ICAT-EGVE2022 - Posters and Demos
Permanent URI for this collection
Browse
Browsing ICAT-EGVE2022 - Posters and Demos by Issue Date
Now showing 1 - 20 of 29
Results Per Page
Sort Options
Item Prototype to Control a Mid-air CG Character Using Motion Capture Data of a Plush Toy(The Eurographics Association, 2022) Fukuoka, Miyu; Ando, Shohei; Koizumi, Naoya; Theophilus Teo; Ryota KondoWe propose an integrated operation system that combines puppet motion capture and human body movements to easily control various movements of a mid-air CG character. The proposed method addresses the problems in controlling CG characters via the body movements of a human operator and puppet. This method can also be used to control spatial movements and multiple parts of a character simultaneously. In addition, our method enables an operator to easily move the character in the depth direction, which is a key characteristic of a mid-air image.Item Experiencing High-Speed Slash Action in Virtual Reality Environment(The Eurographics Association, 2022) Yamamoto, Toranosuke; Fukuchi, Kentaro; Theophilus Teo; Ryota KondoWhen a user uses a hand controller to swing a virtual sword in a virtual space, the sword movement seems slow if the its trajectory reflects the input directly. We hypothesize that this is because we are accustomed to seeing fast and instantaneous motion through movies or animations, and thus we perceive their motion as relatively slow. To address this issue, we propose a novel method of displaying exaggerated sword motions to allow a virtual reality user to enjoy a fast slash action. This method displays an arc-shaped motion blur effect along the predicted motion when the system detects the start of the slashing motion until the hand controller motion stops. Graphics of the sword are not displayed during this time. Therefore, the user is unaware of the actual trajectory of their input and how far it differs from the exaggerated motion blur effect.Item AR FPS Game using Static and Dynamic Physical Obstacles(The Eurographics Association, 2022) Sawanobori, Yuki; Iriyama, Taishi; Komuro, Takashi; Theophilus Teo; Ryota KondoIn this paper, we propose an AR FPS game that allows a player to use physical obstacles for avoiding enemy attacks and defeating enemies. The use of physical obstacles is intended to make the game more fun and immersive. Physical obstacles are classified into static obstacles that do not move and dynamic obstacles that can move. The game design for utilizing real space includes placing game objects in consideration of static obstacles, using physical obstacles as shields to prevent enemy attacks, and using projectiles to attack a player hiding behind obstacles. We prototyped the game using HoloLens2 and conducted a user study using a questionnaire (N = 14). The results showed that the game itself was highly evaluated, as well as the exercise promotion effect by the use of real space.Item ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos(The Eurographics Association, 2022) Ryota Kondo; Theophilus Teo; Ryota Kondo; Theophilus TeoItem The Sense of Agency, Sense of Body Ownership with a Semi-autonomous Telexistence Robot under Shared / Unshared Intention Conditions(The Eurographics Association, 2022) Takechi, Tohru; Nakamura, Fumihiko; Fukuoka, Masaaki; Ienaga, Naoto; Sugimoto, Maki; Theophilus Teo; Ryota KondoWith the increasing popularity of robots such as teleoperated semi-autonomous robots, sense of agency (SoA) and sense of body ownership (SoBO) with semi-autonomous robots is becoming increasingly important. This study investigates the changes in the SoA and SoBO when the user control weight of the robot is altered in human-robot collaboration. Through an experiment, we compared the SoA and SoBO in a pick-and-place task using a robotic arm under the conditions in which the autonomous robotic arm shared and unshared the target with the participant. The results showed that the SoA and the SoBO increased with the increase of user control weight. However, the user control weight of 75% achieved a slightly higher SoA than that of 100%.Item Effect of Spatial and Temporal Dilation of a Brand Logo Printed on a VR Shopping Bag(The Eurographics Association, 2022) Horii, Moeki; Yamazaki, Azusa; Kuratomo, Noko; Zempo, Keiichi; Theophilus Teo; Ryota KondoInteraction opportunities in virtual environments (VE), such as stores and events using virtual reality (VR), are increasing, and advertisements for brand recognition may be introduced to VE in the future. The objective of this research is to find a way to display advertisements in a VE that is more likely to attract the attention of consumers. Additionally, this study investigates the differences in consumer reactions depending on the advertisement's display method. In the experiment, VR customer avatars who hold shopping bags were walking in a store. Fictitious Logos were attached to each shopping bag. Each type of logo was presented in four different ways. From the results of the questionnaires, the display method that attracted the participants' eyes using temporal dilation, such as footprints that disappear over time, was significantly more memorable than the methods that did not use it. In addition, the mean of the impressive value of the blue logo, which is close to the color of the floor, was smaller than that of the other color's logos at the one percent level of significance in 3D + footprint display. This also revealed that it is necessary to use a conspicuous color that will not be buried in background colors, such as the floor color.Item AmplifiedCoaster: Amplifying the Perception of Ascent and Descent in Virtual-Reality-Equipped Electric Wheelchair in an Electric Wheeled Ramp(The Eurographics Association, 2022) Ito, Shunta; Nakanishi, Yasuto; Theophilus Teo; Ryota KondoWe introduce a novel virtual reality (VR) ride system consisting of a head-mounted display (HMD), an electric wheelchair and an electric wheeled ramp as an amusement park attraction. The electric wheeled ramp which is a customized electric wheelchair can carry a user wearing an HMD and is able to control its speed, acceleration, and orientation. This system presents the sense of continuous moving on a slope and the sense of movement on a slope with varying curvatures in the ascending and descending experiences, thus amplifying the perception of virtual ascent and descent.Item Sense of Ownership, Self-location, and Gaze Responses in Virtual Rubber Hand Illusion(The Eurographics Association, 2022) Komori, Takumi; Ishimoto, Hiroki; Ganesh, Gowrishankar; Sugimoto, Maki; Inami, Masahiko; Kitazaki, Michiteru; Theophilus Teo; Ryota KondoIt is known that the illusion of body ownership, like as the rubber hand illusion, affects the proprioceptive sense of body position. In the present study, we investigated whether eye movements and pupil responses to the location where the sense of body ownership was induced were also affected. We presented a virtual left hand on a head mounted display and stroked both the virtual hand and the real left hand with a brush, while a light suddenly appeared on the virtual left hand or empty right space randomly. The participants were asked to move the eyes on the light. We found that the illusory ownership of the virtual hand occurred with proprioceptive self-location drift by the synchronous stroking, but the saccade eye movements and pupil sizes were not affected by the illusory body ownership, suggesting that the gaze responses may be independent from the self-body representation.Item asmVR: Light Triggers in Virtual Reality to Induce ASMR(The Eurographics Association, 2022) Peng, Danyang; Pai, Yunsuen; Minamizawa, Kouta; Theophilus Teo; Ryota KondoAutonomous sensory meridian response (ASMR) is a tingling sensation that can be aroused by visual, sound, touch and emotional triggers, and can produce feelings of relaxation and euphoria. Light trigger is a new kind of visual trigger that has been gaining popularity in YouTube ASMR videos, and we analyzed this to draw design considerations. From there, we propose asmVR, a VR-based method to experience ASMR using light triggers. The ASMRtist can create the content using hand-tracked light triggers while roleplaying a virtual avatar, while viewers can experience an immersive and intimate relation with them to help trigger ASMR. We also propose a user study plan in the future to evaluate its effectiveness in inducing ASMR, as well as propose future development plans.Item 3D-Aware Image Relighting with Object Removal from Single Image(The Eurographics Association, 2022) Zhang, Yujia; Perusquia-Hernández, Monica; Isoyama, Naoya; Kawai, Norihiko; Uchiyama, Hideaki; Sakata, Nobuchika; Kiyokawa, Kiyoshi; Theophilus Teo; Ryota KondoWe propose a method to relight scenes in a single image while removing unwanted objects by the combination of 3D-aware inpainting and relighting for a new functionality in image editing. First, the proposed method estimates the depth image from an RGB image using single-view depth estimation. Next, the RGB and depth images are masked by the user by specifying unwanted objects. Then, the masked RGB and depth images are simultaneously inpainted by our proposed neural network. For relighiting, a 3D mesh model is first reconstructed from the inpainted depth image, and is then relit with a standard relighting pipeline. In this process, removing cast shadows and sky areas and albedo estimation are optionally performed to suppress the artifacts in outdoor scenes. Through these processes, various types of relighting can be achieved from a single photograph while excluding the colors and shapes of unwanted objects.Item Towards the Gamification of VR Authoring Environments(The Eurographics Association, 2022) Horst, Robin; Schmitt, Marcel; Leipe, Andreas; Naraghi-Taghi-Off, Ramtin; Dörner, Ralf; Theophilus Teo; Ryota KondoThe creation of content for educational Virtual Reality (VR) environments is still challenging - particularly for non-experts in the field of VR, resulting in a lack of motivation. Gamification is a tool that has shown motivational benefits in different fields, however, it remains unclear if and how it can be applied to VR authoring. In this paper, we investigate the use of established lightweight gamification mechanics within a VR authoring tool and conclude (based on user study) that our gamification improved the software quality by pragmatic qualities.Item Sign Language Learning System with Concurrent Shared Avatar Hand in a Virtual Environment: Psychological Evaluation(The Eurographics Association, 2022) Katsumata, Yasunobu; Ishimoto, Hiroki; Inoue, Yasuyuki; Kitazaki, Michiteru; Theophilus Teo; Ryota KondoWe aimed to develop a sign language learning system using virtual reality to improve learning motivation. Hand movements for twenty words consisted of three letters were recorded with a hand motion capture system (model hand). In the learning system, the participant was asked to mimic the model hand movement while looking at both the model hand and the ''own hand'' in a head mounted display (HMD) with the hand motion capture. The ''own hand'' avatar was either of the real own hand or the shared hand motion, which was made by averaging the participant's hand and the model hand movements. The model hand was presented either in the opposite or same direction as the participant. Participants rated the usability of the system in 2 x 2 (own/shared hand x opposite/same direction) experimental blocked design. We found that the shared hand avatar and the same direction presentation were better than the own hand and the opposite direction presentation, respectively. Thus, the proposed shared hand avatar system with the HMD and hand motion capture could improve sign language learning.Item Evaluation of Trajectory Presentation of Conducting Motions Using Tactile Sensation for the Visually Impaired(The Eurographics Association, 2022) Ueda, Yuto; Sugiura, Yuta; Theophilus Teo; Ryota KondoVisually impaired people may have difficulty participating in orchestral or other performance activities because they cannot see the beat represented by the conductor's hand movements. Therefore, we proposed a method of presenting conducting motions tactilely using vibration actuators. By using tactile apparent movement, the trajectory of conducting motions can be presented. We conducted comparative experiments using the reaction time between the correct beat timing and the predicted beat timing.Item Mingle with an Amoeba(The Eurographics Association, 2022) Nakabayashi, Yuki; Arai, Tastuki; Ozaki, Miruku; Kawamura, Koki; Tsuboji, Koki; Nakagawa, Maho; Nitta, Yasuhiro; Haba, Ryotaro; Hamano, Sho; Matsutani, Yuki; Mashiyama, Yuki; Sugimoto, Maki; Theophilus Teo; Ryota KondoAmoebas are microorganisms ranging in length from 25 to 400µm and are not large enough for humans to touch. Also, since they are not visible in everyday life, it isn't easy to get involved with amoebas. In this project, we create an opportunity to have simulated contact with amoebas in a virtual environment. By touching the transparent slime as if it were an amoeba, you can experience transforming the amoeba with your own hands, seeing the amoeba's reaction to being touched, and perceiving Pseudo Haptics information via visual vibrations from the amoeba.Item Boomshin: Evaluation of VR Game Experiences with Switching the Presence of Haptic Feedback(The Eurographics Association, 2022) Okuya, Tetsuro; Tai, Amane; Nakanishi, Yasuto; Theophilus Teo; Ryota KondoWe proposed a VR game named ''Boomshin'' using an encountered-type haptic display and investigated the effects of switching the presence of haptic feedback for objects in the VR space over time. We named objects with and without haptic feedback as ''real entities and ''clones respectively, and evaluated the impression of the VR game experience under the various temporal presentation patterns of them. The results showed that the players' surprise and satisfaction were higher when real entities and clones were mixed than when only real entities or clones appeared. In addition, a sudden change in the frequency of appearance of real entities brought an impression impact.Item Rendering Glinty Granular Materials in Virtual Reality(The Eurographics Association, 2022) Kajs, Nynne; Gjøl, Mikkel; Gath, Jakob; Philippi, Henrik; Frisvad, Jeppe Revall; Bærentzen, Jakob Andreas; Theophilus Teo; Ryota KondoHighly realistic rendering of grainy materials like sand is achievable given significant computational resources and a lot of time for the rendering of each frame. In an interactive virtual environment, we cannot afford such luxuries. Frame rates must be kept high and precomputation should be kept at a level that does not limit the interactivity. We propose a system for editable procedural generation of sand appearance and demonstrate interactive virtual reality (VR) inspection of the generated sand under different skies. Our method enables stable real-time rendering of the glinty appearance that granular materials exhibit as a function of observer distance. This enables simultaneous nearby and distant inspection of the material.Item Programming in the Metaverse Era: VR Empowering the Educational Effects of Tangibles(The Eurographics Association, 2022) Ebihara, Kohta; Matsuoka, Johei; Hattori, Kiyohiko; Theophilus Teo; Ryota KondoIn this presentation, we propose a new tangible programming interface utilizing Virtual Reality technologies, aiming to improve upon existing methods. Existing tangible programming methods have three major areas which can be improved upon. Limited set of commands, shape and textures not being employed much, and requiring specialized equipment. With VR, all three can be improved, with extra benefits of remote access capabilities and more. We will in the future, perform a through proof of concept experiment, as well as implement multiplayer focused features, and features to visualize debug sequences.Item Hybrid Robot with Physical and AR Body Presentation(The Eurographics Association, 2022) Kawaguchi, Ikkaku; Ichikawa, Ayumi; Ihara, Keiichi; Ishibashi, Ryo; Tanokashira, Aoto; Theophilus Teo; Ryota KondoThe telepresence robots with a movable display are not sufficient to convey nonverbal expressions. Robots with human-like body parts enable rich nonverbal expressions, but their design, implementation, and maintenance require a significant cost. In this study, we propose the hybrid telepresence robot with physical and AR body presentation for conveying nonverbal information. We focused on the head and arms as body parts, and implemented a prototype system that can switch physical and AR presentation for each body part. In this paper, we will explain the proposed system and experiment plan.Item Investigating Perception of Multiple Virtual Hands using Startle Response(The Eurographics Association, 2022) Mashiyama, Yuki; Fukuoka, Masaaki; Teo, Theophilus; Kondo, Ryota; Sugimoto, Maki; Theophilus Teo; Ryota KondoStudies have been conducted to examine the human body perception of a whole body when having multiple bodies. In this paper, we investigate how does the sense of body ownership and the sense of agency change when a user synchronously moves multiple body parts in a virtual environment. Participants in a demonstration will perform a reaching task for 150 seconds by physically moving their right hands while visualised as one or nine hands in a virtual reality environment. At the end of the reaching task, a threat stimulus is triggered and participants' electromyography are measured as an objective index of the sense of body ownership. Finally, a short survey will be conducted to query the strength of the subjective sense of body ownership and agency.Item Improving a Sense of Unity via BrainWaves in a Virtual Concert Where Performances in Real Space are Watched in a Virtual Space(The Eurographics Association, 2022) Ide, Kota; Horie, Ryota; Theophilus Teo; Ryota KondoIn virtual live concerts that can be attended remotely, there is a problem of a weak sense of unity due to a lack of shared reactions among the participants. We have attempted to solve this problem by focusing on the sharing of physiological signals, but there was a limitation in the range of types of virtual live content that could be performed. In this study, we developed a virtual live streaming system that removes this limitation, and confirmed that generating visual effects based on electroencephalography signals at a musical instrument concert improves the sense of unity felt by the audience.