28 research outputs found
Real-Time Viewport-Aware Optical Flow Estimation in 360-degree Videos for Visually-Induced Motion Sickness Mitigation
Visually-induced motion sickness (VIMS), a side effect of perceived motion
caused by visual stimulation, is a major obstacle to the widespread use of
Virtual Reality (VR). Along with scene object information, visual stimulation
can be primarily indicated by optical flow, which characterizes the motion
pattern, such as the intensity and direction of the moving image. We estimated
the real time optical flow in 360-degree videos targeted at immersive user
interactive visualization based on the user's current viewport. The proposed
method allows the estimation of customized visual flow for each experience of
dynamic 360-degree videos and is an improvement over previous methods that
consider a single optical flow value for the entire equirectangular frame. We
applied our method to modulate the opacity of granulated rest frames (GRFs), a
technique consisting of visual noise-like randomly distributed visual
references that are stable to the user's body during immersive pre-recorded
360-degree video experience. We report the results of a pilot one-session
between-subject study with 18 participants, where users watched a 2-minute
high-intensity 360-degree video. The results show that our proposed method
successfully estimates optical flow, with pilot data showing that GRFs combined
with real-time optical flow estimation may improve user comfort when watching
360-degree videos. However, more data are needed for statistically significant
results
Emotional Qualities of VR Space
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
A Human Motor Behavior Model for Direct Pointing at a Distance
Models of human motor behavior are well known as an aid in the design of user interfaces (UIs). Most current models apply primarily to desktop interaction, but with the development of non-desktop UIs, new types of motor behaviors need to be modeled. Direct Pointing at a Distance is such a motor behavior. A model of direct pointing at a distance would be particularly useful in the comparison of different interaction techniques, because the performance of such techniques is highly dependent on user strategy, making controlled studies difficult to perform. Inspired by Fitts’ law, we studied four possible models and concluded that movement time for a direct pointing task is best described as a function of the angular amplitude of movement and the angular size of the target. Contrary to Fitts’ law, our model shows that the angular size has a much larger effect on movement time than the angular amplitude and that the growth in the difficulty of the tasks is quadratic, rather then linear. We estimated the model’s parameters experimentally with a correlation coefficient of 96%
Increasing the Precision of Distant Pointing for Large High-Resolution Displays
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
BABES: Brushing+Linking, Attributes, and Blobs Extension to Storyboard
Abstract. In this day and age, people not only deal with data but deal
with vast amounts of data which needs to be sorted and made sense of.
A subset of these people are intelligence analysts who sort through an
enormous amount of data that need to be organized to uncover plots and
subplots. We are proposing a tool called BABES (Brushing+Linking,
Attributes, and Blobs Extension to Storyboard) that will enable the
intelligence analyst to sort through data efficiently, uncover plots and
subplots using the brushing and linking and attributes features and work
with multiple subplots at the same time using the concept of ’blobs’
WRIST : Watch-Ring Interaction and Sensing Technique for wrist gestures and macro-micro pointing
Funding: Next-Generation In-ormation Computing Development Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Science, ICT (NRF-2017M3C4A7066316) and Institute of Information & communications Technology Planning & Evaluation (IITP) grant funded by the Korea government (MSIT) (No.2019-0-01270, WISE AR UI/UX Platform Development for Smartglasses).To better explore the incorporation of pointing and gesturing into ubiquitous computing, we introduce WRIST, an interaction and sensing technique that leverages the dexterity of human wrist motion. WRIST employs a sensor fusion approach which combines inertial measurement unit (IMU) data from a smartwatch and a smart ring. The relative orientation difference of the two devices is measured as the wrist rotation that is independent from arm rotation, which is also position and orientation invariant. Employing our test hardware, we demonstrate that WRIST affords and enables a number of novel yet simplistic interaction techniques, such as (i) macro-micro pointing without explicit mode switching and (ii) wrist gesture recognition when the hand is held in different orientations (e.g., raised or lowered). We report on two studies to evaluate the proposed techniques and we present a set of applications that demonstrate the benefits of WRIST. We conclude with a discussion of the limitations and highlight possible future pathways for research in pointing and gesturing with wearable devices.Postprin
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Immersive Visualization and Curation of Archaeological Heritage Data: Çatalhöyük and the Dig@IT App
Advanced data capture techniques, cost-effective data processing, and visualization technologies provide viable solutions for the documentation and curation of archaeological heritage and material culture. Work at the UNESCO World Heritage site of Çatalhöyük has demonstrated that new digital approaches for capturing, processing, analyzing, and curating stratigraphic data in 3D are now feasible. Real-time visualization engines allow us to simulate the stratigraphy of a site, the three-dimensional surfaces of ancient buildings, as well as the ever-changing morphology of cultural landscapes. Nonetheless, more work needs to be done to address methodological questions such as: can three-dimensional models and stratigraphic relationships, based on 3D surfaces and volumes, be used to perform archaeological interpretation? How can a 3D virtual scenario become the interface to cultural data and metadata stored in external online databases? How can we foster a sense of presence and user embodiment in the simulation of ancient cities and archaeological sites? This article aims to provide viable solutions to the methodological challenge of designing a comprehensive digital archaeological workflow from the data acquisition and interpretation in the field to a three-dimensional digital data curation based on interactive visualization, searchable 3D data, and virtual environments. This work describes the results we achieved developing the application Dig@IT, a multi-platform, scalable virtual reality tool able to foster archaeological data analysis, interpretation, and curation in a realistic and highly-interactive virtual environment