ICAT-EGVE2021 - Posters and Demos
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Item Simulation of a Virtual Reality Environment for Cognitive and Motoric Testing with Unity and a Mechanical Treadmill(The Eurographics Association, 2021) Fischer, N.; Schellenbach, M.; Maiero, Jens and Weier, Martin and Zielasko, DanielIn many virtual reality applications the movement is done with simple pointing and teleportation to the designated location. On the other side there is a need of combining treadmill walking with virtual reality environments to train participants in demanding but controlled walking scenarios. In this demonstration we therefore combined the VR capabilities of the Oculus Quest system with a mechanical treadmill in order to create a framework for cognitive and motoric testing and training. A test subject has the control over increasing and decreasing the speed at any given time during the experiment. A supervisor can actively communicate with the test subject with simple lines of text and also has the means to intervene in case of emergency.Item Diegetic vs. Non-Diegetic GUIs: What do Virtual Reality Players Prefer?(The Eurographics Association, 2021) Saling, F.; Bernhardt, D.; Lysek, A.; Smekal, M.; Maiero, Jens and Weier, Martin and Zielasko, DanielGraphical user interfaces should not be a limiting factor when it comes to designing immersive virtual reality games. In this work we evaluate two different GUI designs for VR games: A non-diegetic HUD and a diegetic GUI, utilizing objects in the virtual environment to convey information. A pilot study was conducted to measure the players presence in VR and their GUI preference. Our results indicate that players prefer the diegetic GUI over the non-diegetic one. However the results lack statistical significance and thus further studies are necessary to identify the factors leading to the this preference.Item Evaluation of Optimization Strategies for Synchronization of Fine Motor Movements in Distributed Real-Time Systems(The Eurographics Association, 2021) Pavlov, A. S.; Israel, J. H.; Keppler, S.; Maiero, Jens and Weier, Martin and Zielasko, DanielWith the growing demand for real-time collaboration in distributed immersive environments, e.g. in mechanical engineering or health care, a need for synchronisation of user's fine motor movements is gaining significance. This paper presents the evaluation of several popular optimization strategies for synchronization of fine motor movements. The evaluation was performed using a dedicated simulation software which recorded several network metrics and transformation errors. Fine motorics included hand and finger movements, which were recorded using the finger tracking system Leap Motion. It was shown that a combination of Cubic Hermite Spline Interpolation for spatial positions and Squad Interpolation for spatial rotations with Local Lag for time synchronization provided the smallest average position error among all clients at a 10 Hz tick rate.Item Indirect User Guidance by Pedestrians in Virtual Environments(The Eurographics Association, 2021) Bönsch, Andrea; Güths, Katharina; Ehret, Jonathan; Kuhlen, Torsten W.; Maiero, Jens and Weier, Martin and Zielasko, DanielScene exploration allows users to acquire scene knowledge on entering an unknown virtual environment. To support users in this endeavor, aided wayfinding strategies intentionally influence the user's wayfinding decisions through, e.g., signs or virtual guides. Our focus, however, is an unaided wayfinding strategy, in which we use virtual pedestrians as social cues to indirectly and subtly guide users through virtual environments during scene exploration. We shortly outline the required pedestrians' behavior and results of a first feasibility study indicating the potential of the general approach.Item Estimating the Pose of a Medical Manikin for Haptic Augmentation of a Virtual Patient in Mixed Reality Training(The Eurographics Association, 2021) Scherfgen, David; Schild, Jonas; Maiero, Jens and Weier, Martin and Zielasko, DanielVirtual medical emergency training provides complex while safe interactions with virtual patients. Haptically integrating a medical manikin into virtual training has the potential to improve the interaction with a virtual patient and the training experience. We present a system that estimates the 3D pose of a medical manikin in order to haptically augment a human model in a virtual reality training environment, allowing users to physically touch a virtual patient. The system uses an existing convolutional neural network-based (CNN) body keypoint detector to locate relevant 2D keypoints of the manikin in the images of the stereo camera built into a head-mounted display. The manikin's position, orientation and joint angles are found by non-linear optimization. A preliminary analysis reports an error of 4.3 cm. The system is not yet capable of real-time processing.Item The Spectare Device for Experiencing Stereoscopic Photographs -- Best Poster Award(The Eurographics Association, 2021) Taipina, Daniel; Cardoso, Jorge C. S.; Maiero, Jens and Weier, Martin and Zielasko, DanielStereoscopic photography was one of the main forms of visual communication in the second half of the 19th century, leaving even today an important impact on our visual culture. In this work, we have re-imagined the classical stereoscope in order to take advantage of smartphone-VR technological capabilities, while still trying to maintain a viewing experience close to the original. This poster describes the design and operation of the Spectare device for experiencing stereoscopic photographs.