31,889 research outputs found

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

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    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations

    Virtual Reality-Based Experiential Model for Lost Historic Buildings

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    Historic buildings have always been facing severe threats of destruction. Historic buildings are the physical links to our past, and help in forming and imprinting a cultural memory within us. However, when a building gets totally destroyed, the resources available to learn about the past are very limited. The archaeological relics, photographs, sketches, textural records, etc. fail to create a complete picture of the lost structure in our mind due to their unorganized nature and lack of possibility to explore in and around the building. Virtual reality (VR) is an interactive technology that allows people to virtually walk inside built environments using digital tools, and enables us to experience them on a human scale. Virtual heritage (VH) applications have been a popular research area among the Architects, Archaeologists and Historians for more than two decades. Virtual heritage projects, excluding projects developed in the entertainment industry, are predominantly developed by researchers and academicians. These virtual heritage projects mainly focus on either the ‘Process’ (3D reconstruction mechanism) or the ‘Products’ (Virtual Reality systems) but do not consider the end-users, i.e. the ‘People’ going to use the system. Humans are cultural organisms and their cultural and demographical aspects differ from each other and hence the cultural interpretation, perception and reaction are subjective. Different cultural environment poses different meanings to different people. Hence, it is crucial to identify what end-users’ interests are in a virtual heritage environment in order to effectively educate about the past. This research attempts to investigate the experiences of users when a first-person Virtual Reality-based model of a lost building is presented to the visitors of the museum. the entertainment industry, are predominantly developed by researchers and academicians. These virtual heritage projects mainly focus on either the ‘Process’ (3D reconstruction mechanism) or the ‘Products’ (Virtual Reality systems) but do not consider the end-users, i.e. the ‘People’ going to use it. Humans are cultural organisms and their cultural and demographical aspects differ from each other and hence the cultural interpretation, perception and reaction are subjective. Different cultural environment poses different meanings to different people. Hence, it is crucial to identify what end-users’ interests are in a virtual heritage environment in order to effectively educate about the past. This research attempts to investigate the experiences of users when a first-person Virtual Reality-based model of a lost building is presented to the visitors of the museum

    Seamless and Secure VR: Adapting and Evaluating Established Authentication Systems for Virtual Reality

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    Virtual reality (VR) headsets are enabling a wide range of new opportunities for the user. For example, in the near future users may be able to visit virtual shopping malls and virtually join international conferences. These and many other scenarios pose new questions with regards to privacy and security, in particular authentication of users within the virtual environment. As a first step towards seamless VR authentication, this paper investigates the direct transfer of well-established concepts (PIN, Android unlock patterns) into VR. In a pilot study (N = 5) and a lab study (N = 25), we adapted existing mechanisms and evaluated their usability and security for VR. The results indicate that both PINs and patterns are well suited for authentication in VR. We found that the usability of both methods matched the performance known from the physical world. In addition, the private visual channel makes authentication harder to observe, indicating that authentication in VR using traditional concepts already achieves a good balance in the trade-off between usability and security. The paper contributes to a better understanding of authentication within VR environments, by providing the first investigation of established authentication methods within VR, and presents the base layer for the design of future authentication schemes, which are used in VR environments only

    The usage of fully immersive head-mounted displays in social everyday contexts

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    Technology often evolves from decades of research in university and industrial laboratories and changes people's lives when it becomes available to the masses. In the interaction between technology and consumer, established designs in the laboratory environment must be adapted to the needs of everyday life. This paper deals with the challenges arising from the development of fully immersive Head Mounted Displays (HMD) in laboratories towards their application in everyday contexts. Research on virtual reality (VR) technologies spans over 50 years and covers a wide field of topics, e.g., technology, system design, user interfaces, user experience or human perception. Other disciplines such as psychology or the teleoperation of robots are examples for users of VR technology. The work in the previous examples was mainly carried out in laboratories or highly specialized environments. The main goal was to generate systems that are ideal for a single user to conduct a particular task in VR. The new emerging environments for the use of HMDs range from private homes to offices to convention halls. Even in public spaces such as public transport, cafĂ©s or parks, immersive experiences are possible. However, current VR systems are not yet designed for these environments. Previous work on problems in the everyday environment deals with challenges such as preventing the user from colliding with a physical object. However, current research does not take into account the new social context for an HMD user associated with these environments. Several people who have different roles are around the user in these contexts. In contrast to laboratory scenarios, the non-HMD user, for example, does not share the task with or is aware of the state of the HMD user in VR. This thesis contributes to the challenges introduced by the social context. For this purpose I offer solutions to overcome the visual separation of the HMD user. I also suggest methods for investigating and evaluating the use of HMDs suitable for everyday context. First, we present concepts and insights to overcome the challenges arising from an HMD covering the user's face. In the private context, e.g., living rooms, one of the main challenges is the need for an HMD user to take off the HMD to be able to communicate with others. Reasons for taking off the HMD are the visual exclusion of the surrounding world for HMD users and the HMD covering the users' face, hindering communication. Additionally, the Non-HMD users do not know about the virtual world the HMD user is acting in. Previous work suggests to visualize the bystanding Non-HMD user or its actions in VR to address such challenges. The biggest advantage of a fully immersive experience, however, is the full separation from the physical surrounding with the ultimate goal of being at another place. Therefore I argue not to integrate a non-HMD users directly into VR. I introduce the approach of using a shared surface that provides a common basis for information and interaction between a non-HMD and a HMD user. Such a surface can be utilized by using a smartphone. The same information is presented to the HMD in VR and the Non-HMD user on the shared surface in the same physical position, enabling joint interaction at the surface. By examining four feedback modalities, we provide design guidelines for touch interaction. The guidelines support interaction design with such a shared surface by an HMD user. Further, we explore the possibility to inform the Non-HMD user about the user's state during a mixed presence collaboration, e.g., if the HMD user is inattentive to the real world. For this purpose I use a frontal display attached to the HMD. In particular we explore the challenges of disturbed socialness and reduced collaboration quality, by presenting the users state on the front facing display. In summary, our concepts and studies explore the application of a shared surface to overcome challenges in a co-located mixed presence collaboration. Second, we look at the challenges of using HMDs in a public environment that have not yet been considered. The use of HMDs in these environments is becoming a reality due to the current development of HMDs, which contain all necessary hardware in one portable device. Related work, in particular, the work on public displays, already addresses the interaction with technology in public environments. The form factor of the HMD, the need to take an HMD onto the head and especially the visual and mental exclusion of the HMD user are new and not yet understood challenges in these environments. We propose a problem space for semi-public (e.g., conference rooms) and public environments (e.g., market places). With an explorative field study, we gain insight into the effects of the visual and physical separation of an HMD user from surrounding Non-HMD users. Further, we present a method that helps to design and evaluate the unsupervised usage of HMDs in public environments, the \emph{audience funnel flow model for HMDs}. Third, we look into methods that are suitable to monitor and evaluate HMD-based experiences in the everyday context. One core measure is the experience of being present in the virtual world, i.e., the feeling of ``being there''. Consumer-grade HMDs are already able to create highly immersive experiences, leading to a strong presence experience in VR. Hence we argue it is important to find and understand the remaining disturbances during the experience. Existing methods from the laboratory context are either not precise enough, e.g, questionnaires, to find these disturbances or cause high effort in their application and evaluation, e.g., physiological measures. In a literature review, we show that current research heavily relies on questionnaire-based approaches. I improve current qualitative approaches -- interviews, questionnaires -- to make the temporal variation of a VR experience assessable. I propose a drawing method that recognizes breaks in the presence experience. Also, it helps the user in reflecting an HMD-based experience and supports the communication between an interviewer and the HMD user. In the same paper, we propose a descriptive model that allows the objective description of the temporal variations of a presence experience from beginning to end. Further, I present and explore the concept of using electroencephalography to detect an HMD user's visual stress objectively. Objective detection supports the usage of HMDs in private and industrial contexts, as it ensures the health of the user. With my work, I would like to draw attention to the new challenges when using virtual reality technologies in everyday life. I hope that my concepts, methods and evaluation tools will serve research and development on the usage of HMDs. In particular, I would like to promote the use in the everyday social context and thereby create an enriching experience for all.Technologie entwickelt sich oft aus jahrzehntelanger Forschung in UniversitĂ€ts- und Industrielabors und verĂ€ndert das Leben der Menschen, wenn sie fĂŒr die Masse verfĂŒgbar wird. Im Zusammenspiel von Technik und Konsument mĂŒssen im Laborumfeld etablierte Designs an die BedĂŒrfnisse des Alltags angepasst werden. Diese Arbeit beschĂ€ftigt sich mit den Herausforderungen, die sich aus der Entwicklung voll immersiver Head Mounted Displays (HMD) in Labors, hin zu ihrer Anwendung im tĂ€glichen Kontext ergeben. Die Forschung zu Virtual-Reality-Technologien erstreckt sich ĂŒber mehr als 50 Jahre und deckt ein breites Themenspektrum ab, wie zum Beispiel Technologie, Systemdesign, BenutzeroberflĂ€chen, Benutzererfahrung oder menschliche Wahrnehmung. Andere Disziplinen wie die Psychologie oder die Teleoperation von Robotern sind Beispiele fĂŒr Anwender von VR Technologie. in der Vergangenheit Arbeiten wurden Arbeiten mit VR Systemen ĂŒberwiegend in Labors oder hochspezialisierten Umgebungen durchgefĂŒhrt. Der Großteil dieser Arbeiten zielte darauf ab, Systeme zu generieren, die fĂŒr einen einzigen Benutzer ideal sind, um eine bestimmte Aufgabe in VR durchzufĂŒhren. Die neu aufkommenden Umgebungen fĂŒr den Einsatz von HMDs reichen vom privaten Haushalt ĂŒber BĂŒros bis hin zu KongresssĂ€len. Auch in öffentlichen RĂ€umen wie öffentlichen Verkehrsmitteln, CafĂ©s oder Parks sind immersive Erlebnisse möglich. Allerdings sind die aktuellen VR Systeme noch nicht fĂŒr diese Umgebungen ausgelegt. Vorangegangene Arbeiten zu den Problemen im Alltags Umfeld befassen sich daher mit Herausforderungen, wie der Vermeidung von Kollisionen des Benutzers mit einem physischen Objekt. Die aktuelle Forschung berĂŒcksichtigt allerdings nicht den neuen sozialen Kontext fĂŒr einen HMD-Anwender, der mit den Alltagsumgebungen verbunden ist. Mehrere Personen, die unterschiedliche Rollen haben, sind in diesen Kontexten um den Benutzer herum. Im Gegensatz zu Szenarien im Labor teilt der Nicht-HMD-Benutzer beispielsweise nicht die Aufgabe und ist sich nicht ĂŒber den Zustand des HMD-Benutzers in VR bewusst. Diese Arbeit trĂ€gt zu den Herausforderungen bei, die durch den sozialen Kontext eingefĂŒhrt werden. Zu diesem Zweck bieten ich in meiner Arbeit Lösungen an, um die visuelle Abgrenzung des HMD-Anwenders zu ĂŒberwinden. Ich schlage zudem Methoden zur Untersuchung und Bewertung des Einsatzes von HMDs in öffentlichen Bereichen vor. Zuerst prĂ€sentieren wir Konzepte und Erkenntnisse, um die Herausforderungen zu meistern, die sich durch das HMD ergeben, welches das Gesicht des Benutzers abdeckt. Im privaten Bereich, z.B. in Wohnzimmern, ist eine der grĂ¶ĂŸten Herausforderungen die Notwendigkeit, dass der HMD-Nutzer das HMD abnimmt, um mit anderen kommunizieren zu können. GrĂŒnde fĂŒr das Abnehmen des HMDs sind die visuelle Ausgrenzung der Umgebung fĂŒr die HMD-Anwender und das HMD selbst, welches das Gesicht des Anwenders bedeckt und die Kommunikation behindert. DarĂŒber hinaus wissen die Nicht-HMD-Benutzer nichts ĂŒber die virtuelle Welt, in der der HMD-Benutzer handelt. Bisherige Konzepte schlugen vor, den Nicht-HMD-Benutzer oder seine Aktionen in VR zu visualisieren, um diese Herausforderungen zu adressieren. Der grĂ¶ĂŸte Vorteil einer völlig immersiven Erfahrung ist jedoch die vollstĂ€ndige Trennung der physischen Umgebung mit dem ultimativen Ziel, an einem anderen Ort zu sein. Daher schlage ich vor die Nicht-HMD-Anwender nicht direkt in VR einzubinden. Stattdessen stelle ich den Ansatz der Verwendung einer geteilten OberflĂ€che vor, die eine gemeinsame Grundlage fĂŒr Informationen und Interaktion zwischen einem Nicht-HMD und einem HMD-Benutzer bietet. Eine geteile OberflĂ€che kann etwa durch die Verwendung eines Smartphones realisiert werden. Eine solche OberflĂ€che prĂ€sentiert dem HMD und dem Nicht-HMD-Benutzer an der gleichen physikalischen Position die gleichen Informationen. Durch die Untersuchung von vier FeedbackmodalitĂ€ten stellen wir Designrichtlinien zur Touch-Interaktion zur VerfĂŒgung. Die Richtlinien ermöglichen die Interaktion mit einer solchen geteilten OberflĂ€che durch einen HMD-Anwender ermöglichen. Weiterhin untersuchen wir die Möglichkeit, den Nicht-HMD-Benutzer wĂ€hrend einer Zusammenarbeit ĂŒber den Zustand des HMD Benutzers zu informieren, z.B., wenn der HMD Nutzer gegenĂŒber der realen Welt unachtsam ist. Zu diesem Zweck schlage ich die Verwendung eines frontseitigen Displays, das an dem HMD angebracht ist. ZusĂ€tzlich bieten unsere Studien Einblicke, die den Designprozess fĂŒr eine lokale, gemischt prĂ€sente Zusammenarbeit unterstĂŒtzen. Zweitens betrachten wir die bisher unberĂŒcksichtigten Herausforderungen beim Einsatz von HMDs im öffentlichen Umfeld. Ein Nutzung von HMDs in diesen Umgebungen wird durch die aktuelle Entwicklung von HMDs, die alle notwendige Hardware in einem tragbaren GerĂ€t enthalten, zur RealitĂ€t. Verwandte Arbeiten, insbesondere aus der Forschung an Public Displays, befassen sich bereits mit der Nutzung von Display basierter Technologien im öffentlichen Kontext. Der Formfaktor des HMDs, die Notwendigkeit ein HMD auf den Kopf zu Ziehen und vor allem die visuelle und mentale Ausgrenzung des HMD-Anwenders sind neue und noch nicht verstanden Herausforderung in diesen Umgebungen. Ich schlage einen Design Space fĂŒr halböffentliche (z.B. KonferenzrĂ€ume) und öffentliche Bereiche (z.B. MarktplĂ€tze) vor. Mit einer explorativen Feldstudie gewinnen wir Einblicke in die Auswirkungen der visuellen und physischen Trennung eines HMD-Anwenders von umliegenden Nicht-HMD-Anwendern. Weiterhin stellen wir eine Methode vor, die unterstĂŒtzt, den unbeaufsichtigten Einsatz von HMDs in öffentlichen Umgebungen zu entwerfen und zu bewerten, das \emph{audience funnel flow model for HMDs}. Drittens untersuchen wir Methoden, die geeignet sind, HMD-basierte Erfahrungen im Alltagskontext zu ĂŒberwachen und zu bewerten. Eine zentrale MessgrĂ¶ĂŸe ist die Erfahrung der PrĂ€senz in der virtuellen Welt, d.h. das GefĂŒhl des "dort seins". HMDs fĂŒr Verbraucher sind bereits in der Lage, hoch immersive Erlebnisse zu schaffen, was zu einer starken PrĂ€senzerfahrung im VR fĂŒhrt. Daher argumentieren wir, dass es wichtig ist, die verbleibenden Störungen wĂ€hrend der Erfahrung zu finden und zu verstehen. Bestehende Methoden aus dem Laborkontext sind entweder nicht prĂ€zise genug, z.B. Fragebögen, um diese Störungen zu finden oder verursachen einen hohen Aufwand in ihrer Anwendung und Auswertung, z.B. physilogische Messungen. In einer LiteraturĂŒbersicht zeigen wir, dass die aktuelle Forschung stark auf fragebogenbasierte AnsĂ€tze angewiesen ist. Ich verbessern aktuelle qualitative AnsĂ€tze -- Interviews, Fragebögen -- um die zeitliche Variation einer VR-Erfahrung bewertbar zu machen. Ich schlagen eine Zeichnungsmethode vor die BrĂŒche in der PrĂ€senzerfahrung erkennt, den Benutzer bei der Reflexion einer HMD-basierten Erfahrung hilft und die Kommunikation zwischen einem Interviewer und dem HMD-Benutzer unterstĂŒtzt. In der gleichen Veröffentlichung schlage ich ein Modell vor, das die objektive Beschreibung der zeitlichen Variationen einer PrĂ€senzerfahrung von Anfang bis Ende ermöglicht. Weiterhin prĂ€sentieren und erforschen ich das Konzept der Elektroenzephalographie, um den visuellen Stress eines HMD-Anwenders objektiv zu erfassen. Die objektive Erkennung unterstĂŒtzt den Einsatz von HMDs im privaten und industriellen Kontext, da sie die Gesundheit des Benutzers sicherstellt. Mit meiner Arbeit möchte ich auf die neuen Herausforderungen beim Einsatz von VR-Technologien im Alltag aufmerksam machen. Ich hoffe, dass meine Konzepte, Methoden und Evaluierungswerkzeuge der Forschung und Entwicklung ĂŒber den Einsatz von HMDs dienen werden. Insbesondere möchte ich den Einsatz im alltĂ€glichen sozialen Kontext fördern und damit eine bereichernde Erfahrung fĂŒr alle schaffen

    The benefits of using a walking interface to navigate virtual environments

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    Navigation is the most common interactive task performed in three-dimensional virtual environments (VEs), but it is also a task that users often find difficult. We investigated how body-based information about the translational and rotational components of movement helped participants to perform a navigational search task (finding targets hidden inside boxes in a room-sized space). When participants physically walked around the VE while viewing it on a head-mounted display (HMD), they then performed 90% of trials perfectly, comparable to participants who had performed an equivalent task in the real world during a previous study. By contrast, participants performed less than 50% of trials perfectly if they used a tethered HMD (move by physically turning but pressing a button to translate) or a desktop display (no body-based information). This is the most complex navigational task in which a real-world level of performance has been achieved in a VE. Behavioral data indicates that both translational and rotational body-based information are required to accurately update one's position during navigation, and participants who walked tended to avoid obstacles, even though collision detection was not implemented and feedback not provided. A walking interface would bring immediate benefits to a number of VE applications

    Designing mobile augmented reality art applications:addressing the views of the galleries and the artists

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    The utilization of mobile augmented reality to display gallery artworks or museum content in novel ways is a well-established concept in the augmented reality research community. However, the focus of these systems is generally technologically driven or only addresses the end user and not the views of the gallery or the original artist. In this paper we discuss the design and development of the mobile application ?Taking the Artwork Home?, which allows people to digitally curate their own augmented reality art exhibitions in their own homes by digitally ?replacing? the pictures they have on their walls with content from the Peter Scott Gallery in Lancaster. In particular, we present the insights gained from a research through design methodology that allowed us to consider how the views of the gallery and artists impacted on the system design and therefore the user experience. Thus the final artifact is the result of an iterative evaluation process with over 100 users representing a broad range of demographics and continues to be evaluated/enhanced by observing its operation ?in the wild?. Further, we consider the effect the project has had on gallery practices to enable both augmented reality designers, and galleries and museums to maximize the potential application of the technology when working together on such project

    Doing augmented reality: a discourse analysis

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    Since its emergence in the 90s, augmented reality has been referred to as the superimposition of virtual objects on the view of the physical world, and holds a promise to fundamentally change the way we interact with the digital universe. However, AR was never able to achieve such objectives, and after the Google Glass Experiment in 2013, what is evident is a conflict between the research visions and consumer expectations. Seeing that reality is done through discursive practices and enactments, this thesis examines how AR is done by those who are involved in its development, its promotion and its use, through textual and discourse analysis, aiming to understand the vision behind its development. We first analyse the emergence and development of AR, following with the analysis of the Google Glass Experiment, as a materialization of the technology. Taking into consideration the potential for behavior and lifestyle change held in AR development, understanding the underlying discourses and visions is of crucial importance as we bring technology to our reality. As a result we have a better assessment of the current technology situation as well as insights for future development and solutions in the field of augmented reality.Desde o seu surgimento nos anos 90, a realidade aumentada (RA) tem sido referida como a sobreposição de objetos virtuais na visão do mundo físico, e tem consigo a promessa de mudar fundamentalmente a maneira como interagimos com o universo digital. No entanto, a realidade aumentada nunca foi capaz de atingir tais objetivos e, após o Google Glass Experiment em 2013, o que fica evidente é um conflito entre as visões da pesquisa e as expectativas do consumidor. Vendo que a realidade se faz por meio de práticas e decretos discursivos, esta tese examina como a RA é construída por aqueles que estão envolvidos em seu desenvolvimento, sua promoção e seu uso, por meio da análise textual e do discurso, com o objetivo de compreender a visão por trás de seu desenvolvimento. Analisamos primeiro o surgimento e desenvolvimento da RA, seguindo com a análise do Google Glass Experiment, como uma materialização da tecnologia. Levando em consideração o potencial de mudança de comportamento e estilo de vida no desenvolvimento de RA, entender os discursos e visões subjacentes é de importância crucial à medida que trazemos a tecnologia para nossa realidade. Como resultado, temos uma melhor avaliação da situação atual da tecnologia, bem como percepções para o desenvolvimento futuro e soluções no campo da realidade aumentada
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