12,794 research outputs found
I Am The Passenger: How Visual Motion Cues Can Influence Sickness For In-Car VR
This paper explores the use of VR Head Mounted Displays
(HMDs) in-car and in-motion for the first time. Immersive
HMDs are becoming everyday consumer items and, as they
offer new possibilities for entertainment and productivity, people
will want to use them during travel in, for example, autonomous
cars. However, their use is confounded by motion
sickness caused in-part by the restricted visual perception
of motion conflicting with physically perceived vehicle motion
(accelerations/rotations detected by the vestibular system).
Whilst VR HMDs restrict visual perception of motion, they
could also render it virtually, potentially alleviating sensory
conflict. To study this problem, we conducted the first on-road
and in motion study to systematically investigate the effects
of various visual presentations of the real-world motion of
a car on the sickness and immersion of VR HMD wearing
passengers. We established new baselines for VR in-car motion
sickness, and found that there is no one best presentation
with respect to balancing sickness and immersion. Instead,
user preferences suggest different solutions are required for
differently susceptible users to provide usable VR in-car. This
work provides formative insights for VR designers and an entry
point for further research into enabling use of VR HMDs,
and the rich experiences they offer, when travelling
Seamless and Secure VR: Adapting and Evaluating Established Authentication Systems for Virtual Reality
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
GazeDrone: Mobile Eye-Based Interaction in Public Space Without Augmenting the User
Gaze interaction holds a lot of promise for seamless human-computer interaction. At the same time, current wearable mobile eye trackers require user augmentation that negatively impacts natural user behavior while remote trackers require users to position themselves within a confined tracking range. We present GazeDrone, the first system that combines a camera-equipped aerial drone with a computational method to detect sidelong glances for spontaneous (calibration-free) gaze-based interaction with surrounding pervasive systems (e.g., public displays). GazeDrone does not require augmenting each user with on-body sensors and allows interaction from arbitrary positions, even while moving. We demonstrate that drone-supported gaze interaction is feasible and accurate for certain movement types. It is well-perceived by users, in particular while interacting from a fixed position as well as while moving orthogonally or diagonally to a display. We present design implications and discuss opportunities and challenges for drone-supported gaze interaction in public
Pervasive Displays Research: What's Next?
Reports on the 7th ACM International Symposium on Pervasive Displays that took place from June 6-8 in Munich, Germany
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