68 research outputs found

    Navigating Immersive and Interactive VR Environments With Connected 360° Panoramas

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    Emerging research is expanding the idea of using 360-degree spherical panoramas of real-world environments for use in 360 VR experiences beyond video and image viewing. However, most of these experiences are strictly guided, with few opportunities for interaction or exploration. There is a desire to develop experiences with cohesive virtual environments created with 360 VR that allow for choice in navigation, versus scripted experiences with limited interaction. Unlike standard VR with the freedom of synthetic graphics, there are challenges in designing appropriate user interfaces (UIs) for 360 VR navigation within the limitations of fixed assets. To tackle this gap, we designed RealNodes, a software system that presents an interactive and explorable 360 VR environment. We also developed four visual guidance UIs for 360 VR navigation. The results of a pilot study showed that choice of UI had a significant effect on task completion times, showing one of our methods, Arrow, was best. Arrow also exhibited positive but non-significant trends in average measures with preference, user engagement, and simulator-sickness. RealNodes, the UI designs, and the pilot study results contribute preliminary information that inspire future investigation of how to design effective explorable scenarios in 360 VR and visual guidance metaphors for navigation in applications using 360 VR environments

    Object Manipulation in Virtual Reality Under Increasing Levels of Translational Gain

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    Room-scale Virtual Reality (VR) has become an affordable consumer reality, with applications ranging from entertainment to productivity. However, the limited physical space available for room-scale VR in the typical home or office environment poses a significant problem. To solve this, physical spaces can be extended by amplifying the mapping of physical to virtual movement (translational gain). Although amplified movement has been used since the earliest days of VR, little is known about how it influences reach-based interactions with virtual objects, now a standard feature of consumer VR. Consequently, this paper explores the picking and placing of virtual objects in VR for the first time, with translational gains of between 1x (a one-to-one mapping of a 3.5m*3.5m virtual space to the same sized physical space) and 3x (10.5m*10.5m virtual mapped to 3.5m*3.5m physical). Results show that reaching accuracy is maintained for up to 2x gain, however going beyond this diminishes accuracy and increases simulator sickness and perceived workload. We suggest gain levels of 1.5x to 1.75x can be utilized without compromising the usability of a VR task, significantly expanding the bounds of interactive room-scale VR

    Kollaboratives Reengineering und Modularisieren von Softwaresystemen

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    Software systems evolve over their lifetime. Changing requirements make it inevitable for developers to modify and extend the underlying code base. Specific requirements emerge in the context of open source software where everybody can contribute and requirements can change over time. In particular, research software is often not structured with a maintainable and extensible architecture. Furthermore, often databases are employed for retrieving, storing, and processing application data. Insufficient knowledge of the actual structure and behavior of such software systems and related databases can entail further challenges. Thus, understanding these software systems embodies a crucial task, which needs to be addressed in an appropriate way to face inevitable challenges while performing software changes. Approaches based on alternative display and interaction concepts can support this task by offering a more immersive user experience. In this thesis, we introduce three complementary approaches to support the evolution and particularly understanding of software systems in different aspects. Our main contributions are (i) an approach named CORAL for enabling collaborative reengineering and modularization of software systems, (ii) a gesture-based, collaborative, and multi-user-featuring Virtual Reality approach named ExplorViz VR for the software city metaphor, and (iii) a database behavior live-visualization approach named RACCOON for database comprehension of software systems. An extensive case study shows that our CORAL approach is capable of supporting reengineering and modularization processes. Furthermore, several lab experiments demonstrate the high usability, and efficiency and effectiveness for solving comprehension tasks when using the visualization within our multi-user VR approach ExplorViz VR. All implementations are available as open-source software on www.explorviz.net. Additionally, we provide an extensive experimental package of our latest VR evaluation to facilitate the verifiability and reproducibility of our results

    Virtual Community Heritage:An Immersive Approach to Community Heritage

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       Our relationship with cultural heritage has been transformed by digital technologies. Opportunities have emerged to preserve and access cultural heritage material while engaging an audience at both regional and global level. Accessibility of technology has enabled audiences to participate in digital heritage curation process. Participatory practices and co-production methodologies have created new relationships between museums and communities, as they are engaged to become active participants in the co-design and co-creation of heritage material. Audiences are more interested in experiences vs services nowadays and museums and heritage organisations have potential to entertain while providing engaging experiences beyond their physical walls. Mixed reality is an emerging method of engagement that has allowed enhanced interaction beyond traditional 3D visualisation models into fully immersive worlds. There is potential to transport audiences to past worlds that enhance their experience and understanding of cultural heritage

    Augmented Reality and Robotics: A Survey and Taxonomy for AR-enhanced Human-Robot Interaction and Robotic Interfaces

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    This paper contributes to a taxonomy of augmented reality and robotics based on a survey of 460 research papers. Augmented and mixed reality (AR/MR) have emerged as a new way to enhance human-robot interaction (HRI) and robotic interfaces (e.g., actuated and shape-changing interfaces). Recently, an increasing number of studies in HCI, HRI, and robotics have demonstrated how AR enables better interactions between people and robots. However, often research remains focused on individual explorations and key design strategies, and research questions are rarely analyzed systematically. In this paper, we synthesize and categorize this research field in the following dimensions: 1) approaches to augmenting reality; 2) characteristics of robots; 3) purposes and benefits; 4) classification of presented information; 5) design components and strategies for visual augmentation; 6) interaction techniques and modalities; 7) application domains; and 8) evaluation strategies. We formulate key challenges and opportunities to guide and inform future research in AR and robotics

    AMMP-EXTN: A User Privacy and Collaboration Control Framework for a Multi-User Collaboratory Virtual Reality System

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    In this thesis, we propose a new design of privacy and session control for improving a collaborative molecular modeling CVR system AMMP-VIS [1]. The design mainly addresses the issue of competing user interests and privacy protection coordination. Based on our investigation of AMMP-VIS, we propose a four-level access control structure for collaborative sessions and dynamic action priority specification for manipulations on shared molecular models. Our design allows a single user to participate in multiple simultaneous sessions. Moreover, a messaging system with text chatting and system broadcasting functionality is included. A 2D user interface [2] for easy command invocation is developed in Python. Two other key aspects of system implementation, the collaboration Central deployment and the 2D GUI for control are also discussed. Finally, we describe our system evaluation plan which is based on an improved cognitive walkthrough and heuristic evaluation as well as statistical usage data

    Conceitos e métodos para apoio ao desenvolvimento e avaliação de colaboração remota utilizando realidade aumentada

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    Remote Collaboration using Augmented Reality (AR) shows great potential to establish a common ground in physically distributed scenarios where team-members need to achieve a shared goal. However, most research efforts in this field have been devoted to experiment with the enabling technology and propose methods to support its development. As the field evolves, evaluation and characterization of the collaborative process become an essential, but difficult endeavor, to better understand the contributions of AR. In this thesis, we conducted a critical analysis to identify the main limitations and opportunities of the field, while situating its maturity and proposing a roadmap of important research actions. Next, a human-centered design methodology was adopted, involving industrial partners to probe how AR could support their needs during remote maintenance. These outcomes were combined with literature methods into an AR-prototype and its evaluation was performed through a user study. From this, it became clear the necessity to perform a deep reflection in order to better understand the dimensions that influence and must/should be considered in Collaborative AR. Hence, a conceptual model and a humancentered taxonomy were proposed to foster systematization of perspectives. Based on the model proposed, an evaluation framework for contextualized data gathering and analysis was developed, allowing support the design and performance of distributed evaluations in a more informed and complete manner. To instantiate this vision, the CAPTURE toolkit was created, providing an additional perspective based on selected dimensions of collaboration and pre-defined measurements to obtain “in situ” data about them, which can be analyzed using an integrated visualization dashboard. The toolkit successfully supported evaluations of several team-members during tasks of remote maintenance mediated by AR. Thus, showing its versatility and potential in eliciting a comprehensive characterization of the added value of AR in real-life situations, establishing itself as a generalpurpose solution, potentially applicable to a wider range of collaborative scenarios.Colaboração Remota utilizando Realidade Aumentada (RA) apresenta um enorme potencial para estabelecer um entendimento comum em cenários onde membros de uma equipa fisicamente distribuídos precisam de atingir um objetivo comum. No entanto, a maioria dos esforços de investigação tem-se focado nos aspetos tecnológicos, em fazer experiências e propor métodos para apoiar seu desenvolvimento. À medida que a área evolui, a avaliação e caracterização do processo colaborativo tornam-se um esforço essencial, mas difícil, para compreender as contribuições da RA. Nesta dissertação, realizámos uma análise crítica para identificar as principais limitações e oportunidades da área, ao mesmo tempo em que situámos a sua maturidade e propomos um mapa com direções de investigação importantes. De seguida, foi adotada uma metodologia de Design Centrado no Humano, envolvendo parceiros industriais de forma a compreender como a RA poderia responder às suas necessidades em manutenção remota. Estes resultados foram combinados com métodos da literatura num protótipo de RA e a sua avaliação foi realizada com um caso de estudo. Ficou então clara a necessidade de realizar uma reflexão profunda para melhor compreender as dimensões que influenciam e devem ser consideradas na RA Colaborativa. Foram então propostos um modelo conceptual e uma taxonomia centrada no ser humano para promover a sistematização de perspetivas. Com base no modelo proposto, foi desenvolvido um framework de avaliação para recolha e análise de dados contextualizados, permitindo apoiar o desenho e a realização de avaliações distribuídas de forma mais informada e completa. Para instanciar esta visão, o CAPTURE toolkit foi criado, fornecendo uma perspetiva adicional com base em dimensões de colaboração e medidas predefinidas para obter dados in situ, que podem ser analisados utilizando o painel de visualização integrado. O toolkit permitiu avaliar com sucesso vários colaboradores durante a realização de tarefas de manutenção remota apoiada por RA, permitindo mostrar a sua versatilidade e potencial em obter uma caracterização abrangente do valor acrescentado da RA em situações da vida real. Sendo assim, estabelece-se como uma solução genérica, potencialmente aplicável a uma gama diversificada de cenários colaborativos.Programa Doutoral em Engenharia Informátic

    V-Sphere Rubik's Bookcase Interface for Exploring Content in Virtual Reality Marketplace

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    In this work, we developed a new interface concept for content exploring in immersing Virtual Reality environments. In our shopping interface, we represent products as true 3D shapes with global illumination effects. This representation can provide more realistic and consistent Virtual Reality experience. Our shopping interface is really a giant spherical Rubik’s cube that consists of closed loops of book-shelves or cabinets. Users, who are located inside of this spherical Rubik interface will feel like they are in front of a spherical bookcase that consists of an infinite number of rows and columns. They can view the products by simply sliding rows horizontally and by sliding columns vertically. Further more, we discovered additional scenarios where users can grab the products by distance and examine their suitability by placing them into real environment. This new 3D interface concept can help to develop more realistic 3D interactive shopping framework in the future

    V-Sphere Rubik's Bookcase Interface for Exploring Content in Virtual Reality Marketplace

    Get PDF
    In this work, we developed a new interface concept for content exploring in immersing Virtual Reality environments. In our shopping interface, we represent products as true 3D shapes with global illumination effects. This representation can provide more realistic and consistent Virtual Reality experience. Our shopping interface is really a giant spherical Rubik’s cube that consists of closed loops of book-shelves or cabinets. Users, who are located inside of this spherical Rubik interface will feel like they are in front of a spherical bookcase that consists of an infinite number of rows and columns. They can view the products by simply sliding rows horizontally and by sliding columns vertically. Further more, we discovered additional scenarios where users can grab the products by distance and examine their suitability by placing them into real environment. This new 3D interface concept can help to develop more realistic 3D interactive shopping framework in the future

    Somatechnics and Difference

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    This essay examines embodiment and technology with a special focus on dis/abilities in live performance during the current inter-pandemic era. After several workshops developed with performers and mixed ability artists during 2021, questions are raised about inclusion: how we consider impairment or how disabilities are reconfigured in our understanding. The somatechnics explored here are initially related to Seo Ji Won’s exuberant and excessive motion installation, but also to the practices of other choreographers and designers who acknowledge different abilities and challenges to perception that are notnecessarily all based in a technological understanding of movement. Although it can incorporate digital projections and prostheses, such an understanding emerges from anatomical and somatic experience, and also from an extended notion of social choreography. Este ensayo examina la encarnación y la tecnología con un enfoque especial en las discapacidades en la actuación en vivo durante la era interpandémica actual. Después de varios talleres desarrollados con performers y artistas de habilidades mixtas durante 2021, surgen interrogantes sobre la inclusión: cómo consideramos la discapacidad o cómo se reconfiguran las discapacidades en nuestro entendimiento. Las somatécnicas exploradas aquí están inicialmente relacionadas con la instalación de movimiento exhuberante y excesivo de Seo Ji Won, pero también con las prácticas de otros coreógrafos y diseñadores que reconocen diferentes habilidades y desafíos a la percepción que no necesariamente se basan en una comprensión tecnológica del movimiento. Si bien puede incorporar proyecciones digitales y prótesis, tal comprensión surge de la experiencia anatómica y somática, y también de una noción ampliada de coreografía social
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