Computer Graphics & Visual Computing (CGVC) 2019
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Browsing Computer Graphics & Visual Computing (CGVC) 2019 by Subject "centered computing"
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Item Comparing Gestural Interfaces using Kinect and OpenPose(The Eurographics Association, 2019) Rahman, Aminur; Clift, Louis G.; Clark, Adrian F.; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.We describe the implementation of a gesture recognition facility for navigating through virtual reality applications in a shared VR facility. An implementation based around the Microsoft Kinect is described and the fruits of several years' experience are summarized. An alternative implementation based around the OpenPose library is then presented and the two are compared.Item Controlling 3D Visualisations with Multiple Degrees of Freedom(The Eurographics Association, 2019) Sandoval, Mario; Morris, Tim; Turner, Martin; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.In this paper, the two major components of a new multi-layer framework ideal for two-handed interaction in desktop virtual environments called Library for Interactive Settings of User-Mode (LISU) are explained. In addition, we evaluate LISU performance with a group of participants and we report some of our initial results by giving an analysis of user experiences, and interaction speed.Item Optimising Underwater Environments for Mobile VR(The Eurographics Association, 2019) Cenydd, Llyr ap; Headleand, Christopher; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.Mobile Virtual Reality (VR) has advanced considerably in the last few years, driven by advances in smartphone technology. There are now a number of commercial offerings available, from smartphone powered headsets to standalone units with full positional tracking. Similarly best practices in VR have matured quickly, facilitating comfortable and immersive VR experiences. There remains however many optimisation challenges when working with these devices, as while the need to render at high frame rates is universal, the hardware is limited by both computational power and battery capacity. There is also often a requirement that apps run smoothly across a wide variety of headsets. In this paper, we describe lessons learned in rendering and optimising underwater environments for mobile VR, based on our experience developing the popular aquatic safari application 'Ocean Rift'. We start by analyzing essential best practices for mobile app development, before describing low-cost techniques for creating immersive underwater environments. While some techniques discussed are universal to modern mobile VR development, we also consider issues that are unique to underwater applications.Item A Somatic Approach to Combating Cybersickness Utilising Airflow Feedback(The Eurographics Association, 2019) Harrington, Jake; Williams, Benjamin; Headleand, Christopher; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.Abstract This paper presents a novel somatosensory approach towards reducing the risk of cybersickness during virtual reality locomotion in a 3D environment. We start by presenting theories regarding the cause of cybersickness which led to the proposal and construction of a prototype airflow-based feedback system. The solution proposed by this paper builds on the concept of sensory misalignment, where the body struggles understand its state due to conflicting sensory feedback and consequently generates negative health symptoms and discomfort. To evaluate the work an experiment was carried out where 40 participants drive a simulated car around a virtual environment. In one condition the participants had additional somatosensory feedback regarding their motion, provided by a fan synchronised to their speed in the virtual world. In the second condition there was no additional feedback. We evaluated both conditions for cybersickness and presence, and showed a statistically significant improvement for both in the condition using airflow feedback. We conclude with a discussion of the results, and present a direction for possible future research.Item Towards a Tool for the Creation of Micro-visualisations(The Eurographics Association, 2019) Jackson, James; Ritsos, Panagiotis; Roberts, Jonathan; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.As the every day use of mobile and small screen devices becomes more common, it is necessary to explore how we can visualise data effectively in small design spaces. These screens are often used in situations where it is necessary to convey information in a concise, readable, reliable and visually appealing way. Our work focuses on the design and development of a tool to facilitate the creation and manipulation of new micro-visualisations. The results show that the tool is suitable for creating large number of outputs quickly and efficiently.Item Virtual Reality Callouts - Demonstrating Knowledge With Spatial-Related Textual Information(The Eurographics Association, 2019) Horst, Robin; Degreif, Anika; Mathy, Marvin; Dörner, Ralf; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.Virtual (VR) and augmented reality (AR) can bring an added value during the demonstration of knowledge, as for example within an interactive research demo. Callouts are strings of text which are connected by a line to a specific feature of an object. These visual annotations can be used during such demos and can be placed in different kinds of media, such as illustrations, technical drawings, images and videos. Callouts are also used in virtual 3D environments to anchor textual information to a specific point in space. Therefore they can be a valuable tool for virtually demonstrating knowledge. The alignment of callouts in such information rich environments is an elemental factor within the view management of the VR scene. In this paper we propose a concept for interactive microlearning application for knowledge demonstration that uses callouts as a fundamental element. We distinguish three types of interactive callout-representations by their alignment relative to the user, for being static or dynamic in their position and orientation. Within an implementation of the different callout versions we show the feasibility and in a user study we indicate a user-preference towards static positioned callouts.