9 research outputs found
Leveraging eXtented Reality & Human-Computer Interaction for User Experi- ence in 360◦ Video
EXtended Reality systems have resurged as a medium for work and entertainment. While
360o video has been characterized as less immersive than computer-generated VR, its
realism, ease of use and affordability mean it is in widespread commercial use. Based
on the prevalence and potential of the 360o video format, this research is focused on
improving and augmenting the user experience of watching 360o video. By leveraging
knowledge from Extented Reality (XR) systems and Human-Computer Interaction (HCI),
this research addresses two issues affecting user experience in 360o video: Attention
Guidance and Visually Induced Motion Sickness (VIMS).
This research work relies on the construction of multiple artifacts to answer the de-
fined research questions: (1) IVRUX, a tool for analysis of immersive VR narrative expe-
riences; (2) Cue Control, a tool for creation of spatial audio soundtracks for 360o video, as
well as enabling the collection and analysis of captured metrics emerging from the user
experience; and (3) VIMS mitigation pipeline, a linear sequence of modules (including
optical flow and visual SLAM among others) that control parameters for visual modi-
fications such as a restricted Field of View (FoV). These artifacts are accompanied by
evaluation studies targeting the defined research questions. Through Cue Control, this
research shows that non-diegetic music can be spatialized to act as orientation for users.
A partial spatialization of music was deemed ineffective when used for orientation. Addi-
tionally, our results also demonstrate that diegetic sounds are used for notification rather
than orientation. Through VIMS mitigation pipeline, this research shows that dynamic
restricted FoV is statistically significant in mitigating VIMS, while mantaining desired
levels of Presence. Both Cue Control and the VIMS mitigation pipeline emerged from a
Research through Design (RtD) approach, where the IVRUX artifact is the product of de-
sign knowledge and gave direction to research. The research presented in this thesis is
of interest to practitioners and researchers working on 360o video and helps delineate
future directions in making 360o video a rich design space for interaction and narrative.Sistemas de Realidade EXtendida ressurgiram como um meio de comunicação para o tra-
balho e entretenimento. Enquanto que o vídeo 360o tem sido caracterizado como sendo
menos imersivo que a Realidade Virtual gerada por computador, o seu realismo, facili-
dade de uso e acessibilidade significa que tem uso comercial generalizado. Baseado na
prevalência e potencial do formato de vídeo 360o, esta pesquisa está focada em melhorar e
aumentar a experiência de utilizador ao ver vídeos 360o. Impulsionado por conhecimento
de sistemas de Realidade eXtendida (XR) e Interacção Humano-Computador (HCI), esta
pesquisa aborda dois problemas que afetam a experiência de utilizador em vídeo 360o:
Orientação de Atenção e Enjoo de Movimento Induzido Visualmente (VIMS).
Este trabalho de pesquisa é apoiado na construção de múltiplos artefactos para res-
ponder as perguntas de pesquisa definidas: (1) IVRUX, uma ferramenta para análise de
experiências narrativas imersivas em VR; (2) Cue Control, uma ferramenta para a criação
de bandas sonoras de áudio espacial, enquanto permite a recolha e análise de métricas
capturadas emergentes da experiencia de utilizador; e (3) canal para a mitigação de VIMS,
uma sequência linear de módulos (incluindo fluxo ótico e SLAM visual entre outros) que
controla parâmetros para modificações visuais como o campo de visão restringido. Estes
artefactos estão acompanhados por estudos de avaliação direcionados para às perguntas
de pesquisa definidas. Através do Cue Control, esta pesquisa mostra que música não-
diegética pode ser espacializada para servir como orientação para os utilizadores. Uma
espacialização parcial da música foi considerada ineficaz quando usada para a orientação.
Adicionalmente, os nossos resultados demonstram que sons diegéticos são usados para
notificação em vez de orientação. Através do canal para a mitigação de VIMS, esta pesquisa
mostra que o campo de visão restrito e dinâmico é estatisticamente significante ao mitigar
VIMS, enquanto mantem níveis desejados de Presença. Ambos Cue Control e o canal para
a mitigação de VIMS emergiram de uma abordagem de Pesquisa através do Design (RtD),
onde o artefacto IVRUX é o produto de conhecimento de design e deu direcção à pesquisa.
A pesquisa apresentada nesta tese é de interesse para profissionais e investigadores tra-
balhando em vídeo 360o e ajuda a delinear futuras direções em tornar o vídeo 360o um
espaço de design rico para a interação e narrativa
Enhanced Virtuality: Increasing the Usability and Productivity of Virtual Environments
Mit stetig steigender Bildschirmauflösung, genauerem Tracking und fallenden Preisen stehen Virtual Reality (VR) Systeme kurz davor sich erfolgreich am Markt zu etablieren. Verschiedene Werkzeuge helfen Entwicklern bei der Erstellung komplexer Interaktionen mit mehreren Benutzern innerhalb adaptiver virtueller Umgebungen. Allerdings entstehen mit der Verbreitung der VR-Systeme auch zusätzliche Herausforderungen: Diverse Eingabegeräte mit ungewohnten Formen und Tastenlayouts verhindern eine intuitive Interaktion. Darüber hinaus zwingt der eingeschränkte Funktionsumfang bestehender Software die Nutzer dazu, auf herkömmliche PC- oder Touch-basierte Systeme zurückzugreifen. Außerdem birgt die Zusammenarbeit mit anderen Anwendern am gleichen Standort Herausforderungen hinsichtlich der Kalibrierung unterschiedlicher Trackingsysteme und der Kollisionsvermeidung. Beim entfernten Zusammenarbeiten wird die Interaktion durch Latenzzeiten und Verbindungsverluste zusätzlich beeinflusst. Schließlich haben die Benutzer unterschiedliche Anforderungen an die Visualisierung von Inhalten, z.B. Größe, Ausrichtung, Farbe oder Kontrast, innerhalb der virtuellen Welten. Eine strikte Nachbildung von realen Umgebungen in VR verschenkt Potential und wird es nicht ermöglichen, die individuellen Bedürfnisse der Benutzer zu berücksichtigen.
Um diese Probleme anzugehen, werden in der vorliegenden Arbeit Lösungen in den Bereichen Eingabe, Zusammenarbeit und Erweiterung von virtuellen Welten und Benutzern vorgestellt, die darauf abzielen, die Benutzerfreundlichkeit und Produktivität von VR zu erhöhen. Zunächst werden PC-basierte Hardware und Software in die virtuelle Welt übertragen, um die Vertrautheit und den Funktionsumfang bestehender Anwendungen in VR zu erhalten. Virtuelle Stellvertreter von physischen Geräten, z.B. Tastatur und Tablet, und ein VR-Modus für Anwendungen ermöglichen es dem Benutzer reale Fähigkeiten in die virtuelle Welt zu übertragen. Des Weiteren wird ein Algorithmus vorgestellt, der die Kalibrierung mehrerer ko-lokaler VR-Geräte mit hoher Genauigkeit und geringen Hardwareanforderungen und geringem Aufwand ermöglicht. Da VR-Headsets die reale Umgebung der Benutzer ausblenden, wird die Relevanz einer Ganzkörper-Avatar-Visualisierung für die Kollisionsvermeidung und das entfernte Zusammenarbeiten nachgewiesen. Darüber hinaus werden personalisierte räumliche oder zeitliche Modifikationen vorgestellt, die es erlauben, die Benutzerfreundlichkeit, Arbeitsleistung und soziale Präsenz von Benutzern zu erhöhen. Diskrepanzen zwischen den virtuellen Welten, die durch persönliche Anpassungen entstehen, werden durch Methoden der Avatar-Umlenkung (engl. redirection) kompensiert. Abschließend werden einige der Methoden und Erkenntnisse in eine beispielhafte Anwendung integriert, um deren praktische Anwendbarkeit zu verdeutlichen.
Die vorliegende Arbeit zeigt, dass virtuelle Umgebungen auf realen Fähigkeiten und Erfahrungen aufbauen können, um eine vertraute und einfache Interaktion und Zusammenarbeit von Benutzern zu gewährleisten. Darüber hinaus ermöglichen individuelle Erweiterungen des virtuellen Inhalts und der Avatare Einschränkungen der realen Welt zu überwinden und das Erlebnis von VR-Umgebungen zu steigern
Digital 3D Technologies for Humanities Research and Education: An Overview
Digital 3D modelling and visualization technologies have been widely applied to support research in the humanities since the 1980s. Since technological backgrounds, project opportunities, and methodological considerations for application are widely discussed in the literature, one of the next tasks is to validate these techniques within a wider scientific community and establish them in the culture of academic disciplines. This article resulted from a postdoctoral thesis and is intended to provide a comprehensive overview on the use of digital 3D technologies in the humanities with regards to (1) scenarios, user communities, and epistemic challenges; (2) technologies, UX design, and workflows; and (3) framework conditions as legislation, infrastructures, and teaching programs. Although the results are of relevance for 3D modelling in all humanities disciplines, the focus of our studies is on modelling of past architectural and cultural landscape objects via interpretative 3D reconstruction methods
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Exploring Engineering Applications of Visual Analytics in Virtual Reality
Recent advancements and technological breakthroughs in the development of so-called immersive interfaces, such as augmented (AR), mixed (MR), and virtual reality (VR), coupled with the growing mass-market adoption of such devices has started to attract attention from academia and industry alike. Out of these technologies, VR offers the most mature option in terms of both hardware and software, as well as the best available range of different off-the-shelf offerings. VR is a term interchangeably used to denote both head-mounted displays (HMDs) and fully immersive, bespoke 3D environments which these devices transport their users to. With modern devices, developers can leverage a range of different interaction modalities, including visual, audio, and even haptic feedback, in the creation of these virtual worlds. With such a rich interaction space it is thus natural to think of VR as a well-suited environment for interactive visualisation and analytical reasoning of complex multidimensional data.
Research in \textit{visual analytics} (VA) combines these two themes, spanning the last one and a half decades, and has revealed a number of research findings. This includes a range of new advanced and effective visualisation and analysis tools for even more complex, more noisy and larger data sets. Furthermore, the extension of this research and the use of immersive interfaces to facilitate visual analytics has spun-off a new field of research: \textit{immersive analytics} (IA). Immersive analytics leverages the potential bestowed by immersive interfaces to aid the user in swift and effective data analysis.
Some of the most promising application domains of such immersive interfaces in the industry are various branches of engineering, including aerospace design and in civil engineering. The range of potential applications is vast and growing as new stakeholders are adopting these immersive tools. However, the use of these technologies brings its own challenges. One such difficulty is the design of appropriate interaction techniques. There is no optimal choice, instead such a choice varies depending on available hardware, the user’s prior experience, their task at hand, and the nature of the dataset.
To this end, my PhD work has focused on designing and analysing various interactive, VR-based immersive systems for engineering visual analytics. One of the key elements of such an immersive system is the selection of an adequate interaction method. In a series of both qualitative and quantitative studies, I have explored the potential of various interaction techniques that can be used to support the user in swift and effective data analysis.
Here, I have investigated the feasibility of using techniques such as hand-held controllers, gaze-tracking and hand-tracking input methods used solo or in combination in various challenging use cases and scenarios. For instance, I developed and verified the usability and effectiveness of the AeroVR system for aerospace design in VR. This research has allowed me to trim the very large design space of such systems that have been not sufficiently explored thus far. Moreover, building on top of this work, I have designed, developed, and tested a system for digital twin assessment in aerospace that coupled gaze-tracking and hand-tracking, achieved via an additional sensor attached to the front of the VR headset, with no need for the user to hold a controller. The analysis of the results obtained from a qualitative study with domain experts allowed me to distill and propose design implications when developing similar systems. Furthermore, I worked towards designing an effective VR-based visualisation of complex, multidimensional abstract datasets. Here, I developed and evaluated the immersive version of the well-known Parallel Coordinates Plots (IPCP) visualisation technique. The results of the series of qualitative user studies allowed me to obtain a list of design suggestions for IPCP, as well as provide tentative evidence that the IPCP can be an effective tool for multidimensional data analysis. Lastly, I also worked on the design, development, and verification of the system allowing its users to capture information in the context of conducting engineering surveys in VR.
Furthermore, conducting a meaningful evaluation of immersive analytics interfaces remains an open problem. It is difficult and often not feasible to use traditional A/B comparisons in controlled experiments as the aim of immersive analytics is to provide its users with new insights into their data rather than focusing on more quantifying factors. To this end, I developed a generative process for synthesising clustered datasets for VR analytics experiments that can be used in the process of interface evaluation. I further validated this approach by designing and carrying out two user studies. The statistical analysis of the gathered data revealed that this generative process for synthesising clustered datasets did indeed result in datasets that can be used in experiments without the datasets themselves being the dominant contributor of the variability between conditions.Engineering and Physical Sciences Research Council (EPSRC-1788814); Trinity Hall and Cambridge Commonwealth, European & International Trust; Cambridge Philosophical Societ
The 2nd International Electronic Conference on Applied Sciences
This book is focused on the works presented at the 2nd International Electronic Conference on Applied Sciences, organized by Applied Sciences from 15 to 31 October 2021 on the MDPI Sciforum platform. Two decades have passed since the start of the 21st century. The development of sciences and technologies is growing ever faster today than in the previous century. The field of science is expanding, and the structure of science is becoming ever richer. Because of this expansion and fine structure growth, researchers may lose themselves in the deep forest of the ever-increasing frontiers and sub-fields being created. This international conference on the Applied Sciences was started to help scientists conduct their own research into the growth of these frontiers by breaking down barriers and connecting the many sub-fields to cut through this vast forest. These functions will allow researchers to see these frontiers and their surrounding (or quite distant) fields and sub-fields, and give them the opportunity to incubate and develop their knowledge even further with the aid of this multi-dimensional network
Da imersão à criação : cartografando experiências estéticas de estudantes com a realidade virtual
A Realidade Virtual (RV) vem sendo bastante explorada no âmbito da educação no Brasil e no mundo, sendo o seu uso intensificado a partir da pandemia da Covid-19. Entretanto, a maioria das pesquisas dedicadas ao assunto investigam a usabilidade de ferramentas RV para o ensino-aprendizagem a partir do desenvolvimento de softwares e aplicações, sendo os processos derivados deste uso pouco explorados nas pesquisas, especialmente no campo das ciências humanas, como Artes e Letras. Nessa direção, considera-se que a consequente popularização da RV e demais tecnologias imersivas também traz como problematização o modo como o observador interage e sente os elementos audiovisuais e sua forma de apropriação em processos estético-educacionais. A presente tese tem como objetivo cartografar as experiências estéticas originadas na implementação da tecnologia de RV com alunos em espaços não-formais de aprendizagem, cujos dados cultivados com estudantes buscam responder como as experiências estéticas em RV podem potencializar o aprendizado da arte no espaço não-formal. Para tanto, utilizou-se como metodologia a prática cartográfica de investigação, com o intuito de acompanhar os processos traçados pela pesquisadora e estudantes. Esta tese analisa duas práticas artístico-pedagógicas conduzidas em contextos não-formais de aprendizagem: a primeira, realizada como uma oficina remota sobre a RV, com a participação de sete estudantes com idades entre 8 e 12 anos. A segunda prática foi realizada no NRW-Forum Düsseldorf, durante estadia de pesquisa na Alemanha, com a participação de três estudantes universitárias com idades que variam de 21 a 27 anos. O manejo de análise percorreu três fases principais: (1) Realidade Virtual Cinematográfica: desenvolvendo a educação do olhar, (2) Produção de narrativas: A RV como fomento de experiências artísticas e de design e, (3) Pistas para a pedagogia da percepção e a construção de mundos virtuais por estudantes, nas quais busca-se dialogar com os principais referenciais trazidos na tese, assim como levantar novas problematizações relacionadas às propriedades estéticas e pedagógicas das experiências apresentadas. Assim, os dados cultivados ao longo desta tese mostram, portanto, que as experiências estéticas RV indicam caminhos para a aprendizagem da linguagem da arte em suas múltiplas manifestações audiovisuais, de forma a contribuir para o desenvolvimento da gramática audiovisual inerente à estética RV, bem como ao fortalecer a educação estética de estudantes no âmbito das práticas pedagógicas formais e não-formais.Virtual Reality (VR) has been widely explored in education in Brazil and around the world, and its use has intensified since the Covid-19 pandemic. However, most research devoted to this subject investigates the usability of VR tools for teaching-learning from the development of software and applications, and the processes originated from this use are little explored, especially in the field of humanities, such as Arts and Letters. In this direction, it is considered that the increasing popularization of VR and other immersive technologies also brings the problematization of how the spectator interacts and feels the audiovisual elements and how they are appropriated in the aesthetic-educational processes. This thesis aims to map the aesthetic experiences that arise from the implementation of VR technology with students in non-formal learning environments, whose data cultivated with students seek to answer how aesthetic experiences in VR can enhance art learning in the non-formal setting. For this purpose, the cartographic method was employed, in order to follow the processes outlined by the researcher and students. This thesis analyses two artistic-pedagogical practices conducted in non-formal learning settings: the first one was carried out as a remote workshop on VR, with the participation of seven students aged 8-12 years old. The second practice was conducted at NRW-Forum Düsseldorf, during a research stay in Germany, with the participation of three university students aged 21-27. The handling of analysis went through three main phases: (1) Cinematic Virtual Reality: developing the education of gaze, (2) Production of narratives: VR as fostering artistic and design experiences and, (3) Clues for the pedagogy of perception and the construction of virtual worlds by students, in which it seeks to dialogue with the major references brought in the thesis, as well as to raise new problematizations related to the aesthetic and pedagogical properties of the experiences presented. Thus, the data cultivated throughout this thesis show, therefore, that VR aesthetic experiences can indicate paths for learning the language of art in its multiple audiovisual manifestations, in order to contribute to the development of the audiovisual grammar inherent to VR aesthetics, as well as by strengthening the aesthetic education of students within formal and non-formal pedagogical practices