55 research outputs found

    Emotional Qualities of VR Space

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    The emotional response a person has to a living space is predominantly affected by light, color and texture as space-making elements. In order to verify whether this phenomenon could be replicated in a simulated environment, we conducted a user study in a six-sided projected immersive display that utilized equivalent design attributes of brightness, color and texture in order to assess to which extent the emotional response in a simulated environment is affected by the same parameters affecting real environments. Since emotional response depends upon the context, we evaluated the emotional responses of two groups of users: inactive (passive) and active (performing a typical daily activity). The results from the perceptual study generated data from which design principles for a virtual living space are articulated. Such a space, as an alternative to expensive built dwellings, could potentially support new, minimalist lifestyles of occupants, defined as the neo-nomads, aligned with their work experience in the digital domain through the generation of emotional experiences of spaces. Data from the experiments confirmed the hypothesis that perceivable emotional aspects of real-world spaces could be successfully generated through simulation of design attributes in the virtual space. The subjective response to the virtual space was consistent with corresponding responses from real-world color and brightness emotional perception. Our data could serve the virtual reality (VR) community in its attempt to conceive of further applications of virtual spaces for well-defined activities.Comment: 12 figure

    RecolorCloud: A Point Cloud Tool for Recoloring, Segmentation, and Conversion

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    Point clouds are a 3D space representation of an environment that was recorded with a high precision laser scanner. These scanners can suffer from environmental interference such as surface shading, texturing, and reflections. Because of this, point clouds may be contaminated with fake or incorrect colors. Current open source or proprietary tools offer limited or no access to correcting these visual errors automatically. RecolorCloud is a tool developed to resolve these color conflicts by utilizing automated color recoloring. We offer the ability to deleting or recoloring outlier points automatically with users only needing to specify bounding box regions to effect colors. Results show a vast improvement of the photo-realistic quality of large point clouds. Additionally, users can quickly recolor a point cloud with set semantic segmentation colors.Comment: 6 Pages, 9 figures, 1 table, To be submitted to the ACM MMSys 2024 Conferenc

    The Effects of Object Shape, Fidelity, Color, and Luminance on Depth Perception in Handheld Mobile Augmented Reality

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    Depth perception of objects can greatly affect a user's experience of an augmented reality (AR) application. Many AR applications require depth matching of real and virtual objects and have the possibility to be influenced by depth cues. Color and luminance are depth cues that have been traditionally studied in two-dimensional (2D) objects. However, there is little research investigating how the properties of three-dimensional (3D) virtual objects interact with color and luminance to affect depth perception, despite the substantial use of 3D objects in visual applications. In this paper, we present the results of a paired comparison experiment that investigates the effects of object shape, fidelity, color, and luminance on depth perception of 3D objects in handheld mobile AR. The results of our study indicate that bright colors are perceived as nearer than dark colors for a high-fidelity, simple 3D object, regardless of hue. Additionally, bright red is perceived as nearer than any other color. These effects were not observed for a low-fidelity version of the simple object or for a more-complex 3D object. High-fidelity objects had more perceptual differences than low-fidelity objects, indicating that fidelity interacts with color and luminance to affect depth perception. These findings reveal how the properties of 3D models influence the effects of color and luminance on depth perception in handheld mobile AR and can help developers select colors for their applications.Comment: 9 pages, In proceedings of IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 202

    Increasing the Precision of Distant Pointing for Large High-Resolution Displays

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    Distant pointing at large displays allows rapid cursor movements, but can be problematic when high levels of precision are needed, due to natural hand tremor and track-ing jitter. We present two ray-casting-based interaction techniques for large high-resolution displays – Absolute and Relative Mapping (ARM) Ray-casting and Zooming for Enhanced Large Display Acuity (ZELDA) – that ad-dress this precision problem. ZELDA enhances precision by providing a zoom window, which increases target sizes resulting in greater precision and visual acuity. ARM Ray-casting increases user control over the cursor position by allowing the user to activate and deactivate relative map-ping as the need for precise manipulation arises. The results of an empirical study show that both approaches improve performance on high-precision tasks when compared to basic ray-casting. In realistic use, however, performance of the techniques is highly dependent on user strategy

    VALID: A perceptually validated Virtual Avatar Library for Inclusion and Diversity

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    As consumer adoption of immersive technologies grows, virtual avatars will play a prominent role in the future of social computing. However, as people begin to interact more frequently through virtual avatars, it is important to ensure that the research community has validated tools to evaluate the effects and consequences of such technologies. We present the first iteration of a new, freely available 3D avatar library called the Virtual Avatar Library for Inclusion and Diversity (VALID), which includes 210 fully rigged avatars with a focus on advancing racial diversity and inclusion. We present a detailed process for creating, iterating, and validating avatars of diversity. Through a large online study (n=132) with participants from 33 countries, we provide statistically validated labels for each avatar's perceived race and gender. Through our validation study, we also advance knowledge pertaining to the perception of an avatar's race. In particular, we found that avatars of some races were more accurately identified by participants of the same race

    VALID: a perceptually validated Virtual Avatar Library for Inclusion and Diversity

    Get PDF
    As consumer adoption of immersive technologies grows, virtual avatars will play a prominent role in the future of social computing. However, as people begin to interact more frequently through virtual avatars, it is important to ensure that the research community has validated tools to evaluate the effects and consequences of such technologies. We present the first iteration of a new, freely available 3D avatar library called the Virtual Avatar Library for Inclusion and Diversity (VALID), which includes 210 fully rigged avatars with a focus on advancing racial diversity and inclusion. We also provide a detailed process for creating, iterating, and validating avatars of diversity. Through a large online study (n = 132) with participants from 33 countries, we provide statistically validated labels for each avatar’s perceived race and gender. Through our validation study, we also advance knowledge pertaining to the perception of an avatar’s race. In particular, we found that avatars of some races were more accurately identified by participants of the same race

    Beyond knowing nature: Contact, emotion, compassion, meaning, and beauty are pathways to nature connection

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    Feeling connected to nature has been shown to be beneficial to wellbeing and pro-environmental behaviour. General nature contact and knowledge based activities are often used in an attempt to engage people with nature. However the specific routes to nature connectedness have not been examined systematically. Two online surveys (total n = 321) of engagement with, and value of, nature activities structured around the nine values of the Biophila Hypothesis were conducted. Contact, emotion, meaning, and compassion, with the latter mediated by engagement with natural beauty, were predictors of connection with nature, yet knowledge based activities were not. In a third study (n = 72), a walking intervention with activities operationalising the identified predictors, was found to significantly increase connection to nature when compared to walking in nature alone or walking in and engaging with the built environment. The findings indicate that contact, emotion, meaning, compassion, and beauty are pathways for improving nature connectedness. The pathways also provide alternative values and frames to the traditional knowledge and identification routes often used by organisations when engaging the public with nature.N/

    The effects of upper and lower limb exercise on the microvascular reactivity in limited cutaneous systemic sclerosis patients

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    Background: Aerobic exercise in general and high intensity interval training (HIIT) specifically is known to improve vascular function in a range of clinical conditions. HIIT in particular has demonstrated improvements in clinical outcomes, in conditions that have a strong macroangiopathic component. Nevertheless, the effect of HIIT on microcirculation in systemic sclerosis (SSc) patients is yet to be investigated. Therefore, the purpose of the study was to compare the effects of two HIIT protocols (cycle and arm cranking) on the microcirculation of the digital area in SSc patients. Methods: Thirty four limited cutaneous SSc patients (65.3 ± 11.6 years old) were randomly allocated in three groups (cycling, arm cranking and control group). The exercise groups underwent a twelve-week exercise program twice per week. All patients performed the baseline and post-exercise intervention measurements where physical fitness, functional ability, transcutaneous oxygen tension (ΔtcpO2), body composition and quality of life were assessed. Endothelial-dependent as well as-independent vasodilation were assessed in the middle and index fingers using LDF and incremental doses of acetylcholine (ACh) and sodium nitroprusside (SNP). Cutaneous flux data were expressed as cutaneous vascular conductance (CVC). Results: Peak oxygen uptake increased in both exercise groups (p<0.01, d=1.36). ΔtcpO2 demonstrated an increase in the arm cranking group only, with a large effect, but not found statistically significant,(p=0.59, d=0.93). Endothelial-dependent vasodilation improvement was greater in the arm cranking (p<0.05, d=1.07) in comparison to other groups. Both exercise groups improved life satisfaction (p<0.001) as well as reduced discomfort and pain due to Raynaud's phenomenon (p<0.05). Arm cranking seems to be the preferred mode of exercise for study participants as compared to cycling (p<0.05). No changes were observed in the body composition or the functional ability in both exercise groups. Conclusion: Our results suggest that arm cranking has the potential to improve the microvascular endothelial function in SSc patients. Also notably, our recommended training dose (e.g., a 12-week HIIT program, twice per week), appeared to be sufficient and tolerable for this population. Future research should focus on exploring the feasibility of a combined exercise such as aerobic and resistance training by assessing individual's experience and the quality of life in SSc patients. Trial registration: ClinicalTrials.gov (NCT number): NCT03058887, February 23, 2017, https://clinicaltrials.gov/ct2/show/NCT03058887?term=NCT03058887&rank=1 Key words: High intensity interval training, vascular function, quality of lif
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