3DUI 2017 – Author Index |
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Authors
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A B C D E F G H J K L M N O P Q R S T V W Y Z
Afonso, Luis |
3DUI '17-POSTERS: "Effect of Hand-Avatar in a ..."
Effect of Hand-Avatar in a Selection Task Using a Tablet as Input Device in an Immersive Virtual Environment
Luis Afonso, Paulo Dias, Carlos Ferreira, and Beatriz Sousa Santos (University of Aveiro, Portugal) How does the virtual representation of the user's hands influence the performance on a button selection task performed in a tablet-based interaction within an immersive virtual environment? To answer this question, we asked 55 participants to use three conditions: no-hand avatar, realistic avatar and translucent avatar. The participants were faster but made slightly more errors while using the no-avatar condition, and considered easier to perform the task with the translucent avatar. @InProceedings{3DUI17p247, author = {Luis Afonso and Paulo Dias and Carlos Ferreira and Beatriz Sousa Santos}, title = {Effect of Hand-Avatar in a Selection Task Using a Tablet as Input Device in an Immersive Virtual Environment}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {247--248}, doi = {}, year = {2017}, } |
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Araujo, Astolfo |
3DUI '17-POSTERS: "User Experience Evaluation ..."
User Experience Evaluation with Archaeometry Interactive Tools in Virtual Reality Environment
Ana Grasielle Corrêa, Eduardo Zilles Borba, Roseli Lopes, Marcelo Knorich Zuffo, Astolfo Araujo, and Regis Kopper (University of São Paulo, Brazil; Duke University, USA) In this work we present a study about usability experience of users in a cyber-archeological environment. We researched how they explore a realistic 3D environment in Virtual Reality (VR) through archaeometry conventional techniques. Our objective is to evaluate users experiences with interactive archaeometry tools with archaeologist (not a VR expert) and compare results with VR experts (not an archeology expert). Two hypothesis will be tested: a) it’s possible to simulate the virtual world realistically as the real one?; b) if this VR model is passive of exploration, is it possible to create 3DUI analytical tools to help archaeologist to manipulate archaeometry tools? To explore these hypotheses we conducted experimental tests with ten users and the results are promising. @InProceedings{3DUI17p217, author = {Ana Grasielle Corrêa and Eduardo Zilles Borba and Roseli Lopes and Marcelo Knorich Zuffo and Astolfo Araujo and Regis Kopper}, title = {User Experience Evaluation with Archaeometry Interactive Tools in Virtual Reality Environment}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {217--218}, doi = {}, year = {2017}, } |
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Bailenson, Jeremy |
3DUI '17-POSTERS: "Can Social Presence Be Contagious? ..."
Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans
Salam Daher, Kangsoo Kim, Myungho Lee, Gerd Bruder, Ryan Schubert, Jeremy Bailenson, and Gregory F. Welch (University of Central Florida, USA; Stanford University, USA) We explore whether a peripheral observation of apparent mutual social presence between a virtual human (VH) and a virtual human confederate (VHC) can increase a subject’s sense of social presence with the VH. Human subjects were asked to play a game with a VH. Half of the subjects were primed by being exposed to a brief but apparently engaging conversation between the VHC and the VH. The primed subjects reported being significantly more excited, alert, had significantly higher measures of Co-Presence, Attentional Allocation, and Message Understanding dimensions of social presence for the VH, compared to those who were not primed. @InProceedings{3DUI17p201, author = {Salam Daher and Kangsoo Kim and Myungho Lee and Gerd Bruder and Ryan Schubert and Jeremy Bailenson and Gregory F. Welch}, title = {Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {201--202}, doi = {}, year = {2017}, } |
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Basting, Oliver |
3DUI '17-POSTERS: "The Effectiveness of Changing ..."
The Effectiveness of Changing the Field of View in a HMD on the Perceived Self-Motion
Oliver Basting, Arnulph Fuhrmann, and Stefan M. Grünvogel (TH Köln, Germany) The following paper investigates the effect on the intensity of per- ceived vection by changing the field of view (FOV) using a head- mounted display (HMD) in a virtual environment (VE). For this purpose a study was carried out, where the participants were situ- ated in a vection evoking VE using a HMD. During the experiment, the VE was presented with different FOVs, and a measurement of the felt intensity of vection was performed. The results indicate that a decrease of the FOV invokes a decrease of the intensity of perceived vection. @InProceedings{3DUI17p225, author = {Oliver Basting and Arnulph Fuhrmann and Stefan M. Grünvogel}, title = {The Effectiveness of Changing the Field of View in a HMD on the Perceived Self-Motion}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {225--226}, doi = {}, year = {2017}, } |
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Bechmann, Dominique |
3DUI '17-POSTERS: "Effects of Stereo and Head ..."
Effects of Stereo and Head Tracking on Distance Estimation, Presence, and Simulator Sickness using Wall Screen in Architectural Project Review
Sabah Boustila, Dominique Bechmann, and Antonio Capobianco (University of Strasbourg, France) Stereo and head tracking are considered as distance perception cues in virtual environment. Several studies have investigated their influence on several tasks. Results were different among studies. In this paper, we conducted a complete experiment investigating the influence of the stereo and head tracking in the specific context of virtual visits of houses during architectural project review with clients. We manipulated the stereo and head tracking in four conditions and we examined effects of the two factors on distance perception (room dimensions, habitability, etc.), task difficulty, presence and simulator sickness. Results reveal a significant effect of the stereo on the estimation of the habitability, the dimensions of the rooms and task difficulty. However, the effect of stereo and head tracking was not significant on the presence and simulator sickness. @InProceedings{3DUI17p231, author = {Sabah Boustila and Dominique Bechmann and Antonio Capobianco}, title = {Effects of Stereo and Head Tracking on Distance Estimation, Presence, and Simulator Sickness using Wall Screen in Architectural Project Review}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {231--232}, doi = {}, year = {2017}, } |
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Borba, Eduardo Zilles |
3DUI '17-POSTERS: "User Experience Evaluation ..."
User Experience Evaluation with Archaeometry Interactive Tools in Virtual Reality Environment
Ana Grasielle Corrêa, Eduardo Zilles Borba, Roseli Lopes, Marcelo Knorich Zuffo, Astolfo Araujo, and Regis Kopper (University of São Paulo, Brazil; Duke University, USA) In this work we present a study about usability experience of users in a cyber-archeological environment. We researched how they explore a realistic 3D environment in Virtual Reality (VR) through archaeometry conventional techniques. Our objective is to evaluate users experiences with interactive archaeometry tools with archaeologist (not a VR expert) and compare results with VR experts (not an archeology expert). Two hypothesis will be tested: a) it’s possible to simulate the virtual world realistically as the real one?; b) if this VR model is passive of exploration, is it possible to create 3DUI analytical tools to help archaeologist to manipulate archaeometry tools? To explore these hypotheses we conducted experimental tests with ten users and the results are promising. @InProceedings{3DUI17p217, author = {Ana Grasielle Corrêa and Eduardo Zilles Borba and Roseli Lopes and Marcelo Knorich Zuffo and Astolfo Araujo and Regis Kopper}, title = {User Experience Evaluation with Archaeometry Interactive Tools in Virtual Reality Environment}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {217--218}, doi = {}, year = {2017}, } |
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Borst, Christoph W. |
3DUI '17-POSTERS: "Indirect Touch Interaction ..."
Indirect Touch Interaction with Stereoscopic Displays using a Two-Sided Handheld Touch Device
Prabhakar V. Vemavarapu and Christoph W. Borst (University of Louisiana at Lafayette, USA) An indirect touch 3D interface using a two-sided handheld touch device for interactions with dense datasets on stereoscopic displays. This work explores the possibilities for a smartphone able to sense touch on both sides. Two android phones are combined back-to-back. The top touch surface is used for primary or fine interactions (selection /translation/ rotation) and bottom surface for coarser aspects such as mode control or feature extraction. Two surfaces are programmed to recognize input from 4 digits – two top and two bottom. The four touch areas enable 3D object selection, manipulation, and feature extraction using combinations of simultaneous touches. @InProceedings{3DUI17p209, author = {Prabhakar V. Vemavarapu and Christoph W. Borst}, title = {Indirect Touch Interaction with Stereoscopic Displays using a Two-Sided Handheld Touch Device}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {209--210}, doi = {}, year = {2017}, } 3DUI '17-POSTERS: "Visual Cues to Aid 3D Pointing ..." Visual Cues to Aid 3D Pointing in a Virtual Mirror Jason W. Woodworth and Christoph W. Borst (University of Louisiana at Lafayette, USA) We address a 3D pointing problem for a "virtual mirror" view used in collaborative VR. The virtual mirror is a large TV display showing a depth-camera-based image of a user in a surrounding virtual environment. There are problems with pointing and communicating to remote users due to the indirectness of pointing in a mirror and a low sense of depth. We propose several visual cues to help the user control pointing depth, and present an initial user study, providing a basis for further refinement and investigation of techniques. @InProceedings{3DUI17p251, author = {Jason W. Woodworth and Christoph W. Borst}, title = {Visual Cues to Aid 3D Pointing in a Virtual Mirror}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {251--252}, doi = {}, year = {2017}, } Video |
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Boustila, Sabah |
3DUI '17-POSTERS: "Effects of Stereo and Head ..."
Effects of Stereo and Head Tracking on Distance Estimation, Presence, and Simulator Sickness using Wall Screen in Architectural Project Review
Sabah Boustila, Dominique Bechmann, and Antonio Capobianco (University of Strasbourg, France) Stereo and head tracking are considered as distance perception cues in virtual environment. Several studies have investigated their influence on several tasks. Results were different among studies. In this paper, we conducted a complete experiment investigating the influence of the stereo and head tracking in the specific context of virtual visits of houses during architectural project review with clients. We manipulated the stereo and head tracking in four conditions and we examined effects of the two factors on distance perception (room dimensions, habitability, etc.), task difficulty, presence and simulator sickness. Results reveal a significant effect of the stereo on the estimation of the habitability, the dimensions of the rooms and task difficulty. However, the effect of stereo and head tracking was not significant on the presence and simulator sickness. @InProceedings{3DUI17p231, author = {Sabah Boustila and Dominique Bechmann and Antonio Capobianco}, title = {Effects of Stereo and Head Tracking on Distance Estimation, Presence, and Simulator Sickness using Wall Screen in Architectural Project Review}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {231--232}, doi = {}, year = {2017}, } |
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Bruder, Gerd |
3DUI '17-POSTERS: "Can Social Presence Be Contagious? ..."
Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans
Salam Daher, Kangsoo Kim, Myungho Lee, Gerd Bruder, Ryan Schubert, Jeremy Bailenson, and Gregory F. Welch (University of Central Florida, USA; Stanford University, USA) We explore whether a peripheral observation of apparent mutual social presence between a virtual human (VH) and a virtual human confederate (VHC) can increase a subject’s sense of social presence with the VH. Human subjects were asked to play a game with a VH. Half of the subjects were primed by being exposed to a brief but apparently engaging conversation between the VHC and the VH. The primed subjects reported being significantly more excited, alert, had significantly higher measures of Co-Presence, Attentional Allocation, and Message Understanding dimensions of social presence for the VH, compared to those who were not primed. @InProceedings{3DUI17p201, author = {Salam Daher and Kangsoo Kim and Myungho Lee and Gerd Bruder and Ryan Schubert and Jeremy Bailenson and Gregory F. Welch}, title = {Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {201--202}, doi = {}, year = {2017}, } |
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Capobianco, Antonio |
3DUI '17-POSTERS: "Effects of Stereo and Head ..."
Effects of Stereo and Head Tracking on Distance Estimation, Presence, and Simulator Sickness using Wall Screen in Architectural Project Review
Sabah Boustila, Dominique Bechmann, and Antonio Capobianco (University of Strasbourg, France) Stereo and head tracking are considered as distance perception cues in virtual environment. Several studies have investigated their influence on several tasks. Results were different among studies. In this paper, we conducted a complete experiment investigating the influence of the stereo and head tracking in the specific context of virtual visits of houses during architectural project review with clients. We manipulated the stereo and head tracking in four conditions and we examined effects of the two factors on distance perception (room dimensions, habitability, etc.), task difficulty, presence and simulator sickness. Results reveal a significant effect of the stereo on the estimation of the habitability, the dimensions of the rooms and task difficulty. However, the effect of stereo and head tracking was not significant on the presence and simulator sickness. @InProceedings{3DUI17p231, author = {Sabah Boustila and Dominique Bechmann and Antonio Capobianco}, title = {Effects of Stereo and Head Tracking on Distance Estimation, Presence, and Simulator Sickness using Wall Screen in Architectural Project Review}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {231--232}, doi = {}, year = {2017}, } |
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Chardonnet, Jean-Rémy |
3DUI '17-POSTERS: "Comparing VR Environments ..."
Comparing VR Environments for Seat Selection in an Opera Theater
José Luis Dorado, Pablo Figueroa, Jean-Rémy Chardonnet, Frédéric Merienne, and José Tiberio Hernández (University of Andes, Colombia; LE2I, France) This study presents a comparison of the influence of different VR environments in the task of selecting a preferred seat in an opera theater. We used gaze-based raycasting and headsets in a low-cost head-mounted display (HMD) (GearVR); and a virtual wand, head tracking, and headsets in a CAVE, two somewhat opposing technologies in the spectrum of current VR systems. Visual rendering and the selection technique depend on the capabilities of each environment, whereas the sound is approximated in both environments. Results show that subjects can select similar seats but their decisions differ between both environments. The results obtained can be useful in guiding the development of future VR applications. @InProceedings{3DUI17p221, author = {José Luis Dorado and Pablo Figueroa and Jean-Rémy Chardonnet and Frédéric Merienne and José Tiberio Hernández}, title = {Comparing VR Environments for Seat Selection in an Opera Theater}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {221--222}, doi = {}, year = {2017}, } |
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Chipana, Miriam Luque |
3DUI '17-POSTERS: "Trigger Walking: A Low-Fatigue ..."
Trigger Walking: A Low-Fatigue Travel Technique for Immersive Virtual Reality
Bhuvaneswari Sarupuri, Miriam Luque Chipana, and Robert W. Lindeman (University of Canterbury, New Zealand) We present Trigger Walking, a low-fatigue travel technique for immersive virtual reality which uses hand-held controllers to move about more naturally within a limited physical space. Most commercial applications use some form of teleportation or physical walking for moving around in a virtual space. However, teleportation can be disorienting, due to the sudden change in the environment when teleported to another location. Physical walking techniques are more physically demanding, leading to fatigue. Hence, we explore the use of two spatial controllers that accompany commercial headsets to walk by taking a virtual step each time a controller trigger is pulled. The user has the choice of using the orientation of a single-controller, the average of both controllers, or that of the head to determine the direction of walking, and speed can be controlled by changing the angle of the controller to the Frontal plane. @InProceedings{3DUI17p227, author = {Bhuvaneswari Sarupuri and Miriam Luque Chipana and Robert W. Lindeman}, title = {Trigger Walking: A Low-Fatigue Travel Technique for Immersive Virtual Reality}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {227--228}, doi = {}, year = {2017}, } |
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Chowdhury, Tanvir Irfan |
3DUI '17-POSTERS: "Information Recall in VR Disability ..."
Information Recall in VR Disability Simulation
Tanvir Irfan Chowdhury, Raphael Costa, and John Quarles (University of Texas at San Antonio, USA) The purpose of this poster is to explain our study on the effect of the sense of presence on one aspect of learning, information recall, in an immersive (vs. non-immersive) virtual reality (VR) disability simulation (DS). We hypothesized that a higher level of immersion and involvement in a VR disability simulation that leads to a high sense of presence will help the user improve information recall. We conducted a between subjects experiment in which participants were presented information about multiple sclerosis (MS) in different immersive conditions and afterwards they attempted to recall the information. The results from our study suggest that participants who were in immersive conditions were able to recall the information more effectively than the participants who experienced a non-immersive condition. @InProceedings{3DUI17p219, author = {Tanvir Irfan Chowdhury and Raphael Costa and John Quarles}, title = {Information Recall in VR Disability Simulation}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {219--220}, doi = {}, year = {2017}, } Video |
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Ciambrone, Andrew |
3DUI '17-POSTERS: "Painting with Light: Gesture ..."
Painting with Light: Gesture Based Light Control in Architectural Settings
Mohamed Handosa, Denis Gračanin, Hicham G. Elmongui, and Andrew Ciambrone (Virginia Tech, USA; Alexandria University, Egypt) Lighting can play an essential role in supporting user tasks as well as creating an ambiance. Although users may feel excited about the supported functionality when a complex indoor lighting system is first deployed, the lack of a convenient interface may prevent them from taking the full advantage of the system. We propose a system and a 3D interaction technique for controlling indoor lights. The system is extendable and supports multiple users to control lights using either gestures or a GUI. Using a single Kinect sensor, the user is able to control lights from different positions in the room while standing or sitting down within the tracking range of the sensor. The selection and manipulation accuracy of the proposed technique together with the ease of use compared to other alternatives makes it a promising lighting control technique. @InProceedings{3DUI17p249, author = {Mohamed Handosa and Denis Gračanin and Hicham G. Elmongui and Andrew Ciambrone}, title = {Painting with Light: Gesture Based Light Control in Architectural Settings}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {249--250}, doi = {}, year = {2017}, } Video |
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Clifford, Rory M. S. |
3DUI '17-POSTERS: "Jedi ForceExtension: Telekinesis ..."
Jedi ForceExtension: Telekinesis as a Virtual Reality Interaction Metaphor
Rory M. S. Clifford, Nikita Mae B. Tuanquin, and Robert W. Lindeman (University of Canterbury, New Zealand) Virtual Reality (VR) enables us to freely operate in a space that is unconstrained by physical laws and limitations. To take advantage of this aspect, we have developed a technique for pseudo-telekinetic object manipulation in VR using slight downward tilt of the head to simulate Jedi concentration. This telekinetic ability draws inspiration from The Force abilities exhibited in the Star Wars universe, and is particularly well suited to VR because it provides the ability to interact with and manipulate objects at a distance. We implemented force translate, force rotate, force push and force pull behaviours as examples of the general concept of force extension. We conducted exploratory user testing to assess telekinesis as a suitable interaction metaphor. Subject performance and feedback varied between participants but were generally encouraging. @InProceedings{3DUI17p239, author = {Rory M. S. Clifford and Nikita Mae B. Tuanquin and Robert W. Lindeman}, title = {Jedi ForceExtension: Telekinesis as a Virtual Reality Interaction Metaphor}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {239--240}, doi = {}, year = {2017}, } |
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Cordeiro, Eduardo |
3DUI '17-POSTERS: "PRECIOUS! Out-of-Reach Selection ..."
PRECIOUS! Out-of-Reach Selection using Iterative Refinement in VR
Daniel Mendes, Daniel Medeiros, Eduardo Cordeiro, Maurício Sousa, Alfredo Ferreira, and Joaquim Jorge (INESC-ID, Portugal; University of Lisbon, Portugal) Selecting objects outside user's arm-reach in Virtual Reality still poses significant challenges. Techniques proposed to overcome such limitations often follow arm-extension metaphors or favor the use of selection volumes combined with ray-casting. Nonetheless, these approaches work for room sized and sparse environments, and they do not scale to larger scenarios with many objects. We introduce PRECIOUS, a novel mid-air technique for selecting out-of-reach objects. It employs an iterative progressive refinement, using cone-casting to select multiple objects and moving users closer to them in each step, allowing accurate selections. A user evaluation showed that PRECIOUS compares favorably against existing approaches, being the most versatile. @InProceedings{3DUI17p237, author = {Daniel Mendes and Daniel Medeiros and Eduardo Cordeiro and Maurício Sousa and Alfredo Ferreira and Joaquim Jorge}, title = {PRECIOUS! Out-of-Reach Selection using Iterative Refinement in VR}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {237--238}, doi = {}, year = {2017}, } |
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Corrêa, Ana Grasielle |
3DUI '17-POSTERS: "User Experience Evaluation ..."
User Experience Evaluation with Archaeometry Interactive Tools in Virtual Reality Environment
Ana Grasielle Corrêa, Eduardo Zilles Borba, Roseli Lopes, Marcelo Knorich Zuffo, Astolfo Araujo, and Regis Kopper (University of São Paulo, Brazil; Duke University, USA) In this work we present a study about usability experience of users in a cyber-archeological environment. We researched how they explore a realistic 3D environment in Virtual Reality (VR) through archaeometry conventional techniques. Our objective is to evaluate users experiences with interactive archaeometry tools with archaeologist (not a VR expert) and compare results with VR experts (not an archeology expert). Two hypothesis will be tested: a) it’s possible to simulate the virtual world realistically as the real one?; b) if this VR model is passive of exploration, is it possible to create 3DUI analytical tools to help archaeologist to manipulate archaeometry tools? To explore these hypotheses we conducted experimental tests with ten users and the results are promising. @InProceedings{3DUI17p217, author = {Ana Grasielle Corrêa and Eduardo Zilles Borba and Roseli Lopes and Marcelo Knorich Zuffo and Astolfo Araujo and Regis Kopper}, title = {User Experience Evaluation with Archaeometry Interactive Tools in Virtual Reality Environment}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {217--218}, doi = {}, year = {2017}, } |
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Costa, Raphael |
3DUI '17-POSTERS: "Information Recall in VR Disability ..."
Information Recall in VR Disability Simulation
Tanvir Irfan Chowdhury, Raphael Costa, and John Quarles (University of Texas at San Antonio, USA) The purpose of this poster is to explain our study on the effect of the sense of presence on one aspect of learning, information recall, in an immersive (vs. non-immersive) virtual reality (VR) disability simulation (DS). We hypothesized that a higher level of immersion and involvement in a VR disability simulation that leads to a high sense of presence will help the user improve information recall. We conducted a between subjects experiment in which participants were presented information about multiple sclerosis (MS) in different immersive conditions and afterwards they attempted to recall the information. The results from our study suggest that participants who were in immersive conditions were able to recall the information more effectively than the participants who experienced a non-immersive condition. @InProceedings{3DUI17p219, author = {Tanvir Irfan Chowdhury and Raphael Costa and John Quarles}, title = {Information Recall in VR Disability Simulation}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {219--220}, doi = {}, year = {2017}, } Video |
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Daher, Salam |
3DUI '17-POSTERS: "Can Social Presence Be Contagious? ..."
Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans
Salam Daher, Kangsoo Kim, Myungho Lee, Gerd Bruder, Ryan Schubert, Jeremy Bailenson, and Gregory F. Welch (University of Central Florida, USA; Stanford University, USA) We explore whether a peripheral observation of apparent mutual social presence between a virtual human (VH) and a virtual human confederate (VHC) can increase a subject’s sense of social presence with the VH. Human subjects were asked to play a game with a VH. Half of the subjects were primed by being exposed to a brief but apparently engaging conversation between the VHC and the VH. The primed subjects reported being significantly more excited, alert, had significantly higher measures of Co-Presence, Attentional Allocation, and Message Understanding dimensions of social presence for the VH, compared to those who were not primed. @InProceedings{3DUI17p201, author = {Salam Daher and Kangsoo Kim and Myungho Lee and Gerd Bruder and Ryan Schubert and Jeremy Bailenson and Gregory F. Welch}, title = {Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {201--202}, doi = {}, year = {2017}, } |
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Dias, Paulo |
3DUI '17-POSTERS: "Effect of Hand-Avatar in a ..."
Effect of Hand-Avatar in a Selection Task Using a Tablet as Input Device in an Immersive Virtual Environment
Luis Afonso, Paulo Dias, Carlos Ferreira, and Beatriz Sousa Santos (University of Aveiro, Portugal) How does the virtual representation of the user's hands influence the performance on a button selection task performed in a tablet-based interaction within an immersive virtual environment? To answer this question, we asked 55 participants to use three conditions: no-hand avatar, realistic avatar and translucent avatar. The participants were faster but made slightly more errors while using the no-avatar condition, and considered easier to perform the task with the translucent avatar. @InProceedings{3DUI17p247, author = {Luis Afonso and Paulo Dias and Carlos Ferreira and Beatriz Sousa Santos}, title = {Effect of Hand-Avatar in a Selection Task Using a Tablet as Input Device in an Immersive Virtual Environment}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {247--248}, doi = {}, year = {2017}, } |
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Dorado, José Luis |
3DUI '17-POSTERS: "Comparing VR Environments ..."
Comparing VR Environments for Seat Selection in an Opera Theater
José Luis Dorado, Pablo Figueroa, Jean-Rémy Chardonnet, Frédéric Merienne, and José Tiberio Hernández (University of Andes, Colombia; LE2I, France) This study presents a comparison of the influence of different VR environments in the task of selecting a preferred seat in an opera theater. We used gaze-based raycasting and headsets in a low-cost head-mounted display (HMD) (GearVR); and a virtual wand, head tracking, and headsets in a CAVE, two somewhat opposing technologies in the spectrum of current VR systems. Visual rendering and the selection technique depend on the capabilities of each environment, whereas the sound is approximated in both environments. Results show that subjects can select similar seats but their decisions differ between both environments. The results obtained can be useful in guiding the development of future VR applications. @InProceedings{3DUI17p221, author = {José Luis Dorado and Pablo Figueroa and Jean-Rémy Chardonnet and Frédéric Merienne and José Tiberio Hernández}, title = {Comparing VR Environments for Seat Selection in an Opera Theater}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {221--222}, doi = {}, year = {2017}, } 3DUI '17-POSTERS: "Effect of Footstep Vibrations ..." Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method Jérémy Plouzeau, José Luis Dorado, Damien Paillot, and Frédéric Merienne (LE2I, France; HeSam, France) This study proposes to investigate the effect of adding vibration feedback to a navigation task in virtual environment. Previous study used footstep vibrations and proprioceptive vibrations in order to decrease the cyber-sickness and increase the sense of presence. In this study, we experiment the same vibration modalities but with a new navigation method. The results show that proprioceptive vibrations do not impact the sense of presence neither the cyber-sickness while footstep vibrations increase sense of presence and decrease in a certain way cyber-sickness. @InProceedings{3DUI17p241, author = {Jérémy Plouzeau and José Luis Dorado and Damien Paillot and Frédéric Merienne}, title = {Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {241--242}, doi = {}, year = {2017}, } |
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Ellingson, Arin M. |
3DUI '17-POSTERS: "Anatomical 2D/3D Shape-Matching ..."
Anatomical 2D/3D Shape-Matching in Virtual Reality: A User Interface for Quantifying Joint Kinematics with Radiographic Imaging
Kyungyoon Kim, Rebekah L. Lawrence, Nikki Kyllonen, Paula M. Ludewig, Arin M. Ellingson, and Daniel F. Keefe (University of Minnesota, USA) We introduce a virtual reality 3D user interface (3DUI) for anatomical 2D/3D shape-matching, a challenging task that is part of medical imaging processes required by biomechanics researchers. Manual shape-matching can be thought of as a nuanced version of classic 6 degree-of-freedom docking tasks studied in the 3DUI research community. Our solution combines dynamic gain for precise translation and rotation from 6 degree-of-freedom tracker input, constraints based on both 2D and 3D data, and immersive visualization and visual feedback. @InProceedings{3DUI17p243, author = {Kyungyoon Kim and Rebekah L. Lawrence and Nikki Kyllonen and Paula M. Ludewig and Arin M. Ellingson and Daniel F. Keefe}, title = {Anatomical 2D/3D Shape-Matching in Virtual Reality: A User Interface for Quantifying Joint Kinematics with Radiographic Imaging}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {243--244}, doi = {}, year = {2017}, } Video |
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Elmongui, Hicham G. |
3DUI '17-POSTERS: "Painting with Light: Gesture ..."
Painting with Light: Gesture Based Light Control in Architectural Settings
Mohamed Handosa, Denis Gračanin, Hicham G. Elmongui, and Andrew Ciambrone (Virginia Tech, USA; Alexandria University, Egypt) Lighting can play an essential role in supporting user tasks as well as creating an ambiance. Although users may feel excited about the supported functionality when a complex indoor lighting system is first deployed, the lack of a convenient interface may prevent them from taking the full advantage of the system. We propose a system and a 3D interaction technique for controlling indoor lights. The system is extendable and supports multiple users to control lights using either gestures or a GUI. Using a single Kinect sensor, the user is able to control lights from different positions in the room while standing or sitting down within the tracking range of the sensor. The selection and manipulation accuracy of the proposed technique together with the ease of use compared to other alternatives makes it a promising lighting control technique. @InProceedings{3DUI17p249, author = {Mohamed Handosa and Denis Gračanin and Hicham G. Elmongui and Andrew Ciambrone}, title = {Painting with Light: Gesture Based Light Control in Architectural Settings}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {249--250}, doi = {}, year = {2017}, } Video |
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Ferreira, Alfredo |
3DUI '17-POSTERS: "PRECIOUS! Out-of-Reach Selection ..."
PRECIOUS! Out-of-Reach Selection using Iterative Refinement in VR
Daniel Mendes, Daniel Medeiros, Eduardo Cordeiro, Maurício Sousa, Alfredo Ferreira, and Joaquim Jorge (INESC-ID, Portugal; University of Lisbon, Portugal) Selecting objects outside user's arm-reach in Virtual Reality still poses significant challenges. Techniques proposed to overcome such limitations often follow arm-extension metaphors or favor the use of selection volumes combined with ray-casting. Nonetheless, these approaches work for room sized and sparse environments, and they do not scale to larger scenarios with many objects. We introduce PRECIOUS, a novel mid-air technique for selecting out-of-reach objects. It employs an iterative progressive refinement, using cone-casting to select multiple objects and moving users closer to them in each step, allowing accurate selections. A user evaluation showed that PRECIOUS compares favorably against existing approaches, being the most versatile. @InProceedings{3DUI17p237, author = {Daniel Mendes and Daniel Medeiros and Eduardo Cordeiro and Maurício Sousa and Alfredo Ferreira and Joaquim Jorge}, title = {PRECIOUS! Out-of-Reach Selection using Iterative Refinement in VR}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {237--238}, doi = {}, year = {2017}, } |
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Ferreira, Carlos |
3DUI '17-POSTERS: "Effect of Hand-Avatar in a ..."
Effect of Hand-Avatar in a Selection Task Using a Tablet as Input Device in an Immersive Virtual Environment
Luis Afonso, Paulo Dias, Carlos Ferreira, and Beatriz Sousa Santos (University of Aveiro, Portugal) How does the virtual representation of the user's hands influence the performance on a button selection task performed in a tablet-based interaction within an immersive virtual environment? To answer this question, we asked 55 participants to use three conditions: no-hand avatar, realistic avatar and translucent avatar. The participants were faster but made slightly more errors while using the no-avatar condition, and considered easier to perform the task with the translucent avatar. @InProceedings{3DUI17p247, author = {Luis Afonso and Paulo Dias and Carlos Ferreira and Beatriz Sousa Santos}, title = {Effect of Hand-Avatar in a Selection Task Using a Tablet as Input Device in an Immersive Virtual Environment}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {247--248}, doi = {}, year = {2017}, } |
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Figueroa, Pablo |
3DUI '17-POSTERS: "Comparing VR Environments ..."
Comparing VR Environments for Seat Selection in an Opera Theater
José Luis Dorado, Pablo Figueroa, Jean-Rémy Chardonnet, Frédéric Merienne, and José Tiberio Hernández (University of Andes, Colombia; LE2I, France) This study presents a comparison of the influence of different VR environments in the task of selecting a preferred seat in an opera theater. We used gaze-based raycasting and headsets in a low-cost head-mounted display (HMD) (GearVR); and a virtual wand, head tracking, and headsets in a CAVE, two somewhat opposing technologies in the spectrum of current VR systems. Visual rendering and the selection technique depend on the capabilities of each environment, whereas the sound is approximated in both environments. Results show that subjects can select similar seats but their decisions differ between both environments. The results obtained can be useful in guiding the development of future VR applications. @InProceedings{3DUI17p221, author = {José Luis Dorado and Pablo Figueroa and Jean-Rémy Chardonnet and Frédéric Merienne and José Tiberio Hernández}, title = {Comparing VR Environments for Seat Selection in an Opera Theater}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {221--222}, doi = {}, year = {2017}, } |
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Fuhrmann, Arnulph |
3DUI '17-POSTERS: "The Effectiveness of Changing ..."
The Effectiveness of Changing the Field of View in a HMD on the Perceived Self-Motion
Oliver Basting, Arnulph Fuhrmann, and Stefan M. Grünvogel (TH Köln, Germany) The following paper investigates the effect on the intensity of per- ceived vection by changing the field of view (FOV) using a head- mounted display (HMD) in a virtual environment (VE). For this purpose a study was carried out, where the participants were situ- ated in a vection evoking VE using a HMD. During the experiment, the VE was presented with different FOVs, and a measurement of the felt intensity of vection was performed. The results indicate that a decrease of the FOV invokes a decrease of the intensity of perceived vection. @InProceedings{3DUI17p225, author = {Oliver Basting and Arnulph Fuhrmann and Stefan M. Grünvogel}, title = {The Effectiveness of Changing the Field of View in a HMD on the Perceived Self-Motion}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {225--226}, doi = {}, year = {2017}, } |
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Galvan, Alain |
3DUI '17-POSTERS: "Procedural Celestial Rendering ..."
Procedural Celestial Rendering for 3D Navigation
Alain Galvan, Francisco R. Ortega, and Naphtali Rishe (Florida International University, USA) Finding the best suitable environment for 3D navigation that utilizes at least six degrees-of-freedom is still difficult. Furthermore, creating a system to procedurally generate a large virtual environment provides an opportunity for researchers to understand this problem further. Therefore, we present a novel technique to render a parametric celestial skybox with the ability to light environments similar to natural color corrected images from telescopes. We first pre-compute a spherical ray map that corresponds to the cubemap coordinates, then generate stars and dust through a combination of different noise generation shaders. @InProceedings{3DUI17p211, author = {Alain Galvan and Francisco R. Ortega and Naphtali Rishe}, title = {Procedural Celestial Rendering for 3D Navigation}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {211--212}, doi = {}, year = {2017}, } |
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Gračanin, Denis |
3DUI '17-POSTERS: "Painting with Light: Gesture ..."
Painting with Light: Gesture Based Light Control in Architectural Settings
Mohamed Handosa, Denis Gračanin, Hicham G. Elmongui, and Andrew Ciambrone (Virginia Tech, USA; Alexandria University, Egypt) Lighting can play an essential role in supporting user tasks as well as creating an ambiance. Although users may feel excited about the supported functionality when a complex indoor lighting system is first deployed, the lack of a convenient interface may prevent them from taking the full advantage of the system. We propose a system and a 3D interaction technique for controlling indoor lights. The system is extendable and supports multiple users to control lights using either gestures or a GUI. Using a single Kinect sensor, the user is able to control lights from different positions in the room while standing or sitting down within the tracking range of the sensor. The selection and manipulation accuracy of the proposed technique together with the ease of use compared to other alternatives makes it a promising lighting control technique. @InProceedings{3DUI17p249, author = {Mohamed Handosa and Denis Gračanin and Hicham G. Elmongui and Andrew Ciambrone}, title = {Painting with Light: Gesture Based Light Control in Architectural Settings}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {249--250}, doi = {}, year = {2017}, } Video |
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Grünvogel, Stefan M. |
3DUI '17-POSTERS: "The Effectiveness of Changing ..."
The Effectiveness of Changing the Field of View in a HMD on the Perceived Self-Motion
Oliver Basting, Arnulph Fuhrmann, and Stefan M. Grünvogel (TH Köln, Germany) The following paper investigates the effect on the intensity of per- ceived vection by changing the field of view (FOV) using a head- mounted display (HMD) in a virtual environment (VE). For this purpose a study was carried out, where the participants were situ- ated in a vection evoking VE using a HMD. During the experiment, the VE was presented with different FOVs, and a measurement of the felt intensity of vection was performed. The results indicate that a decrease of the FOV invokes a decrease of the intensity of perceived vection. @InProceedings{3DUI17p225, author = {Oliver Basting and Arnulph Fuhrmann and Stefan M. Grünvogel}, title = {The Effectiveness of Changing the Field of View in a HMD on the Perceived Self-Motion}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {225--226}, doi = {}, year = {2017}, } |
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Gutenko, Ievgeniia |
3DUI '17-POSTERS: "Angle and Pressure-Based Volumetric ..."
Angle and Pressure-Based Volumetric Picking on Touchscreen Devices
Ievgeniia Gutenko, Seyedkoosha Mirhosseini, and Arie E. Kaufman (Stony Brook University, USA) The target picking in 3D volumetric data is a common interaction problem in a variety of domains such as medicine, engineering, and physics. When a user clicks on a 2D point on the screen rendering, the ray is cast through the volume at an angle perpendicular to the screen. The problem lies in determining the intended location of picking, that is the end point of the ray. We introduce picking for 3D volumetric data by utilizing pressure and angle of the digital stylus pen on a touchscreen device. We map both pressure and angle of the stylus to the depth of the selector widget to help target acquisition. We evaluate several methods of selection: single finger selection, stylus with pressure but without an angle, and stylus with both angle and pressure. We decouple rotation of the volumetric data, and control for two target sizes. We report significant benefits of digital stylus picking methods and a relation between the methods and target sizes. @InProceedings{3DUI17p235, author = {Ievgeniia Gutenko and Seyedkoosha Mirhosseini and Arie E. Kaufman}, title = {Angle and Pressure-Based Volumetric Picking on Touchscreen Devices}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {235--236}, doi = {}, year = {2017}, } |
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Han, Dustin T. |
3DUI '17-POSTERS: "Redirected Reach in Virtual ..."
Redirected Reach in Virtual Reality: Enabling Natural Hand Interaction at Multiple Virtual Locations with Passive Haptics
Mohamed Suhail, Shyam Prathish Sargunam, Dustin T. Han, and Eric D. Ragan (Texas A&M University, USA) In many virtual reality applications, it would be ideal if users could use their physical hands to directly interact with virtual objects while experiencing realistic haptic feedback. While this can be achieved via interaction with tracked physical props that correspond to virtual objects, practical limitations can make it difficult to achieve a physical environment that exactly represents the virtual world, and virtual environments are often much larger than the available tracked physical space. Our approach maps a single physical prop to multiple virtual objects distributed throughout a virtual environment. Additionally, our work explores scenarios using one physical prop to control multiple types of object interactions. We explore considerations that allow physical object manipulation using orientation resetting to physically align the user with a physical prop for interaction. The resetting approach applies a discrete positional and rotational update to the user's location when the user virtually approaches a target for interaction, and the redirected reach approach applies a translational offset to the user’s virtual hand based on the positional difference of the virtual and physical objects. @InProceedings{3DUI17p245, author = {Mohamed Suhail and Shyam Prathish Sargunam and Dustin T. Han and Eric D. Ragan}, title = {Redirected Reach in Virtual Reality: Enabling Natural Hand Interaction at Multiple Virtual Locations with Passive Haptics}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {245--246}, doi = {}, year = {2017}, } |
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Handosa, Mohamed |
3DUI '17-POSTERS: "Painting with Light: Gesture ..."
Painting with Light: Gesture Based Light Control in Architectural Settings
Mohamed Handosa, Denis Gračanin, Hicham G. Elmongui, and Andrew Ciambrone (Virginia Tech, USA; Alexandria University, Egypt) Lighting can play an essential role in supporting user tasks as well as creating an ambiance. Although users may feel excited about the supported functionality when a complex indoor lighting system is first deployed, the lack of a convenient interface may prevent them from taking the full advantage of the system. We propose a system and a 3D interaction technique for controlling indoor lights. The system is extendable and supports multiple users to control lights using either gestures or a GUI. Using a single Kinect sensor, the user is able to control lights from different positions in the room while standing or sitting down within the tracking range of the sensor. The selection and manipulation accuracy of the proposed technique together with the ease of use compared to other alternatives makes it a promising lighting control technique. @InProceedings{3DUI17p249, author = {Mohamed Handosa and Denis Gračanin and Hicham G. Elmongui and Andrew Ciambrone}, title = {Painting with Light: Gesture Based Light Control in Architectural Settings}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {249--250}, doi = {}, year = {2017}, } Video |
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Hashiguchi, Satoshi |
3DUI '17-POSTERS: "Analysis of R-V Dynamics Illusion ..."
Analysis of R-V Dynamics Illusion Behavior Caused by Varying the Weight of Real Object
Kana Oshima, Satoshi Hashiguchi, Fumihisa Shibata, and Asako Kimura (Ritsumeikan University, Japan) Previously, we discovered the “R-V Dynamics Illusion,” a psychophysical phenomenon caused by the difference between the dynamics of real object (R) and virtual object (V) in mixed reality (MR) space. We confirmed that a real object with a movable portion (CG) is perceived lighter by MR visual stimulation. Here, we analyze whether the difference in the mass of real objects affects the R-V Dynamics Illusion. We conducted experiments to determine the difference threshold of weights under the condition where the masses of real objects are 500, 750, and 1000g, and only the CG liquid level is changed. As a result, the difference in mass did not influence the difference threshold of weights by changing the virtual liquid level. On the other hand, with the same mass conditions, the difference threshold of weights becomes smaller when the R-V Dynamics Illusion occurs. @InProceedings{3DUI17p213, author = {Kana Oshima and Satoshi Hashiguchi and Fumihisa Shibata and Asako Kimura}, title = {Analysis of R-V Dynamics Illusion Behavior Caused by Varying the Weight of Real Object}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {213--214}, doi = {}, year = {2017}, } |
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Heidicker, Paul |
3DUI '17-POSTERS: "Influence of Avatar Appearance ..."
Influence of Avatar Appearance on Presence in Social VR
Paul Heidicker, Eike Langbehn, and Frank Steinicke (University of Hamburg, Germany) Social virtual reality (VR) has enormous potential to allow several physically separated users to collaborate in an immersive virtual environment (IVE). These users and their actions are represented by avatars in the IVE. In question is how the appearance of those avatars influences communication and interaction. It might make a difference, if the avatar consists of a complete body representation or if only certain body parts are visible. Moreover, a one-to-one mapping of the user's movements to the avatar's movements might have advantages compared to pre-defined avatar animations. To answer these questions, we compared three different types of avatar appearances in a user study. For this, we used estimations of presence, social presence, and cognitive load. The evaluation showed that motion-controlled avatars with full representation of the avatar body lead to an increased sense of presence. Motion-controlled avatars as well as avatars which have only head and hands visible produced an increased feeling of co-presence and behavioral interdependence. This is interesting, since it states that we do not need a complete avatar body in social VR. @InProceedings{3DUI17p233, author = {Paul Heidicker and Eike Langbehn and Frank Steinicke}, title = {Influence of Avatar Appearance on Presence in Social VR}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {233--234}, doi = {}, year = {2017}, } |
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Hernández, José Tiberio |
3DUI '17-POSTERS: "Comparing VR Environments ..."
Comparing VR Environments for Seat Selection in an Opera Theater
José Luis Dorado, Pablo Figueroa, Jean-Rémy Chardonnet, Frédéric Merienne, and José Tiberio Hernández (University of Andes, Colombia; LE2I, France) This study presents a comparison of the influence of different VR environments in the task of selecting a preferred seat in an opera theater. We used gaze-based raycasting and headsets in a low-cost head-mounted display (HMD) (GearVR); and a virtual wand, head tracking, and headsets in a CAVE, two somewhat opposing technologies in the spectrum of current VR systems. Visual rendering and the selection technique depend on the capabilities of each environment, whereas the sound is approximated in both environments. Results show that subjects can select similar seats but their decisions differ between both environments. The results obtained can be useful in guiding the development of future VR applications. @InProceedings{3DUI17p221, author = {José Luis Dorado and Pablo Figueroa and Jean-Rémy Chardonnet and Frédéric Merienne and José Tiberio Hernández}, title = {Comparing VR Environments for Seat Selection in an Opera Theater}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {221--222}, doi = {}, year = {2017}, } |
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Johnson, Tiana |
3DUI '17-POSTERS: "VizSpace: Interaction in the ..."
VizSpace: Interaction in the Positive Parallax Screen Plane
Oyewole Oyekoya, Emily Sassard, and Tiana Johnson (Clemson University, USA) The VizSpace is a physically situated interactive system that combines touch and hand interactions behind the screen to create the effect that users are reaching inside and interacting in a 3D virtual workspace. It extends the conventional touch table interface with hand tracking and 3D visualization to enable interaction in the positive parallax plane, where the binocular focus falls behind the screen so as not to occlude projected images. This paper covers the system design, human factors and ergonomics considerations for an interactive and immersive gesture-based visualization system. Results are presented from a preliminary user study that validates the usability of VizSpace. @InProceedings{3DUI17p229, author = {Oyewole Oyekoya and Emily Sassard and Tiana Johnson}, title = {VizSpace: Interaction in the Positive Parallax Screen Plane}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {229--230}, doi = {}, year = {2017}, } |
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Jorge, Joaquim |
3DUI '17-POSTERS: "PRECIOUS! Out-of-Reach Selection ..."
PRECIOUS! Out-of-Reach Selection using Iterative Refinement in VR
Daniel Mendes, Daniel Medeiros, Eduardo Cordeiro, Maurício Sousa, Alfredo Ferreira, and Joaquim Jorge (INESC-ID, Portugal; University of Lisbon, Portugal) Selecting objects outside user's arm-reach in Virtual Reality still poses significant challenges. Techniques proposed to overcome such limitations often follow arm-extension metaphors or favor the use of selection volumes combined with ray-casting. Nonetheless, these approaches work for room sized and sparse environments, and they do not scale to larger scenarios with many objects. We introduce PRECIOUS, a novel mid-air technique for selecting out-of-reach objects. It employs an iterative progressive refinement, using cone-casting to select multiple objects and moving users closer to them in each step, allowing accurate selections. A user evaluation showed that PRECIOUS compares favorably against existing approaches, being the most versatile. @InProceedings{3DUI17p237, author = {Daniel Mendes and Daniel Medeiros and Eduardo Cordeiro and Maurício Sousa and Alfredo Ferreira and Joaquim Jorge}, title = {PRECIOUS! Out-of-Reach Selection using Iterative Refinement in VR}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {237--238}, doi = {}, year = {2017}, } |
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Kaufman, Arie E. |
3DUI '17-POSTERS: "Angle and Pressure-Based Volumetric ..."
Angle and Pressure-Based Volumetric Picking on Touchscreen Devices
Ievgeniia Gutenko, Seyedkoosha Mirhosseini, and Arie E. Kaufman (Stony Brook University, USA) The target picking in 3D volumetric data is a common interaction problem in a variety of domains such as medicine, engineering, and physics. When a user clicks on a 2D point on the screen rendering, the ray is cast through the volume at an angle perpendicular to the screen. The problem lies in determining the intended location of picking, that is the end point of the ray. We introduce picking for 3D volumetric data by utilizing pressure and angle of the digital stylus pen on a touchscreen device. We map both pressure and angle of the stylus to the depth of the selector widget to help target acquisition. We evaluate several methods of selection: single finger selection, stylus with pressure but without an angle, and stylus with both angle and pressure. We decouple rotation of the volumetric data, and control for two target sizes. We report significant benefits of digital stylus picking methods and a relation between the methods and target sizes. @InProceedings{3DUI17p235, author = {Ievgeniia Gutenko and Seyedkoosha Mirhosseini and Arie E. Kaufman}, title = {Angle and Pressure-Based Volumetric Picking on Touchscreen Devices}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {235--236}, doi = {}, year = {2017}, } |
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Keefe, Daniel F. |
3DUI '17-POSTERS: "Anatomical 2D/3D Shape-Matching ..."
Anatomical 2D/3D Shape-Matching in Virtual Reality: A User Interface for Quantifying Joint Kinematics with Radiographic Imaging
Kyungyoon Kim, Rebekah L. Lawrence, Nikki Kyllonen, Paula M. Ludewig, Arin M. Ellingson, and Daniel F. Keefe (University of Minnesota, USA) We introduce a virtual reality 3D user interface (3DUI) for anatomical 2D/3D shape-matching, a challenging task that is part of medical imaging processes required by biomechanics researchers. Manual shape-matching can be thought of as a nuanced version of classic 6 degree-of-freedom docking tasks studied in the 3DUI research community. Our solution combines dynamic gain for precise translation and rotation from 6 degree-of-freedom tracker input, constraints based on both 2D and 3D data, and immersive visualization and visual feedback. @InProceedings{3DUI17p243, author = {Kyungyoon Kim and Rebekah L. Lawrence and Nikki Kyllonen and Paula M. Ludewig and Arin M. Ellingson and Daniel F. Keefe}, title = {Anatomical 2D/3D Shape-Matching in Virtual Reality: A User Interface for Quantifying Joint Kinematics with Radiographic Imaging}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {243--244}, doi = {}, year = {2017}, } Video |
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Kim, Kangsoo |
3DUI '17-POSTERS: "Can Social Presence Be Contagious? ..."
Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans
Salam Daher, Kangsoo Kim, Myungho Lee, Gerd Bruder, Ryan Schubert, Jeremy Bailenson, and Gregory F. Welch (University of Central Florida, USA; Stanford University, USA) We explore whether a peripheral observation of apparent mutual social presence between a virtual human (VH) and a virtual human confederate (VHC) can increase a subject’s sense of social presence with the VH. Human subjects were asked to play a game with a VH. Half of the subjects were primed by being exposed to a brief but apparently engaging conversation between the VHC and the VH. The primed subjects reported being significantly more excited, alert, had significantly higher measures of Co-Presence, Attentional Allocation, and Message Understanding dimensions of social presence for the VH, compared to those who were not primed. @InProceedings{3DUI17p201, author = {Salam Daher and Kangsoo Kim and Myungho Lee and Gerd Bruder and Ryan Schubert and Jeremy Bailenson and Gregory F. Welch}, title = {Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {201--202}, doi = {}, year = {2017}, } |
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Kim, Kyungyoon |
3DUI '17-POSTERS: "Anatomical 2D/3D Shape-Matching ..."
Anatomical 2D/3D Shape-Matching in Virtual Reality: A User Interface for Quantifying Joint Kinematics with Radiographic Imaging
Kyungyoon Kim, Rebekah L. Lawrence, Nikki Kyllonen, Paula M. Ludewig, Arin M. Ellingson, and Daniel F. Keefe (University of Minnesota, USA) We introduce a virtual reality 3D user interface (3DUI) for anatomical 2D/3D shape-matching, a challenging task that is part of medical imaging processes required by biomechanics researchers. Manual shape-matching can be thought of as a nuanced version of classic 6 degree-of-freedom docking tasks studied in the 3DUI research community. Our solution combines dynamic gain for precise translation and rotation from 6 degree-of-freedom tracker input, constraints based on both 2D and 3D data, and immersive visualization and visual feedback. @InProceedings{3DUI17p243, author = {Kyungyoon Kim and Rebekah L. Lawrence and Nikki Kyllonen and Paula M. Ludewig and Arin M. Ellingson and Daniel F. Keefe}, title = {Anatomical 2D/3D Shape-Matching in Virtual Reality: A User Interface for Quantifying Joint Kinematics with Radiographic Imaging}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {243--244}, doi = {}, year = {2017}, } Video |
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Kimura, Asako |
3DUI '17-POSTERS: "Analysis of R-V Dynamics Illusion ..."
Analysis of R-V Dynamics Illusion Behavior Caused by Varying the Weight of Real Object
Kana Oshima, Satoshi Hashiguchi, Fumihisa Shibata, and Asako Kimura (Ritsumeikan University, Japan) Previously, we discovered the “R-V Dynamics Illusion,” a psychophysical phenomenon caused by the difference between the dynamics of real object (R) and virtual object (V) in mixed reality (MR) space. We confirmed that a real object with a movable portion (CG) is perceived lighter by MR visual stimulation. Here, we analyze whether the difference in the mass of real objects affects the R-V Dynamics Illusion. We conducted experiments to determine the difference threshold of weights under the condition where the masses of real objects are 500, 750, and 1000g, and only the CG liquid level is changed. As a result, the difference in mass did not influence the difference threshold of weights by changing the virtual liquid level. On the other hand, with the same mass conditions, the difference threshold of weights becomes smaller when the R-V Dynamics Illusion occurs. @InProceedings{3DUI17p213, author = {Kana Oshima and Satoshi Hashiguchi and Fumihisa Shibata and Asako Kimura}, title = {Analysis of R-V Dynamics Illusion Behavior Caused by Varying the Weight of Real Object}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {213--214}, doi = {}, year = {2017}, } |
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Kopper, Regis |
3DUI '17-POSTERS: "Design and Preliminary Evaluation ..."
Design and Preliminary Evaluation of an Ego-Exocentric Technique for Cooperative Manipulation
Leonardo Pavanatto Soares, Márcio Sarroglia Pinho, and Regis Kopper (PUCRS, Brazil; Duke University, USA) This work proposes and evaluates the EGO-EXO technique for cooperative manipulation in a Collaborative Virtual Environment (CVE). From the premise that simultaneous control over navigation and manipulation by the user can make interaction complex, this technique places two users in asymmetric viewpoint positions during the cooperative manipulation of an object, allowing one of them to follow the object. It applies the separation of degrees of freedom method between the two viewpoints to make the manipulation easier. The technique is evaluated through a user study to test its efficiency on handling cooperative manipulation. Results indicate that, for manipulation tasks that require high amplitude position control along precise orientation control, the technique performs with a lower collisions to time ratio. @InProceedings{3DUI17p203, author = {Leonardo Pavanatto Soares and Márcio Sarroglia Pinho and Regis Kopper}, title = {Design and Preliminary Evaluation of an Ego-Exocentric Technique for Cooperative Manipulation}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {203--204}, doi = {}, year = {2017}, } Video 3DUI '17-POSTERS: "User Experience Evaluation ..." User Experience Evaluation with Archaeometry Interactive Tools in Virtual Reality Environment Ana Grasielle Corrêa, Eduardo Zilles Borba, Roseli Lopes, Marcelo Knorich Zuffo, Astolfo Araujo, and Regis Kopper (University of São Paulo, Brazil; Duke University, USA) In this work we present a study about usability experience of users in a cyber-archeological environment. We researched how they explore a realistic 3D environment in Virtual Reality (VR) through archaeometry conventional techniques. Our objective is to evaluate users experiences with interactive archaeometry tools with archaeologist (not a VR expert) and compare results with VR experts (not an archeology expert). Two hypothesis will be tested: a) it’s possible to simulate the virtual world realistically as the real one?; b) if this VR model is passive of exploration, is it possible to create 3DUI analytical tools to help archaeologist to manipulate archaeometry tools? To explore these hypotheses we conducted experimental tests with ten users and the results are promising. @InProceedings{3DUI17p217, author = {Ana Grasielle Corrêa and Eduardo Zilles Borba and Roseli Lopes and Marcelo Knorich Zuffo and Astolfo Araujo and Regis Kopper}, title = {User Experience Evaluation with Archaeometry Interactive Tools in Virtual Reality Environment}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {217--218}, doi = {}, year = {2017}, } |
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Kunz, Andreas |
3DUI '17-POSTERS: "Multi-phase Wall Warner System ..."
Multi-phase Wall Warner System for Real Walking in Virtual Environments
Markus Zank, Colin Yao, and Andreas Kunz (ETH Zurich, Switzerland) Real walking is a means to explore virtual environments that are even larger than a physical space. Avoiding collisions with the physical walls necessitates a system to warn users. This paper describes the design and implementation of a multi-phase warning system as a solution to this safety necessity. The first phase is a velocity-based warning based on time-to-impact. The second phase is distance-based and designed as an emergency warning. Combinations of acoustic and visual feedback mechanisms were tested in a study with 13 participants. The quantitative measures show that the system keeps users safe, while allowing them to freely explore the virtual environment. @InProceedings{3DUI17p223, author = {Markus Zank and Colin Yao and Andreas Kunz}, title = {Multi-phase Wall Warner System for Real Walking in Virtual Environments}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {223--224}, doi = {}, year = {2017}, } |
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Kyllonen, Nikki |
3DUI '17-POSTERS: "Anatomical 2D/3D Shape-Matching ..."
Anatomical 2D/3D Shape-Matching in Virtual Reality: A User Interface for Quantifying Joint Kinematics with Radiographic Imaging
Kyungyoon Kim, Rebekah L. Lawrence, Nikki Kyllonen, Paula M. Ludewig, Arin M. Ellingson, and Daniel F. Keefe (University of Minnesota, USA) We introduce a virtual reality 3D user interface (3DUI) for anatomical 2D/3D shape-matching, a challenging task that is part of medical imaging processes required by biomechanics researchers. Manual shape-matching can be thought of as a nuanced version of classic 6 degree-of-freedom docking tasks studied in the 3DUI research community. Our solution combines dynamic gain for precise translation and rotation from 6 degree-of-freedom tracker input, constraints based on both 2D and 3D data, and immersive visualization and visual feedback. @InProceedings{3DUI17p243, author = {Kyungyoon Kim and Rebekah L. Lawrence and Nikki Kyllonen and Paula M. Ludewig and Arin M. Ellingson and Daniel F. Keefe}, title = {Anatomical 2D/3D Shape-Matching in Virtual Reality: A User Interface for Quantifying Joint Kinematics with Radiographic Imaging}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {243--244}, doi = {}, year = {2017}, } Video |
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Langbehn, Eike |
3DUI '17-POSTERS: "Influence of Avatar Appearance ..."
Influence of Avatar Appearance on Presence in Social VR
Paul Heidicker, Eike Langbehn, and Frank Steinicke (University of Hamburg, Germany) Social virtual reality (VR) has enormous potential to allow several physically separated users to collaborate in an immersive virtual environment (IVE). These users and their actions are represented by avatars in the IVE. In question is how the appearance of those avatars influences communication and interaction. It might make a difference, if the avatar consists of a complete body representation or if only certain body parts are visible. Moreover, a one-to-one mapping of the user's movements to the avatar's movements might have advantages compared to pre-defined avatar animations. To answer these questions, we compared three different types of avatar appearances in a user study. For this, we used estimations of presence, social presence, and cognitive load. The evaluation showed that motion-controlled avatars with full representation of the avatar body lead to an increased sense of presence. Motion-controlled avatars as well as avatars which have only head and hands visible produced an increased feeling of co-presence and behavioral interdependence. This is interesting, since it states that we do not need a complete avatar body in social VR. @InProceedings{3DUI17p233, author = {Paul Heidicker and Eike Langbehn and Frank Steinicke}, title = {Influence of Avatar Appearance on Presence in Social VR}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {233--234}, doi = {}, year = {2017}, } |
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Lawrence, Rebekah L. |
3DUI '17-POSTERS: "Anatomical 2D/3D Shape-Matching ..."
Anatomical 2D/3D Shape-Matching in Virtual Reality: A User Interface for Quantifying Joint Kinematics with Radiographic Imaging
Kyungyoon Kim, Rebekah L. Lawrence, Nikki Kyllonen, Paula M. Ludewig, Arin M. Ellingson, and Daniel F. Keefe (University of Minnesota, USA) We introduce a virtual reality 3D user interface (3DUI) for anatomical 2D/3D shape-matching, a challenging task that is part of medical imaging processes required by biomechanics researchers. Manual shape-matching can be thought of as a nuanced version of classic 6 degree-of-freedom docking tasks studied in the 3DUI research community. Our solution combines dynamic gain for precise translation and rotation from 6 degree-of-freedom tracker input, constraints based on both 2D and 3D data, and immersive visualization and visual feedback. @InProceedings{3DUI17p243, author = {Kyungyoon Kim and Rebekah L. Lawrence and Nikki Kyllonen and Paula M. Ludewig and Arin M. Ellingson and Daniel F. Keefe}, title = {Anatomical 2D/3D Shape-Matching in Virtual Reality: A User Interface for Quantifying Joint Kinematics with Radiographic Imaging}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {243--244}, doi = {}, year = {2017}, } Video |
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Lee, Myungho |
3DUI '17-POSTERS: "Can Social Presence Be Contagious? ..."
Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans
Salam Daher, Kangsoo Kim, Myungho Lee, Gerd Bruder, Ryan Schubert, Jeremy Bailenson, and Gregory F. Welch (University of Central Florida, USA; Stanford University, USA) We explore whether a peripheral observation of apparent mutual social presence between a virtual human (VH) and a virtual human confederate (VHC) can increase a subject’s sense of social presence with the VH. Human subjects were asked to play a game with a VH. Half of the subjects were primed by being exposed to a brief but apparently engaging conversation between the VHC and the VH. The primed subjects reported being significantly more excited, alert, had significantly higher measures of Co-Presence, Attentional Allocation, and Message Understanding dimensions of social presence for the VH, compared to those who were not primed. @InProceedings{3DUI17p201, author = {Salam Daher and Kangsoo Kim and Myungho Lee and Gerd Bruder and Ryan Schubert and Jeremy Bailenson and Gregory F. Welch}, title = {Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {201--202}, doi = {}, year = {2017}, } |
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Lindeman, Robert W. |
3DUI '17-POSTERS: "Trigger Walking: A Low-Fatigue ..."
Trigger Walking: A Low-Fatigue Travel Technique for Immersive Virtual Reality
Bhuvaneswari Sarupuri, Miriam Luque Chipana, and Robert W. Lindeman (University of Canterbury, New Zealand) We present Trigger Walking, a low-fatigue travel technique for immersive virtual reality which uses hand-held controllers to move about more naturally within a limited physical space. Most commercial applications use some form of teleportation or physical walking for moving around in a virtual space. However, teleportation can be disorienting, due to the sudden change in the environment when teleported to another location. Physical walking techniques are more physically demanding, leading to fatigue. Hence, we explore the use of two spatial controllers that accompany commercial headsets to walk by taking a virtual step each time a controller trigger is pulled. The user has the choice of using the orientation of a single-controller, the average of both controllers, or that of the head to determine the direction of walking, and speed can be controlled by changing the angle of the controller to the Frontal plane. @InProceedings{3DUI17p227, author = {Bhuvaneswari Sarupuri and Miriam Luque Chipana and Robert W. Lindeman}, title = {Trigger Walking: A Low-Fatigue Travel Technique for Immersive Virtual Reality}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {227--228}, doi = {}, year = {2017}, } 3DUI '17-POSTERS: "Jedi ForceExtension: Telekinesis ..." Jedi ForceExtension: Telekinesis as a Virtual Reality Interaction Metaphor Rory M. S. Clifford, Nikita Mae B. Tuanquin, and Robert W. Lindeman (University of Canterbury, New Zealand) Virtual Reality (VR) enables us to freely operate in a space that is unconstrained by physical laws and limitations. To take advantage of this aspect, we have developed a technique for pseudo-telekinetic object manipulation in VR using slight downward tilt of the head to simulate Jedi concentration. This telekinetic ability draws inspiration from The Force abilities exhibited in the Star Wars universe, and is particularly well suited to VR because it provides the ability to interact with and manipulate objects at a distance. We implemented force translate, force rotate, force push and force pull behaviours as examples of the general concept of force extension. We conducted exploratory user testing to assess telekinesis as a suitable interaction metaphor. Subject performance and feedback varied between participants but were generally encouraging. @InProceedings{3DUI17p239, author = {Rory M. S. Clifford and Nikita Mae B. Tuanquin and Robert W. Lindeman}, title = {Jedi ForceExtension: Telekinesis as a Virtual Reality Interaction Metaphor}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {239--240}, doi = {}, year = {2017}, } |
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Liu, Xiaohan |
3DUI '17-POSTERS: "A Surgical Training System ..."
A Surgical Training System for Four Medical Punctures Based on Virtual Reality and Haptic Feedback
Ronghai Wang, Junfeng Yao, Lin Wang, Xiaohan Liu, Hongwei Wang, and Liling Zheng (Quanzhou Normal University, China; Xiamen University, China; Sanming University, China; Quanzhou First Affiliated Hospital of Fujian Medical University, China) This poster presents a surgical training system for four medical punctures based on virtual reality and haptic feedback, including a client program developed in the Unity3D game engine and a server program developed by PHP. This system provides the immersive surgery simulation for thoracentesis, lumbar puncture, bone marrow puncture and abdominal paracentesis that we call four medical punctures. Trainers or teachers can release training tasks in which trainees or students are able to learn surgery skills at a 3D visual scene. Furthermore, they will feel a sense of immediacy when putting on the head-mounted display and with the help of haptic feedback. The training records will be put into database for analysis. @InProceedings{3DUI17p215, author = {Ronghai Wang and Junfeng Yao and Lin Wang and Xiaohan Liu and Hongwei Wang and Liling Zheng}, title = {A Surgical Training System for Four Medical Punctures Based on Virtual Reality and Haptic Feedback}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {215--216}, doi = {}, year = {2017}, } |
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Loffredo, Donald |
3DUI '17-POSTERS: "A Robust and Intuitive 3D ..."
A Robust and Intuitive 3D Interface for Teleoperation of Autonomous Robotic Agents through Immersive Virtual Reality Environments
Jace Regenbrecht, Alireza Tavakkoli, and Donald Loffredo (University of Houston-Victoria, USA) In this paper an intuitive human interface is presented which allows for an operator immersed in a virtual environment to remotely control a teleoperated agent with minimal cognitive overload and minimal risk of accidental input. Additionally, a cursor-based interface is presented allowing for the placement of navigation nodes for the agent, thus facilitating robot's autonomous navigation functions to be executed. @InProceedings{3DUI17p199, author = {Jace Regenbrecht and Alireza Tavakkoli and Donald Loffredo}, title = {A Robust and Intuitive 3D Interface for Teleoperation of Autonomous Robotic Agents through Immersive Virtual Reality Environments}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {199--200}, doi = {}, year = {2017}, } |
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Lopes, Roseli |
3DUI '17-POSTERS: "User Experience Evaluation ..."
User Experience Evaluation with Archaeometry Interactive Tools in Virtual Reality Environment
Ana Grasielle Corrêa, Eduardo Zilles Borba, Roseli Lopes, Marcelo Knorich Zuffo, Astolfo Araujo, and Regis Kopper (University of São Paulo, Brazil; Duke University, USA) In this work we present a study about usability experience of users in a cyber-archeological environment. We researched how they explore a realistic 3D environment in Virtual Reality (VR) through archaeometry conventional techniques. Our objective is to evaluate users experiences with interactive archaeometry tools with archaeologist (not a VR expert) and compare results with VR experts (not an archeology expert). Two hypothesis will be tested: a) it’s possible to simulate the virtual world realistically as the real one?; b) if this VR model is passive of exploration, is it possible to create 3DUI analytical tools to help archaeologist to manipulate archaeometry tools? To explore these hypotheses we conducted experimental tests with ten users and the results are promising. @InProceedings{3DUI17p217, author = {Ana Grasielle Corrêa and Eduardo Zilles Borba and Roseli Lopes and Marcelo Knorich Zuffo and Astolfo Araujo and Regis Kopper}, title = {User Experience Evaluation with Archaeometry Interactive Tools in Virtual Reality Environment}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {217--218}, doi = {}, year = {2017}, } |
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Ludewig, Paula M. |
3DUI '17-POSTERS: "Anatomical 2D/3D Shape-Matching ..."
Anatomical 2D/3D Shape-Matching in Virtual Reality: A User Interface for Quantifying Joint Kinematics with Radiographic Imaging
Kyungyoon Kim, Rebekah L. Lawrence, Nikki Kyllonen, Paula M. Ludewig, Arin M. Ellingson, and Daniel F. Keefe (University of Minnesota, USA) We introduce a virtual reality 3D user interface (3DUI) for anatomical 2D/3D shape-matching, a challenging task that is part of medical imaging processes required by biomechanics researchers. Manual shape-matching can be thought of as a nuanced version of classic 6 degree-of-freedom docking tasks studied in the 3DUI research community. Our solution combines dynamic gain for precise translation and rotation from 6 degree-of-freedom tracker input, constraints based on both 2D and 3D data, and immersive visualization and visual feedback. @InProceedings{3DUI17p243, author = {Kyungyoon Kim and Rebekah L. Lawrence and Nikki Kyllonen and Paula M. Ludewig and Arin M. Ellingson and Daniel F. Keefe}, title = {Anatomical 2D/3D Shape-Matching in Virtual Reality: A User Interface for Quantifying Joint Kinematics with Radiographic Imaging}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {243--244}, doi = {}, year = {2017}, } Video |
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Medeiros, Daniel |
3DUI '17-POSTERS: "PRECIOUS! Out-of-Reach Selection ..."
PRECIOUS! Out-of-Reach Selection using Iterative Refinement in VR
Daniel Mendes, Daniel Medeiros, Eduardo Cordeiro, Maurício Sousa, Alfredo Ferreira, and Joaquim Jorge (INESC-ID, Portugal; University of Lisbon, Portugal) Selecting objects outside user's arm-reach in Virtual Reality still poses significant challenges. Techniques proposed to overcome such limitations often follow arm-extension metaphors or favor the use of selection volumes combined with ray-casting. Nonetheless, these approaches work for room sized and sparse environments, and they do not scale to larger scenarios with many objects. We introduce PRECIOUS, a novel mid-air technique for selecting out-of-reach objects. It employs an iterative progressive refinement, using cone-casting to select multiple objects and moving users closer to them in each step, allowing accurate selections. A user evaluation showed that PRECIOUS compares favorably against existing approaches, being the most versatile. @InProceedings{3DUI17p237, author = {Daniel Mendes and Daniel Medeiros and Eduardo Cordeiro and Maurício Sousa and Alfredo Ferreira and Joaquim Jorge}, title = {PRECIOUS! Out-of-Reach Selection using Iterative Refinement in VR}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {237--238}, doi = {}, year = {2017}, } |
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Mendes, Daniel |
3DUI '17-POSTERS: "PRECIOUS! Out-of-Reach Selection ..."
PRECIOUS! Out-of-Reach Selection using Iterative Refinement in VR
Daniel Mendes, Daniel Medeiros, Eduardo Cordeiro, Maurício Sousa, Alfredo Ferreira, and Joaquim Jorge (INESC-ID, Portugal; University of Lisbon, Portugal) Selecting objects outside user's arm-reach in Virtual Reality still poses significant challenges. Techniques proposed to overcome such limitations often follow arm-extension metaphors or favor the use of selection volumes combined with ray-casting. Nonetheless, these approaches work for room sized and sparse environments, and they do not scale to larger scenarios with many objects. We introduce PRECIOUS, a novel mid-air technique for selecting out-of-reach objects. It employs an iterative progressive refinement, using cone-casting to select multiple objects and moving users closer to them in each step, allowing accurate selections. A user evaluation showed that PRECIOUS compares favorably against existing approaches, being the most versatile. @InProceedings{3DUI17p237, author = {Daniel Mendes and Daniel Medeiros and Eduardo Cordeiro and Maurício Sousa and Alfredo Ferreira and Joaquim Jorge}, title = {PRECIOUS! Out-of-Reach Selection using Iterative Refinement in VR}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {237--238}, doi = {}, year = {2017}, } |
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Merienne, Frédéric |
3DUI '17-POSTERS: "Comparing VR Environments ..."
Comparing VR Environments for Seat Selection in an Opera Theater
José Luis Dorado, Pablo Figueroa, Jean-Rémy Chardonnet, Frédéric Merienne, and José Tiberio Hernández (University of Andes, Colombia; LE2I, France) This study presents a comparison of the influence of different VR environments in the task of selecting a preferred seat in an opera theater. We used gaze-based raycasting and headsets in a low-cost head-mounted display (HMD) (GearVR); and a virtual wand, head tracking, and headsets in a CAVE, two somewhat opposing technologies in the spectrum of current VR systems. Visual rendering and the selection technique depend on the capabilities of each environment, whereas the sound is approximated in both environments. Results show that subjects can select similar seats but their decisions differ between both environments. The results obtained can be useful in guiding the development of future VR applications. @InProceedings{3DUI17p221, author = {José Luis Dorado and Pablo Figueroa and Jean-Rémy Chardonnet and Frédéric Merienne and José Tiberio Hernández}, title = {Comparing VR Environments for Seat Selection in an Opera Theater}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {221--222}, doi = {}, year = {2017}, } 3DUI '17-POSTERS: "Effect of Footstep Vibrations ..." Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method Jérémy Plouzeau, José Luis Dorado, Damien Paillot, and Frédéric Merienne (LE2I, France; HeSam, France) This study proposes to investigate the effect of adding vibration feedback to a navigation task in virtual environment. Previous study used footstep vibrations and proprioceptive vibrations in order to decrease the cyber-sickness and increase the sense of presence. In this study, we experiment the same vibration modalities but with a new navigation method. The results show that proprioceptive vibrations do not impact the sense of presence neither the cyber-sickness while footstep vibrations increase sense of presence and decrease in a certain way cyber-sickness. @InProceedings{3DUI17p241, author = {Jérémy Plouzeau and José Luis Dorado and Damien Paillot and Frédéric Merienne}, title = {Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {241--242}, doi = {}, year = {2017}, } |
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Mirhosseini, Seyedkoosha |
3DUI '17-POSTERS: "Angle and Pressure-Based Volumetric ..."
Angle and Pressure-Based Volumetric Picking on Touchscreen Devices
Ievgeniia Gutenko, Seyedkoosha Mirhosseini, and Arie E. Kaufman (Stony Brook University, USA) The target picking in 3D volumetric data is a common interaction problem in a variety of domains such as medicine, engineering, and physics. When a user clicks on a 2D point on the screen rendering, the ray is cast through the volume at an angle perpendicular to the screen. The problem lies in determining the intended location of picking, that is the end point of the ray. We introduce picking for 3D volumetric data by utilizing pressure and angle of the digital stylus pen on a touchscreen device. We map both pressure and angle of the stylus to the depth of the selector widget to help target acquisition. We evaluate several methods of selection: single finger selection, stylus with pressure but without an angle, and stylus with both angle and pressure. We decouple rotation of the volumetric data, and control for two target sizes. We report significant benefits of digital stylus picking methods and a relation between the methods and target sizes. @InProceedings{3DUI17p235, author = {Ievgeniia Gutenko and Seyedkoosha Mirhosseini and Arie E. Kaufman}, title = {Angle and Pressure-Based Volumetric Picking on Touchscreen Devices}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {235--236}, doi = {}, year = {2017}, } |
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Nguyen-Vo, Thinh |
3DUI '17-POSTERS: "Moving in a Box: Improving ..."
Moving in a Box: Improving Spatial Orientation in Virtual Reality using Simulated Reference Frames
Thinh Nguyen-Vo, Bernhard E. Riecke, and Wolfgang Stuerzlinger (Simon Fraser University, Canada) Despite recent advances in virtual reality, locomotion in a virtual environment is still restricted because of spatial disorientation. Previous research has shown the benefits of reference frames in maintaining spatial orientation. Here, we propose using a visually simulated reference frame in virtual reality to provide users with a better sense of direction in landmark-free virtual environments. Visually overlaid rectangular frames simulate different variations of frames of reference. We investigated how two different types of visually simulated reference frames might benefit in a navigational search task through a mixed-method study. Results showed that the presence of a reference frame significantly affects participants’ performance in a navigational search task. Though the egocentric frame of reference (simulated CAVE) that translates with the observer did not significantly help, an allocentric frame of reference (a simulated stationary room) significantly improved user performance both in navigational search time and overall travel distance. Our study suggests that adding a variation of the reference frame to virtual reality applications might be a cost-effective solution to enable more effective locomotion in virtual reality. @InProceedings{3DUI17p207, author = {Thinh Nguyen-Vo and Bernhard E. Riecke and Wolfgang Stuerzlinger}, title = {Moving in a Box: Improving Spatial Orientation in Virtual Reality using Simulated Reference Frames}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {207--208}, doi = {}, year = {2017}, } |
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Ortega, Francisco R. |
3DUI '17-POSTERS: "Procedural Celestial Rendering ..."
Procedural Celestial Rendering for 3D Navigation
Alain Galvan, Francisco R. Ortega, and Naphtali Rishe (Florida International University, USA) Finding the best suitable environment for 3D navigation that utilizes at least six degrees-of-freedom is still difficult. Furthermore, creating a system to procedurally generate a large virtual environment provides an opportunity for researchers to understand this problem further. Therefore, we present a novel technique to render a parametric celestial skybox with the ability to light environments similar to natural color corrected images from telescopes. We first pre-compute a spherical ray map that corresponds to the cubemap coordinates, then generate stars and dust through a combination of different noise generation shaders. @InProceedings{3DUI17p211, author = {Alain Galvan and Francisco R. Ortega and Naphtali Rishe}, title = {Procedural Celestial Rendering for 3D Navigation}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {211--212}, doi = {}, year = {2017}, } |
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Oshima, Kana |
3DUI '17-POSTERS: "Analysis of R-V Dynamics Illusion ..."
Analysis of R-V Dynamics Illusion Behavior Caused by Varying the Weight of Real Object
Kana Oshima, Satoshi Hashiguchi, Fumihisa Shibata, and Asako Kimura (Ritsumeikan University, Japan) Previously, we discovered the “R-V Dynamics Illusion,” a psychophysical phenomenon caused by the difference between the dynamics of real object (R) and virtual object (V) in mixed reality (MR) space. We confirmed that a real object with a movable portion (CG) is perceived lighter by MR visual stimulation. Here, we analyze whether the difference in the mass of real objects affects the R-V Dynamics Illusion. We conducted experiments to determine the difference threshold of weights under the condition where the masses of real objects are 500, 750, and 1000g, and only the CG liquid level is changed. As a result, the difference in mass did not influence the difference threshold of weights by changing the virtual liquid level. On the other hand, with the same mass conditions, the difference threshold of weights becomes smaller when the R-V Dynamics Illusion occurs. @InProceedings{3DUI17p213, author = {Kana Oshima and Satoshi Hashiguchi and Fumihisa Shibata and Asako Kimura}, title = {Analysis of R-V Dynamics Illusion Behavior Caused by Varying the Weight of Real Object}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {213--214}, doi = {}, year = {2017}, } |
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Oyekoya, Oyewole |
3DUI '17-POSTERS: "VizSpace: Interaction in the ..."
VizSpace: Interaction in the Positive Parallax Screen Plane
Oyewole Oyekoya, Emily Sassard, and Tiana Johnson (Clemson University, USA) The VizSpace is a physically situated interactive system that combines touch and hand interactions behind the screen to create the effect that users are reaching inside and interacting in a 3D virtual workspace. It extends the conventional touch table interface with hand tracking and 3D visualization to enable interaction in the positive parallax plane, where the binocular focus falls behind the screen so as not to occlude projected images. This paper covers the system design, human factors and ergonomics considerations for an interactive and immersive gesture-based visualization system. Results are presented from a preliminary user study that validates the usability of VizSpace. @InProceedings{3DUI17p229, author = {Oyewole Oyekoya and Emily Sassard and Tiana Johnson}, title = {VizSpace: Interaction in the Positive Parallax Screen Plane}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {229--230}, doi = {}, year = {2017}, } |
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Paillot, Damien |
3DUI '17-POSTERS: "Effect of Footstep Vibrations ..."
Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method
Jérémy Plouzeau, José Luis Dorado, Damien Paillot, and Frédéric Merienne (LE2I, France; HeSam, France) This study proposes to investigate the effect of adding vibration feedback to a navigation task in virtual environment. Previous study used footstep vibrations and proprioceptive vibrations in order to decrease the cyber-sickness and increase the sense of presence. In this study, we experiment the same vibration modalities but with a new navigation method. The results show that proprioceptive vibrations do not impact the sense of presence neither the cyber-sickness while footstep vibrations increase sense of presence and decrease in a certain way cyber-sickness. @InProceedings{3DUI17p241, author = {Jérémy Plouzeau and José Luis Dorado and Damien Paillot and Frédéric Merienne}, title = {Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {241--242}, doi = {}, year = {2017}, } |
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Pinho, Márcio Sarroglia |
3DUI '17-POSTERS: "Design and Preliminary Evaluation ..."
Design and Preliminary Evaluation of an Ego-Exocentric Technique for Cooperative Manipulation
Leonardo Pavanatto Soares, Márcio Sarroglia Pinho, and Regis Kopper (PUCRS, Brazil; Duke University, USA) This work proposes and evaluates the EGO-EXO technique for cooperative manipulation in a Collaborative Virtual Environment (CVE). From the premise that simultaneous control over navigation and manipulation by the user can make interaction complex, this technique places two users in asymmetric viewpoint positions during the cooperative manipulation of an object, allowing one of them to follow the object. It applies the separation of degrees of freedom method between the two viewpoints to make the manipulation easier. The technique is evaluated through a user study to test its efficiency on handling cooperative manipulation. Results indicate that, for manipulation tasks that require high amplitude position control along precise orientation control, the technique performs with a lower collisions to time ratio. @InProceedings{3DUI17p203, author = {Leonardo Pavanatto Soares and Márcio Sarroglia Pinho and Regis Kopper}, title = {Design and Preliminary Evaluation of an Ego-Exocentric Technique for Cooperative Manipulation}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {203--204}, doi = {}, year = {2017}, } Video |
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Plouzeau, Jérémy |
3DUI '17-POSTERS: "Effect of Footstep Vibrations ..."
Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method
Jérémy Plouzeau, José Luis Dorado, Damien Paillot, and Frédéric Merienne (LE2I, France; HeSam, France) This study proposes to investigate the effect of adding vibration feedback to a navigation task in virtual environment. Previous study used footstep vibrations and proprioceptive vibrations in order to decrease the cyber-sickness and increase the sense of presence. In this study, we experiment the same vibration modalities but with a new navigation method. The results show that proprioceptive vibrations do not impact the sense of presence neither the cyber-sickness while footstep vibrations increase sense of presence and decrease in a certain way cyber-sickness. @InProceedings{3DUI17p241, author = {Jérémy Plouzeau and José Luis Dorado and Damien Paillot and Frédéric Merienne}, title = {Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {241--242}, doi = {}, year = {2017}, } |
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Quarles, John |
3DUI '17-POSTERS: "Information Recall in VR Disability ..."
Information Recall in VR Disability Simulation
Tanvir Irfan Chowdhury, Raphael Costa, and John Quarles (University of Texas at San Antonio, USA) The purpose of this poster is to explain our study on the effect of the sense of presence on one aspect of learning, information recall, in an immersive (vs. non-immersive) virtual reality (VR) disability simulation (DS). We hypothesized that a higher level of immersion and involvement in a VR disability simulation that leads to a high sense of presence will help the user improve information recall. We conducted a between subjects experiment in which participants were presented information about multiple sclerosis (MS) in different immersive conditions and afterwards they attempted to recall the information. The results from our study suggest that participants who were in immersive conditions were able to recall the information more effectively than the participants who experienced a non-immersive condition. @InProceedings{3DUI17p219, author = {Tanvir Irfan Chowdhury and Raphael Costa and John Quarles}, title = {Information Recall in VR Disability Simulation}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {219--220}, doi = {}, year = {2017}, } Video |
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Quesnel, Denise |
3DUI '17-POSTERS: "Awestruck: Natural Interaction ..."
Awestruck: Natural Interaction with Virtual Reality on Eliciting Awe
Denise Quesnel and Bernhard E. Riecke (Simon Fraser University, Canada) In the study of transformative experiences, the feeling of awe is found to alter an individual’s perception in positive, lasting manners. Our research aims to understand the potential for interactive virtual reality (VR) in eliciting awe, through a framework based on collection of physiological data alongside self-report and phenomenological observations that demonstrate awe. We conducted a mixed-methods experiment to test whether VR is effective in eliciting awe, and if this effect might be modulated by the type of natural interaction in the form of a “flight” lounger vs. “standing”. Results demonstrate both interaction paradigms were equally awe-inspiring, with overall physiological (in the form of goose bumps with a 43.8% incidence rate) and self-report data (overall awe rating of 79.7%), and females showing more physiological signs of awe than males. Observations revealed 360-degree interaction and operability of hand-held controllers could be improved, with the consequence of designing even more effective transformative experiences. @InProceedings{3DUI17p205, author = {Denise Quesnel and Bernhard E. Riecke}, title = {Awestruck: Natural Interaction with Virtual Reality on Eliciting Awe}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {205--206}, doi = {}, year = {2017}, } Video Info |
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Ragan, Eric D. |
3DUI '17-POSTERS: "Redirected Reach in Virtual ..."
Redirected Reach in Virtual Reality: Enabling Natural Hand Interaction at Multiple Virtual Locations with Passive Haptics
Mohamed Suhail, Shyam Prathish Sargunam, Dustin T. Han, and Eric D. Ragan (Texas A&M University, USA) In many virtual reality applications, it would be ideal if users could use their physical hands to directly interact with virtual objects while experiencing realistic haptic feedback. While this can be achieved via interaction with tracked physical props that correspond to virtual objects, practical limitations can make it difficult to achieve a physical environment that exactly represents the virtual world, and virtual environments are often much larger than the available tracked physical space. Our approach maps a single physical prop to multiple virtual objects distributed throughout a virtual environment. Additionally, our work explores scenarios using one physical prop to control multiple types of object interactions. We explore considerations that allow physical object manipulation using orientation resetting to physically align the user with a physical prop for interaction. The resetting approach applies a discrete positional and rotational update to the user's location when the user virtually approaches a target for interaction, and the redirected reach approach applies a translational offset to the user’s virtual hand based on the positional difference of the virtual and physical objects. @InProceedings{3DUI17p245, author = {Mohamed Suhail and Shyam Prathish Sargunam and Dustin T. Han and Eric D. Ragan}, title = {Redirected Reach in Virtual Reality: Enabling Natural Hand Interaction at Multiple Virtual Locations with Passive Haptics}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {245--246}, doi = {}, year = {2017}, } |
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Regenbrecht, Jace |
3DUI '17-POSTERS: "A Robust and Intuitive 3D ..."
A Robust and Intuitive 3D Interface for Teleoperation of Autonomous Robotic Agents through Immersive Virtual Reality Environments
Jace Regenbrecht, Alireza Tavakkoli, and Donald Loffredo (University of Houston-Victoria, USA) In this paper an intuitive human interface is presented which allows for an operator immersed in a virtual environment to remotely control a teleoperated agent with minimal cognitive overload and minimal risk of accidental input. Additionally, a cursor-based interface is presented allowing for the placement of navigation nodes for the agent, thus facilitating robot's autonomous navigation functions to be executed. @InProceedings{3DUI17p199, author = {Jace Regenbrecht and Alireza Tavakkoli and Donald Loffredo}, title = {A Robust and Intuitive 3D Interface for Teleoperation of Autonomous Robotic Agents through Immersive Virtual Reality Environments}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {199--200}, doi = {}, year = {2017}, } |
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Riecke, Bernhard E. |
3DUI '17-POSTERS: "Moving in a Box: Improving ..."
Moving in a Box: Improving Spatial Orientation in Virtual Reality using Simulated Reference Frames
Thinh Nguyen-Vo, Bernhard E. Riecke, and Wolfgang Stuerzlinger (Simon Fraser University, Canada) Despite recent advances in virtual reality, locomotion in a virtual environment is still restricted because of spatial disorientation. Previous research has shown the benefits of reference frames in maintaining spatial orientation. Here, we propose using a visually simulated reference frame in virtual reality to provide users with a better sense of direction in landmark-free virtual environments. Visually overlaid rectangular frames simulate different variations of frames of reference. We investigated how two different types of visually simulated reference frames might benefit in a navigational search task through a mixed-method study. Results showed that the presence of a reference frame significantly affects participants’ performance in a navigational search task. Though the egocentric frame of reference (simulated CAVE) that translates with the observer did not significantly help, an allocentric frame of reference (a simulated stationary room) significantly improved user performance both in navigational search time and overall travel distance. Our study suggests that adding a variation of the reference frame to virtual reality applications might be a cost-effective solution to enable more effective locomotion in virtual reality. @InProceedings{3DUI17p207, author = {Thinh Nguyen-Vo and Bernhard E. Riecke and Wolfgang Stuerzlinger}, title = {Moving in a Box: Improving Spatial Orientation in Virtual Reality using Simulated Reference Frames}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {207--208}, doi = {}, year = {2017}, } 3DUI '17-POSTERS: "Awestruck: Natural Interaction ..." Awestruck: Natural Interaction with Virtual Reality on Eliciting Awe Denise Quesnel and Bernhard E. Riecke (Simon Fraser University, Canada) In the study of transformative experiences, the feeling of awe is found to alter an individual’s perception in positive, lasting manners. Our research aims to understand the potential for interactive virtual reality (VR) in eliciting awe, through a framework based on collection of physiological data alongside self-report and phenomenological observations that demonstrate awe. We conducted a mixed-methods experiment to test whether VR is effective in eliciting awe, and if this effect might be modulated by the type of natural interaction in the form of a “flight” lounger vs. “standing”. Results demonstrate both interaction paradigms were equally awe-inspiring, with overall physiological (in the form of goose bumps with a 43.8% incidence rate) and self-report data (overall awe rating of 79.7%), and females showing more physiological signs of awe than males. Observations revealed 360-degree interaction and operability of hand-held controllers could be improved, with the consequence of designing even more effective transformative experiences. @InProceedings{3DUI17p205, author = {Denise Quesnel and Bernhard E. Riecke}, title = {Awestruck: Natural Interaction with Virtual Reality on Eliciting Awe}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {205--206}, doi = {}, year = {2017}, } Video Info |
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Rishe, Naphtali |
3DUI '17-POSTERS: "Procedural Celestial Rendering ..."
Procedural Celestial Rendering for 3D Navigation
Alain Galvan, Francisco R. Ortega, and Naphtali Rishe (Florida International University, USA) Finding the best suitable environment for 3D navigation that utilizes at least six degrees-of-freedom is still difficult. Furthermore, creating a system to procedurally generate a large virtual environment provides an opportunity for researchers to understand this problem further. Therefore, we present a novel technique to render a parametric celestial skybox with the ability to light environments similar to natural color corrected images from telescopes. We first pre-compute a spherical ray map that corresponds to the cubemap coordinates, then generate stars and dust through a combination of different noise generation shaders. @InProceedings{3DUI17p211, author = {Alain Galvan and Francisco R. Ortega and Naphtali Rishe}, title = {Procedural Celestial Rendering for 3D Navigation}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {211--212}, doi = {}, year = {2017}, } |
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Santos, Beatriz Sousa |
3DUI '17-POSTERS: "Effect of Hand-Avatar in a ..."
Effect of Hand-Avatar in a Selection Task Using a Tablet as Input Device in an Immersive Virtual Environment
Luis Afonso, Paulo Dias, Carlos Ferreira, and Beatriz Sousa Santos (University of Aveiro, Portugal) How does the virtual representation of the user's hands influence the performance on a button selection task performed in a tablet-based interaction within an immersive virtual environment? To answer this question, we asked 55 participants to use three conditions: no-hand avatar, realistic avatar and translucent avatar. The participants were faster but made slightly more errors while using the no-avatar condition, and considered easier to perform the task with the translucent avatar. @InProceedings{3DUI17p247, author = {Luis Afonso and Paulo Dias and Carlos Ferreira and Beatriz Sousa Santos}, title = {Effect of Hand-Avatar in a Selection Task Using a Tablet as Input Device in an Immersive Virtual Environment}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {247--248}, doi = {}, year = {2017}, } |
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Sargunam, Shyam Prathish |
3DUI '17-POSTERS: "Redirected Reach in Virtual ..."
Redirected Reach in Virtual Reality: Enabling Natural Hand Interaction at Multiple Virtual Locations with Passive Haptics
Mohamed Suhail, Shyam Prathish Sargunam, Dustin T. Han, and Eric D. Ragan (Texas A&M University, USA) In many virtual reality applications, it would be ideal if users could use their physical hands to directly interact with virtual objects while experiencing realistic haptic feedback. While this can be achieved via interaction with tracked physical props that correspond to virtual objects, practical limitations can make it difficult to achieve a physical environment that exactly represents the virtual world, and virtual environments are often much larger than the available tracked physical space. Our approach maps a single physical prop to multiple virtual objects distributed throughout a virtual environment. Additionally, our work explores scenarios using one physical prop to control multiple types of object interactions. We explore considerations that allow physical object manipulation using orientation resetting to physically align the user with a physical prop for interaction. The resetting approach applies a discrete positional and rotational update to the user's location when the user virtually approaches a target for interaction, and the redirected reach approach applies a translational offset to the user’s virtual hand based on the positional difference of the virtual and physical objects. @InProceedings{3DUI17p245, author = {Mohamed Suhail and Shyam Prathish Sargunam and Dustin T. Han and Eric D. Ragan}, title = {Redirected Reach in Virtual Reality: Enabling Natural Hand Interaction at Multiple Virtual Locations with Passive Haptics}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {245--246}, doi = {}, year = {2017}, } |
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Sarupuri, Bhuvaneswari |
3DUI '17-POSTERS: "Trigger Walking: A Low-Fatigue ..."
Trigger Walking: A Low-Fatigue Travel Technique for Immersive Virtual Reality
Bhuvaneswari Sarupuri, Miriam Luque Chipana, and Robert W. Lindeman (University of Canterbury, New Zealand) We present Trigger Walking, a low-fatigue travel technique for immersive virtual reality which uses hand-held controllers to move about more naturally within a limited physical space. Most commercial applications use some form of teleportation or physical walking for moving around in a virtual space. However, teleportation can be disorienting, due to the sudden change in the environment when teleported to another location. Physical walking techniques are more physically demanding, leading to fatigue. Hence, we explore the use of two spatial controllers that accompany commercial headsets to walk by taking a virtual step each time a controller trigger is pulled. The user has the choice of using the orientation of a single-controller, the average of both controllers, or that of the head to determine the direction of walking, and speed can be controlled by changing the angle of the controller to the Frontal plane. @InProceedings{3DUI17p227, author = {Bhuvaneswari Sarupuri and Miriam Luque Chipana and Robert W. Lindeman}, title = {Trigger Walking: A Low-Fatigue Travel Technique for Immersive Virtual Reality}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {227--228}, doi = {}, year = {2017}, } |
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Sassard, Emily |
3DUI '17-POSTERS: "VizSpace: Interaction in the ..."
VizSpace: Interaction in the Positive Parallax Screen Plane
Oyewole Oyekoya, Emily Sassard, and Tiana Johnson (Clemson University, USA) The VizSpace is a physically situated interactive system that combines touch and hand interactions behind the screen to create the effect that users are reaching inside and interacting in a 3D virtual workspace. It extends the conventional touch table interface with hand tracking and 3D visualization to enable interaction in the positive parallax plane, where the binocular focus falls behind the screen so as not to occlude projected images. This paper covers the system design, human factors and ergonomics considerations for an interactive and immersive gesture-based visualization system. Results are presented from a preliminary user study that validates the usability of VizSpace. @InProceedings{3DUI17p229, author = {Oyewole Oyekoya and Emily Sassard and Tiana Johnson}, title = {VizSpace: Interaction in the Positive Parallax Screen Plane}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {229--230}, doi = {}, year = {2017}, } |
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Schubert, Ryan |
3DUI '17-POSTERS: "Can Social Presence Be Contagious? ..."
Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans
Salam Daher, Kangsoo Kim, Myungho Lee, Gerd Bruder, Ryan Schubert, Jeremy Bailenson, and Gregory F. Welch (University of Central Florida, USA; Stanford University, USA) We explore whether a peripheral observation of apparent mutual social presence between a virtual human (VH) and a virtual human confederate (VHC) can increase a subject’s sense of social presence with the VH. Human subjects were asked to play a game with a VH. Half of the subjects were primed by being exposed to a brief but apparently engaging conversation between the VHC and the VH. The primed subjects reported being significantly more excited, alert, had significantly higher measures of Co-Presence, Attentional Allocation, and Message Understanding dimensions of social presence for the VH, compared to those who were not primed. @InProceedings{3DUI17p201, author = {Salam Daher and Kangsoo Kim and Myungho Lee and Gerd Bruder and Ryan Schubert and Jeremy Bailenson and Gregory F. Welch}, title = {Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {201--202}, doi = {}, year = {2017}, } |
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Shibata, Fumihisa |
3DUI '17-POSTERS: "Analysis of R-V Dynamics Illusion ..."
Analysis of R-V Dynamics Illusion Behavior Caused by Varying the Weight of Real Object
Kana Oshima, Satoshi Hashiguchi, Fumihisa Shibata, and Asako Kimura (Ritsumeikan University, Japan) Previously, we discovered the “R-V Dynamics Illusion,” a psychophysical phenomenon caused by the difference between the dynamics of real object (R) and virtual object (V) in mixed reality (MR) space. We confirmed that a real object with a movable portion (CG) is perceived lighter by MR visual stimulation. Here, we analyze whether the difference in the mass of real objects affects the R-V Dynamics Illusion. We conducted experiments to determine the difference threshold of weights under the condition where the masses of real objects are 500, 750, and 1000g, and only the CG liquid level is changed. As a result, the difference in mass did not influence the difference threshold of weights by changing the virtual liquid level. On the other hand, with the same mass conditions, the difference threshold of weights becomes smaller when the R-V Dynamics Illusion occurs. @InProceedings{3DUI17p213, author = {Kana Oshima and Satoshi Hashiguchi and Fumihisa Shibata and Asako Kimura}, title = {Analysis of R-V Dynamics Illusion Behavior Caused by Varying the Weight of Real Object}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {213--214}, doi = {}, year = {2017}, } |
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Soares, Leonardo Pavanatto |
3DUI '17-POSTERS: "Design and Preliminary Evaluation ..."
Design and Preliminary Evaluation of an Ego-Exocentric Technique for Cooperative Manipulation
Leonardo Pavanatto Soares, Márcio Sarroglia Pinho, and Regis Kopper (PUCRS, Brazil; Duke University, USA) This work proposes and evaluates the EGO-EXO technique for cooperative manipulation in a Collaborative Virtual Environment (CVE). From the premise that simultaneous control over navigation and manipulation by the user can make interaction complex, this technique places two users in asymmetric viewpoint positions during the cooperative manipulation of an object, allowing one of them to follow the object. It applies the separation of degrees of freedom method between the two viewpoints to make the manipulation easier. The technique is evaluated through a user study to test its efficiency on handling cooperative manipulation. Results indicate that, for manipulation tasks that require high amplitude position control along precise orientation control, the technique performs with a lower collisions to time ratio. @InProceedings{3DUI17p203, author = {Leonardo Pavanatto Soares and Márcio Sarroglia Pinho and Regis Kopper}, title = {Design and Preliminary Evaluation of an Ego-Exocentric Technique for Cooperative Manipulation}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {203--204}, doi = {}, year = {2017}, } Video |
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Sousa, Maurício |
3DUI '17-POSTERS: "PRECIOUS! Out-of-Reach Selection ..."
PRECIOUS! Out-of-Reach Selection using Iterative Refinement in VR
Daniel Mendes, Daniel Medeiros, Eduardo Cordeiro, Maurício Sousa, Alfredo Ferreira, and Joaquim Jorge (INESC-ID, Portugal; University of Lisbon, Portugal) Selecting objects outside user's arm-reach in Virtual Reality still poses significant challenges. Techniques proposed to overcome such limitations often follow arm-extension metaphors or favor the use of selection volumes combined with ray-casting. Nonetheless, these approaches work for room sized and sparse environments, and they do not scale to larger scenarios with many objects. We introduce PRECIOUS, a novel mid-air technique for selecting out-of-reach objects. It employs an iterative progressive refinement, using cone-casting to select multiple objects and moving users closer to them in each step, allowing accurate selections. A user evaluation showed that PRECIOUS compares favorably against existing approaches, being the most versatile. @InProceedings{3DUI17p237, author = {Daniel Mendes and Daniel Medeiros and Eduardo Cordeiro and Maurício Sousa and Alfredo Ferreira and Joaquim Jorge}, title = {PRECIOUS! Out-of-Reach Selection using Iterative Refinement in VR}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {237--238}, doi = {}, year = {2017}, } |
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Steinicke, Frank |
3DUI '17-POSTERS: "Influence of Avatar Appearance ..."
Influence of Avatar Appearance on Presence in Social VR
Paul Heidicker, Eike Langbehn, and Frank Steinicke (University of Hamburg, Germany) Social virtual reality (VR) has enormous potential to allow several physically separated users to collaborate in an immersive virtual environment (IVE). These users and their actions are represented by avatars in the IVE. In question is how the appearance of those avatars influences communication and interaction. It might make a difference, if the avatar consists of a complete body representation or if only certain body parts are visible. Moreover, a one-to-one mapping of the user's movements to the avatar's movements might have advantages compared to pre-defined avatar animations. To answer these questions, we compared three different types of avatar appearances in a user study. For this, we used estimations of presence, social presence, and cognitive load. The evaluation showed that motion-controlled avatars with full representation of the avatar body lead to an increased sense of presence. Motion-controlled avatars as well as avatars which have only head and hands visible produced an increased feeling of co-presence and behavioral interdependence. This is interesting, since it states that we do not need a complete avatar body in social VR. @InProceedings{3DUI17p233, author = {Paul Heidicker and Eike Langbehn and Frank Steinicke}, title = {Influence of Avatar Appearance on Presence in Social VR}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {233--234}, doi = {}, year = {2017}, } |
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Stuerzlinger, Wolfgang |
3DUI '17-POSTERS: "Moving in a Box: Improving ..."
Moving in a Box: Improving Spatial Orientation in Virtual Reality using Simulated Reference Frames
Thinh Nguyen-Vo, Bernhard E. Riecke, and Wolfgang Stuerzlinger (Simon Fraser University, Canada) Despite recent advances in virtual reality, locomotion in a virtual environment is still restricted because of spatial disorientation. Previous research has shown the benefits of reference frames in maintaining spatial orientation. Here, we propose using a visually simulated reference frame in virtual reality to provide users with a better sense of direction in landmark-free virtual environments. Visually overlaid rectangular frames simulate different variations of frames of reference. We investigated how two different types of visually simulated reference frames might benefit in a navigational search task through a mixed-method study. Results showed that the presence of a reference frame significantly affects participants’ performance in a navigational search task. Though the egocentric frame of reference (simulated CAVE) that translates with the observer did not significantly help, an allocentric frame of reference (a simulated stationary room) significantly improved user performance both in navigational search time and overall travel distance. Our study suggests that adding a variation of the reference frame to virtual reality applications might be a cost-effective solution to enable more effective locomotion in virtual reality. @InProceedings{3DUI17p207, author = {Thinh Nguyen-Vo and Bernhard E. Riecke and Wolfgang Stuerzlinger}, title = {Moving in a Box: Improving Spatial Orientation in Virtual Reality using Simulated Reference Frames}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {207--208}, doi = {}, year = {2017}, } |
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Suhail, Mohamed |
3DUI '17-POSTERS: "Redirected Reach in Virtual ..."
Redirected Reach in Virtual Reality: Enabling Natural Hand Interaction at Multiple Virtual Locations with Passive Haptics
Mohamed Suhail, Shyam Prathish Sargunam, Dustin T. Han, and Eric D. Ragan (Texas A&M University, USA) In many virtual reality applications, it would be ideal if users could use their physical hands to directly interact with virtual objects while experiencing realistic haptic feedback. While this can be achieved via interaction with tracked physical props that correspond to virtual objects, practical limitations can make it difficult to achieve a physical environment that exactly represents the virtual world, and virtual environments are often much larger than the available tracked physical space. Our approach maps a single physical prop to multiple virtual objects distributed throughout a virtual environment. Additionally, our work explores scenarios using one physical prop to control multiple types of object interactions. We explore considerations that allow physical object manipulation using orientation resetting to physically align the user with a physical prop for interaction. The resetting approach applies a discrete positional and rotational update to the user's location when the user virtually approaches a target for interaction, and the redirected reach approach applies a translational offset to the user’s virtual hand based on the positional difference of the virtual and physical objects. @InProceedings{3DUI17p245, author = {Mohamed Suhail and Shyam Prathish Sargunam and Dustin T. Han and Eric D. Ragan}, title = {Redirected Reach in Virtual Reality: Enabling Natural Hand Interaction at Multiple Virtual Locations with Passive Haptics}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {245--246}, doi = {}, year = {2017}, } |
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Tavakkoli, Alireza |
3DUI '17-POSTERS: "A Robust and Intuitive 3D ..."
A Robust and Intuitive 3D Interface for Teleoperation of Autonomous Robotic Agents through Immersive Virtual Reality Environments
Jace Regenbrecht, Alireza Tavakkoli, and Donald Loffredo (University of Houston-Victoria, USA) In this paper an intuitive human interface is presented which allows for an operator immersed in a virtual environment to remotely control a teleoperated agent with minimal cognitive overload and minimal risk of accidental input. Additionally, a cursor-based interface is presented allowing for the placement of navigation nodes for the agent, thus facilitating robot's autonomous navigation functions to be executed. @InProceedings{3DUI17p199, author = {Jace Regenbrecht and Alireza Tavakkoli and Donald Loffredo}, title = {A Robust and Intuitive 3D Interface for Teleoperation of Autonomous Robotic Agents through Immersive Virtual Reality Environments}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {199--200}, doi = {}, year = {2017}, } |
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Tuanquin, Nikita Mae B. |
3DUI '17-POSTERS: "Jedi ForceExtension: Telekinesis ..."
Jedi ForceExtension: Telekinesis as a Virtual Reality Interaction Metaphor
Rory M. S. Clifford, Nikita Mae B. Tuanquin, and Robert W. Lindeman (University of Canterbury, New Zealand) Virtual Reality (VR) enables us to freely operate in a space that is unconstrained by physical laws and limitations. To take advantage of this aspect, we have developed a technique for pseudo-telekinetic object manipulation in VR using slight downward tilt of the head to simulate Jedi concentration. This telekinetic ability draws inspiration from The Force abilities exhibited in the Star Wars universe, and is particularly well suited to VR because it provides the ability to interact with and manipulate objects at a distance. We implemented force translate, force rotate, force push and force pull behaviours as examples of the general concept of force extension. We conducted exploratory user testing to assess telekinesis as a suitable interaction metaphor. Subject performance and feedback varied between participants but were generally encouraging. @InProceedings{3DUI17p239, author = {Rory M. S. Clifford and Nikita Mae B. Tuanquin and Robert W. Lindeman}, title = {Jedi ForceExtension: Telekinesis as a Virtual Reality Interaction Metaphor}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {239--240}, doi = {}, year = {2017}, } |
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Vemavarapu, Prabhakar V. |
3DUI '17-POSTERS: "Indirect Touch Interaction ..."
Indirect Touch Interaction with Stereoscopic Displays using a Two-Sided Handheld Touch Device
Prabhakar V. Vemavarapu and Christoph W. Borst (University of Louisiana at Lafayette, USA) An indirect touch 3D interface using a two-sided handheld touch device for interactions with dense datasets on stereoscopic displays. This work explores the possibilities for a smartphone able to sense touch on both sides. Two android phones are combined back-to-back. The top touch surface is used for primary or fine interactions (selection /translation/ rotation) and bottom surface for coarser aspects such as mode control or feature extraction. Two surfaces are programmed to recognize input from 4 digits – two top and two bottom. The four touch areas enable 3D object selection, manipulation, and feature extraction using combinations of simultaneous touches. @InProceedings{3DUI17p209, author = {Prabhakar V. Vemavarapu and Christoph W. Borst}, title = {Indirect Touch Interaction with Stereoscopic Displays using a Two-Sided Handheld Touch Device}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {209--210}, doi = {}, year = {2017}, } |
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Wang, Hongwei |
3DUI '17-POSTERS: "A Surgical Training System ..."
A Surgical Training System for Four Medical Punctures Based on Virtual Reality and Haptic Feedback
Ronghai Wang, Junfeng Yao, Lin Wang, Xiaohan Liu, Hongwei Wang, and Liling Zheng (Quanzhou Normal University, China; Xiamen University, China; Sanming University, China; Quanzhou First Affiliated Hospital of Fujian Medical University, China) This poster presents a surgical training system for four medical punctures based on virtual reality and haptic feedback, including a client program developed in the Unity3D game engine and a server program developed by PHP. This system provides the immersive surgery simulation for thoracentesis, lumbar puncture, bone marrow puncture and abdominal paracentesis that we call four medical punctures. Trainers or teachers can release training tasks in which trainees or students are able to learn surgery skills at a 3D visual scene. Furthermore, they will feel a sense of immediacy when putting on the head-mounted display and with the help of haptic feedback. The training records will be put into database for analysis. @InProceedings{3DUI17p215, author = {Ronghai Wang and Junfeng Yao and Lin Wang and Xiaohan Liu and Hongwei Wang and Liling Zheng}, title = {A Surgical Training System for Four Medical Punctures Based on Virtual Reality and Haptic Feedback}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {215--216}, doi = {}, year = {2017}, } |
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Wang, Lin |
3DUI '17-POSTERS: "A Surgical Training System ..."
A Surgical Training System for Four Medical Punctures Based on Virtual Reality and Haptic Feedback
Ronghai Wang, Junfeng Yao, Lin Wang, Xiaohan Liu, Hongwei Wang, and Liling Zheng (Quanzhou Normal University, China; Xiamen University, China; Sanming University, China; Quanzhou First Affiliated Hospital of Fujian Medical University, China) This poster presents a surgical training system for four medical punctures based on virtual reality and haptic feedback, including a client program developed in the Unity3D game engine and a server program developed by PHP. This system provides the immersive surgery simulation for thoracentesis, lumbar puncture, bone marrow puncture and abdominal paracentesis that we call four medical punctures. Trainers or teachers can release training tasks in which trainees or students are able to learn surgery skills at a 3D visual scene. Furthermore, they will feel a sense of immediacy when putting on the head-mounted display and with the help of haptic feedback. The training records will be put into database for analysis. @InProceedings{3DUI17p215, author = {Ronghai Wang and Junfeng Yao and Lin Wang and Xiaohan Liu and Hongwei Wang and Liling Zheng}, title = {A Surgical Training System for Four Medical Punctures Based on Virtual Reality and Haptic Feedback}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {215--216}, doi = {}, year = {2017}, } |
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Wang, Ronghai |
3DUI '17-POSTERS: "A Surgical Training System ..."
A Surgical Training System for Four Medical Punctures Based on Virtual Reality and Haptic Feedback
Ronghai Wang, Junfeng Yao, Lin Wang, Xiaohan Liu, Hongwei Wang, and Liling Zheng (Quanzhou Normal University, China; Xiamen University, China; Sanming University, China; Quanzhou First Affiliated Hospital of Fujian Medical University, China) This poster presents a surgical training system for four medical punctures based on virtual reality and haptic feedback, including a client program developed in the Unity3D game engine and a server program developed by PHP. This system provides the immersive surgery simulation for thoracentesis, lumbar puncture, bone marrow puncture and abdominal paracentesis that we call four medical punctures. Trainers or teachers can release training tasks in which trainees or students are able to learn surgery skills at a 3D visual scene. Furthermore, they will feel a sense of immediacy when putting on the head-mounted display and with the help of haptic feedback. The training records will be put into database for analysis. @InProceedings{3DUI17p215, author = {Ronghai Wang and Junfeng Yao and Lin Wang and Xiaohan Liu and Hongwei Wang and Liling Zheng}, title = {A Surgical Training System for Four Medical Punctures Based on Virtual Reality and Haptic Feedback}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {215--216}, doi = {}, year = {2017}, } |
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Welch, Gregory F. |
3DUI '17-POSTERS: "Can Social Presence Be Contagious? ..."
Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans
Salam Daher, Kangsoo Kim, Myungho Lee, Gerd Bruder, Ryan Schubert, Jeremy Bailenson, and Gregory F. Welch (University of Central Florida, USA; Stanford University, USA) We explore whether a peripheral observation of apparent mutual social presence between a virtual human (VH) and a virtual human confederate (VHC) can increase a subject’s sense of social presence with the VH. Human subjects were asked to play a game with a VH. Half of the subjects were primed by being exposed to a brief but apparently engaging conversation between the VHC and the VH. The primed subjects reported being significantly more excited, alert, had significantly higher measures of Co-Presence, Attentional Allocation, and Message Understanding dimensions of social presence for the VH, compared to those who were not primed. @InProceedings{3DUI17p201, author = {Salam Daher and Kangsoo Kim and Myungho Lee and Gerd Bruder and Ryan Schubert and Jeremy Bailenson and Gregory F. Welch}, title = {Can Social Presence Be Contagious? Effects of Social Presence Priming on Interaction with Virtual Humans}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {201--202}, doi = {}, year = {2017}, } |
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Woodworth, Jason W. |
3DUI '17-POSTERS: "Visual Cues to Aid 3D Pointing ..."
Visual Cues to Aid 3D Pointing in a Virtual Mirror
Jason W. Woodworth and Christoph W. Borst (University of Louisiana at Lafayette, USA) We address a 3D pointing problem for a "virtual mirror" view used in collaborative VR. The virtual mirror is a large TV display showing a depth-camera-based image of a user in a surrounding virtual environment. There are problems with pointing and communicating to remote users due to the indirectness of pointing in a mirror and a low sense of depth. We propose several visual cues to help the user control pointing depth, and present an initial user study, providing a basis for further refinement and investigation of techniques. @InProceedings{3DUI17p251, author = {Jason W. Woodworth and Christoph W. Borst}, title = {Visual Cues to Aid 3D Pointing in a Virtual Mirror}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {251--252}, doi = {}, year = {2017}, } Video |
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Yao, Colin |
3DUI '17-POSTERS: "Multi-phase Wall Warner System ..."
Multi-phase Wall Warner System for Real Walking in Virtual Environments
Markus Zank, Colin Yao, and Andreas Kunz (ETH Zurich, Switzerland) Real walking is a means to explore virtual environments that are even larger than a physical space. Avoiding collisions with the physical walls necessitates a system to warn users. This paper describes the design and implementation of a multi-phase warning system as a solution to this safety necessity. The first phase is a velocity-based warning based on time-to-impact. The second phase is distance-based and designed as an emergency warning. Combinations of acoustic and visual feedback mechanisms were tested in a study with 13 participants. The quantitative measures show that the system keeps users safe, while allowing them to freely explore the virtual environment. @InProceedings{3DUI17p223, author = {Markus Zank and Colin Yao and Andreas Kunz}, title = {Multi-phase Wall Warner System for Real Walking in Virtual Environments}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {223--224}, doi = {}, year = {2017}, } |
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Yao, Junfeng |
3DUI '17-POSTERS: "A Surgical Training System ..."
A Surgical Training System for Four Medical Punctures Based on Virtual Reality and Haptic Feedback
Ronghai Wang, Junfeng Yao, Lin Wang, Xiaohan Liu, Hongwei Wang, and Liling Zheng (Quanzhou Normal University, China; Xiamen University, China; Sanming University, China; Quanzhou First Affiliated Hospital of Fujian Medical University, China) This poster presents a surgical training system for four medical punctures based on virtual reality and haptic feedback, including a client program developed in the Unity3D game engine and a server program developed by PHP. This system provides the immersive surgery simulation for thoracentesis, lumbar puncture, bone marrow puncture and abdominal paracentesis that we call four medical punctures. Trainers or teachers can release training tasks in which trainees or students are able to learn surgery skills at a 3D visual scene. Furthermore, they will feel a sense of immediacy when putting on the head-mounted display and with the help of haptic feedback. The training records will be put into database for analysis. @InProceedings{3DUI17p215, author = {Ronghai Wang and Junfeng Yao and Lin Wang and Xiaohan Liu and Hongwei Wang and Liling Zheng}, title = {A Surgical Training System for Four Medical Punctures Based on Virtual Reality and Haptic Feedback}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {215--216}, doi = {}, year = {2017}, } |
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Zank, Markus |
3DUI '17-POSTERS: "Multi-phase Wall Warner System ..."
Multi-phase Wall Warner System for Real Walking in Virtual Environments
Markus Zank, Colin Yao, and Andreas Kunz (ETH Zurich, Switzerland) Real walking is a means to explore virtual environments that are even larger than a physical space. Avoiding collisions with the physical walls necessitates a system to warn users. This paper describes the design and implementation of a multi-phase warning system as a solution to this safety necessity. The first phase is a velocity-based warning based on time-to-impact. The second phase is distance-based and designed as an emergency warning. Combinations of acoustic and visual feedback mechanisms were tested in a study with 13 participants. The quantitative measures show that the system keeps users safe, while allowing them to freely explore the virtual environment. @InProceedings{3DUI17p223, author = {Markus Zank and Colin Yao and Andreas Kunz}, title = {Multi-phase Wall Warner System for Real Walking in Virtual Environments}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {223--224}, doi = {}, year = {2017}, } |
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Zheng, Liling |
3DUI '17-POSTERS: "A Surgical Training System ..."
A Surgical Training System for Four Medical Punctures Based on Virtual Reality and Haptic Feedback
Ronghai Wang, Junfeng Yao, Lin Wang, Xiaohan Liu, Hongwei Wang, and Liling Zheng (Quanzhou Normal University, China; Xiamen University, China; Sanming University, China; Quanzhou First Affiliated Hospital of Fujian Medical University, China) This poster presents a surgical training system for four medical punctures based on virtual reality and haptic feedback, including a client program developed in the Unity3D game engine and a server program developed by PHP. This system provides the immersive surgery simulation for thoracentesis, lumbar puncture, bone marrow puncture and abdominal paracentesis that we call four medical punctures. Trainers or teachers can release training tasks in which trainees or students are able to learn surgery skills at a 3D visual scene. Furthermore, they will feel a sense of immediacy when putting on the head-mounted display and with the help of haptic feedback. The training records will be put into database for analysis. @InProceedings{3DUI17p215, author = {Ronghai Wang and Junfeng Yao and Lin Wang and Xiaohan Liu and Hongwei Wang and Liling Zheng}, title = {A Surgical Training System for Four Medical Punctures Based on Virtual Reality and Haptic Feedback}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {215--216}, doi = {}, year = {2017}, } |
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Zuffo, Marcelo Knorich |
3DUI '17-POSTERS: "User Experience Evaluation ..."
User Experience Evaluation with Archaeometry Interactive Tools in Virtual Reality Environment
Ana Grasielle Corrêa, Eduardo Zilles Borba, Roseli Lopes, Marcelo Knorich Zuffo, Astolfo Araujo, and Regis Kopper (University of São Paulo, Brazil; Duke University, USA) In this work we present a study about usability experience of users in a cyber-archeological environment. We researched how they explore a realistic 3D environment in Virtual Reality (VR) through archaeometry conventional techniques. Our objective is to evaluate users experiences with interactive archaeometry tools with archaeologist (not a VR expert) and compare results with VR experts (not an archeology expert). Two hypothesis will be tested: a) it’s possible to simulate the virtual world realistically as the real one?; b) if this VR model is passive of exploration, is it possible to create 3DUI analytical tools to help archaeologist to manipulate archaeometry tools? To explore these hypotheses we conducted experimental tests with ten users and the results are promising. @InProceedings{3DUI17p217, author = {Ana Grasielle Corrêa and Eduardo Zilles Borba and Roseli Lopes and Marcelo Knorich Zuffo and Astolfo Araujo and Regis Kopper}, title = {User Experience Evaluation with Archaeometry Interactive Tools in Virtual Reality Environment}, booktitle = {Proc.\ 3DUI}, publisher = {IEEE}, pages = {217--218}, doi = {}, year = {2017}, } |
95 authors
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