1,127 research outputs found
Investigating Social Presence and Communication with Embodied Avatars in Room-Scale Virtual Reality
Submission includes video.Room-scale virtual reality (VR) holds great potential as a medium for communication and collaboration in remote and same-time, same-place settings. Related work has established that movement realism can create a strong sense of social presence, even in the absence of photorealism. Here, we explore the noteworthy attributes of communicative interaction using embodied minimal avatars in room-scale VR in the same-time, same-place setting. Our system is the first in the research community to enable this kind of interaction, as far as we are aware. We carried out an experiment in which pairs of users performed two activities in contrasting variants: VR vs. face-to-face (F2F), and 2D vs. 3D. Objective and subjective measures were used to compare these, including motion analysis, electrodermal activity, questionnaires, retrospective think-aloud protocol, and interviews. On the whole, participants communicated effectively in VR to complete their tasks, and reported a strong sense of social presence. The system's high fidelity capture and display of movement seems to have been a key factor in supporting this. Our results confirm some expected shortcomings of VR compared to F2F, but also some non-obvious advantages. The limited anthropomorphic properties of the avatars presented some difficulties, but the impact of these varied widely between the activities. In the 2D vs. 3D comparison, the basic affordance of freehand drawing in 3D was new to most participants, resulting in novel observations and open questions. We also present methodological observations across all conditions concerning the measures that did and did not reveal differences between conditions, including unanticipated properties of the think-aloud protocol applied to VR
When the Elephant Trumps": A Comparative Study on Spatial Audio for Orientation in 360â—¦ Videos
Orientation is an emerging issue in cinematic Virtual Reality
(VR), as viewers may fail in locating points of interest. Recent
strategies to tackle this research problem have investigated
the role of cues, specifically diegetic sound effects. In this
paper, we examine the use of sound spatialization for orien tation purposes, namely by studying different spatialization
conditions ("none", "partial", and "full" spatial manipulation)
of multitrack soundtracks. We performed a between-subject
mixed-methods study with 36 participants, aided by Cue
Control, a tool we developed for dynamic spatial sound edit ing and data collection/analysis. Based on existing literature
on orientation cues in 360â—¦
and theories on human listening,
we discuss situations in which the spatialization was more ef fective (namely, "full" spatial manipulation both when using
only music and when combining music and diegetic effects),
and how this can be used by creators of 360â—¦ videos.info:eu-repo/semantics/publishedVersio
An Overview of Capturing Live Experience with Virtual and Augmented Reality
In this paper, we review the use of virtual and augmented reality technologies for capture and externalization of tacit knowledge from complex activity in knowledge-intensive professions. We focus on technologies for
converting experience hidden in activity with the aim to boost industry competitiveness, innovation, and facilitate learning on the job. As such types of knowledge and experience are difficult to capture and represent in traditional media, we explore emerging technology along two lines of investigation. First, we look at applications of virtual reality to then, second, focus on using sensors, augmented reality, and wearable technologies. We discuss existing and future applications of experience capturing with virtual and augmented reality technologies. This review provides a comprehensive overview for those interested in recording virtual, real, and augmented reality technologies. This review provides a comprehensive overview for those interested in recording virtual, real, and augmented activities, methods for delivering the recorded data, and extracting knowledge
Seamful interweaving: heterogeneity in the theory and design of interactive systems
Design experience and theoretical discussion suggest that a narrow design focus on one tool or medium as primary may clash with the way that everyday activity involves the interweaving and combination of many heterogeneous media. Interaction may become seamless and unproblematic, even if the differences, boundaries and 'seams' in media are objectively perceivable. People accommodate and take advantage of seams and heterogeneity, in and through the process of interaction. We use an experiment with a mixed reality system to ground and detail our discussion of seamful design, which takes account of this process, and theory that reflects and informs such design. We critique the 'disappearance' mentioned by Weiser as a goal for ubicomp, and Dourish's 'embodied interaction' approach to HCI, suggesting that these design ideals may be unachievable or incomplete because they underemphasise the interdependence of 'invisible' non-rationalising interaction and focused rationalising interaction within ongoing activity
Collaborative Interaction Techniques in Virtual Reality for Emergency Management
Virtual Reality (VR) technology has had many interesting applications over the last
decades. It can be seen in a multitude of industries: entertainment, education, tourism
to crisis management among others. Many of them, feature collaborative uses of VR
technology.
This thesis presents the design, development and evaluation of a multi-user VR system,
aimed at collaborative usage focused on a crisis scenario based on real-life wildfire
as the use case. The system also features a dual-map interface to display geographical information,
providing both two-dimensional and three-dimensional views over the region
and data relevant to the scenario. The main goals of this thesis are to understand how
people can collaborate in VR, test which interface is preferred, as well as what kinds of
notification mechanisms are more user friendly.
The Virtual Environment (VE) displays relevant geo-located information, such as
roads, towns, vehicles and the wildfire itself, in a dual-map setup, in two and three
dimensions. Users are able to share the environment and, simultaneously, use available
tools to interact with the maps and communicate with each other, while controlling
the wildfire playback time to understand how it propagates. Actions such as drawing,
measuring distances, directing vehicles and notifying other users are available. Users can
propose actions that can then be accepted or denied.
Eighteen subjects took part in a user study to evaluate the application. Participants
were asked to perform several tasks, using the tools available, while sharing that same
environment with the researcher. Upon analyzing data from the testing sessions, it is
possible to state that most users agree they would be able to use the system to collaborate.
The results also support the presence of both types of map interfaces, two-dimensional
and three-dimensional, as they are objectively better suited for different tasks; users,
subjectively, affirmed preference for both of them, depending on the task at hand.A Realidade Virtual (RV) tem demonstrado ter várias aplicações interessantes ao longo
das últimas décadas. Faz parte de múltiplas indústrias, tais como entertenimento, educação,
turismo, gestão de crises, entre outras. Muitas delas usam a tecnologia num contexto
colaborativo.
Nesta tese é apresentado o design, desenvolvimento e avaliação de um sistema multiutilizador
de RV, dedicado ao uso colaborativo durante um cenário de crise baseado num
fogo real. É também implementada uma interface dual-map que visualiza informação
geográfica, providenciando duas vistas (2D e 3D) sobre a região e dados relevantes ao
cenário descrito. Perceber como podem as pessoas colaborar em RV, testar qual a interface
preferida e quais os tipos de mecanismos de notificação preferÃveis são os objectivos
principais desta tese.
O Ambiente Virtual (AV) apresenta informação geo-referenciada relevante, como estradas,
povoações, veÃculos e o próprio incêndio, através da interface dual. Utilizadores
podem partilhar o ambiente e, simultaneamente, usar as ferramentas disponÃveis para
interagir com os mapas e comunicar entre si, enquanto controlam o progresso do incêndio
para melhor entender como se propaga. Ações como desenhar, medir distâncias, direcionar
veÃculos e notificar outros utilizadores estão disponÃveis. Utilizadores podem também
propor ações que serão aceites ou recusadas.
Dezoito pessoas fizeram parte do estudo de utilizador para avaliar a aplicação. Os
participantes executaram múltiplas tarefas, usando as ferramentas disponÃveis, enquanto
partilhavam o mesmo AV que o investigador. Após análise dos dados gerados, é possÃvel
afirmar que a maioria dos participantes consideram que seriam capazes de usar o sistema
para colaborar. Os resultados também suportam a presença de ambos os tipos de mapas,
2D e 3D, pois ambos são objectivamente melhores para tarefas distintas; participantes,
subjectivamente, afirmam preferência por ambas, dependendo da tarefa a executar
iTeleScope: Intelligent Video Telemetry and Classification in Real-Time using Software Defined Networking
Video continues to dominate network traffic, yet operators today have poor
visibility into the number, duration, and resolutions of the video streams
traversing their domain. Current approaches are inaccurate, expensive, or
unscalable, as they rely on statistical sampling, middle-box hardware, or
packet inspection software. We present {\em iTelescope}, the first intelligent,
inexpensive, and scalable SDN-based solution for identifying and classifying
video flows in real-time. Our solution is novel in combining dynamic flow rules
with telemetry and machine learning, and is built on commodity OpenFlow
switches and open-source software. We develop a fully functional system, train
it in the lab using multiple machine learning algorithms, and validate its
performance to show over 95\% accuracy in identifying and classifying video
streams from many providers including Youtube and Netflix. Lastly, we conduct
tests to demonstrate its scalability to tens of thousands of concurrent
streams, and deploy it live on a campus network serving several hundred real
users. Our system gives unprecedented fine-grained real-time visibility of
video streaming performance to operators of enterprise and carrier networks at
very low cost.Comment: 12 pages, 16 figure
See or Hear? Exploring the Effect of Visual and Audio Hints and Gaze-assisted Task Feedback for Visual Search Tasks in Augmented Reality
Augmented reality (AR) is emerging in visual search tasks for increasingly
immersive interactions with virtual objects. We propose an AR approach
providing visual and audio hints along with gaze-assisted instant post-task
feedback for search tasks based on mobile head-mounted display (HMD). The
target case was a book-searching task, in which we aimed to explore the effect
of the hints together with the task feedback with two hypotheses. H1: Since
visual and audio hints can positively affect AR search tasks, the combination
outperforms the individuals. H2: The gaze-assisted instant post-task feedback
can positively affect AR search tasks. The proof-of-concept was demonstrated by
an AR app in HMD and a comprehensive user study (n=96) consisting of two
sub-studies, Study I (n=48) without task feedback and Study II (n=48) with task
feedback. Following quantitative and qualitative analysis, our results
partially verified H1 and completely verified H2, enabling us to conclude that
the synthesis of visual and audio hints conditionally improves the AR visual
search task efficiency when coupled with task feedback.Comment: In Proceedings of 2023 IEEE International Symposium on Mixed and
Augmented Reality (ISMAR
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