67 research outputs found

    Realistic Haptics Interaction in Complex Virtual Environments

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    Theorising 3D Visualisation Systems in Archaeology: Towards more effective design, evaluations and life cycles

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    3D visualization in archaeology has become a suitable solution and effective instrument for the analysis, interpretation and communication of archaeological information. However, only few attempts have been made so far for understanding and evaluating the real impact that 3D imaging has on the discipline under its different forms (offline immersive and not immersive, and online platform). There is a need in archaeology and cultural heritage for a detailed analysis of the different infrastructural options that are available and a precise evaluation of the different impact that they can have in reshaping the discipline. To achieve this, it is important to develop new methodologies that consider the evaluation process as a fundamental and central part for assessing digital infrastructures. This new methods should include flexible evaluation approaches that can be adapted to the infrastructure that need to be assessed. This paper aims at providing some examples of 3D applications in archaeology and cultural heritage and describing how the selection of the infrastructure is related to specific needs of the project. This work will describe the different applications and propose guidelines and protocols for evaluating their impact within academia and the general public

    Enhanced device-based 3D object manipulation technique for handheld mobile augmented reality

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    3D object manipulation is one of the most important tasks for handheld mobile Augmented Reality (AR) towards its practical potential, especially for realworld assembly support. In this context, techniques used to manipulate 3D object is an important research area. Therefore, this study developed an improved device based interaction technique within handheld mobile AR interfaces to solve the large range 3D object rotation problem as well as issues related to 3D object position and orientation deviations in manipulating 3D object. The research firstly enhanced the existing device-based 3D object rotation technique with an innovative control structure that utilizes the handheld mobile device tilting and skewing amplitudes to determine the rotation axes and directions of the 3D object. Whenever the device is tilted or skewed exceeding the threshold values of the amplitudes, the 3D object rotation will start continuously with a pre-defined angular speed per second to prevent over-rotation of the handheld mobile device. This over-rotation is a common occurrence when using the existing technique to perform large-range 3D object rotations. The problem of over-rotation of the handheld mobile device needs to be solved since it causes a 3D object registration error and a 3D object display issue where the 3D object does not appear consistent within the user’s range of view. Secondly, restructuring the existing device-based 3D object manipulation technique was done by separating the degrees of freedom (DOF) of the 3D object translation and rotation to prevent the 3D object position and orientation deviations caused by the DOF integration that utilizes the same control structure for both tasks. Next, an improved device-based interaction technique, with better performance on task completion time for 3D object rotation unilaterally and 3D object manipulation comprehensively within handheld mobile AR interfaces was developed. A pilot test was carried out before other main tests to determine several pre-defined values designed in the control structure of the proposed 3D object rotation technique. A series of 3D object rotation and manipulation tasks was designed and developed as separate experimental tasks to benchmark both the proposed 3D object rotation and manipulation techniques with existing ones on task completion time (s). Two different groups of participants aged 19-24 years old were selected for both experiments, with each group consisting sixteen participants. Each participant had to complete twelve trials, which came to a total 192 trials per experiment for all the participants. Repeated measure analysis was used to analyze the data. The results obtained have statistically proven that the developed 3D object rotation technique markedly outpaced existing technique with significant shorter task completion times of 2.04s shorter on easy tasks and 3.09s shorter on hard tasks after comparing the mean times upon all successful trials. On the other hand, for the failed trials, the 3D object rotation technique was 4.99% more accurate on easy tasks and 1.78% more accurate on hard tasks in comparison to the existing technique. Similar results were also extended to 3D object manipulation tasks with an overall 9.529s significant shorter task completion time of the proposed manipulation technique as compared to the existing technique. Based on the findings, an improved device-based interaction technique has been successfully developed to address the insufficient functionalities of the current technique

    Tourists as Mobile Gamers: Gamification for Tourism Marketing

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    Gaming as a cutting-edge concept has recently been used by some innovative tourism sectors as a marketing tool and as a method of deeper engagement with visitors. This research aims to explore the gamification trend and its potential for experience development and tourism marketing. Using a focus group, this paper discusses gaming and tourism, and explores what drives tourists to play games. The results suggest tourists’ game playing motivation is multidimensional. Players tend to start with purposive information seeking, then move on to an intrinsic stimulation. Socialization is also an important dimension. The research demonstrates several implications for tourism marketing

    Virtual Reality Adaptation Using Electrodermal Activity to Support the User Experience

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    Virtual reality is increasingly used for tasks such as work and education. Thus, rendering scenarios that do not interfere with such goals and deplete user experience are becoming progressively more relevant. We present a physiologically adaptive system that optimizes the virtual environment based on physiological arousal, i.e., electrodermal activity. We investigated the usability of the adaptive system in a simulated social virtual reality scenario. Participants completed an n-back task (primary) and a visual detection (secondary) task. Here, we adapted the visual complexity of the secondary task in the form of the number of non-player characters of the secondary task to accomplish the primary task. We show that an adaptive virtual reality can improve users' comfort by adapting to physiological arousal regarding the task complexity. Our findings suggest that physiologically adaptive virtual reality systems can improve users' experience in a wide range of scenarios

    A Participatory Agent-Based Simulation for Indoor Evacuation Supported by Google Glass

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    Indoor evacuation systems are needed for rescue and safety management. One of the challenges is to provide users with personalized evacuation routes in real time. To this end, this project aims at exploring the possibilities of Google Glass technology for participatory multiagent indoor evacuation simulations. Participatory multiagent simulation combines scenario-guided agents and humans equipped with Google Glass that coexist in a shared virtual space and jointly perform simulations. The paper proposes an architecture for participatory multiagent simulation in order to combine devices (Google Glass and/or smartphones) with an agent-based social simulator and indoor tracking services

    Enhanced Shadow Retargeting with Light-Source Estimation Using Flat Fresnel Lenses

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    Shadow-retargeting maps depict the appearance of real shadows to virtual shadows given corresponding deformation of scene geometry, such that appearance is seamlessly maintained. By performing virtual shadow reconstruction from unoccluded real-shadow samples observed in the camera frame, this method efficiently recovers deformed shadow appearance. In this manuscript, we introduce a light-estimation approach that enables light-source detection using flat Fresnel lenses that allow this method to work without a set of pre-established conditions. We extend the adeptness of this approach by handling scenarios with multiple receiver surfaces and a non-grounded occluder with high accuracy. Results are presented on a range of objects, deformations, and illumination conditions in real-time Augmented Reality (AR) on a mobile device. We demonstrate the practical application of the method in generating otherwise laborious in-betweening frames for 3D printed stop-motion animatio
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