ICAT-EGVE2017
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Browsing ICAT-EGVE2017 by Subject "Artificial"
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Item An Augmented Reality and Virtual Reality Pillar for Exhibitions: A Subjective Exploration(The Eurographics Association, 2017) See, Zi Siang; Sunar, Mohd Shahrizal; Billinghurst, Mark; Dey, Arindam; Santano, Delas; Esmaeili, Human; Thwaites, Harold; Robert W. Lindeman and Gerd Bruder and Daisuke IwaiThis paper presents the development of an Augmented Reality (AR) and Virtual Reality (AR) pillar, a novel approach for showing AR and VR content in a public setting. A pillar in a public exhibition venue was converted to a four-sided AR and VR showcase, and a cultural heritage exhibit of ''Boatbuilders of Pangkor'' was shown. Multimedia tablets and mobile AR head-mountdisplays (HMDs) were provided for visitors to experience multisensory AR and VR content demonstrated on the pillar. The content included AR-based videos, maps, images and text, and VR experiences that allowed visitors to view reconstructed 3D subjects and remote locations in a 360° virtual environment. In this paper, we describe the prototype system, a user evaluation study and directions for future work.Item Evaluating the Effects of Hand-gesture-based Interaction with Virtual Content in a 360° Movie(The Eurographics Association, 2017) Khan, Humayun; Lee, Gun A.; Hoermann, Simon; Clifford, Rory M. S.; Billinghurst, Mark; Lindeman, Robert W.; Robert W. Lindeman and Gerd Bruder and Daisuke IwaiHead-mounted displays are becoming increasingly popular as home entertainment devices for viewing 360° movies. This paper explores the effects of adding gesture interaction with virtual content and two different hand-visualisation modes for 360° movie watching experience. The system in the study comprises of a Leap Motion sensor to track the user's hand and finger motions, in combination with a SoftKinetic RGB-D camera to capture the texture of the hands and arms. A 360° panoramic movie with embedded virtual objects was used as content. Four conditions, displaying either a point-cloud of the real hand or a rigged computer-generated hand, with and without interaction, were evaluated. Presence, agency, embodiment, and ownership, as well as the overall participant preference were measured. Results showed that participants had a strong preference for the conditions with interactive virtual content, and they felt stronger embodiment and ownership. The comparison of the two hand visualisations showed that the display of the real hand elicited stronger ownership. There was no overall difference for presence between the four conditions. These findings suggest that adding interaction with virtual content could be beneficial to the overall user experience, and that interaction should be performed using the real hand visualisation instead of the virtual hand if higher ownership is desired.Item On the Analysis of Acoustic Distance Perception in a Head Mounted Display(The Eurographics Association, 2017) Dollack, Felix; Imbery, Christina; Bitzer, Jörg; Robert W. Lindeman and Gerd Bruder and Daisuke IwaiRecent work has shown that distance perception in virtual reality is different from reality. Several studies have tried to quantify the discrepancy between virtual and real visual distance perception but only little work was done on how visual stimuli affect acoustic distance perception in virtual environments. The present study investigates how a visual stimulus effects acoustic distance perception in virtual environments. Virtual sound sources based on binaural room impulse response (BRIR) measurements made from distances ranging from 0.9 to 4.9 m in a lecture room were used as auditory stimuli. Visual stimulation was done using a head mounted display (HMD). Participants were asked to estimate egocentric distance to the sound source in two conditions: auditory with GUI (A), auditory with HMD (A+V). Each condition was presented within its own block to a total of eight participants. We found that a systematical offset is introduced by the visual stimulus.