467 research outputs found

    PORTAL: Portal Widget for Remote Target Acquisition and Control in Immersive Virtual Environments

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    This paper introduces PORTAL (POrtal widget for Remote Target Acquisition and controL) that allows the user to interact with out-of-reach objects in a virtual environment. We describe the PORTAL interaction technique for placing a portal widget and interacting with target objects through the portal. We conduct two formal user studies to evaluate PORTAL for selection and manipulation functionalities. The results show PORTAL supports participants to interact with remote objects successfully and precisely. Following that, we discuss its potential and limitations, and future works

    Space-Time Kernel Density Estimation for Real-Time Interactive Visual Analytics

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    We present a GPU-based implementation of the Space-Time Kernel Density Estimation (STKDE) that provides massive speed up in analyzing spatial- temporal data. In our work we are able to achieve sub- second performance for data sizes transferable over the Internet in realistic time. We have integrated this into web-based visual interactive analytics tools for analyzing spatial-temporal data. The resulting inte- grated visual analytics (VA) system permits new anal- yses of spatial-temporal data from a variety of sources. Novel, interlinked interface elements permit efficient, meaningful analyses

    Folding Rays: a Bimanual Occluded Target Interaction Technique

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    As Virtual Reality becomes commonplace in the world, it is important for developers to focus on user interaction with the virtual world. Currently, there are limitations to some selection and navigation techniques that have not yet been completely overcome. Focusing specifically on enhancing ray-casting, we present the advanced technique of folding rays which allows for the selection of occluded targets without any unnecessary physical navigation around a virtual environment. By improving upon current approaches, our technique allows for the selection of these targets without any manipulation of the virtual environment itself using rays that can bend at user-determined points. With their potential to be used in conjunction with teleportation as a virtual navigation technique, folding rays can be used in a variety of scenarios to enhance a user's interactive experience in virtual environments

    Comparative Analysis of Change Blindness in Virtual Reality and Augmented Reality Environments

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    Change blindness is a phenomenon where an individual fails to notice alterations in a visual scene when a change occurs during a brief interruption or distraction. Understanding this phenomenon is specifically important for the technique that uses a visual stimulus, such as Virtual Reality (VR) or Augmented Reality (AR). Previous research had primarily focused on 2D environments or conducted limited controlled experiments in 3D immersive environments. In this paper, we design and conduct two formal user experiments to investigate the effects of different visual attention-disrupting conditions (Flickering and Head-Turning) and object alternative conditions (Removal, Color Alteration, and Size Alteration) on change blindness detection in VR and AR environments. Our results reveal that participants detected changes more quickly and had a higher detection rate with Flickering compared to Head-Turning. Furthermore, they spent less time detecting changes when an object disappeared compared to changes in color or size. Additionally, we provide a comparison of the results between VR and AR environments.Comment: This paper is accepted as a conference paper on ISMAR 202

    Three Dimensional Compressible Turbulent Flow Computations for a Diffusing S-Duct With/Without Vortex Generators

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    Numerical investigations on a diffusing S-duct with/without vortex generators and a straight duct with vortex generators are presented. The investigation consists of solving the full three-dimensional unsteady compressible mass averaged Navier-Stokes equations. An implicit finite volume lower-upper time marching code (RPLUS3D) has been employed and modified. A three-dimensional Baldwin-Lomax turbulence model has been modified in conjunction with the flow physics. A model for the analysis of vortex generators in a fully viscous subsonic internal flow is evaluated. A vortical structure for modeling the shed vortex is used as a source term in the computation domain. The injected vortex paths in the straight duct are compared with the analysis by two kinds of prediction models. The flow structure by the vortex generators are investigated along the duct. Computed results of the flow in a circular diffusing S-duct provide an understanding of the flow structure within a typical engine inlet system. These are compared with the experimental wall static-pressure, static- and total-pressure field, and secondary velocity profiles. Additionally, boundary layer thickness, skin friction values, and velocity profiles in wall coordinates are presented. In order to investigate the effect of vortex generators, various vortex strengths are examined in this study. The total-pressure recovery and distortion coefficients are obtained at the exit of the S-duct. The numerical results clearly depict the interaction between the low velocity flow by the flow separation and the injected vortices

    Contemporary Art Authentication With Large-Scale Classification

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    Art authentication is the process of identifying the artist who created a piece of artwork and is manifested through events of provenance, such as art gallery exhibitions and financial transactions. Art authentication has visual influence via the uniqueness of the artist’s style in contrast to the style of another artist. The significance of this contrast is proportional to the number of artists involved and the degree of uniqueness of an artist’s collection. This visual uniqueness of style can be captured in a mathematical model produced by a machine learning (ML) algorithm on painting images. Art authentication is not always possible as provenance can be obscured or lost through anonymity, forgery, gifting, or theft of artwork. This paper presents an image-only art authentication attribute marker of contemporary art paintings for a very large number of artists. The experiments in this paper demonstrate that it is possible to use ML-generated models to authenticate contemporary art from 2368 to 100 artists with an accuracy of 48.97% to 91.23%, respectively. This is the largest effort for image-only art authentication to date, with respect to the number of artists involved and the accuracy of authentication
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