ICAT-EGVE2018
Permanent URI for this collection
Browse
Browsing ICAT-EGVE2018 by Subject "centered computing"
Now showing 1 - 11 of 11
Results Per Page
Sort Options
Item AR based Self-sports Learning System using Decayed Dynamic TimeWarping Algorithm(The Eurographics Association, 2018) Ikeda, Atsuki; Hwang, Dong Hyun; Koike, Hideki; Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, SueA self-sports learning system that provides users with real-time multimodal feedback about differences between a user's motion and an expert's motion is proposed. We also propose the Decayed Dynamic Time Warping algorithm, which allows the user to change the motion speed dynamically and repeat a target motion without additional operations. The user can thus imitate an expert's motion conveniently and accurately. The proposed system involves training and replay modes. In the training mode, the system provides audio-visual feedback to help the user imitate the expert's motion. The replay mode allows the user to compare their motion to that of the expert. An augmented reality head-mounted display delivers feedback and provides an immersive three-dimensional training experience.Item Blowing in the Wind: Increasing Copresence with a Virtual Human via Airflow Influence in Augmented Reality(The Eurographics Association, 2018) Kim, Kangsoo; Bruder, Gerd; Welch, Gregory; Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, SueIn a social context where two or more interlocutors interact with each other in the same space, one's sense of copresence with the others is an important factor for the quality of communication and engagement in the interaction. Although augmented reality (AR) technology enables the superposition of virtual humans (VHs) as interlocutors in the real world, the resulting sense of copresence is usually far lower than with a real human interlocutor. In this paper, we describe a human-subject study in which we explored and investigated the effects that subtle multi-modal interaction between the virtual environment and the real world, where a VH and human participants were co-located, can have on copresence. We compared two levels of gradually increased multi-modal interaction: (i) virtual objects being affected by real airflow as commonly experienced with fans in summer, and (ii) a VH showing awareness of this airflow. We chose airflow as one example of an environmental factor that can noticeably affect both the real and virtual worlds, and also cause subtle responses in interlocutors.We hypothesized that our two levels of treatment would increase the sense of being together with the VH gradually, i.e., participants would report higher copresence with airflow influence than without it, and the copresence would be even higher when the VH shows awareness of the airflow. The statistical analysis with the participant-reported copresence scores showed that there was an improvement of the perceived copresence with the VH when both the physical-virtual interactivity via airflow and the VH's awareness behaviors were present together. As the considered environmental factors are directed at the VH, i.e., they are not part of the direct interaction with the real human, they can provide a reasonably generalizable approach to support copresence in AR beyond the particular use case in the present experiment.Item BuzzwireVR: An Immersive Game to Supplement Fine-Motor Movement Therapy(The Eurographics Association, 2018) Christou, Chris G.; Michael-Grigoriou, Despina; Sokratous, D.; Tsiakoulia, M.; Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, SueRecovery of upper-body fine-motor skills after brain trauma, e.g. after a stroke, involves a long process of movement rehabilitation. When the arms and hands are affected patients often spend many hours exercising in order to regain control of their movements, often using children's toys. This paper describes the process of development of a Virtual Reality (VR) system designed to supplement rehabilitation by encouraging hand movements while playing a fun game. The system is based on the well-known Buzzwire children's toy that requires steady hand-eye coordination to pass a ring along a wire without touching the wire. The toy has in the past been used in a variety of research studies, but we considered it ideal for motor rehabilitation because it requires steady hand and finger movements. In our virtualised version of the toy the wire consists of a parametric spline curve with cylindrical cross-section positioned in front of the player. Cylinders at the ends of the 'wire' change colour to indicate which hand to use. The parametric nature of the wire allows us to record performance variables which are not readily available in the physical version. We report on two initial experiments which tested and evaluated various aspects of performance on able-bodied participants and stroke patients, followed by a description of how we developed the toy into a multi-level game that encourages increasingly intricate hand movements. In the first evaluation we tested if performance variables (such as average speed, and distance from the wire) could distinguish between dominant and non-dominant hands of able-bodied participants. We also compared performance with and without binocular viewing. Results showed that our metrics could distinguish between the players dominant versus non-dominant hand. We also noted a dramatic disruption of performance when binocular stereopsis was not available. The second experiment was a usability study involving a sample of stroke-affected participants with post-stroke hemiparesis. Results showed positive acceptance of the technology with no fatigue or nausea. Our gamified version of the task utilizes learnings from the previous studies to create an enjoyable multi-level game involving auditory guidance as feedback. Results are discussed in terms of potential benefits of using such technology in addition to conventional therapy.Item Effects of Embodiment on Generic and Content-Specific Intelligent Virtual Agents as Exhibition Guides(The Eurographics Association, 2018) Schmidt, Susanne; Bruder, Gerd; Steinicke, Frank; Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, SueIntelligent Virtual Agents (IVAs) received enormous attention in recent years due to significant improvements in voice communication technologies and the convergence of different research fields such as Machine Learning, Internet of Things, and Virtual Reality (VR). Interactive conversational IVAs can appear in different forms such as voice-only or with embodied audio-visual representations showing, for example, human-like contextually related or generic three-dimensional bodies. In this paper, we analyzed the benefits of different forms of virtual agents in the context of a VR exhibition space. Our results suggest positive evidence showing large benefits of both embodied and thematically related audio-visual representations of IVAs. We discuss implications and suggestions for content developers to design believable virtual agents in the context of such installations.Item Individualized Calibration of Rotation Gain Thresholds for Redirected Walking(The Eurographics Association, 2018) Hutton, Courtney; Ziccardi, Shelby; Medina, Julio; Rosenberg, Evan Suma; Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, SueRedirected walking allows the exploration of large virtual environments within a limited physical space. To achieve this, redirected walking algorithms must maximize the rotation gains applied while remaining imperceptible to the user. Previous research has established population averages for redirection thresholds, including rotation gains. However, these averages do not account for individual variation in tolerance of and susceptibility to redirection. This paper investigates methodologies designed to quickly and accurately calculate rotation gain thresholds for an individual user. This new method is straightforward to implement, requires a minimal amount of space, and takes only a few minutes to estimate a user's personal threshold for rotation gains. Results from a user study support the wide variability in detection thresholds and indicate that the method of parameter estimation through sequential testing (PEST) is viable for efficiently calibrating individual thresholds.Item A Novel Approach for Cooperative Motion Capture (COMOCAP)(The Eurographics Association, 2018) Welch, Gregory; Wang, Tianren; Bishop, Gary; Bruder, Gerd; Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, SueConventional motion capture (MOCAP) systems, e.g., optical systems, typically perform well for one person, but less so for multiple people in close proximity. Measurement quality can decline with distance, and even drop out as source/sensor components are occluded by nearby people. Furthermore, conventional optical MOCAP systems estimate body posture using a global estimation approach employing cameras that are fixed in the environment, typically at a distance such that one person or object can easily occlude another, and the relative error between tracked objects in the scene can increase as they move farther from the cameras and/or closer to each other. Body-relative tracking approaches use body-worn sensors and/or sources to track limbs with respect to the head or torso, for example, taking advantage of the proximity of limbs to the body. We present a novel approach to MOCAP that combines and extends conventional global and body-relative approaches by distributing both sensing and active signaling over each person's body to facilitate body-relative (intra-user) MOCAP for one person and body-body (inter-user) MOCAP for multiple people, in an approach we call cooperative motion capture (COMOCAP). We support the validity of the approach with simulation results from a system comprised of acoustic transceivers (receiver-transmitter units) that provide inter-transceiver range measurements. Optical, magnetic, and other types of transceivers could also be used. Our simulations demonstrate the advantages of this approach to effectively improve accuracy and robustness to occlusions in situations of close proximity between multiple persons.Item Positioning of Subtitles in Cinematic Virtual Reality(The Eurographics Association, 2018) Rothe, Sylvia; Tran, Kim; Hussmann, Heinrich; Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, SueCinematic Virtual Reality has been increasing in popularity in recent years.Watching 360 degree movies with a head mounted display, the viewer can freely choose the direction of view and thus the visible section of the movie. Therefore, a new approach for the placements of subtitles is needed. In a preliminary study we compared several static methods, where the position of the subtitles is not influenced by the movie content. The preferred method was used in the main study to compare it with dynamic, worldreferenced subtitling, where the subtitles are placed in the movie world. The position of the subtitles depends on the scene and is close to the speaking person. Even if the participants did not prefer one of these methods in general, for some cases in our experiments world-referenced subtitles led to a higher score of presence, less sickness and lower workload.Item Safe Walking Zones: Visual Guidance for Redirected Walking in Confined Real-World Spaces(The Eurographics Association, 2018) Lubos, Paul; Bruder, Gerd; Steinicke, Frank; Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, SueWalking is usually considered the most natural form of self-motion in a virtual environment (VE). However, the confined physical workspace of typical virtual reality (VR) labs often prevents natural exploration of larger VEs. Redirected walking (RDW) has been introduced as a potential solution to this restriction, but corresponding techniques often induce enormous manipulations if the workspace is considerably small and lack natural experiences therefore. In this paper we propose a user interface approach that supports natural walking in a potentially infinite virtual scene while confined to a considerably restricted physical workspace. This virtual locomotion technique relies on a safety volume, which is displayed as a semi-transparent half-capsule, inside which the user can walk without manipulations caused by RDW. We designed a circular redirection approach when the user leaves this safety volume that is complemented by a deterrent approach for user guidance outside the safety volume. We discuss in detail the process of transferring user movements inside these regions to the virtual camera in order to enable walking between points of interest in VEs, and we present the results of a usability study in which we evaluate the approach.Item Soft Finger-tip Sensing Probe Based on Haptic Primary Colors(The Eurographics Association, 2018) Kato, Fumihiro; Inoue, Yasuyuki; Tachi, Susumu; Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, SueThis paper describes a novel tactile sensing probe based on haptic primary colors (HPCs) and a tactile classifying system. We developed a finger-type soft tactile probe incorporating a sensor to measure three physical quantities: force, vibration, and temperature. We also constructed a tactile probe sliding system on the surface of the material repeatedly. The tactile fluctuation obtained from the tactile probe was recorded, and a frequency analyzed image was generated. In the evaluation experiments, the tactile images were generated by sliding the tactile probe on seven materials (ray fish skin, aluminum plate, rusting hemp fabric, MDF board, tatami mat fabric, acrylic board and rubber sheet). A convolutional neural network (CNN) was constructed and its classification performance was evaluated. In addition, we used tactile images to clarify the classification performance through TLAlexnet (transfer learned Alexnet). Pre-trained TLAlexnet was generated by domain adaptation using the tactile images. The results of TLAlexnet showed the great performance to be 85.0%, 91.7%, and 85.7% with respect to single primary colors of force, vibration, and temperature, respectively, and it improved to 96.4% when using three HPCs. In addition, the classification performance of the proposed seven-layered another CNN that was trained with the obtained tactile images was 98.2% of the CNN constructed using common filtering parameters. Thus, highly accurate classification was realized by using three HPCs elements.Item Usability of Augmented Reality in Aeronautic Maintenance, Repair and Overhaul(The Eurographics Association, 2018) Fischini, Antoine; Ababsa, Fakhreddine; Grasser, Mickaƫl; Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, SueAugmented Reality (AR) is a strong growing research topic in several areas including industry, training, art and entertainment. AR can help users to achieve very complex tasks by enhancing their vision with useful and well-adapted information. This paper deals with evaluating the usability of AR in aeronautic maintenance training tasks. A case study in the on-site maintenance department was conducted using an augmented reality application, involving operators at several levels of expertise. Obtained results highlighted the full efficacy of AR in the field of aeronautic maintenance.Item Virtual Fixtures in VR - Perceptual Overlays for Assisted Teleoperation, Teleprogramming and Learning(The Eurographics Association, 2018) Krupke, Dennis; Zhang, Jianwei; Steinicke, Frank; Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, SueCurrent advances in mixed reality (MR) technology achieves both, making the sensations more immersive and plausible, but also increase the utilization of these technologies in robotics. Their low-cost and the low effort to integrate such a system in complex facilities makes them interesting for industrial application. We present an efficient implementation of ''virtual fixtures'' [BR92] and the evaluation in a task of three different difficulties. Finally, it is discussed if the method is successfully implemented without real physical barriers and if human performance is effected in teleoperation or teleprogramming of industrial robots.