| AR Based Environment for Exposure Therapy to Mottephobia | | BIBAK | Full-Text | 3-11 | |
| Andrea F. Abate; Michele Nappi; Stefano Ricciardi | |||
| Mottephobia is an anxiety disorder revolving around an extreme, persistent
and irrational fear of moths and butterflies leading sufferers to panic
attacks. This study presents an ARET (Augmented Reality Exposure Therapy)
environment aimed to reduce mottephobia symptoms by progressive
desensitization. The architecture described is designed to provide a greater
and deeper level of interaction between the sufferer and the object of its
fears. To this aim the system exploits an inertial ultrasonic-based tracking
system to capture the user's head and wrists positions/orientations within the
virtual therapy room, while a couple of instrumented gloves capture fingers'
motion. A parametric moth behavioral engine allows the expert monitoring the
therapy session to control many aspects of the virtual insects augmenting the
real scene as well as their interaction with the sufferer. Keywords: Augmented reality; exposure therapy; mottephobia | |||
| Designing Augmented Reality Tangible Interfaces for Kindergarten Children | | BIBAK | Full-Text | 12-19 | |
| Pedro Campos; Sofia Pessanha | |||
| Using games based on novel interaction paradigms for teaching children is
becoming increasingly popular because children are moving towards a new level
of inter-action with technology and there is a need to children to educational
contents through the use of novel, attractive technologies. Instead of
developing a computer program using traditional input techniques (mouse and
keyboard), this re-search presents a novel user interface for learning
kindergarten subjects. The motivation is essentially to bring something from
the real world and couple that with virtual reality elements, accomplishing the
interaction using our own hands. It's a symbiosis of traditional cardboard
games with digital technology. The rationale for our approach is simple. Papert
(1996) refers that "learning is more effective when the apprentice voluntarily
engages in the process". Motivating the learners is therefore a crucial factor
to increase the possibility of action and discovery, which in turn increases
the capacity of what some researchers call learning to learn. In this sense,
the novel constructionist-learning paradigm aims to adapt and prepare
tomorrow's schools to the constant challenges faced by a society, which is
currently embracing and accelerating pace of profound changes. Augmented
reality (Shelton and Hedley, 2002) and tangible user interfaces (Sharlin et
al., 2004) fitted nicely as a support method for this kind of learning
paradigm. Keywords: Augmented reality; Interactive learning systems; Tangible Interfaces | |||
| lMAR: Highly Parallel Architecture for Markerless Augmented Reality in Aircraft Maintenance | | BIBAK | Full-Text | 20-29 | |
| Andrea Caponio; Mauricio Hincapié; Eduardo González Mendívil | |||
| A novel architecture for real time performance marker-less augmented reality
is introduced. The proposed framework consists of several steps: at first the
image taken from a video feed is analyzed and corner points are extracted,
labeled, filtered and tracked along subsequent pictures. Then an object
recognition algorithm is executed and objects in the scene are recognized.
Eventually, position and pose of the objects are given. Processing steps only
rely on state of the art image processing algorithms and on smart analysis of
their output. To guarantee real time performances, use of modern highly
parallel graphic processing unit is anticipated and the architecture is
designed to exploit heavy parallelization. Keywords: Augmented Reality; Parallel Computing; CUDA; Image Processing; Object
Recognition; Machine Vision | |||
| 5-Finger Exoskeleton for Assembly Training in Augmented Reality | | BIBAK | Full-Text | 30-39 | |
| Siam Charoenseang; Sarut Panjan | |||
| This paper proposes an augmented reality based exoskeleton for virtual
object assembly training. This proposed hand exoskeleton consists of 9 DOF
joints which can provide force feedback to all 5 fingers at the same time. This
device has ability to simulate shape, size, and weight of the virtual objects.
In this augmented reality system, user can assembly virtual objects in real
workspace which is superimposed with computer graphics information. During
virtual object assembly training, user can receive force feedback which is
synchronized with physics simulation. Since this proposed system can provide
both visual and kinesthesia senses, it will help the users to improve their
assembly skills effectively. Keywords: Exoskeleton Device; Augment Reality; Force Feedback | |||
| Remote Context Monitoring of Actions and Behaviors in a Location through 3D Visualization in Real-Time | | BIBAK | Full-Text | 40-44 | |
| John Conomikes; Zachary Pacheco; Salvador Barrera; Juan Antonio Cantu; Lucy Beatriz Gomez; Christian de los Reyes; Juan Manuel Mendez Villarreal; Takeo Shime; Yuki Kamiya; Hideki Kawai; Kazuo Kunieda; Keiji Yamada | |||
| The foal of this [project is to present huge amounts of data, not parse-able
by a single person and present it in an interactive 3D recreation of the events
that the sensors detected using a 3D rendering engine known as Panda3D. "Remote
Context Monitoring of Actions and Behavior in a Location Through the Usage of
3D Visualization in Real-time" is a software applications designed to read
large amounts of data from a database and use that data to recreate the context
that the events occurred to improve understanding of the data. Keywords: 3D; Visualization; Remote; Monitoring; Panda3D; Real-Time | |||
| Spatial Clearance Verification Using 3D Laser Range Scanner and Augmented Reality | | BIBAK | Full-Text | 45-54 | |
| Hirotake Ishii; Shuhei Aoyama; Yoshihito Ono; Weida Yan; Hiroshi Shimoda; Masanori Izumi | |||
| A spatial clearance verification system for supporting nuclear power plant
dismantling work was developed and evaluated by a subjective evaluation. The
system employs a three-dimensional laser range scanner to obtain
three-dimensional surface models of work environment and dismantling targets.
The system also employs Augmented Reality to allow field workers to perform
simulation of transportation and temporal placement of dismantling targets
using the obtained models to verify spatial clearance in actual work
environments. The developed system was evaluated by field workers. The results
show that the system is acceptable and useful to confirm that dismantling
targets can be transported through narrow passages and can be placed in limited
temporal workspaces. It was also found that the extension of the system is
desirable to make it possible for multiple workers to use the system
simultaneously to share the image of the dismantling work. Keywords: Augmented Reality; Laser Range Scanner; Nuclear Power Plants;
Decommissioning; Spatial Clearance Verification | |||
| Development of Mobile AR Tour Application for the National Palace Museum of Korea | | BIBAK | Full-Text | 55-60 | |
| Jae-Beom Kim; Changhoon Park | |||
| We present the mobile augmented reality tour application (MART) to provide
intuitive interface for the tourist. And, a context-awareness is used for smart
guide. In this paper, we discuss practical ways of recognizing the context
correctly with overcoming the limitation of the sensors. First, semi-automatic
context recognition is proposed to explore context ontology based on user
experience. Second, multiple sensors context-awareness enables to construct
context ontology by using multiple sensor. And, we introduce the iPhone tour
application for the National Palace Museum of Korea. Keywords: Mobile; Augmented Reality; Tour; Semi-automatic context recognition;
Multi-sensor context-awareness | |||
| A Vision-Based Mobile Augmented Reality System for Baseball Games | | BIBAK | Full-Text | 61-68 | |
| Seong-Oh Lee; Sang Chul Ahn; Jae-In Hwang; Hyoung-Gon Kim | |||
| In this paper we propose a new mobile augmented-reality system that will
address the need of users in viewing baseball games with enhanced contents. The
overall goal of the system is to augment meaningful information on each player
position on a mobile device display. To this end, the system takes two main
steps which are homography estimation and automatic player detection. This
system is based on still images taken by mobile phone. The system can handle
various images that are taken from different angles with a large variation in
size and pose of players and the playground, and different lighting conditions.
We have implemented the system on a mobile platform. The whole steps are
processed within two seconds. Keywords: Mobile augmented-reality; baseball game; still image; homography; human
detection; computer vision | |||
| Social Augmented Reality for Sensor Visualization in Ubiquitous Virtual Reality | | BIBAK | Full-Text | 69-75 | |
| Youngho Lee; Jongmyung Choi; Sehwan Kim; Seunghun Lee; Say Jang | |||
| There have been several research activities on data visualization exploiting
augmented reality technologies. However, most researches are focused on
tracking and visualization itself, yet do not much discuss social community
with augmented reality. In this paper, we propose a social augmented reality
architecture that selectively visualizes sensor information based on the user's
social network community. We show three scenarios: information from sensors
embedded in mobile devices, from sensors in environment, and from social
community. We expect that the proposed architecture will have a crucial role in
visualizing thousands of sensor data selectively according to the user's social
network community. Keywords: Ubiquitous virtual reality; context-awareness; augmented reality; social
community | |||
| Digital Diorama: AR Exhibition System to Convey Background Information for Museums | | BIBAK | Full-Text | 76-86 | |
| Takuji Narumi; Oribe Hayashi; Kazuhiro Kasada; Mitsuhiko Yamazaki; Tomohiro Tanikawa; Michitaka Hirose | |||
| In this paper, we propose a MR museum exhibition system, the "Digital
Diorama" system, to convey background information intuitively. The system aims
to offer more features than the function of existing dioramas in museum
exhibitions by using mixed reality technology. The system superimposes computer
generated diorama scene reconstructed from related image/video materials onto
real exhibits. First, we implement and evaluate location estimation methods of
photos and movies are taken in past time. Then, we implement and install two
types of prototype system at the estimated position to superimpose virtual
scenes onto real exhibit in the Railway Museum. By looking into an eyehole type
device of the proposed system, visitors can feel as if they time-trip around
the exhibited steam locomotive and understand historical differences between
current and previous appearance. Keywords: Mixed Reality; Museum Exhibition; Digital Museum | |||
| Augmented Reality: An Advantageous Option for Complex Training and Maintenance Operations in Aeronautic Related Processes | | BIBAK | Full-Text | 87-96 | |
| Horacio Rios; Mauricio Hincapié; Andrea Caponio; Emilio Mercado; Eduardo González Mendívil | |||
| The purpose of this article is to present the comparison between three
different methodologies for the transfer of knowledge of complex operations in
aeronautical processes that are related to maintenance and training. The first
of them is the use of the Traditional Teaching Techniques that uses manuals and
printed instructions to perform an assembly task; the second one, is the use of
audiovisual tools to give more information to operators; and finally, the use
of an Augmented Reality (AR) application to achieve the same goal with the
enhancing of real environment with virtual content. We developed an AR
application that operates in a regular laptop with stable results and provides
useful information to the user during the 4 hours of training; also basic
statistical analysis was done to compare the results of our AR application. Keywords: Augmented Reality; Maintenance; Training; Aeronautic Field | |||
| Enhancing Marker-Based AR Technology | | BIBAK | Full-Text | 97-104 | |
| Jonghoon Seo; Jinwook Shim; Ji-Hye Choi; James Park; Tack-Don Han | |||
| In this paper, we propose a method that solves both jittering and occlusion
problems which is the biggest issue in marker based augmented reality
technology. Because we adjust the pose estimation by using multiple keypoints
that exist in the marker based on cells, we can predict the strong pose on
jittering. Additionally, we can solve the occlusion problem by applying
tracking technology. Keywords: Marker-based AR; Augmented Reality; Tracking | |||
| MSL_AR Toolkit: AR Authoring Tool with Interactive Features | | BIBAK | Full-Text | 105-112 | |
| Jinwook Shim; Jonghoon Seo; Tack-Don Han | |||
| We describe an authoring tool for Augmented Reality (AR) contents. In recent
years there have been a number of frameworks proposed for developing Augmented
Reality (AR) applications. This paper describes an authoring tool for Augmented
Reality (AR) application with interactive features. We developed the AR
authoring tool which provides Interactive features that we can perform the
education service project and participate it actively for the participating
education service. In this paper, we describe MSL_AR Authoring tool process and
two kinds of interactive features. Keywords: Augmented Reality; Authoring; interaction | |||
| Camera-Based In-situ 3D Modeling Techniques for AR Diorama in Ubiquitous Virtual Reality | | BIBAK | Full-Text | 113-122 | |
| Atsushi Umakatsu; Hiroyuki Yasuhara; Tomohiro Mashita; Kiyoshi Kiyokawa; Haruo Takemura | |||
| We have been studying an in-situ 3D modeling and authoring system, AR
Diorama. In the AR Diorama system, a user is able to reconstruct a 3D model of
a real object of concern and describe behaviors of the model by stroke input.
In this article, we will introduce two ongoing studies on interactive 3D
reconstruction techniques. First technique is feature-based. Natural feature
points are first extracted and tracked. A convex hull is then obtained from the
feature points based on Delaunay tetrahedralisation. The polygon mesh is carved
to approximate the target object based on a feature-point visibility test.
Second technique is region-based. Foreground and background color distribution
models are first estimated to extract an object region. Then a 3D model of the
target object is reconstructed by silhouette carving. Experimental results show
that the two techniques can reconstruct a better 3D model interactively
compared with our previous system. Keywords: AR authoring; AR Diorama; 3D reconstruction | |||
| Design Criteria for AR-Based Training of Maintenance and Assembly Tasks | | BIBAK | Full-Text | 123-132 | |
| Sabine Webel; Ulrich Bockholt; Jens Keil | |||
| As the complexity of maintenance tasks can be enormous, the efficient
training of technicians in performing those tasks becomes increasingly
important. Maintenance training is a classical application field of Augmented
Reality explored by different research groups. Mostly technical aspects (e.g
tracking, 3D augmentations) have been in focus of this research field. In our
paper we present results of interdisciplinary research based on the fusion of
cognitive science, psychology and computer science. We focus on analyzing the
improvement of AR-based training of maintenance skills by addressing also the
necessary cognitive skills. Our aim is to find criteria for the design of
AR-based maintenance training systems. A preliminary evaluation of the proposed
design strategies has been conducted by expert trainers from industry. Keywords: Augmented Reality; training; skill acquisition; training system; industrial
applications | |||
| Object Selection in Virtual Environments Performance, Usability and Interaction with Spatial Abilities | | BIBAK | Full-Text | 135-143 | |
| Andreas Baier; David Wittmann; Martin Ende | |||
| We investigate the influence of users' spatial orientation and space
relations ability on performance with six different interaction methods for
object selection in virtual environments. Three interaction methods are
operated with a mouse, three with a data glove. Results show that mouse based
interaction methods perform better compared to data glove based methods.
Usability ratings reinforce these findings. However, performance with the mouse
based methods appears to be independent from users' spatial abilities, whereas
data glove based methods are not. Keywords: Object selection; interaction method; virtual environment; input device;
performance; usability; spatial ability | |||
| Effects of Menu Orientation on Pointing Behavior in Virtual Environments | | BIBAK | Full-Text | 144-153 | |
| Nguyen-Thong Dang; Daniel Mestre | |||
| The present study investigated the effect of menu orientation on user
performance in a menu items' selection task in virtual environments. An ISO
9241-9-based multi-tapping task was used to evaluate subjects' performance. We
focused on a local interaction task in a mixed reality context where the
subject's hand directly interacted with 3D graphical menu items. We evaluated
the pointing performance of subjects across three levels of inclination: a
vertical menu, a 45°-tilted menu and a horizontal menu. Both quantitative
data (movement time, errors) and qualitative data were collected in the
evaluation. The results showed that a horizontal orientation of the menu
resulted in decreased performance (in terms of movement time and error rate),
as compared to the two other conditions. Post-hoc feedback from participants,
using a questionnaire confirmed this difference. This research might contribute
to guidelines for the design of 3D menus in a virtual environment. Keywords: floating menu; menu orientation; local interaction; pointing; evaluation;
virtual environments | |||
| Some Evidences of the Impact of Environment's Design Features in Routes Selection in Virtual Environments | | BIBAK | Full-Text | 154-163 | |
| M. Emília C. Duarte; Elisângela Vilar; Francisco Rebelo; Júlia Teles; Ana Almeida | |||
| This paper reports results from a research project investigating users'
navigation in a Virtual Environment (VE), using immersive Virtual Reality. The
experiment was conducted to study the extent that certain features of the
environment (i.e., colors, windows, furniture, signage, corridors' width) may
affect the way users select paths within a VE. Thirty university students
participated in this study. They were requested to traverse a VE, as fast as
possible and without pausing, until they reached the end. During the travel
they had to make choices regarding the paths. The results confirmed that the
window, corridors' width, and exit sign factors are route predictors in the
extent that they influence the paths selection. The remaining factors did not
influence significantly the decisions. These findings may have implications for
the design of environments to enhance wayfinding. Keywords: Virtual Reality; Wayfinding; paths selection; environmental features | |||
| Evaluating Human-Robot Interaction during a Manipulation Experiment Conducted in Immersive Virtual Reality | | BIBAK | Full-Text | 164-173 | |
| Mihai Duguleana; Florin Grigorie Barbuceanu; Gheorghe Mogan | |||
| This paper presents the main highlights of a Human-Robot Interaction (HRI)
study conducted during a manipulation experiment performed in Cave Automatic
Virtual Environment (CAVE). Our aim is to assess whether using immersive
Virtual Reality (VR) for testing material handling scenarios that assume
collaboration between robots and humans is a practical alternative to similar
real live applications. We focus on measuring variables identified as
conclusive for the purpose of this study (such as the percentage of tasks
successfully completed, the average time to complete task, the relative
distance and motion estimate, presence and relative contact errors) during
different manipulation scenarios. We present the experimental setup, the HRI
questionnaire and the results analysis. We conclude by listing further research
issues. Keywords: human-robot interaction; immersive virtual reality; CAVE; presence;
manipulation | |||
| 3-D Sound Reproduction System for Immersive Environments Based on the Boundary Surface Control Principle | | BIBAK | Full-Text | 174-184 | |
| Seigo Enomoto; Yusuke Ikeda; Shiro Ise; Satoshi Nakamura | |||
| We constructed a 3-D sound reproduction system containing a 62-channel
loudspeaker array and 70-channel microphone array based on the boundary surface
control principle (BoSC). The microphone array can record the volume of the 3-D
sound field and the loudspeaker array can accurately recreate it in other
locations. Using these systems, we realized immersive acoustic environments
similar to cinema or television sound spaces. We also recorded real 3-D
acoustic environments, such as an orchestra performance and forest sounds, by
using the microphone array. Recreated sound fields were evaluated by
demonstration experiments using the 3-D sound field. Subjective assessments of
390 subjects confirm that these systems can achieve high presence for 3-D sound
reproduction and provide the listener with deep immersion. Keywords: Boundary surface control principle; Immersive environments; Virtual reality;
Stereophony; Surround sound | |||
| Workspace-Driven, Blended Orbital Viewing in Immersive Environments | | BIBAK | Full-Text | 185-193 | |
| Scott Frees; David Lancellotti | |||
| We present several additions to orbital viewing in immersive virtual
environments, including a method of blending standard and orbital viewing to
allow smoother transitions between modes and more flexibility when working in
larger workspaces. Based on pilot studies, we present methods of allowing users
to manipulate objects while using orbital viewing in a more natural way. Also
presented is an implementation of workspace recognition, where the application
automatically detects areas of interest and offers to invoke orbital viewing as
the user approaches. Keywords: Immersive Virtual Environments; Context-Sensitive Interaction; 3DUI;
interaction techniques | |||
| Irradiating Heat in Virtual Environments: Algorithm and Implementation | | BIBAK | Full-Text | 194-203 | |
| Marco Gaudina; Andrea Brogni; Darwin G. Caldwell | |||
| Human-computer interactive systems focused mostly on graphical rendering,
implementation of haptic feedback sensation or delivery of auditory
information. Human senses are not limited to those information and other
physical characteristics, like thermal sensation, are under research and
development. In Virtual Reality, not so many algorithms and implementation have
been exploited to simulate thermal characteristics of the environment. This
physical characteristic can be used to dramatically improve the overall
realism. Our approach is to establish a preliminary way of modelling an
irradiating thermal environment taking into account the physical
characteristics of the heat source. We defined an algorithm where the
irradiating heat surface is analysed for its physical characteristic, material
and orientation with respect to a point of interest. To test the algorithm
consistency some experiments were carried out and the results have been
analysed. We implemented the algorithm in a basic virtual reality application
using a simple and low cost thermo-feedback device to allow the user to
perceive the temperature in the 3D space of the environment. Keywords: Virtual Reality; Thermal Characteristic; Haptic; Physiology | |||
| Providing Immersive Virtual Experience with First-Person Perspective Omnidirectional Movies and Three Dimensional Sound Field | | BIBAK | Full-Text | 204-213 | |
| Kazuaki Kondo; Yasuhiro Mukaigawa; Yusuke Ikeda; Seigo Enomoto; Shiro Ise; Satoshi Nakamura; Yasushi Yagi | |||
| Providing high immersive feeling to audiences has proceeded with growing up
of techniques about video and acoustic medias. In our proposal, we record and
reproduce omnidirectional movies captured at a perspective of an actor and
three dimensional sound field around him, and try to reproduce more impressive
feeling. We propose a sequence of techniques to archive it, including a
recording equipment, video and acoustic processing, and a presentation system.
Effectiveness and demand of our system has been demonstrated by ordinary people
through evaluation experiments. Keywords: First-person Perspective; Omnidirectional Vision; Three Dimensional Sound
Reproduction; Boundary Surface Control Principle | |||
| Intercepting Virtual Ball in Immersive Virtual Environment | | BIBAK | Full-Text | 214-222 | |
| Massimiliano Valente; Davide Sobrero; Andrea Brogni; Darwin G. Caldwell | |||
| Catching a flying ball is a difficult task that requires sensory systems to
calculate the precise trajectory of the ball to predict its movement, and the
motor systems to drive the hand in the right place at the right time.
In this paper we have analyzed the human performance in an intercepting task performed in an immersive virtual environment and the possible improvement of the performance by adding some feedback. Virtual balls were launched from a distance of 11 m with 12 trajectories. The volunteers was equipped only with shutter glasses and one maker on backhand to avoid any constriction of natural movements. We ran the experiment in a natural scene, either without feedback or with acoustic feedback to report a corrects intercept. Analysis of performance shows a significant increment of successful trials in feedback condition. Experiment results are better with respect to similar experiment described in literature, but performances are still lower to results in real world. Keywords: Virtual Reality; Ecological Validity; Interceptive Action | |||
| Concave-Convex Surface Perception by Visuo-vestibular Stimuli for Five-Senses Theater | | BIBAK | Full-Text | 225-233 | |
| Tomohiro Amemiya; Koichi Hirota; Yasushi Ikei | |||
| The paper describes a pilot study of perceptual interactions among visual,
vestibular, and tactile stimulations for enhancing the sense of presence and
naturalness for ultra-realistic sensations. In this study, we focused on
understanding the temporally and spatially optimized combination of
visuo-tactile-vestibular stimuli that would create concave-convex surface
sensations. We developed an experimental system to present synchronized
visuo-vestibular stimulation and evaluated the influence of various
combinations of visual and vestibular stimuli on the shape perception by body
motion. The experimental results urge us to add a tactile sensation to
facilitate ultra-realistic communication by changing the contact area between
the human body and motion chair. Keywords: vestibular stimulation; ultra realistic; multimodal; tactile | |||
| Touching Sharp Virtual Objects Produces a Haptic Illusion | | BIBAK | Full-Text | 234-242 | |
| Andrea Brogni; Darwin G. Caldwell; Mel Slater | |||
| Top down perceptual processing implies that much of what we perceive is
based on prior knowledge and expectation. It has been argued that such
processing is why Virtual Reality works at all -- the brain filling in missing
information based on expectation. We investigated this with respect to touch.
Seventeen participants were asked to touch different objects seen in a Virtual
Reality system. Although no haptic feedback was provided, questionnaire results
show that sharpness was experienced when touching a virtual cone and scissors,
but not when touching a virtual sphere. Skin conductance responses separate out
the sphere as different to the remaining objects. Such exploitation of
expectation-based illusory sensory feedback could be useful in the design of
plausible virtual environments. Keywords: Virtual Reality; Human Reaction; Physiology; Haptic Illusion | |||
| Whole Body Interaction Using the Grounded Bar Interface | | BIBAK | Full-Text | 243-249 | |
| Bong-gyu Jang; Hyunseok Yang; Gerard J. Kim | |||
| Whole body interaction is an important element in promoting the level of
presence and immersion in virtual reality systems. In this paper, we
investigate the effect of "grounding" the interaction device to take advantage
of the significant passive reaction force feedback sensed throughout the body,
and thus in effect realizing the whole body interaction without complicated
sensing and feedback apparatus. An experiment was conducted to assess the task
performance and level of presence/immersion, as compared to a keyboard input
method, using a maze navigation task. The results showed that while the G-Bar
did induce significantly higher presence and the task performance (maze
completion time and number of wall collisions) was on par with the already
familiar keyboard interface. The keyboard user instead had to adjust and learn
how to navigate faster and not collide with the wall over time, indicating that
the whole body interaction contributed to a better perception of the immediate
space. Thus considering the learning rate and the relative unfamiliarity of
G-Bar, with sufficient training, G-Bar could accomplish both high
presence/immersion and task performance for s. Keywords: Whole-body interaction; Presence; Immersion; Task performance; Isometric
interaction | |||
| Digital Display Case Using Non-contact Head Tracking | | BIBAK | Full-Text | 250-259 | |
| Takashi Kajinami; Takuji Narumi; Tomohiro Tanikawa; Michitaka Hirose | |||
| In our research, we aim to construct the Digital Display Case system, which
enables a museum exhibition using virtual exhibits using computer graphics
technology, to convey background information about exhibits effectively. In
this paper, we consider more practical use in museum, and constructed the
system using head tracking, which doesn't need to load any special devices on
users. We use camera and range camera to detect and track user's face, and
calculate images on displays to enable users to appreciate virtual exhibits as
if they were really in the virtual case. Keywords: Digital Display Case; Digital Museum; Computer Graphics; Virtual Reality | |||
| Meta Cookie+: An Illusion-Based Gustatory Display | | BIBAK | Full-Text | 260-269 | |
| Takuji Narumi; Shinya Nishizaka; Takashi Kajinami; Tomohiro Tanikawa; Michitaka Hirose | |||
| In this paper, we propose the illusion-based "Pseudo-gustation" method to
change perceived taste of a food when people eat by changing its appearance and
scent with augmented reality technology. We aim at utilizing an influence
between modalities for realizing a "pseudo-gustatory" system that enables the
user to experience various tastes without changing the chemical composition of
foods. Based on this concept, we built a "Meta Cookie+" system to change the
perceived taste of a cookie by overlaying visual and olfactory information onto
a real cookie. We performed an experiment that investigates how people
experience the flavor of a plain cookie by using our system. The result
suggests that our system can change the perceived taste based on the effect of
the cross-modal interaction of vision, olfaction and gustation. Keywords: Illusion-based Virtual Reality; Gustatory Display; Pseudo-gustation;
Cross-modal Integration; Augmented Reality | |||
| LIS3D: Low-cost 6DOF Laser Interaction for outdoor Mixed Reality | | BIBA | Full-Text | 270-279 | |
| Pedro Santos; Hendrik Schmedt; Bernd Amend; Philip Hammer; Ronny Giera; Elke Hergenröther; André Stork | |||
| This paper introduces a new low-cost, laser-based 6DOF interaction technology for outdoor mixed reality applications. It can be used in a variety of outdoor mixed reality scenarios for making 3D annotations or correctly placing 3D virtual content anywhere in the real world. In addition, it can also be used with virtual back-projection displays for scene navigation purposes. Applications can range from design review in the architecture domain to cultural heritage experiences on location. Previous laser-based interaction techniques only yielded 2D or 3D intersection coordinates of the laser beam with a real world object. The main contribution of our solution is that we are able to reconstruct the full pose of an area targeted by our laser device in relation to the user. In practice, this means that our device can be used to navigate any scene in 6DOF. Moreover, we can place any virtual object or any 3D annotation anywhere in a scene, so it correctly matches the user's perspective. | |||
| Olfactory Display Using Visual Feedback Based on Olfactory Sensory Map | | BIBAK | Full-Text | 280-289 | |
| Tomohiro Tanikawa; Aiko Nambu; Takuji Narumi; Kunihiro Nishimura; Michitaka Hirose | |||
| Olfactory sensation is based on chemical signals whereas the visual
sensation and auditory sensation are based on physical signals. Therefore
olfactory displays which exist now can only present the set of scents which was
prepared beforehand because a set of "primary odors" has not been found. In our
study, we focus on development of an olfactory display using cross modality
which can represent more patterns of scents than the patterns of scents
prepared. We construct olfactory sensory map by asking subjects to smell
various aroma chemicals and evaluate their similarity. Based on the map, we
selected a few aroma chemicals and implemented a visual and olfactory display.
We succeed to generate various smell feeling from only few aromas, and it is
able to substitute aromas by pictures nearer aromas are drawn by pictures more
strongly. Thus, we can reduce the number of aromas in olfactory displays using
the olfactory map. Keywords: Olfactory display; Multimodal interface; Cross modality; Virtual Reality | |||
| Towards Noninvasive Brain-Computer Interfaces during Standing for VR Interactions | | BIBAK | Full-Text | 290-294 | |
| Hideaki Touyama | |||
| In this study, we propose a portable Brain-Computer Interface (BCI) aiming
to realize a novel interaction with VR objects during standing. The
ElectroEncephaloGram (EEG) was recorded under two experimental conditions: I)
the subject was during sitting at rest and II) during simulated walking
conditions in indoor environment. In both conditions, the Steady-State Visual
Evoked Potential (SSVEP) was successfully detected by using computer generated
visual stimuli. This result suggested that the EEG signals with portable BCI
systems would provide a useful interface in performing VR interactions during
standing in indoor environment such as immersive virtual space. Keywords: Brain-Computer Interface (BCI); Electroencephalogram (EEG); Steady-State
Visual Evoked Potential (SSVEP); standing; immersive virtual environment | |||
| Stereoscopic Vision Induced by Parallax Images on HMD and Its Influence on Visual Functions | | BIBAK | Full-Text | 297-305 | |
| Satoshi Hasegawa; Akira Hasegawa; Masako Omori; Hiromu Ishio; Hiroki Takada; Masaru Miyao | |||
| Visual function of lens accommodation was measured while subjects used
stereoscopic vision in a head mounted display (HMD). Eyesight with stereoscopic
Landolt ring images displayed on HMD was also studied. In addition, the
recognized size of virtual stereoscopic images was estimated using the HMD.
Accommodation to virtual objects was seen when subjects viewed stereoscopic
images of 3D computer graphics, but not when the images were displayed without
appropriate binocular parallax. This suggests that stereoscopic moving images
on HMD induced the visual accommodation. Accommodation should be adjusted to
the position of virtual stereoscopic images induced by parallax. The difference
in the distances of the focused display and stereoscopic image may cause visual
load. However, an experiment showed that Landolt rings of almost the same size
were distinguished regardless of virtual distance of 3D images if the parallax
was not larger than the fusional upper limit. However, congruent figures that
were simply shifted to cause parallax were seen to be larger as the distance to
the virtual image became longer. The results of this study suggest that
stereoscopic moving images on HMD induced the visual accommodation by expansion
and contraction of the ciliary muscle, which was synchronized with convergence.
Appropriate parallax of stereoscopic vision should not reduce the visibility of
stereoscopic virtual objects. The recognized size of the stereoscopic images
was influenced by the distance of the virtual image from display. Keywords: 3-D Vision; Lens Accommodation; Eyesight; Landolt ring; Size Constancy | |||
| Comparison of Accommodation and Convergence by Simultaneous Measurements during 2D and 3D Vision Gaze | | BIBAK | Full-Text | 306-314 | |
| Hiroki Hori; Tomoki Shiomi; Tetsuya Kanda; Akira Hasegawa; Hiromu Ishio; Yasuyuki Matsuura; Masako Omori; Hiroki Takada; Satoshi Hasegawa; Masaru Miyao | |||
| Accommodation and convergence were measured simultaneously while subjects
viewed 2D and 3D images. The aim was to compare fixation distances between
accommodation and convergence in young subjects while they viewed 2D and 3D
images. Measurements were made using an original machine that combined WAM-5500
and EMR-9, and 2D and 3D images were presented using a liquid crystal shutter
system. Results suggested that subjects' accommodation and convergence were
found to change the diopter value periodically when viewing 3D images. The mean
values of accommodation and convergence among the 6 subjects were almost equal
when viewing 2D and 3D images respectively. These findings suggest that the
ocular functions when viewing 3D images are very similar to those during
natural viewing. When subjects are young, accommodative power while viewing 3D
images is similar to the distance of convergence, and the two values of
focusing distance are synchronized with each other. Keywords: Stereoscopic Vision; Simultaneous Measurement; Accommodation and
Convergence; Visual Fatigue | |||
| Tracking the UFO's Paths: Using Eye-Tracking for the Evaluation of Serious Games | | BIBAK | Full-Text | 315-324 | |
| Michael D. Kickmeier-Rust; Eva-Catherine Hillemann; Dietrich Albert | |||
| Computer games are undoubtedly an enormously successful genre. Over the past
years, a continuously growing community of researchers and practitioners made
the idea of using the potential of computer games for serious, primarily
educational purposes equally popular. However, the present hype over serious
games is not reflected in sound evidence for the effectiveness and efficiency
of such games and also indicators for the quality of learner-game interaction
is lacking. In this paper we look into those questions, investigating a
geography learning game prototype. A strong focus of the investigation was on
relating the assessed variables with gaze data, in particular gaze paths and
interaction strategies in specific game situations. The results show that there
a distinct gender differences in the interaction style with different game
elements, depending on the demands on spatial abilities (navigating in the
three-dimensional spaces versus controlling rather two-dimensional features of
the game) as well as distinct differences between high and low performers. Keywords: Game-based learning; serious games; learning performance; eye tracking | |||
| The Online Gait Measurement for Characteristic Gait Animation Synthesis | | BIBA | Full-Text | 325-334 | |
| Yasushi Makihara; Mayu Okumura; Yasushi Yagi; Shigeo Morishima | |||
| This paper presents a method to measure online the gait features from the gait silhouette images and to synthesize characteristic gait animation for an audience-participant digital entertainment. First, both static and dynamic gait features are extracted from the silhouette images captured by an online gait measurement system. Then, key motion data for various gaits are captured and a new motion data is synthesized by blending key motion data. Finally, blend ratios of the key motion data are estimated to minimize gait feature errors between the blended model and the online measurement. In experiments, the effectiveness of gait feature extraction were confirmed by using 100 subjects from OU-ISIR Gait Database and characteristic gait animations were created based on the measured gait features. | |||
| Measuring and Modeling of Multi-layered Subsurface Scattering for Human Skin | | BIBA | Full-Text | 335-344 | |
| Tomohiro Mashita; Yasuhiro Mukaigawa; Yasushi Yagi | |||
| This paper introduces a Multi-Layered Subsurface Scattering (MLSSS) model to reproduce an existing human's skin in a virtual space. The MLSSS model consists of a three dimensional layer structure with each layer an aggregation of simple scattering particles. The MLSSS model expresses directionally dependent and inhomogeneous radiance distribution. We constructed a measurement system consisting of four projectors and one camera. The parameters of MLSSS were estimated using the measurement system and geometric and photometric analysis. Finally, we evaluated our method by comparing rendered images and real images. | |||
| An Indirect Measure of the Implicit Level of Presence in Virtual Environments | | BIBAK | Full-Text | 345-353 | |
| Steven Nunnally; Durell Bouchard | |||
| Virtual Environments (VEs) are a common occurrence for many computer users.
Considering their spreading usage and speedy development it is ever more
important to develop methods that capture and measure key aspects of a VE, like
presence. One of the main problems with measuring the level of presence in VEs
is that the users may not be consciously aware of its affect. This is a problem
especially for direct measures that rely on questionnaires and only measure the
perceived level of presence explicitly. In this paper we develop and validate
an indirect measure for the implicit level of presence of users, based on the
physical reaction of users to events in the VE. The addition of an implicit
measure will enable us to evaluate and compare VEs more effectively, especially
with regard to their main function as immersive environments. Our approach is
practical, cost-effective and delivers reliable results. Keywords: Virtual Environments; Presence; Indirect Implicit Measure | |||
| Effect of Weak Hyperopia on Stereoscopic Vision | | BIBAK | Full-Text | 354-362 | |
| Masako Omori; Asei Sugiyama; Hiroki Hori; Tomoki Shiomi; Tetsuya Kanda; Akira Hasegawa; Hiromu Ishio; Hiroki Takada; Satoshi Hasegawa; Masaru Miyao | |||
| Convergence, accommodation and pupil diameter were measured simultaneously
while subjects were watching 3D images. The subjects were middle-aged and had
weak hyperopia. WAM-5500 and EMR-9 were combined to make an original apparatus
for the measurements. It was confirmed that accommodation and pupil diameter
changed synchronously with convergence. These findings suggest that with naked
vision the pupil is constricted and the depth of field deepened, acting like a
compensation system for weak accommodation power. This suggests that people in
middle age can view 3D images more easily if positive (convex lens) correction
is made. Keywords: convergence; accommodation; pupil diameter; middle age; 3D image | |||
| Simultaneous Measurement of Lens Accommodation and Convergence to Real Objects | | BIBAK | Full-Text | 363-370 | |
| Tomoki Shiomi; Hiromu Ishio; Hiroki Hori; Hiroki Takada; Masako Omori; Satoshi Hasegawa; Shohei Matsunuma; Akira Hasegawa; Tetsuya Kanda; Masaru Miyao | |||
| Human beings can perceive that objects are three-dimensional (3D) as a
result of simultaneous lens accommodation and convergence on objects, which is
possible because humans can see so that parallax occurs with the right and left
eye. Virtual images are perceived via the same mechanism, but the influence of
binocular vision on human visual function is insufficiently understood. In this
study, we developed a method to simultaneously measure accommodation and
convergence in order to provide further support for our previous research
findings. We also measured accommodation and convergence in natural vision to
confirm that these measurements are correct. As a result, we found that both
accommodation and convergence were consistent with the distance from the
subject to the object. Therefore, it can be said that the present measurement
method is an effective technique for the measurement of visual function, and
that even during stereoscopic vision correct values can be obtained. Keywords: simultaneous measurement; eye movement; accommodation and convergence;
natural vision | |||
| Comparison in Degree of the Motion Sickness Induced by a 3-D Movie on an LCD and an HMD | | BIBAK | Full-Text | 371-379 | |
| Hiroki Takada; Yasuyuki Matsuura; Masumi Takada; Masaru Miyao | |||
| Three-dimensional (3D) television sets are already on the market and are
becoming increasingly popular among consumers. Watching stereoscopic 3D movies,
though, can produce certain adverse affects such as asthenopia and motion
sickness. Visually induced motion sickness (VIMS) is considered to be caused by
an increase in visual-vestibular sensory conflict while viewing stereoscopic
images. VIMS can be analyzed both psychologically and physiologically.
According to our findings reported at the last HCI International conference,
VIMS could be detected with the total locus length and sparse density, which
were used as analytical indices of stabilograms. In the present study, we aim
to analyze the severity of motion sickness induced by viewing conventional 3D
movies on a liquid crystal display (LCD) compared to that induced by viewing
these movies on a head-mounted display (HMD). We quantitatively measured the
body sway in a resting state and during exposure to a conventional 3D movie on
an LCD and HMD. Subjects maintained the Romberg posture during the recording of
stabilograms at a sampling frequency of 20 Hz. The simulator sickness
questionnaire (SSQ) was completed before and immediately after exposure.
Statistical analyses were applied to the SSQ subscores and to the
abovementioned indices (total locus length and sparse density) for the
stabilograms. Friedman tests showed the main effects in the indices for the
stabilograms. Multiple comparisons revealed that viewing the 3D movie on the
HMD significantly affected the body sway, despite a large visual distance. Keywords: visually induced motion sickness; stabilometry; sparse density; liquid
crystal displays (LCDs); head-mounted displays (HMDs) | |||
| Evaluation of Human Performance Using Two Types of Navigation Interfaces in Virtual Reality | | BIBAK | Full-Text | 380-386 | |
| Luís Teixeira; Emília Duarte; Júlia Teles; Francisco Rebelo | |||
| Most of Virtual Reality related studies use a hand-centric device as a
navigation interface. Since this could be a problem when is required to
manipulate objects or it can even distract a participant from other tasks if he
has to "think" on how to move, a more natural and leg-centric interface seems
more appropriate. This study compares human performance variables (distance
travelled, time spent and task success) when using a hand-centric device
(Joystick) and a leg-centric type of interface (Nintendo Wii Balance Board)
while interacting in a Virtual Environment in a search task. Forty university
students (equally distributed in gender and number by experimental conditions)
participated in this study. Results show that participants were more efficient
when performing navigation tasks using the Joystick than with the Balance
Board. However there were no significantly differences in the task success. Keywords: Virtual Reality; Navigation interfaces; Human performance | |||
| Use of Neurophysiological Metrics within a Real and Virtual Perceptual Skills Task to Determine Optimal Simulation Fidelity Requirements | | BIBA | Full-Text | 387-399 | |
| Jack Maxwell Vice; Anna Skinner; Chris Berka; Lauren Reinerman-Jones; Daniel Barber; Nicholas Pojman; Veasna Tan; Marc M. Sebrechts; Corinna E. Lathan | |||
| The military is increasingly looking to virtual environment (VE) developers and cognitive scientists to provide virtual training platforms to support optimal training effectiveness within significant time and cost constraints. However, current methods for determining the most effective levels of fidelity in these environments are limited. Neurophysiological metrics may provide a means for objectively assessing the impact of fidelity variations on training. The current experiment compared neurophysiological and performance data for a real-world perceptual discrimination task as well as a similarly-structured VE training task under systematically varied fidelity conditions. Visual discrimination and classification was required between two militarily-relevant (M-16 and AK-47 rifle), and one neutral (umbrella) stimuli, viewed through a real and virtual Night Vision Device. Significant differences were found for task condition (real world versus virtual, as well as visual stimulus parameters within each condition), within both the performance and physiological data. | |||