28 research outputs found

    Real-Time Viewport-Aware Optical Flow Estimation in 360-degree Videos for Visually-Induced Motion Sickness Mitigation

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    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

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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

    A Human Motor Behavior Model for Direct Pointing at a Distance

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    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

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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

    BABES: Brushing+Linking, Attributes, and Blobs Extension to Storyboard

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    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

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    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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