ICAT-EGVE2023 - Posters and Demos
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Item Beyond What is Visible: Enhancing Air Quality Awareness through Immersive Virtual Reality Visualizations(The Eurographics Association, 2023) Marques, Bernardo; Oliveira, Daniel; Leitão, João; Martins, Nuno Cid; Rafael, Sandra; Dias, Paulo; Santos, Beatriz Sousa; Abey Campbell; Claudia Krogmeier; Gareth YoungThe levels of air quality found in some cities are a growing concern for environmental, healthcare, and government organizations worldwide due to the rise of environmental pollution. Thus, novel solutions for raising population awareness are of paramount importance. This work describes a platform for visualizing air quality data using Virtual Reality (VR), allowing having an aerial view of a given location, enhanced with air quality layers with the goal of helping raise awareness during education classes, fairs, or events. Using distinct visualization techniques, users can navigate through a map, position themselves in different points of view, and contemplate how air pollution is hiding from their view in the physical world, as well as filter using several parameters, e.g., removing roads, buildings, or displaying only a specific data range for a given period in time.Item Subtractive Mixing of Odor Components from Olfactory White to Generate Various Odors from a Limited Number of Components(The Eurographics Association, 2023) Matsukura, Haruka; Suzuki, Norihiro; Chida, Ryusuke; Takahashi, Shu; Uzawa, Yuki; Ishida, Hiroshi; Abey Campbell; Claudia Krogmeier; Gareth YoungHere we propose a new approach for reproducing a variety of odors using an olfactory display. Replicating odors in virtual reality has been a formidable challenge because odors are generally complex mixtures of abundant volatile chemical compounds. However, a phenomenon called ''olfactory white'' was discovered, claiming that a mixture of about 30 different chemical substances approaches a certain smell, suggesting that many olfactory cell responses can be saturated with only 30 chemicals. There is a possibility that a wide range of odors can be generated by changing the mixing ratio of the 30 chemicals or subtracting some components from them. We have developed a system that can adjust the vapor mixing ratio of the 30 chemicals so that the response patterns of an electronic nose are matched between the mixed vapor and the target smell. Initial result of humansubject experiment on reproducing several different smells of flavors and fragrances shows the potential of this approach.Item Augmented Reality Rehabilitation for People with Osteoporosis: Squat exergame (a demo)(The Eurographics Association, 2023) Thuilier, Eléa; Carey, John J.; Dingliana, John; Dempsey, Mary; Whelan, Bryan; Biggins, Shane; Brennan, Attracta; Abey Campbell; Claudia Krogmeier; Gareth YoungIn Ireland, osteoporosis is one of the greatest societal and economic health challenges, affecting between 300,000 and 500,000 people [CJ23]. A 2019 European report noted that Ireland has one of the highest rates of fracture in Europe, while the costs associated with managing fractures was 7.2% of national healthcare [JA21, JA22]. Physical exercises are considered to be a powerful non-pharmacological strategy for people with osteoporosis and/or those who are at risk of falling [Dio14]. Notwithstanding the positive impact of physical exercise, the participation in and adherence to an exercise regimen by older adults is often low due to inconvenience (i.e., lack of time, lack of motivation, accessibility issues), fear (i.e., falling, safety), cost and/or boredom [OYWALSRDKV18]. Exergames are defined as games requiring the participant to be physically active; they can be delivered through augmented reality (AR)/virtual reality (VR) [Oh10]. Despite the potential of AR task-oriented physical therapy training and exergames for people with osteoporosis, there is a notable paucity of research in this area [GNG20]. As part of our research, five physical therapy exercises targeting older adults with osteoporosis have been approved by a chartered physiotherapist, an occupational therapist and two Rheumatologist consultants at Galway University Hospital. We are currently in the process of mapping these physical therapy exercises into a set of five AR exergames. The design of these AR exergames is underpinned by a systematic literature review (in the final stages of publication) and existing guidelines. A formal investigation of the impact of AR exergames in improving balance and reducing the likelihood of falls for people with osteoporosis will take place next year, with control and intervention groups. Our demonstration is a first version of one of these AR exergames which reproduces a squat exercise. During this exergame, the player wears an AR headset (Microsoft Hololens 2). When they start the exergame, a menu of different levels is displayed. The player selects the level appropriate to their abilities, after which a series of clouds appear and move toward them. The goal is for the player to avoid the clouds using a squat movement. As they perform the exercise in a gamified context, the relevant biomechanical points will be checked to ensure correct alignment and the delivery of appropriate feedback. To check the status of the biomechanical points, this exergame uses a body tracking camera (Azure Kinect 2) to provide direct and real-time feedback. Ultimately, this squat exercise AR exergame will be incorporated into a series of exergames, which will adapt to the capabilities and preferences of the player with osteoporosis.Item A Rapid VR House Interior Generator with Eye-tracking Feedback for Home Staging(The Eurographics Association, 2023) Miyakawa, Takuya; Bland, Jeffrey Keith Spaneas; Yoshikawa, Gaku; Ma, Yuan; Abey Campbell; Claudia Krogmeier; Gareth YoungThe employment of virtual reality (VR) technology in home staging (i.e., showcasing layout and interior design to influence potential homebuyers' purchases) has noticeable limitations. First, developing VR models by game engines may bring unaffordable workloads for real estate agencies. Second, pen-and-paper feedback on a VR model of the staged home is sometimes ambiguous and misleading. We developed an application that combines a virtual tour platform and a VR-based eye-tracker to address the two issues. The current work investigated the relationship between subjects' preferences and eye movements in a staged home. Our results support that subjects' eye-tracking data on layout and interior design differs following their preference change, reflecting the potential of eye-tracking in evaluating staged home models. In the future, we will examine the workload reduction in creating a VR model via the virtual tour platform.Item VRMeta-REG Tool to Support Student's Collaboration in Social VR(The Eurographics Association, 2023) Pflieger, Laura C. J.; Hartmann, Christian; Bannert, Maria; Abey Campbell; Claudia Krogmeier; Gareth YoungThis study delves into the potential benefits of immersive virtual realities (VR) in augmenting collaborative learning processes. Social VR allows students to work collaboratively on tasks with extended interaction possibilities and interactive environments. These additional possibilities and the resulting increased sensory and cognitive input impact the often already-existing deficits in the learning regulation of students. There is a lack of research on supporting students' individual and collaborative learning regulation in VR learning environments. Our study addresses this gap by introducing a group awareness tool to support students' regulation of learning process in a collaborative VR setting. We report the preliminary results of our study regarding embodiment, learning gain, and change in metacognitive perception over the span of the learning task due to the tool.Item Design of Body Transformation Experience(The Eurographics Association, 2023) Murakami, Taichi; Kitazaki, Michiteru; Abey Campbell; Claudia Krogmeier; Gareth YoungHumans can feel an illusory body ownership towards bodies that are different from the real one. It has been well studied how the virtual embodiment can be realized and what can be embodied. However, it is not clear how we feel when our body changes from one body to another. We aimed to provide different experiences of body transformation by varying the transition patterns of avatars. We created five types of avatar transitions. In Flicker process, the body appearance changes instantly from one avatar to another, but with a blank screen in the middle. In Cut process, the body appearance changes instantly without blank. In Smooth process, the avatar's body appearance transforms gradually and smoothly according to a smoothstep function. In Linear process, the avatar's body appearance transforms gradually according to a linear function. InWave process, the avatar's body appearance transforms like a wave or back and forth according to a mixture of linear function and sinusoidal function. We expect that participants will be the most aware of body transformation in the Wave transition followed by Linear and Smooth transitions. The Flicker and Cut transitions are natural and less noticed by participants.Item Mitigation of Fear Triggers for Image Viewing in Virtual Reality(The Eurographics Association, 2023) Hetterich, Amelie; Mammen, Sebastian von; Pohl, Daniel; Abey Campbell; Claudia Krogmeier; Gareth YoungModern VR image viewers combine immersive photos with audio, special effects and haptics to provide a highly immersive experience. However, users with specific phobias may encounter discomfort while browsing through random images, specifically, considering the high presence in VR. We explore strategies to reduce fear triggers and implement tailored mitigation measures in our image viewing app, specifically for 3D and spherical images. We address automating fear reduction in different VR formats, audio, and special effects to improve the accessibility and experience for VR image viewer users with specific phobias.Item Study of Pseudoresistance during Water Walking in Augmented Reality(The Eurographics Association, 2023) Han, Xu; Sakaguchi, Saki; Shibasaki, Mina; Nakayasu, Akira; Baba, Tetsuaki; Kushiyama, Kumiko; Abey Campbell; Claudia Krogmeier; Gareth YoungLack of exercise affects health and the quality of life. Walking is a suitable remedy for sedentary lifestyles. Therefore, in this study, we developed a walking exercise system that employs augmented reality technology and pseudoresistance sensations to mimic walking in water. The system includes an application with adjustable water-level features, making it suitable for everyday use in environments such as homes and gymnasiums. Our preliminary experiments reveal that variations in the water level can affect walking speed, demonstrating the potential of the system for inducing pseudoresistance and walking assistance.Item A GPU Ray Tracing Implementation for Triangular Grid Primitives(The Eurographics Association, 2023) Buelow, Max von; Kuijper, Arjan; Fellner, Dieter W.; Abey Campbell; Claudia Krogmeier; Gareth YoungTriangular grid primitives are a new technique for more efficient handling of memory intensive meshes, also called micro meshes in recent proprietary hardware implementations. This makes it a technique with high potential in the area of virtual environments where hardware capabilities are typically limited. In this poster, we focus on software ray tracing on GPUs and present a novel, easy-to-implement approach that uses a two-level bounding volume hierarchy (BVH) to accelerate these grids. The primary goal of our work is to make the technology more accessible by focusing on standard GPU devices without hardware ray tracing units. With our approach, we are able to encode geometry and BVH with approximately 7.5 bytes per triangle, reducing standard representations by a factor of 3.73 while reducing BVH construction time. Our data structure achieves a peak performance impact of 16% for a three-level subdivision.Item ICAT-EGVE 2023 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos(The Eurographics Association, 2023) Abey Campbell; Claudia Krogmeier; Gareth Young; Abey Campbell; Claudia Krogmeier; Gareth YoungItem Study of Alleviating the Symptoms of VR Sickness by Cooling Skin Surface(The Eurographics Association, 2023) Kawamura, Taiki; Sakata, Nobuchika; Abey Campbell; Claudia Krogmeier; Gareth YoungVR sickness with symptoms like motion sickness such as carsick may occur when using VR. The occurrence of VR sickness varies from person to person, and the intensity and symptoms of sickness vary. However, in case of the VR sickness once occurs, it interferes with VR activities. Therefore, the elimination or alleviation of VR sickness is necessary for comfortable VR activities. In this study, we propose a method of cooling the neck and temples of the skin surface to alleviate the symptoms of VR sickness when VR sickness occurs. The experimental results show that skin surface cooling is effective in suppressing the symptoms of VR sickness when it occurs.Item Interactive X-Ray Vision Mediated Reality(The Eurographics Association, 2023) Jalan, Priyansh; Dingliana, John; Abey Campbell; Claudia Krogmeier; Gareth YoungIn this poster, we explore a novel approach to improve the spatial perception of embedded virtual objects in a mixed reality environment by manipulating the material appearance of real objects. Addressing the challenge of establishing a perceptually robust connection to the real world in situated visualizations, our approach provides a means for seamlessly integrating virtual objects with their real-world counterparts. This approach, which we refer to as glass phantom rendering, aims, in particular, to improve the perception of containment, emulating the characteristics of real-world glass-encased exhibits in museums. Visual results from our proof-of-concept implementation demonstrate an enhanced perception of virtual objects being embedded inside real-world objects, setting the stage for further exploration to optimize and more deeply explore this and other similar effects in future work.Item Landmark Recognition using Deep Learning in a Virtual Space(The Eurographics Association, 2023) Mukai, Nobuhiko; Uematsu, Takashi; Chang, Youngha; Abey Campbell; Claudia Krogmeier; Gareth YoungIt is a very important issue to simulate human behavior in a virtual space for emergency evacuation in the real world. Humans take actions using their own eyes and memory. Then, the identification of the scene that virtual humans are looking at in a town is one of the key elements of the behavior, and image-based pattern matching is usually used; however, the accuracy is affected by the view angle and the length between the target object and the position at which the image is taken. This paper proposes a method to identify the images of landmarks that are placed at the corners in an intersection in a virtual space using a deep learning method and reports the relationship between the accuracy and the area rate that the landmark object occupies in the image.Item Parallax-based Glyph Composition Technique with Colour-Blending Glyphs(The Eurographics Association, 2023) Hu, Sathaporn; Reilly, Derek; Abey Campbell; Claudia Krogmeier; Gareth YoungStacked is a glyph composition technique which relies on the parallax effect achieved through AR: multiple glyphs float on top of each other. Although the individual glyphs are spatially separated, changing viewing angles can compose or decompose the glyphs. In the area where the glyphs visually align, their colours are multiplicatively blended to express multiplied values. We compared the novel technique against a control technique, Radial, which cannot be decomposed. We found increasing the number of glyphs in a composite reduced the accuracies of both techniques. However, Stacked was more affected. Participants were faster with Stacked technique when the composites were far away; the parallax effect automatically decomposed the far-away glyph composite.Item TangibleMRCreate: Intuitive Authoring of Mixed Reality Content(The Eurographics Association, 2023) Li, Xuyu; Dingliana, John; Abey Campbell; Claudia Krogmeier; Gareth YoungIn this poster, we present work-in-progress exploring the intuitive authoring of Mixed Reality (MR) content using physical object manipulation, tangible 3D user interfaces, and the creation of MR within MR itself. To assess this approach, we implemented an MR-based system enabling novice users to tangibly create MR scenes within MR. The system, prototyped on the Microsoft HoloLens 2, allows users to create digital scenes by manipulating a physical box and a tangible 3D user interface. A pilot study was conducted to provide a preliminary evaluation and to inform future system development and deeper study design.Item A Visual Approach to Pseudo Unseen Presence in the Metaverse Using HMD(The Eurographics Association, 2023) Funahashi, Kenji; Matsunoo, Yuzuki; Abey Campbell; Claudia Krogmeier; Gareth YoungYou may sometimes sense an unseen-presence when someone is behind you. We propose a novel method to show pseudopresence through visual perception using only a standard HMD. This goal is not to promote a clear perception of the five senses, but rather to somehow subconsciously perceive a sense of presence.Item Development of Attention Overload Virtual Reality Training System to Extend Effective Attention Resources(The Eurographics Association, 2023) Suzuki, Kouta; Iwasaki, Yukiko; Nishida, Nonoka; Tsuji, Ayumu; Kato, Fumihiro; Iwata, Hiroyasu; Abey Campbell; Claudia Krogmeier; Gareth YoungIn recent years, various proposals have been made for body extensions, such as the [third arm] and other extended limbs. These extended limbs overcome physical limitations in multitasking, but they place a heavy burden on human cognition because they require attention to multiple positions. In this study, we developed VR training that applies a moderate attentional load and raises it step by step with the aim of improving multitasking ability by extending human effective attentional resources. The results of the validation test showed a 10 20% improvement in test task performance , confirming that the amount of tasks that can be handled and the speed of response to tasks increased. In addition, it was confirmed that switching of attention became more efficient, reducing the amount of attentional resources that were being wasted.Item Proposal and Development of a System to Help Students Improve Self-Compassion(The Eurographics Association, 2023) Koizumi, Masashi; Ohsuga, Mieko; Abey Campbell; Claudia Krogmeier; Gareth YoungThe number of students with mental disorders is increasing in universities. The Mindful Self Compassion (MSC) training program has been introduced and shown some efficacy. However, there are not a few people especially in Japanese who have difficulty with visual imagery recall or who feel resistance or discomfort in treating themselves with compassion. The purpose of this study is to propose and develop a system that helps such people to improve self-compassion using a virtual space and avatars. The user talks about his/her problems to the avatar who want to consult about their problems, then enter the consultant avatar and listens to the problems and responds with compassion, then returns to his/her own avatar and listens to the consultant talk with compassion. After basic studies, we developed a prototype and made a preliminary experiment.Item Improvement of VR Science Teaching Materials That Visualize Invisible Elements and Evaluation as a Self-study use(The Eurographics Association, 2023) Fujiwara, Miraku; Terata, Yuki; Saruta, Kazuki; Chen, Guoyue; Abey Campbell; Claudia Krogmeier; Gareth YoungTeaching materials using virtual reality (VR) technology are expected to further improve learners' understanding. However, it is assumed that the instructor's engineering knowledge may be insufficient to introduce these materials in the classroom, and that it will take time to educate the instructors. Therefore, we improved VR science teaching materials that visualize electric currents and magnetic fields for self-study at home, and reviewed their self-study use. Experiments were conducted with university students, and we found that our modifications improved usability and VR sickness.Item Controlling the Distribution of Salty Taste Intensity on the Tongue Using Extraoral Galvanic Taste Stimulation(The Eurographics Association, 2023) Tanaka, So; Narumi, Takuji; Amemiya, Tomohiro; Kuzuoka, Hideaki; Aoyama, Kazuma; Abey Campbell; Claudia Krogmeier; Gareth YoungGalvanic taste stimulation (GTS) alters taste intensity by applying a weak electric current around the oral cavity. Previous studies on GTS have captured the overall trend of taste changes in the oral cavity produced by GTS. However, it is not well known whether the potentiating or inhibitory effects of GTS result in a spatial gradient of taste perception in the oral cavity. Therefore, in this study, we examined the possibility of spatially selective modulation of taste intensity produced in the oral cavity by GTS. The results suggested that it is possible to present the intensity gradient of the perceived taste in the frontback and left-right directions, depending on the arrangement of the electrodes. These results are expected to contribute to the presentation of taste changes that are close to the actual eating and drinking experience, and to the provision of a new taste experience in which the taste is perceived as it moves through the oral cavity.