Nweon Paper https://paper.nweon.com 映维网,影响力虚拟现实(VR)、增强现实(AR)产业信息数据平台 Mon, 06 Jul 2020 08:00:21 +0000 zh-CN hourly 1 https://wordpress.org/?v=4.8.14 https://paper.nweon.com/wp-content/uploads/2020/03/cropped-nweon-icon-1-150x150.png Nweon Paper https://paper.nweon.com 32 32 Haptic Retargeting Video Showcase: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experience https://paper.nweon.com/3435 https://paper.nweon.com/3435#respond Mon, 06 Jul 2020 08:00:21 +0000 https://paper.nweon.com/3435 PubDate: May 2016

Haptic Retargeting Video Showcase: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experience最先出现在Nweon Paper

]]>
PubDate: May 2016

Teams: Microsoft Research,University of Southern California,University of Waterloo

Writers: Mahdi Azmandian;Mark Hancock;Hrvoje Benko;Eyal Ofek;Andrew D. Wilson

PDF: Haptic Retargeting Video Showcase: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experience

Abstract

Manipulating a virtual object with appropriate passive haptic cues provides a satisfying sense of presence in virtual reality. However, scaling such experiences to support multiple virtual objects is a challenge as each one needs to be accompanied with a precisely-located haptic proxy object. We showcase a solution that overcomes this limitation by hacking human perception. Our framework for repurposing passive haptics, called haptic retargeting, leverages the dominance of vision when our senses conflict. With haptic retargeting, a single physical prop can provide passive haptics for multiple virtual objects. We introduce three approaches for dynamically aligning physical and virtual objects: body manipulation, world manipulation and a hybrid technique which combines both world and body warping. This video accompanies our CHI paper.

Haptic Retargeting Video Showcase: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experience最先出现在Nweon Paper

]]>
https://paper.nweon.com/3435/feed 0
The Anonymous Audience Analyzer: Visualizing Audience Behavior in Public Space https://paper.nweon.com/3433 https://paper.nweon.com/3433#respond Mon, 06 Jul 2020 08:00:18 +0000 https://paper.nweon.com/3433 PubDate: May 2016

The Anonymous Audience Analyzer: Visualizing Audience Behavior in Public Space最先出现在Nweon Paper

]]>
PubDate: May 2016

Teams: University of Munich

Writers: Jiamin Shi;Florian Alt

PDF: The Anonymous Audience Analyzer: Visualizing Audience Behavior in Public Space

Abstract

With dropping hardware prices, an increasing number of interactive displays is being deployed in public space. To investigate and understand the impact of novel interaction techniques, content, and display properties, researchers and practitioners alike rely on observations of the audience. While in-situ observations are costly in terms of time and effort, video data allows situations in front of the display to be analyzed post-hoc. In many situations, however, video recordings are not possible since the privacy of users needs to be protected. To address this challenge, we present a tool that allows scenes in front of a display to be reconstructed from Kinect data (user position and body posture) and visualized in a virtual environment. In this way, the privacy of the audience can be preserved while allowing display owners to run in-depth investigations of their display installations.

The Anonymous Audience Analyzer: Visualizing Audience Behavior in Public Space最先出现在Nweon Paper

]]>
https://paper.nweon.com/3433/feed 0
Life-sized Group and Crowd simulation in Mobile AR https://paper.nweon.com/3431 https://paper.nweon.com/3431#respond Mon, 06 Jul 2020 08:00:16 +0000 https://paper.nweon.com/3431 PubDate: May 2016

Life-sized Group and Crowd simulation in Mobile AR最先出现在Nweon Paper

]]>
PubDate: May 2016

Teams: University of Crete

Writers: Zikas Paul;Papaefthymiou Margarita;Mpaxlitzanakis Vasilis;Papagiannakis George

PDF: Life-sized Group and Crowd simulation in Mobile AR

Abstract

When referring to augmented reality characters, their actual size comparing to their physical surroundings is an important factor responsible for creating more realistic and immersive environments. By creating life-sized augmented characters we are able to present them in real time with real characters and create applications where both real and digital characters co-exist, in ‘life-size’ dimensions, as opposed to mostly small-scale AR characters. In this work, we have created AR crowd and group simulations with life-sized augmented characters that simulate crowd behavior with real human locomotive motions and body gestures.

Life-sized Group and Crowd simulation in Mobile AR最先出现在Nweon Paper

]]>
https://paper.nweon.com/3431/feed 0
The Effects of Changing Projection Geometry on Perception of 3D Objects on and Around Tabletops https://paper.nweon.com/3429 https://paper.nweon.com/3429#respond Mon, 06 Jul 2020 08:00:14 +0000 https://paper.nweon.com/3429 PubDate: May 2016

The Effects of Changing Projection Geometry on Perception of 3D Objects on and Around Tabletops最先出现在Nweon Paper

]]>
PubDate: May 2016

Teams: University of St Andrews,University of Waterl,University of Saskatchewan,University of Calgary

Writers: Miguel A. Nacenta;Mark Hancock;Carl Gutwin;Sheelagh Carpendale

PDF: The Effects of Changing Projection Geometry on Perception of 3D Objects on and Around Tabletops

Abstract

Displaying 3D objects on horizontal displays can cause problems in the way that the virtual scene is presented on the 2D surface; inappropriate choices in how 3D is represented can lead to distorted images and incorrect object interpretations. We present four experiments that test 3D perception. We varied projection geometry in three ways: type of projection (perspective/parallel), separation between the observer’s point of view and the projection’s center (discrepancy), and the presence of motion parallax (with/without parallax). Projection geometry had strong effects different for each task. Reducing discrepancy is desirable for orientation judgments, but not for object recognition or internal angle judgments. Using a fixed center of projection above the table reduces error and improves accuracy in most tasks. The results have far-reaching implications for the design of 3D views on tables, in particular, for multi-user applications where projections that appear correct for one person will not be perceived correctly by another.

The Effects of Changing Projection Geometry on Perception of 3D Objects on and Around Tabletops最先出现在Nweon Paper

]]>
https://paper.nweon.com/3429/feed 0
Merging Realities: Exploring Meaningful Placement of AR Content https://paper.nweon.com/3427 https://paper.nweon.com/3427#respond Mon, 06 Jul 2020 07:42:03 +0000 https://paper.nweon.com/3427 PubDate: June 2016

Merging Realities: Exploring Meaningful Placement of AR Content最先出现在Nweon Paper

]]>
PubDate: June 2016

Teams: Philips Design

Writers: Tom Djajadiningrat;Patray Lui

PDF: Merging Realities: Exploring Meaningful Placement of AR Content

Abstract

Many people talk about augmented reality (AR), but few have experienced it first hand, let alone designed for it. That is a shame, because arguably there are no other technologies that make one experience embodiment and situatedness so directly. We strongly believe that first person experience is the only way to understand the opportunities and limitations of AR. In this one day workshop, we help participants explore smartphone-based augmented reality. We put special emphasis on co-location: the notion that virtual objects can be accurately positioned within the physical world. During the morning session, participants learn how to design AR markers and augment them with virtual content. In the afternoon, participants team up to explore the interaction possibilities of AR. Though for reasons of cost and throughput participants focus on smartphone-based AR, we will bring AR glasses to let participants experience the pros and cons of screen-based vs. head-mounted AR.

Merging Realities: Exploring Meaningful Placement of AR Content最先出现在Nweon Paper

]]>
https://paper.nweon.com/3427/feed 0
The Story of Things: Awareness through Happenstance Interaction https://paper.nweon.com/3425 https://paper.nweon.com/3425#respond Mon, 06 Jul 2020 07:42:02 +0000 https://paper.nweon.com/3425 PubDate: June 2016

The Story of Things: Awareness through Happenstance Interaction最先出现在Nweon Paper

]]>
PubDate: June 2016

Teams: Simon Fraser University

Writers: Alissa N. Antle;Brendan Matkin;Jill Warren

PDF: The Story of Things: Awareness through Happenstance Interaction

Abstract

The Story of Things (SoT) system enables children to learn the story behind every object they touch in a typical day. Inspired by Living Media and the Internet of Things (IoT) our goal is to change children’s awareness through hands-on interaction with the world they live in. A back-of-the-hand display is activated by stick-on finger sensors when a child touches an object. They can tap the display to select from a number of stories stored in a crowd sourced database about that object: the materials it was made from; the processes used to make it; how it impacts their body; how it will be disposed of; environmental or social rights challenges associated with the object; and how they can take positive action. This information is overlaid on the world through an augmented-reality contact lens. SoT will also enable children to see a trace of each day and in doing so help them better understand their environmental footprint and how their actions and choices can change the world for the better or worse.

The Story of Things: Awareness through Happenstance Interaction最先出现在Nweon Paper

]]>
https://paper.nweon.com/3425/feed 0
Examining User Experiences in a Mobile Augmented Reality Tourist Guide https://paper.nweon.com/3423 https://paper.nweon.com/3423#respond Mon, 06 Jul 2020 07:39:02 +0000 https://paper.nweon.com/3423 PubDate: June 2016

Examining User Experiences in a Mobile Augmented Reality Tourist Guide最先出现在Nweon Paper

]]>
PubDate: June 2016

Teams: Masaryk University

Writers: David Střelák;Filip Škola;Fotis Liarokapis

PDF: Examining User Experiences in a Mobile Augmented Reality Tourist Guide

Abstract

This paper presents a mobile augmented reality guide for cultural heritage. The main focus of this research was to examine user experiences in a mobile augmented reality tourist guide. Real-time tracking was performed using either computer vision techniques or sensors technologies (i.e. GPS and gyroscopes). The main features of the AR touristic application were evaluated with 30 healthy volunteers (15 males and 15 females). Results showed that users found the sensor approach easy to use and intuitive. The majority reported fast adaptation to the AR application. As far as gender differences are concerned, females were more satisfied with the AR experience compared to males and also reported higher temporal demand. Overall, feedback showed that AR technology has all the potential to be used for tourist guides since it is easy to use and intuitive.

Examining User Experiences in a Mobile Augmented Reality Tourist Guide最先出现在Nweon Paper

]]>
https://paper.nweon.com/3423/feed 0
Reproducing Reality: Multimodal Contributions in Natural Scene Discrimination https://paper.nweon.com/3421 https://paper.nweon.com/3421#respond Mon, 06 Jul 2020 07:36:27 +0000 https://paper.nweon.com/3421 PubDate: July 2016

Reproducing Reality: Multimodal Contributions in Natural Scene Discrimination最先出现在Nweon Paper

]]>
PubDate: July 2016

Teams: Aalto University

Writers: Olli Rummukainen;Catarina Mendonça

PDF: Reproducing Reality: Multimodal Contributions in Natural Scene Discrimination

Abstract

Most research on multisensory processing focuses on impoverished stimuli and simple tasks. In consequence, very little is known about the sensory contributions in the perception of real environments. Here, we presented 23 participants with paired comparison tasks, where natural scenes were discriminated in three perceptually meaningful attributes: movement, openness, and noisiness. The goal was to assess the auditory and visual modality contributions in scene discrimination with short (≤500ms) natural scene exposures. The scenes were reproduced in an immersive audiovisual environment with 3D sound and surrounding visuals. Movement and openness were found to be mainly visual attributes with some input from auditory information. In some scenes, the auditory system was able to derive information about movement and openness that was comparable with audiovisual condition already after 500ms stimulation. Noisiness was mainly auditory, but visual information was found to have a facilitatory role in a few scenes. The sensory weights were highly imbalanced in favor of the stronger modality, but the weaker modality was able to affect the bimodal estimate in some scenes.

Reproducing Reality: Multimodal Contributions in Natural Scene Discrimination最先出现在Nweon Paper

]]>
https://paper.nweon.com/3421/feed 0
Psychoacoustic characterization of propagation effects in virtual environments https://paper.nweon.com/3419 https://paper.nweon.com/3419#respond Mon, 06 Jul 2020 07:24:11 +0000 https://paper.nweon.com/3419 PubDate: July 2016

Psychoacoustic characterization of propagation effects in virtual environments最先出现在Nweon Paper

]]>
PubDate: July 2016

Teams: University of North Carolina at Chapel Hill,Carnegie Mellon University

Writers: Atul Rungta;Sarah Rust;Nicolas Morales;Roberta Klatzky;Ming Lin;Dinesh Manocha

PDF: Psychoacoustic characterization of propagation effects in virtual environments

Abstract

As sound propagation algorithms become faster and more accurate, the question arises as to whether the additional efforts to improve fidelity actually offer perceptual benefits over existing techniques. Could environmental sound effects go the way of music, where lower-fidelity compressed versions are actually favored by listeners? Here we address this issue with two acoustic phenomena that are known to have perceptual effects on humans and that, accordingly, might be expected to heighten their experience with simulated environments. We present two studies comparing listeners’ perceptual response to both accurate and approximate algorithms simulating two key acoustic effects: diffraction and reverberation. For each effect, we evaluate whether increased numerical accuracy of a propagation algorithm translates into increased perceptual differentiation in interactive virtual environments. Our results suggest that auditory perception does benefit from the increased accuracy, with subjects showing better perceptual differentiation when experiencing the more accurate rendering method: The diffraction experiment shows a more linearly decaying sound field (with respect to the diffraction angle) for the accurate diffraction method, while the reverberation experiment shows that more accurate reverberation, after modest user experience, results in near-logarithmic response to increasing room volume.

Psychoacoustic characterization of propagation effects in virtual environments最先出现在Nweon Paper

]]>
https://paper.nweon.com/3419/feed 0
An empirical evaluation of visuo-haptic feedback on physical reaching behaviors during 3D interaction in real and immersive virtual environments https://paper.nweon.com/3417 https://paper.nweon.com/3417#respond Mon, 06 Jul 2020 07:18:17 +0000 https://paper.nweon.com/3417 PubDate: July 2016

An empirical evaluation of visuo-haptic feedback on physical reaching behaviors during 3D interaction in real and immersive virtual environments最先出现在Nweon Paper

]]>
PubDate: July 2016

Teams: Elham Ebrahimi;Sabarish Babu;Christopher Pagano;Sophie Jörg

Writers: Elham Ebrahimi;Sabarish Babu;Christopher Pagano;Sophie Jörg

PDF: An empirical evaluation of visuo-haptic feedback on physical reaching behaviors during 3D interaction in real and immersive virtual environments

Abstract

In an initial study, we characterized the properties of human reach motion in the presence or absence of visuo-haptic feedback in real and Immersive Virtual Environments (IVEs) or virtual reality within a participant’s maximum arm reach. Our goal is to understand how physical reaching actions to the perceived location of targets in the presence or absence of visuo-haptic feedback are different between real and virtual viewing conditions. Typically, participants reach to the perceived location of objects in the three-dimensional (3D) environment to perform selection and manipulation actions during 3D interaction in applications such as virtual assembly or rehabilitation. In these tasks, participants typically have distorted perceptual information in the IVE as compared to the real world, in part due to technological limitations such as minimal visual field of view, resolution, latency, and jitter. In an empirical evaluation, we asked the following questions: (i) how do the perceptual differences between virtual and real world affect our ability to accurately reach to the locations of 3D objects, and (ii) how do the motor responses of participants differ between the presence or absence of visual and haptic feedback? We examined factors such as velocity and distance of physical reaching behavior between the real world and IVE, both in the presence or absence of visuo-haptic information. The results suggest that physical reach responses vary systematically between real and virtual environments, especially in situations involving the presence or absence of visuo-haptic feedback. The implications of our study provide a methodological framework for the analysis of reaching motions for selection and manipulation with novel 3D interaction metaphors and to successfully characterize visuo-haptic versus non-visuo-haptic physical reaches in virtual and real-world situations. (PsycINFO Database Record (c) 2017 APA, all rights reserved)

An empirical evaluation of visuo-haptic feedback on physical reaching behaviors during 3D interaction in real and immersive virtual environments最先出现在Nweon Paper

]]>
https://paper.nweon.com/3417/feed 0
Audio Masking Effect on Inter-Component Skews in Olfaction-Enhanced Multimedia Presentations https://paper.nweon.com/3415 https://paper.nweon.com/3415#respond Mon, 06 Jul 2020 07:12:10 +0000 https://paper.nweon.com/3415 PubDate: August 2016

Audio Masking Effect on Inter-Component Skews in Olfaction-Enhanced Multimedia Presentations最先出现在Nweon Paper

]]>
PubDate: August 2016

Teams: University of Wales Trinity Saint David,Athlone Institute of Technology,Dublin City University,Brunel University

Writers: Oluwakemi A. Ademoye;Niall Murray;Gabriel-Miro Muntean;Gheorghita Ghinea

PDF: Audio Masking Effect on Inter-Component Skews in Olfaction-Enhanced Multimedia Presentations

Abstract

Media-rich content plays a vital role in consumer applications today, as these applications try to find new and interesting ways to engage their users. Video, audio, and the more traditional forms of media content continue to dominate with respect to the use of media content to enhance the user experience. Tactile interactivity has also now become widely popular in modern computing applications, while our olfactory and gustatory senses continue to have a limited role. However, in recent times, there have been significant advancements regarding the use of olfactory media content (i.e., smell), and there are a variety of devices now available to enable its computer-controlled emission. This paper explores the impact of the audio stream on user perception of olfactory-enhanced video content in the presence of skews between the olfactory and video media. This research uses the results from two experimental studies of user-perceived quality of olfactory-enhanced multimedia, where audio was present and absent, respectively. Specifically, the paper shows that the user Quality of Experience (QoE) is generally higher in the absence of audio for nearly perfect synchronized olfactory-enhanced multimedia presentations (i.e., an olfactory media skew of between {−10,+10s}); however, for greater olfactory media skews (ranging between {−30s;−10s} and {+10s, +30s}) user QoE is higher when the audio stream is present. It can be concluded that the presence of the audio has the ability to mask larger synchronization skews between the other media components in olfaction-enhanced multimedia presentations.

Audio Masking Effect on Inter-Component Skews in Olfaction-Enhanced Multimedia Presentations最先出现在Nweon Paper

]]>
https://paper.nweon.com/3415/feed 0
Multimodal “Sensory Illusions” for Improving Spatial Awareness in Virtual Environments https://paper.nweon.com/3413 https://paper.nweon.com/3413#respond Mon, 06 Jul 2020 07:00:18 +0000 https://paper.nweon.com/3413 PubDate: September 2016

Multimodal “Sensory Illusions” for Improving Spatial Awareness in Virtual Environments最先出现在Nweon Paper

]]>
PubDate: September 2016

Teams: The University of Nottingham

Writers: Glyn Lawson;Tessa Roper;Che Abdullah

PDF: Multimodal “Sensory Illusions” for Improving Spatial Awareness in Virtual Environments

Abstract

Inaccurate judgement of distances in virtual environments (VEs) restricts their usefulness for engineering development, in which engineers must have a good understanding of the spaces they are designing. Multimodal feedback can improve depth perception in VEs, but this has yet to be implemented and tested in engineering applications with systems which provide haptic feedback to the body.

The project reported in this paper will develop a multimodal VE to improve engineers’ understanding of 3D spaces. It will test the concept of “sensory illusions” where the point of collision in the VE differs to the point of haptic feedback on the body. This will permit the use of fewer vibrotactile devices and therefore the development of a more wearable system. This paper describes related work in multisensory and tactile stimulation which suggests that our perception of a stimulus is not fixed to the point of contact.

Multimodal “Sensory Illusions” for Improving Spatial Awareness in Virtual Environments最先出现在Nweon Paper

]]>
https://paper.nweon.com/3413/feed 0
Virtual Head-up Displays for Augmented Reality in Cars: a User Testing to Validate the Congruence https://paper.nweon.com/3411 https://paper.nweon.com/3411#respond Mon, 06 Jul 2020 06:42:28 +0000 https://paper.nweon.com/3411 PubDate: September 2016

Virtual Head-up Displays for Augmented Reality in Cars: a User Testing to Validate the Congruence最先出现在Nweon Paper

]]>
PubDate: September 2016

Teams: IRT System X

Writers: Sabine Langlois;Thomas NGuyen That;Pierre Mermillod

PDF: Virtual Head-up Displays for Augmented Reality in Cars: a User Testing to Validate the Congruence

Abstract

Head-up displays (HUD) permit augmented reality (AR) information in cars. Simulation is a convenient way to design and evaluate the benefit of such innovation for the driver. For this purpose, we have developed a virtual HUD that we compare to real AR HUDs from depth perception features. User testing was conducted with 24 participants in a stereoscopic driving simulator. It showed the ability of the virtual HUD to reproduce the perception of the distance between real objects and their augmentation. Three AR overlay designs to highlight the car ahead were compared: the trapezoid shape was perceived as more congruent that the U shape overlay.

Virtual Head-up Displays for Augmented Reality in Cars: a User Testing to Validate the Congruence最先出现在Nweon Paper

]]>
https://paper.nweon.com/3411/feed 0
Educating bicycle safety and fostering empathy for cyclists with an affordable and game-based VR app https://paper.nweon.com/3409 https://paper.nweon.com/3409#respond Mon, 06 Jul 2020 06:30:57 +0000 https://paper.nweon.com/3409 PubDate: September 2016

Educating bicycle safety and fostering empathy for cyclists with an affordable and game-based VR app最先出现在Nweon Paper

]]>
PubDate: September 2016

Teams: Georgia Institute of Technology

Writers: Wesley Wang, Karan Pratap Singh, Yan Ting Mandy Chu, Annick Huber

PDF: Educating bicycle safety and fostering empathy for cyclists with an affordable and game-based VR app

Abstract

In recent years, there has been a rise in the use of virtual reality (VR) both in specialized fields and commercial settings. Modern applications of VR include games, films, education, arts, and healthcare, etc. Today, VR applications exist beyond expensive research labs; they are being employed to solve real world problems. To explore a new practical application of VR, we designed and prototyped a work-in-progress VR mobile app of common biking incidents in the form of a choose-your-own-adventure game. Our goal is to teach people about bicycle safety in cities, and to foster empathy within the driving community towards cyclists.

Educating bicycle safety and fostering empathy for cyclists with an affordable and game-based VR app最先出现在Nweon Paper

]]>
https://paper.nweon.com/3409/feed 0
A comparative pilot study of historical artifacts in a CAVE automatic virtual reality environment versus paper-based artifacts https://paper.nweon.com/3407 https://paper.nweon.com/3407#respond Mon, 06 Jul 2020 06:18:36 +0000 https://paper.nweon.com/3407 PubDate: September 2016

A comparative pilot study of historical artifacts in a CAVE automatic virtual reality environment versus paper-based artifacts最先出现在Nweon Paper

]]>
PubDate: September 2016

Teams: University of Baltimore,Towson University

Writers: Sujan Shrestha,Joyram Chakraborty,Mona A. Mohamed

PDF: A comparative pilot study of historical artifacts in a CAVE automatic virtual reality environment versus paper-based artifacts

Abstract

The purpose of this research is to synthesize and transform real world physical environments (PE) into a CAVE automatic virtual reality system (CAVE) by using three-dimensional (3D) models of cultural and historical artifacts. 3D models are often used in many applications including visualizations and digital preservation. Virtual reality is used to improve perception and sensation and to better understand products and environments for studying human factors and behaviors. As a pilot study, we developed and prototyped a customizable 3D physical environment using historical data and archives into an interactive CAVE virtual reality (VR) system. We then conducted a study of user preferences using pretest and post-test questionnaires of the CAVE versus paper-based artifacts.

A comparative pilot study of historical artifacts in a CAVE automatic virtual reality environment versus paper-based artifacts最先出现在Nweon Paper

]]>
https://paper.nweon.com/3407/feed 0
Personalized record of the city wander with a wearable device: a pilot study https://paper.nweon.com/3405 https://paper.nweon.com/3405#respond Mon, 06 Jul 2020 06:10:02 +0000 https://paper.nweon.com/3405 PubDate: September 2016

Personalized record of the city wander with a wearable device: a pilot study最先出现在Nweon Paper

]]>
PubDate: September 2016

Teams: Keio University,Graduate School of Media Design Keio University Yokohama

Writers: Feng Liang;Masashi Nakatani;Kai Kunze;Kouta Minamizawa

PDF: Personalized record of the city wander with a wearable device: a pilot study

Abstract

In this paper, we proposed personalized guided walking holidays in the city with wearable devices, which aim to provide a personalized service based on one’s interest [Figure 1]. We firstly hypothesize that one’s heart rate rises when he/she sees something he/she is curious about, and then test this using our developing prototype device. We conducted an experiment with four participants, in popular holiday walking areas such as Akihabara and Asakusa area in Tokyo. The data suggests that heart rate is significantly higher when participants see what they consider an interesting spot when compared with spots they are indifferent towards, implying that our concept is supported by quantitative physiological data responses. Perspectives of this research direction are discussed in terms of the relationship between city and human emotions.

Personalized record of the city wander with a wearable device: a pilot study最先出现在Nweon Paper

]]>
https://paper.nweon.com/3405/feed 0
Human or machine perspective? throwing “light” on optical see-through headsets in museums https://paper.nweon.com/3403 https://paper.nweon.com/3403#respond Mon, 06 Jul 2020 06:01:17 +0000 https://paper.nweon.com/3403 PubDate: September 2016

Human or machine perspective? throwing “light” on optical see-through headsets in museums最先出现在Nweon Paper

]]>
PubDate: September 2016

Teams: University of Bath

Writers: Daniela De Angeli;Eamonn O’Neill

PDF: Human or machine perspective? throwing “light” on optical see-through headsets in museums

Abstract

Augmented Reality (AR) systems, particularly headsets with see-through displays, are increasingly available and particularly interesting in the museum field where they can support novel navigation through the collection. However, Optical See-Through (OST) Headsets are affected by light from both the real world and the display. Through this paper we are looking at the influence of light on both users’ visibility of the display and camera capability of recognizing the environment.

Human or machine perspective? throwing “light” on optical see-through headsets in museums最先出现在Nweon Paper

]]>
https://paper.nweon.com/3403/feed 0
Creating Interactive and Realistic Augmented Reality Experiences https://paper.nweon.com/3401 https://paper.nweon.com/3401#respond Mon, 06 Jul 2020 06:01:15 +0000 https://paper.nweon.com/3401 PubDate: September 2016

Creating Interactive and Realistic Augmented Reality Experiences最先出现在Nweon Paper

]]>
PubDate: September 2016

Teams: Universidad Carlos III de Madrid

Writers: Álvaro Montero;Telmo Zarraonandia;Paloma Díaz;Ignacio Aedo

PDF: Creating Interactive and Realistic Augmented Reality Experiences

Abstract

Despite the recent advances in augmented reality (AR) technology most AR applications still fail to provide a seamless integration of the virtual objects in the augmented environment. To help alleviating this situation in this paper we propose an approach for supporting the implementation of interactive and realistic AR experiences, in which virtual objects can be occluded and collide with real ones and, in general, appear as merged into the real setting. The approach combines the use of model-based AR techniques with the advantages of current game engines, and it has been implemented using an existing game platform named GREP. We also present an experience carried out to assess the feasibility of the approach, in which more than 100 people played two AR games implemented following the proposed technique.

Creating Interactive and Realistic Augmented Reality Experiences最先出现在Nweon Paper

]]>
https://paper.nweon.com/3401/feed 0
A model for in-situ augmented reality content creation based on storytelling and gamification https://paper.nweon.com/3399 https://paper.nweon.com/3399#respond Mon, 06 Jul 2020 05:45:11 +0000 https://paper.nweon.com/3399 PubDate: September 2016

A model for in-situ augmented reality content creation based on storytelling and gamification最先出现在Nweon Paper

]]>
PubDate: September 2016

Teams: Universidad de las Américas Puebla

Writers: Fernando Vera;J. Alfredo Sánchez

PDF: A model for in-situ augmented reality content creation based on storytelling and gamification

Abstract

Augmented Reality (AR) has the potential to improve the user experience in different contexts. This paper describes SituAR, a model designed to facilitate the creation of stories with gamification elements and AR content. Our approach on AR content creation is based on storytelling elements to augment the context in points of interest (POIs). We report preliminary work and discuss the main components of the model such as social media, storytelling, gamification, augmented reality and multimedia. Our emphasis is on empower users to become authors in order to create content in different scenarios. We are exploring new ways of interaction to improve the user experience in POIs and promote cultural heritage through stories. In this paper, the inception of SituAR is discussed in addition to support scenarios and preliminary prototypes.

A model for in-situ augmented reality content creation based on storytelling and gamification最先出现在Nweon Paper

]]>
https://paper.nweon.com/3399/feed 0
First-Person Shooter Game for Virtual Reality Headset with Advanced Multi-Agent Intelligent System https://paper.nweon.com/3397 https://paper.nweon.com/3397#respond Mon, 06 Jul 2020 05:34:16 +0000 https://paper.nweon.com/3397 PubDate: October 2016

First-Person Shooter Game for Virtual Reality Headset with Advanced Multi-Agent Intelligent System最先出现在Nweon Paper

]]>
PubDate: October 2016

Teams: National Research University Higher School of Economics

Writers: Ilya Makarov;Mikhail Tokmakov;Pavel Polyakov;Peter Zyuzin;Maxim Martynov;Oleg Konoplya;George Kuznetsov;Ivan Guschenko-Cheverda;Maxim Uriev;Ivan Mokeev;Olga Gerasimova;Lada Tokmakova;Alexey Kosmachev

PDF: First-Person Shooter Game for Virtual Reality Headset with Advanced Multi-Agent Intelligent System

Abstract

We present a multiplayer first-person shooter (FPS) game with advanced intelligent non-playable characters (NPC) under computer control. The game is specially adapted for playing in VR headset so the simulator sickness symptoms are significantly reduced. The demo allows users to play with the other human and NPC players in a shooter game made in Unreal Engine 4. User can verify his/her game skills versus evolving human-like NPCs with a level adjusting model. The humanness of NPC was verified with Alan Turing game test beating 52% record from BotPrize’12 competition.

First-Person Shooter Game for Virtual Reality Headset with Advanced Multi-Agent Intelligent System最先出现在Nweon Paper

]]>
https://paper.nweon.com/3397/feed 0
Optimizing 360 video delivery over cellular networks https://paper.nweon.com/3395 https://paper.nweon.com/3395#respond Mon, 06 Jul 2020 05:21:22 +0000 https://paper.nweon.com/3395 PubDate: October 2016

Optimizing 360 video delivery over cellular networks最先出现在Nweon Paper

]]>
PubDate: October 2016

Teams: Indiana University,AT&T Labs

Writers: Feng Qian;Lusheng Ji;Bo Han;Vijay Gopalakrishnan

PDF: Optimizing 360 video delivery over cellular networks

Abstract

As an important component of the virtual reality (VR) technology, 360-degree videos provide users with panoramic view and allow them to freely control their viewing direction during video playback. Usually, a player displays only the visible portion of a 360 video. Thus, fetching the entire raw video frame wastes bandwidth. In this paper, we consider the problem of optimizing 360 video delivery over cellular networks. We first conduct a measurement study on commercial 360 video platforms. We then propose a cellular-friendly streaming scheme that delivers only 360 videos’ visible portion based on head movement prediction. Using viewing data collected from real users, we demonstrate the feasibility of our approach, which can reduce bandwidth consumption by up to 80% based on a trace-driven simulation.

Optimizing 360 video delivery over cellular networks最先出现在Nweon Paper

]]>
https://paper.nweon.com/3395/feed 0
Wireless wearables for virtual and augmented reality https://paper.nweon.com/3393 https://paper.nweon.com/3393#respond Mon, 06 Jul 2020 05:15:30 +0000 https://paper.nweon.com/3393 PubDate: October 2016

Wireless wearables for virtual and augmented reality最先出现在Nweon Paper

]]>
PubDate: October 2016

Teams: Columbia University

Writers: Steven Feiner

PDF: Wireless wearables for virtual and augmented reality

Abstract

Virtual Reality (VR) and Augmented Reality (AR) have been explored by researchers for nearly a half century. Over the past few years, however, VR has experienced a renaissance, as head-worn display developer kits have metamorphosed into early consumer products, all far superior to what most VR researchers previously had available. Meanwhile, AR head-worn display developer kits are being released, even as Pokémon Go has caused public awareness of hand-held AR to skyrocket.

What role will wireless computing play in the future of wearable VR and AR systems? I will suggest some of the ways in which future wearable hardware, software, and user interfaces could benefit from wireless technology, and describe some of the performance constraints that wireless systems must meet for this to be possible. For example, in the quest to develop lightweight eyewear, it will be advantageous to move as much technology as possible off the head, to other parts of the body or to the nearby environment. This will demand reliably low latency and high throughput for the asymmetric round trip from head-worn sensors, to off-head processors, back to head-worn displays. Furthermore, when AR eyewear becomes commonplace, so will multi-user AR collaboration, and that means handling intricate interactions between users, both co-located and remote.

Wireless wearables for virtual and augmented reality最先出现在Nweon Paper

]]>
https://paper.nweon.com/3393/feed 0
Being in a Virtual World: Presence, Environment, Salience, Sound https://paper.nweon.com/3391 https://paper.nweon.com/3391#respond Mon, 06 Jul 2020 05:03:03 +0000 https://paper.nweon.com/3391 PubDate: October 2016

Being in a Virtual World: Presence, Environment, Salience, Sound最先出现在Nweon Paper

]]>
PubDate: October 2016

Teams: Aalborg Universitet, Institut for Kommunikation

Writers: Mads Walther-Hansen;Mark Grimshaw

PDF: Being in a Virtual World: Presence, Environment, Salience, Sound

Abstract

We present a theoretical model of how presence is achieved in virtual worlds, from which future frameworks prescribing the sensory design of such worlds can be constructed. Drawing on the study of cognitive metaphors and the concept that sound is an emergent perception we offer an account of the environment as a salient and dynamic construct that functions as a metonym for the nonself. Separating environment from world, we discuss the role of sound in the forming of the environment and argue that it is this environment that establishes the means for presence because it is the process behind the construction of the environment that individuates self from nonself and such differentiation is a defining feature of the concept of presence.

Being in a Virtual World: Presence, Environment, Salience, Sound最先出现在Nweon Paper

]]>
https://paper.nweon.com/3391/feed 0
Improving Interaction in HMD-Based Vehicle Simulators through Real Time Object Reconstruction https://paper.nweon.com/3389 https://paper.nweon.com/3389#respond Mon, 06 Jul 2020 04:45:11 +0000 https://paper.nweon.com/3389 PubDate: October 2016

Improving Interaction in HMD-Based Vehicle Simulators through Real Time Object Reconstruction最先出现在Nweon Paper

]]>
PubDate: October 2016

Teams: University of Georgia

Writers: Michael Bottone;Kyle Johnsen

PDF: Improving Interaction in HMD-Based Vehicle Simulators through Real Time Object Reconstruction

Abstract

Bringing real objects into the virtual world has been shown to increase usability and presence in virtual reality applications. This paper presents a system to generate a real time virtual reconstruction of real world user interface elements for use in a head mounted display based driving simulator. Our system uses sensor fusion algorithms to combine data from depth and color cameras to generate an accurate, detailed, and fast rendering of the user’s hands while using the simulator. We tested our system and show in our results that the inclusion of the participants real hands, the wheel, and the shifter in the virtual environment increases the immersion, presence, and usability of the simulation. Our system can also be used to bring other real objects into the virtual world, especially when accuracy, detail, and real time updates are desired.

Improving Interaction in HMD-Based Vehicle Simulators through Real Time Object Reconstruction最先出现在Nweon Paper

]]>
https://paper.nweon.com/3389/feed 0
Exploring Immersive Interfaces for Well Placement Optimization in Reservoir Models https://paper.nweon.com/3387 https://paper.nweon.com/3387#respond Mon, 06 Jul 2020 04:15:29 +0000 https://paper.nweon.com/3387 PubDate: October 2016

Exploring Immersive Interfaces for Well Placement Optimization in Reservoir Models最先出现在Nweon Paper

]]>
PubDate: October 2016

Teams: University of Calgary

Writers: Roberta C. Ramos Mota;Stephen Cartwright;Ehud Sharlin;Hamidreza Hamdi;Mario Costa Sousa;Zhangxin Chen

PDF: Exploring Immersive Interfaces for Well Placement Optimization in Reservoir Models

Abstract

As the oil and gas industry’s ultimate goal is to uncover efficient and economic ways to produce oil and gas, well optimization studies are crucially important for reservoir engineers. Although this task has a major impact on reservoir productivity, it has been challenging for reservoir engineers to perform since it involves time-consuming flow simulations to search a large solution space for an optimal well plan. Our work aims to provide engineers a) an analytical method to perform static connectivity analysis as a proxy for flow simulation, b) an application to support well optimization using our method and c) an immersive experience that benefits engineers and supports their needs and preferences when performing the design and assessment of well trajectories. For the latter purpose, we explore our tool with three immersive environments: a CAVE with a tracked gamepad; a HMD with a tracked gamepad; and a HMD with a Leap Motion controller. This paper describes our application and its techniques in each of the different immersive environments. This paper also describes our findings from an exploratory evaluation conducted with six reservoir engineers, which provided insight into our application, and allowed us to discuss the potential benefits of immersion for the oil and gas domain.

Exploring Immersive Interfaces for Well Placement Optimization in Reservoir Models最先出现在Nweon Paper

]]>
https://paper.nweon.com/3387/feed 0
AnyOrbit: Fluid 6DOF Spatial Navigation of Virtual Environments using Orbital Motion https://paper.nweon.com/3385 https://paper.nweon.com/3385#respond Mon, 06 Jul 2020 04:00:22 +0000 https://paper.nweon.com/3385 PubDate:

AnyOrbit: Fluid 6DOF Spatial Navigation of Virtual Environments using Orbital Motion最先出现在Nweon Paper

]]>
PubDate:

Teams: Keio University

Writers: Benjamin I. Outram;Yun Suen Pai;Kevin Fan;Kouta Minamizawa;Kai Kunze

PDF: AnyOrbit: Fluid 6DOF Spatial Navigation of Virtual Environments using Orbital Motion

Abstract

Emerging media technologies such as 3D film and head-mounted displays (HMDs) call for new types of spatial interaction. Here we describe and evaluate AnyOrbit: a novel orbital navigation technique that enables flexible and intuitive 3D spatial navigation in virtual environments (VEs). Unlike existing orbital methods, we exploit toroidal rather than spherical orbital surfaces, which allow independent control of orbital curvature in vertical and horizontal directions. This control enables intuitive and smooth orbital navigation between any desired orbital centers and between any vantage points within VEs. AnyOrbit leverages our proprioceptive sense of rotation to enable navigation in VEs without inconvenient external motion trackers. In user studies, we demonstrate that within a sports spectating context, the technique allows smooth shifts in perspective at a rate comparable to broadcast sport, is fast to learn, and is without excessive simulator sickness in most users. The technique is widely applicable to gaming, computer-aided-design (CAD), data visualisation, and telepresence.

AnyOrbit: Fluid 6DOF Spatial Navigation of Virtual Environments using Orbital Motion最先出现在Nweon Paper

]]>
https://paper.nweon.com/3385/feed 0
Effect of using Walk-In-Place Interface for Panoramic Video Play in VR https://paper.nweon.com/3383 https://paper.nweon.com/3383#respond Mon, 06 Jul 2020 02:36:54 +0000 https://paper.nweon.com/3383 PubDate: October 2016

Effect of using Walk-In-Place Interface for Panoramic Video Play in VR最先出现在Nweon Paper

]]>
PubDate: October 2016

Teams: Korea Institute of Science and Technology

Writers: Azeem Syed Muhammad;Sang Chul Ahn;Jae-In Hwang

PDF: Effect of using Walk-In-Place Interface for Panoramic Video Play in VR

Abstract

This paper describes the use of walk-in-place (WIP) interface to control the speed of 360-degree panoramic virtual reality (VR) video on a head-mounted display and through a pilot user study, the effect of using this interface with respect to the amount of simulator sickness and presence in the environment felt by the user is evaluated. The results are compared with traditional 360-degree VR video experience.

Effect of using Walk-In-Place Interface for Panoramic Video Play in VR最先出现在Nweon Paper

]]>
https://paper.nweon.com/3383/feed 0
Subliminal Reorientation and Repositioning in Virtual Reality During Eye Blinks https://paper.nweon.com/3381 https://paper.nweon.com/3381#respond Mon, 06 Jul 2020 02:09:28 +0000 https://paper.nweon.com/3381 PubDate: October 2016

Subliminal Reorientation and Repositioning in Virtual Reality During Eye Blinks最先出现在Nweon Paper

]]>
PubDate: October 2016

Teams: Korea Institute of Science Technolo;Center of Human-centered Interaction for Coexistence

Writers: Jun Lee;Ji-Hyung Park;JuYoung Oh;Joong Ho Lee

PDF: Subliminal Reorientation and Repositioning in Virtual Reality During Eye Blinks

Abstract

In this paper, we propose a fast and accurate 3D selection method using visualization of proxies with spatial relationships. The proposed 3D selection method reduced selection errors and selection time comparing to conventional ray-casting method.

Subliminal Reorientation and Repositioning in Virtual Reality During Eye Blinks最先出现在Nweon Paper

]]>
https://paper.nweon.com/3381/feed 0
Typographic Features on Distance Estimation with Head-Mounted Displays https://paper.nweon.com/3379 https://paper.nweon.com/3379#respond Mon, 06 Jul 2020 01:33:44 +0000 https://paper.nweon.com/3379 PubDate: October 2016

Typographic Features on Distance Estimation with Head-Mounted Displays最先出现在Nweon Paper

]]>
PubDate: October 2016

Teams: University of Aveiro

Writers: Mário Vairinhos;Silvino Almeida;Luís Nuno Dias

PDF: Typographic Features on Distance Estimation with Head-Mounted Displays

Abstract

An operator’s capacity to correctly judge the distance of a word or text that appears combined with the physical environment is of utmost importance in Virtual Environments applications. In those cases, textual information tends to function as a visual anchor and when linked up with other 3D digital content, could potentially help to visually organize the space where the action takes place. With the increasing popularity of Head worn displays, home and work environments will soon benefit from more readable fonts that allow users to correctly estimate distances. The purpose of this article is to identify which visual properties a typeface should have in order the user to better estimate the distance related to the text when using a binocular HMD device. The laboratorial test present in this study shows that a flat and bi-dimensional font style performs better than a tri-dimensional and embossed font style.

Typographic Features on Distance Estimation with Head-Mounted Displays最先出现在Nweon Paper

]]>
https://paper.nweon.com/3379/feed 0
Locomotion by Natural Gestures for Immersive Virtual Environments https://paper.nweon.com/3377 https://paper.nweon.com/3377#respond Mon, 06 Jul 2020 01:26:16 +0000 https://paper.nweon.com/3377 PubDate: October 2016

Locomotion by Natural Gestures for Immersive Virtual Environments最先出现在Nweon Paper

]]>
PubDate: October 2016

Teams: University of Florence

Writers: Andrea Ferracani;Daniele Pezzatini;Jacopo Bianchini;Gianmarco Biscini;Alberto Del Bimbo

PDF: Locomotion by Natural Gestures for Immersive Virtual Environments

Abstract

In this paper we evaluate methods to move ‘naturally’ in an Immersive Virtual Environment (IVE) visualised through an Head Mounted Display (HMD). Natural interaction is provided through gesture recognition on depth sensors’ data. Gestural input solutions in the literature to provide locomotion are discussed. Two new methods for locomotion are proposed, implemented in a framework used for comparative evaluation. Perceived naturalness and effectiveness of locomotion methods are assessed through qualitative and quantitative measures. Extensive tests are conducted on the locomotion considering also: 1) obstacles in navigation; 2) interaction with virtual objects during locomotion. This is done with the aim to identify methods capable to provide a full body experience in an IVE. Results show that one of the methods for locomotion we propose has a performance comparable to established techniques in literature. Outcomes may be exploited to improve the naturalness of users’ movements in IVEs and help to unlock new strategies in providing IVEs for learning, training, collaboration and entertainment, also with respect to users with disabilities.

Locomotion by Natural Gestures for Immersive Virtual Environments最先出现在Nweon Paper

]]>
https://paper.nweon.com/3377/feed 0