29,644 research outputs found

    Browsing through 3D representations of unstructured picture collections: an empirical study

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    The paper presents a 3D interactive representation of fairly large picture collections which facilitates browsing through unstructured sets of icons or pictures. Implementation of this representation implies choosing between two visualization strategies: users may either manipulate the view (OV) or be immersed in it (IV). The paper first presents this representation, then describes an empirical study (17 participants) aimed at assessing the utility and usability of each view. Subjective judgements in questionnaires and debriefings were varied: 7 participants preferred the IV view, 4 the OV one, and 6 could not choose between the two. Visual acuity and visual exploration strategies seem to have exerted a greater influence on participants' preferences than task performance or feeling of immersion.Comment: 4 page

    Simulation and Visualization of Thermal Metaphor in a Virtual Environment for Thermal Building Assessment

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    La référence est présente sur HAL mais est incomplÚte (il manque les co-auteurs et le fichier pdf).The current application of the design process through energy efficiency in virtual reality (VR) systems is limited mostly to building performance predictions, as the issue of the data formats and the workflow used for 3D modeling, thermal calculation and VR visualization. The importance of energy efficiency and integration of advances in building design and VR technology have lead this research to focus on thermal simulation results visualized in a virtual environment to optimize building design, particularly concerning heritage buildings. The emphasis is on the representation of thermal data of a room simulated in a virtual environment (VE) in order to improve the ways in which thermal analysis data are presented to the building stakeholder, with the aim of increasing accuracy and efficiency. The approach is to present more immersive thermal simulation and to project the calculation results in projective displays particularly in Immersion room (CAVE-like). The main idea concerning the experiment is to provide an instrument of visualization and interaction concerning the thermal conditions in a virtual building. Thus the user can immerge, interact, and perceive the impact of the modifications generated by the system, regarding the thermal simulation results. The research has demonstrated it is possible to improve the representation and interpretation of building performance data, particularly for thermal results using visualization techniques.Direktorat Riset dan Pengabdian Masyarakat (DRPM) Universitas Indonesia Research Grant No. 2191/H2.R12/HKP.05.00/201

    Detect the unexpected: a science for surveillance

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    Purpose – The purpose of this paper is to outline a strategy for research development focused on addressing the neglected role of visual perception in real life tasks such as policing surveillance and command and control settings. Approach – The scale of surveillance task in modern control room is expanding as technology increases input capacity at an accelerating rate. The authors review recent literature highlighting the difficulties that apply to modern surveillance and give examples of how poor detection of the unexpected can be, and how surprising this deficit can be. Perceptual phenomena such as change blindness are linked to the perceptual processes undertaken by law-enforcement personnel. Findings – A scientific programme is outlined for how detection deficits can best be addressed in the context of a multidisciplinary collaborative agenda between researchers and practitioners. The development of a cognitive research field specifically examining the occurrence of perceptual “failures” provides an opportunity for policing agencies to relate laboratory findings in psychology to their own fields of day-to-day enquiry. Originality/value – The paper shows, with examples, where interdisciplinary research may best be focussed on evaluating practical solutions and on generating useable guidelines on procedure and practice. It also argues that these processes should be investigated in real and simulated context-specific studies to confirm the validity of the findings in these new applied scenarios

    Viewing the Future? Virtual Reality In Journalism

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    Journalism underwent a flurry of virtual reality content creation, production and distribution starting in the final months of 2015. The New York Times distributed more than 1 million cardboard virtual reality viewers and released an app showing a spherical video short about displaced refugees. The Los Angeles Times landed people next to a crater on Mars. USA TODAY took visitors on a ride-along in the "Back to the Future" car on the Universal Studios lot and on a spin through Old Havana in a bright pink '57 Ford. ABC News went to North Korea for a spherical view of a military parade and to Syria to see artifacts threatened by war. The Emblematic Group, a company that creates virtual reality content, followed a woman navigating a gauntlet of anti- abortion demonstrators at a family planning clinic and allowed people to witness a murder-suicide stemming from domestic violence.In short, the period from October 2015 through February 2016 was one of significant experimentation with virtual reality (VR) storytelling. These efforts are part of an initial foray into determining whether VR is a feasible way to present news. The year 2016 is shaping up as a period of further testing and careful monitoring of potential growth in the use of virtual reality among consumers

    A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays

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    We identify usability challenges facing consumers adopting Virtual Reality (VR) head-mounted displays (HMDs) in a survey of 108 VR HMD users. Users reported significant issues in interacting with, and being aware of their real-world context when using a HMD. Building upon existing work on blending real and virtual environments, we performed three design studies to address these usability concerns. In a typing study, we show that augmenting VR with a view of reality significantly corrected the performance impairment of typing in VR. We then investigated how much reality should be incorporated and when, so as to preserve users’ sense of presence in VR. For interaction with objects and peripherals, we found that selectively presenting reality as users engaged with it was optimal in terms of performance and users’ sense of presence. Finally, we investigated how this selective, engagement-dependent approach could be applied in social environments, to support the user’s awareness of the proximity and presence of others

    Informal, desktop, audio-video communication

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    Audio-Video systems have been developed to support many aspects and modes of human communication, but there has been little support for the informal, ongoing nature of communication that occurs often in real life. Most existing systems implement a call metaphor. This presents a barrier to initiating conversation that has a consequent effect on the formality of the resulting conversation. By contrast, with informal communication the channel is never explicitly opened or closed. This paper examines the range of previous systems and seeks to build on these to develop plans for supporting informal communication, in a desktop environment

    Impact of model fidelity in factory layout assessment using immersive discrete event simulation

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    Discrete Event Simulation (DES) can help speed up the layout design process. It offers further benefits when combined with Virtual Reality (VR). The latest technology, Immersive Virtual Reality (IVR), immerses users in virtual prototypes of their manufacturing plants to-be, potentially helping decision-making. This work seeks to evaluate the impact of visual fidelity, which refers to the degree to which objects in VR conforms to the real world, using an IVR visualisation of the DES model of an actual shop floor. User studies are performed using scenarios populated with low- and high-fidelity models. Study participant carried out four tasks representative of layout decision-making. Limitations of existing IVR technology was found to cause motion sickness. The results indicate with the particular group of naĂŻve modellers used that there is no significant difference in benefits between low and high fidelity, suggesting that low fidelity VR models may be more cost-effective for this group
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