukla","doi":"10.1109/TVCG.2024.3456191","DOIUrl":"10.1109/TVCG.2024.3456191","url":null,"abstract":"Realistic simulation for miniature control interactions, typically identified by precise and confined motions, commonly found in precision hand-held tools, like calipers, powered engravers, retractable knives, etc., are beneficial for skill training associated with these kinds of tools in virtual reality (VR) environments. However, existing approaches aiming to simulate hand-held tools' miniature control manipulation experiences in VR entail prototyping complexity and require expertise, posing challenges for novice users and individuals with limited resources. Addressing this challenge, we introduce MobiTangibles—proxies for precision hand-held tools' miniature control interactions utilizing smartphone-based magnetic field sensing. MobiTangibles passively replicate fundamental miniature control experiences associated with hand-held tools, such as single-axis translation and rotation, enabling quick and easy use for diverse VR scenarios without requiring extensive technical knowledge. We conducted a comprehensive technical evaluation to validate the functionality of MobiTangibles across diverse settings, including evaluations for electromagnetic interference within indoor environments. In a user-centric evaluation involving 15 participants across bare hands, VR controllers, and MobiTangibles conditions, we further assessed the quality of miniaturized manipulation experiences in VR. Our findings indicate that MobiTangibles outperformed conventional methods in realism and fatigue, receiving positive feedback.","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"30 11","pages":"7321-7331"},"PeriodicalIF":0.0,"publicationDate":"2024-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142262129","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}
Pub Date : 2024-09-13DOI: 10.1109/TVCG.2024.3456211
Marie Luisa Fielder;Erik Wolf;Nina Döllinger;David Mal;Mario Botsch;Marc Erich Latoschik;Carolin Wienrich
Our work investigates the influence of self-related cues in the design of virtual humans on body perception in virtual reality. In a $2times 2$ mixed design, 64 participants faced photorealistic virtual humans either as a motion-synchronized embodied avatar or as an autonomous moving agent, appearing subsequently with a personalized and generic texture. Our results unveil that self-related cues through embodiment and personalization yield an individual and complemented increase in participants' sense of embodiment and self-identification towards the virtual human. Different body weight modification and estimation tasks further showed an impact of both factors on participants' body weight perception. Additional analyses revealed that the participant's body mass index predicted body weight estimations in all conditions and that participants' self-esteem and body shape concerns correlated with different body weight perception results. Hence, we have demonstrated the occurrence of double standards through induced self-related cues in virtual human perception, especially through embodiment.
{"title":"From Avatars to Agents: Self-Related Cues Through Embodiment and Personalization Affect Body Perception in Virtual Reality","authors":"Marie Luisa Fielder;Erik Wolf;Nina Döllinger;David Mal;Mario Botsch;Marc Erich Latoschik;Carolin Wienrich","doi":"10.1109/TVCG.2024.3456211","DOIUrl":"10.1109/TVCG.2024.3456211","url":null,"abstract":"Our work investigates the influence of self-related cues in the design of virtual humans on body perception in virtual reality. In a $2times 2$ mixed design, 64 participants faced photorealistic virtual humans either as a motion-synchronized embodied avatar or as an autonomous moving agent, appearing subsequently with a personalized and generic texture. Our results unveil that self-related cues through embodiment and personalization yield an individual and complemented increase in participants' sense of embodiment and self-identification towards the virtual human. Different body weight modification and estimation tasks further showed an impact of both factors on participants' body weight perception. Additional analyses revealed that the participant's body mass index predicted body weight estimations in all conditions and that participants' self-esteem and body shape concerns correlated with different body weight perception results. Hence, we have demonstrated the occurrence of double standards through induced self-related cues in virtual human perception, especially through embodiment.","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"30 11","pages":"7386-7396"},"PeriodicalIF":0.0,"publicationDate":"2024-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10680193","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142262132","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-12DOI: 10.1109/TVCG.2024.3456172
Francesco Chiossi;Ines Trautmannsheimer;Changkun Ou;Uwe Gruenefeld;Sven Mayer
Mixed Reality allows us to integrate virtual and physical content into users' environments seamlessly. Yet, how this fusion affects perceptual and cognitive resources and our ability to find virtual or physical objects remains uncertain. Displaying virtual and physical information simultaneously might lead to divided attention and increased visual complexity, impacting users' visual processing, performance, and workload. In a visual search task, we asked participants to locate virtual and physical objects in Augmented Reality and Augmented Virtuality to understand the effects on performance. We evaluated search efficiency and attention allocation for virtual and physical objects using event-related potentials, fixation and saccade metrics, and behavioral measures. We found that users were more efficient in identifying objects in Augmented Virtuality, while virtual objects gained saliency in Augmented Virtuality. This suggests that visual fidelity might increase the perceptual load of the scene. Reduced amplitude in distractor positivity ERP, and fixation patterns supported improved distractor suppression and search efficiency in Augmented Virtuality. We discuss design implications for mixed reality adaptive systems based on physiological inputs for interaction.
{"title":"Searching Across Realities: Investigating ERPs and Eye-Tracking Correlates of Visual Search in Mixed Reality","authors":"Francesco Chiossi;Ines Trautmannsheimer;Changkun Ou;Uwe Gruenefeld;Sven Mayer","doi":"10.1109/TVCG.2024.3456172","DOIUrl":"10.1109/TVCG.2024.3456172","url":null,"abstract":"Mixed Reality allows us to integrate virtual and physical content into users' environments seamlessly. Yet, how this fusion affects perceptual and cognitive resources and our ability to find virtual or physical objects remains uncertain. Displaying virtual and physical information simultaneously might lead to divided attention and increased visual complexity, impacting users' visual processing, performance, and workload. In a visual search task, we asked participants to locate virtual and physical objects in Augmented Reality and Augmented Virtuality to understand the effects on performance. We evaluated search efficiency and attention allocation for virtual and physical objects using event-related potentials, fixation and saccade metrics, and behavioral measures. We found that users were more efficient in identifying objects in Augmented Virtuality, while virtual objects gained saliency in Augmented Virtuality. This suggests that visual fidelity might increase the perceptual load of the scene. Reduced amplitude in distractor positivity ERP, and fixation patterns supported improved distractor suppression and search efficiency in Augmented Virtuality. We discuss design implications for mixed reality adaptive systems based on physiological inputs for interaction.","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"30 11","pages":"6997-7007"},"PeriodicalIF":0.0,"publicationDate":"2024-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142182262","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}
Pub Date : 2024-09-11DOI: 10.1109/TVCG.2024.3456184
Zijun Wang;Jian Wu;Runze Fan;Wei Ke;Lili Wang
Neural radiance fields (NeRF) has achieved revolutionary breakthrough in the novel view synthesis task for complex 3D scenes. However, this new paradigm struggles to meet the requirements for real-time rendering and high perceptual quality in virtual reality. In this paper, we propose VPRF, a novel visual perceptual based radiance fields representation method, which for the first time integrates the visual acuity and contrast sensitivity models of human visual system (HVS) into the radiance field rendering framework. Initially, we encode both the appearance and visual sensitivity information of the scene into our radiance field representation. Then, we propose a visual perceptual sampling strategy, allocating computational resources according to the HVS sensitivity of different regions. Finally, we propose a sampling weight-constrained training scheme to ensure the effectiveness of our sampling strategy and improve the representation of the radiance field based on the scene content. Experimental results demonstrate that our method renders more efficiently, with higher PSNR and SSIM in the foveal and salient regions compared to the state-of-the-art FoV-NeRF. The results of the user study confirm that our rendering results exhibit high-fidelity visual perception.
{"title":"VPRF: Visual Perceptual Radiance Fields for Foveated Image Synthesis","authors":"Zijun Wang;Jian Wu;Runze Fan;Wei Ke;Lili Wang","doi":"10.1109/TVCG.2024.3456184","DOIUrl":"10.1109/TVCG.2024.3456184","url":null,"abstract":"Neural radiance fields (NeRF) has achieved revolutionary breakthrough in the novel view synthesis task for complex 3D scenes. However, this new paradigm struggles to meet the requirements for real-time rendering and high perceptual quality in virtual reality. In this paper, we propose VPRF, a novel visual perceptual based radiance fields representation method, which for the first time integrates the visual acuity and contrast sensitivity models of human visual system (HVS) into the radiance field rendering framework. Initially, we encode both the appearance and visual sensitivity information of the scene into our radiance field representation. Then, we propose a visual perceptual sampling strategy, allocating computational resources according to the HVS sensitivity of different regions. Finally, we propose a sampling weight-constrained training scheme to ensure the effectiveness of our sampling strategy and improve the representation of the radiance field based on the scene content. Experimental results demonstrate that our method renders more efficiently, with higher PSNR and SSIM in the foveal and salient regions compared to the state-of-the-art FoV-NeRF. The results of the user study confirm that our rendering results exhibit high-fidelity visual perception.","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"30 11","pages":"7183-7192"},"PeriodicalIF":0.0,"publicationDate":"2024-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142182275","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}
Pub Date : 2024-09-10DOI: 10.1109/TVCG.2024.3456199
Fabian Beck
Citations allow quickly identifying related research. If multiple publications are selected as seeds, specifc suggestions for related literature can be made based on the number of incoming and outgoing citation links to this selection. Interactively adding recommended publications to the selection refnes the next suggestion and incrementally builds a relevant collection of publications. Following this approach, the paper presents a search and foraging approach, PUREsuggest, which combines citation-based suggestions with augmented visualizations of the citation network. The focus and novelty of the approach is, frst, the transparency of how the rankings are explained visually and, second, that the process can be steered through user-defned keywords, which refect topics of interests. The system can be used to build new literature collections, to update and assess existing ones, as well as to use the collected literature for identifying relevant experts in the feld. We evaluated the recommendation approach through simulated sessions and performed a user study investigating search strategies and usage patterns supported by the interface.
{"title":"PUREsuggest: Citation-based Literature Search and Visual Exploration with Keyword-controlled Rankings.","authors":"Fabian Beck","doi":"10.1109/TVCG.2024.3456199","DOIUrl":"https://doi.org/10.1109/TVCG.2024.3456199","url":null,"abstract":"<p><p>Citations allow quickly identifying related research. If multiple publications are selected as seeds, specifc suggestions for related literature can be made based on the number of incoming and outgoing citation links to this selection. Interactively adding recommended publications to the selection refnes the next suggestion and incrementally builds a relevant collection of publications. Following this approach, the paper presents a search and foraging approach, PUREsuggest, which combines citation-based suggestions with augmented visualizations of the citation network. The focus and novelty of the approach is, frst, the transparency of how the rankings are explained visually and, second, that the process can be steered through user-defned keywords, which refect topics of interests. The system can be used to build new literature collections, to update and assess existing ones, as well as to use the collected literature for identifying relevant experts in the feld. We evaluated the recommendation approach through simulated sessions and performed a user study investigating search strategies and usage patterns supported by the interface.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142304775","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In recent years, the global adoption of electric vehicles (EVs) has surged, prompting a corresponding rise in the installation of charging stations. This proliferation has underscored the importance of expediting the deployment of charging infrastructure. Both academia and industry have thus devoted to addressing the charging station location problem (CSLP) to streamline this process. However, prevailing algorithms addressing CSLP are hampered by restrictive assumptions and computational overhead, leading to a dearth of comprehensive evaluations in the spatiotemporal dimensions. Consequently, their practical viability is restricted. Moreover, the placement of charging stations exerts a significant impact on both the road network and the power grid, which necessitates the evaluation of the potential post-deployment impacts on these interconnected networks holistically. In this study, we propose CSLens, a visual analytics system designed to inform charging station deployment decisions through the lens of coupled transportation and power networks. CSLens offers multiple visualizations and interactive features, empowering users to delve into the existing charging station layout, explore alternative deployment solutions, and assess the ensuring impact. To validate the efficacy of CSLens, we conducted two case studies and engaged in interviews with domain experts. Through these efforts, we substantiated the usability and practical utility of CSLens in enhancing the decision-making process surrounding charging station deployment. Our findings underscore CSLens's potential to serve as a valuable asset in navigating the complexities of charging infrastructure planning.
{"title":"CSLens: Towards Better Deploying Charging Stations via Visual Analytics -- A Coupled Networks Perspective.","authors":"Yutian Zhang, Liwen Xu, Shaocong Tao, Quanxue Guan, Quan Li, Haipeng Zeng","doi":"10.1109/TVCG.2024.3456392","DOIUrl":"https://doi.org/10.1109/TVCG.2024.3456392","url":null,"abstract":"<p><p>In recent years, the global adoption of electric vehicles (EVs) has surged, prompting a corresponding rise in the installation of charging stations. This proliferation has underscored the importance of expediting the deployment of charging infrastructure. Both academia and industry have thus devoted to addressing the charging station location problem (CSLP) to streamline this process. However, prevailing algorithms addressing CSLP are hampered by restrictive assumptions and computational overhead, leading to a dearth of comprehensive evaluations in the spatiotemporal dimensions. Consequently, their practical viability is restricted. Moreover, the placement of charging stations exerts a significant impact on both the road network and the power grid, which necessitates the evaluation of the potential post-deployment impacts on these interconnected networks holistically. In this study, we propose CSLens, a visual analytics system designed to inform charging station deployment decisions through the lens of coupled transportation and power networks. CSLens offers multiple visualizations and interactive features, empowering users to delve into the existing charging station layout, explore alternative deployment solutions, and assess the ensuring impact. To validate the efficacy of CSLens, we conducted two case studies and engaged in interviews with domain experts. Through these efforts, we substantiated the usability and practical utility of CSLens in enhancing the decision-making process surrounding charging station deployment. Our findings underscore CSLens's potential to serve as a valuable asset in navigating the complexities of charging infrastructure planning.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142304727","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}
Pub Date : 2024-09-10DOI: 10.1109/TVCG.2024.3456164
Zhimin Wang;Feng Lu
With eye tracking finding widespread utility in augmented reality and virtual reality headsets, eye gaze has the potential to recognize users' visual tasks and adaptively adjust virtual content displays, thereby enhancing the intelligence of these headsets. However, current studies on visual task recognition often focus on scene-specific tasks, like copying tasks for office environments, which lack applicability to new scenarios, e.g., museums. In this paper, we propose four scene-agnostic task types for facilitating task type recognition across a broader range of scenarios. We present a new dataset that includes eye and head movement data recorded from 20 participants while they engaged in four task types across 15 360-degree VR videos. Using this dataset, we propose an egocentric gaze-aware task type recognition method, TRCLP, which achieves promising results. Additionally, we illustrate the practical applications of task type recognition with three examples. Our work offers valuable insights for content developers in designing task-aware intelligent applications. Our dataset and source code are available at zhimin-wang.github.io/TaskTypeRecognition.html.
{"title":"Tasks Reflected in the Eyes: Egocentric Gaze-Aware Visual Task Type Recognition in Virtual Reality","authors":"Zhimin Wang;Feng Lu","doi":"10.1109/TVCG.2024.3456164","DOIUrl":"10.1109/TVCG.2024.3456164","url":null,"abstract":"With eye tracking finding widespread utility in augmented reality and virtual reality headsets, eye gaze has the potential to recognize users' visual tasks and adaptively adjust virtual content displays, thereby enhancing the intelligence of these headsets. However, current studies on visual task recognition often focus on scene-specific tasks, like copying tasks for office environments, which lack applicability to new scenarios, e.g., museums. In this paper, we propose four scene-agnostic task types for facilitating task type recognition across a broader range of scenarios. We present a new dataset that includes eye and head movement data recorded from 20 participants while they engaged in four task types across 15 360-degree VR videos. Using this dataset, we propose an egocentric gaze-aware task type recognition method, TRCLP, which achieves promising results. Additionally, we illustrate the practical applications of task type recognition with three examples. Our work offers valuable insights for content developers in designing task-aware intelligent applications. Our dataset and source code are available at zhimin-wang.github.io/TaskTypeRecognition.html.","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"30 11","pages":"7277-7287"},"PeriodicalIF":0.0,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142304789","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}
Pub Date : 2024-09-10DOI: 10.1109/TVCG.2024.3456205
Susanne Schmidt;Ipek Köysürenbars;Frank Steinicke
Enabled by the latest achievements in artificial intelligence (AI), computer graphics as well as virtual, augmented, and mixed reality (VR/AR/MR), virtual agents are increasingly resembling humans in both their appearance and intelligent behavior. This results in enormous potential for agents to support users in their daily lives, for example in customer service, healthcare, education or the envisioned all-encompassing metaverse. Today's technology would allow users to customize their conversation partners in the metaverse - as opposed to reality - according to their preferences, potentially improving the user experience. On the other hand, there is little research on how reshaping the head of a communication partner might affect the immediate interaction with them. In this paper, we investigate the user requirements for and the effects of agent customization. In a two-stage user study ($N=30$), we collected both self-reported evaluations (e.g., intrinsic motivation) and interaction metrics (e.g., interaction duration and number of tried out items) for the process of agent customization itself as well as data on how users perceived the subsequent human-agent interaction in VR. Our results indicate that users only wish to have full customization for agents in their personal social circle, while for general services, a selection or even a definite assignment of pre-configured agents is sufficient. When customization is offered, attributes such as gender, clothing or hair are subjectively more relevant to users than facial features such as skin or eye color. Although the customization of human interaction partners is beyond our control, customization of virtual agents significantly increases perceived social presence as well as rapport and trust. Further findings on user motivation and agent diversity are discussed in the paper.
{"title":"Frankenstein's Monster in the Metaverse: User Interaction With Customized Virtual Agents","authors":"Susanne Schmidt;Ipek Köysürenbars;Frank Steinicke","doi":"10.1109/TVCG.2024.3456205","DOIUrl":"10.1109/TVCG.2024.3456205","url":null,"abstract":"Enabled by the latest achievements in artificial intelligence (AI), computer graphics as well as virtual, augmented, and mixed reality (VR/AR/MR), virtual agents are increasingly resembling humans in both their appearance and intelligent behavior. This results in enormous potential for agents to support users in their daily lives, for example in customer service, healthcare, education or the envisioned all-encompassing metaverse. Today's technology would allow users to customize their conversation partners in the metaverse - as opposed to reality - according to their preferences, potentially improving the user experience. On the other hand, there is little research on how reshaping the head of a communication partner might affect the immediate interaction with them. In this paper, we investigate the user requirements for and the effects of agent customization. In a two-stage user study ($N=30$), we collected both self-reported evaluations (e.g., intrinsic motivation) and interaction metrics (e.g., interaction duration and number of tried out items) for the process of agent customization itself as well as data on how users perceived the subsequent human-agent interaction in VR. Our results indicate that users only wish to have full customization for agents in their personal social circle, while for general services, a selection or even a definite assignment of pre-configured agents is sufficient. When customization is offered, attributes such as gender, clothing or hair are subjectively more relevant to users than facial features such as skin or eye color. Although the customization of human interaction partners is beyond our control, customization of virtual agents significantly increases perceived social presence as well as rapport and trust. Further findings on user motivation and agent diversity are discussed in the paper.","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"30 11","pages":"7162-7171"},"PeriodicalIF":0.0,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142182289","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}