ICAT-EGVE2021
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Item Compelling AR Earthquake Simulation with AR Screen Shaking(The Eurographics Association, 2021) Chotchaicharin, Setthawut; Schirm, Johannes; Isoyama, Naoya; Monteiro, Diego Vilela; Uchiyama, Hideaki; Sakata, Nobuchika; Kiyokawa, Kiyoshi; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminMany countries around the world suffer losses from earthquake disasters. To reduce the injury of individuals, safety training is essential to raise people's preparedness. To conduct virtual training, previous work uses virtual reality (VR) to mimic the real world, without considering augmented reality (AR). Our goal is to simulate earthquakes in a familiar environment, for example in one's own office, helping users to take the simulation more seriously.With this approach, we make it possible to flexibly switch between different environments of different sizes, only requiring developers to adjust the furniture layout. We propose an AR earthquake simulation using a video see-through VR headset, then use real earthquake data and implement a novel AR screen shake technique, which simulates the forces applied to the user's head by shaking the entire view. We run a user study (n=25), where participants experienced an earthquake both in a VR scene and two AR scenes with and without the AR screen shake technique. Along with a questionnaire, we collected real-time heart rate and balance information from participants for analysis. Our results suggest that both AR scenes offer a more compelling experience compared to the VR scene, and the AR screen shake improved immediacy and was preferred by most participants. This showed us how virtual safety training can greatly benefit from an AR implementation, motivating us to further explore this approach for the case of earthquakes.Item Deep Learning on Eye Gaze Data to Classify Student Distraction Level in an Educational VR Environment -- Honorable Mention for Best Paper Award(The Eurographics Association, 2021) Asish, Sarker Monojit; Hossain, Ekram; Kulshreshth, Arun K.; Borst, Christoph W.; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminEducational VR may increase engagement and retention compared to traditional learning, for some topics or students. However, a student could still get distracted and disengaged due to stress, mind-wandering, unwanted noise, external alerts, etc. Student eye gaze can be useful for detecting distraction. For example, we previously considered gaze visualizations to help teachers understand student attention to better identify or guide distracted students. However, it is not practical for a teacher to monitor a large numbers of student indicators while teaching. To help filter students based on distraction level, we consider a deep learning approach to detect distraction from gaze data. The key aspects are: (1) we created a labeled eye gaze dataset (3.4M data points) from an educational VR environment, (2) we propose an automatic system to gauge a student's distraction level from gaze data, and (3) we apply and compare three deep neural classifiers for this purpose. A proposed CNN-LSTM classifier achieved an accuracy of 89.8% for classifying distraction, per educational activity section, into one of three levels.Item Electrotactile Feedback For Enhancing Contact Information in Virtual Reality -- Best Paper Award(The Eurographics Association, 2021) Vizcay, Sebastian; Kourtesis, Panagiotis; Argelaguet, Ferran; Pacchierotti, Claudio; Marchal, Maud; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminThis paper presents a wearable electrotactile feedback system to enhance contact information for mid-air interactions with virtual objects. In particular, we propose the use of electrotactile feedback to render the interpenetration distance between the user's finger and the virtual content is touched. Our approach consists of modulating the perceived intensity (frequency and pulse width modulation) of the electrotactile stimuli according to the registered interpenetration distance. In a user study (N=21), we assessed the performance of four different interpenetration feedback approaches: electrotactile-only, visual-only, electrotactile and visual, and no interpenetration feedback. First, the results showed that contact precision and accuracy were significantly improved when using interpenetration feedback. Second, and more interestingly, there were no significant differences between visual and electrotactile feedback when the calibration was optimized and the user was familiarized with electrotactile feedback. Taken together, these results suggest that electrotactile feedback could be an efficient replacement of visual feedback for enhancing contact information in virtual reality avoiding the need of active visual focus and the rendering of additional visual artefacts.Item ICAT-EGVE 2021 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments(The Eurographics Association, 2021) Orlosky, Jason; Reiners, Dirk; Weyers, Benjamin; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminItem Immersive Volumetric Point Cloud Manipulation for Cultural Heritage(The Eurographics Association, 2021) Drissi, Rafik; Gaugne, Ronan; Nicolas, Théophane; Gouranton, Valérie; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminIn this paper, we present a framework for an immersive and interactive 3D manipulation of volumetric point clouds in virtual reality. The framework was designed to meet the needs of cultural heritage experts such as archaeologists or curators for use on cultural heritage artifacts. We propose a display infrastructure associated with a set of tools that allows users from the cultural heritage domain to interact directly with the point clouds within their study process. The resulting framework allows an immersive navigation, interaction and real time segmentation.Item A Long-Term User Study of an Immersive Exergame for Older Adults with Mild Dementia during the COVID-19 Pandemic(The Eurographics Association, 2021) Kruse, Lucie; Karaosmanoglu, Sukran; Rings, Sebastian; Ellinger, Benedikt; Apken, Daniel; Mangana, Thandiwe Feziwe; Steinicke, Frank; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminOlder adults, which are affected by neurological diseases such as dementia, often suffer from cognitive and motor deficits, and, therefore, require special care and therapy. However, especially during times of a global pandemic, they are a vulnerable highrisk group that has to be kept safe, which limits their possibilities to perform cognitive or motor training, or visit places outside their homes. We developed and evaluated a motor-cognitive exergame using a human-centered design approach, in which the older adults can virtually visit known places in their city of residence in omni-directional 3D-videos using immersive virtual reality (VR) technologies. The player's goal is to take pictures of famous landmarks with a tracked wearable that replicates a physical camera. We evaluated the game during a nine weeks user study with ten older adults with mild forms of dementia in a between-subject design: (i) five players experienced the game twice a week for 15-25 minutes, and (ii) five participants in a control group, who did not play the game. The results suggest that the overall well-being of players improved and that their game performance increased. Cognitive and physical tests indicate that the test group experiencing the game improved more than the control group. All players had positive attitudes towards the game and enjoyed the welcome change.Item Mathematics Input for Educational Applications in Virtual Reality(The Eurographics Association, 2021) Sansonetti, Luigi; Chatain, Julia; Caldeira, Pedro; Fayolle, Violaine; Kapur, Manu; Sumner, Robert W.; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminVirtual Reality (VR) enables new ways of learning by providing an interactive environment to learn through failure and by allowing new interaction methods engaging the users' bodies. Literature from productive failure and embodied cognition shows that these two aspects are particularly important for mathematics education. However, very little research has been looking into how to input mathematical expressions in VR. This gap impairs the learning process as it prevents the learners from connecting the VR mathematical objects with their formal representations. In this paper, we bridge this gap by presenting two interaction techniques for mathematics input in VR: a Keyboard-like method and a Drag-and-drop method. We report the results of our quantitative user study in terms of usability, ease of learning, low overhead, task load, and motion sickness.Item Procedurally Generated Age-related Visual Deficits in Virtual Reality Environments(The Eurographics Association, 2021) Zavlanou, Christina; Huber, Philippe; Tisserand, Yvain; Rudrauf, David; Lanitis, Andreas; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminThe simulation of visual deficits associated with aging has been the subject of numerous investigations both in real environments with the use of aging suits and in immersive environments with the use of Extended Reality experiences. However, there is a dearth of heterogeneity and randomness, which characterize the age-related conditions and are important aspects in human-like simulations. Towards this end, procedurally generated age-related deficits are simulated in Virtual Reality environments, giving the possibility to experience these deficits and their nuances in real time. Our work is drawing upon state-of-the-art featurebased approaches, such as foveated rendering and procedural noise, to provide realistic effects. A pilot assessment is conducted through a visual performance task, while eye-tracking data are recorded. The preliminary results provide a first evaluation of the simulation's effectiveness in inducing, in normal subjects, a visual behavior similar to that of real patients.Item Projection Alignment Correction for In-Vehicle Projector-Camera System(The Eurographics Association, 2021) Amano, Toshiyuki; Kagawa, Taichi; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminIn this study, we propose a projection registration method for the projections from a continuously moving vehicle for driver vision assistance during night driving. Accordingly, we employ a context-aware projection technique with adaptive pixel map- ping generation. Because vehicle movements lead to misalignment of the projection latency, a co-axial projector-camera con- figuration or high frame rate processing cannot solve this problem. However, adaptive pixel mapping corrects pixel mapping according to the vehicle speed and achieves a misalignment-free dynamic projection mapping. The effectiveness of the proposed method was evaluated through experiments using a moving projector-camera system mounted on a motorized linear stage.Item A Tabletop for the Natural Inspection of Decorative Surfaces(The Eurographics Association, 2021) Kindsvater, Anton; Eibich, Tom David; Weier, Martin; Hinkenjann, André; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminDesigns for decorative surfaces, such as flooring, must cover several square meters to avoid visible repeats. While the use of desktop systems is feasible to support the designer, it is challenging for a non-domain expert to get the right impression of the appearances of surfaces due to limited display sizes and a potentially unnatural interaction with digital designs. At the same time, large-format editing of structure and gloss is becoming increasingly important. Advances in the printing industry allow for more faithful reproduction of such surface details. Unfortunately, existing systems for visualizing surface designs cannot adequately account for gloss, especially for non-domain experts. Here, the complex interaction of light sources and the camera position must be controlled using software controls. As a result, only small parts of the data set can be properly inspected at a time. Also, real-world lighting is not considered here. This work presents a system for the processing and realistic visualization of large decorative surface designs. To this end, we present a tabletop solution that is coupled to a live 360° video feed and a spatial tracking system. This allows for reproducing natural view-dependent effects like real-world reflections, live image-based lighting, and the interaction with the design using virtual light sources employing natural interaction techniques that allow for a more accurate inspection even for non-domain experts.Item User-Centered Design of Immersive Research Applications for Understanding Written Artefacts(The Eurographics Association, 2021) Gabel, Jenny; Berns, Christof; Bosch, Sebastian; Eickmeyer, Jost; Harter-Uibopuu, Kaja; Martin, Nathalie; Osthof, Ann Lauren; Steiger, Johann Anselm; Steinicke, Frank; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminWriting is an essential cultural technique that shaped our world's societies and is an important cultural heritage. The Cluster of Excellence 'Understanding Written Artefacts' is an interdisciplinary and cross-cultural long-term project dedicated to studying so-called 'Written Artefacts (WA)', which include all sorts of objects on which visual signs are applied by hand. Through our work, the research field of human-computer interaction is represented in the Cluster for the first time. This paper introduces our interdisciplinary research on immersive applications for understanding WA. We motivate the usage of virtual reality (VR) technologies for the novel field of WA research, in which we explore new immersive ways of studying WA. Currently, only fieldwork provides the spatial context to the WA in the inscribed spaces. Immersive applications could provide researchers with virtual access to the spatial and even temporal context at any time, but so far, VR has not been used in academia for this use case. We developed two immersive VR systems with a user-centred design approach in close cooperation with academic experts from ancient history, classical archaeology, and theology, among other fields. Our VR systems visualize WA with their temporal and spatial context and provide additional content such as reconstructions, hidden layers, and meta information. Our tool was developed for two different application scenarios, (1) a large outdoor scenario of the ancient Roman theatre of Miletus, and (2) an interior scenario of the church at the Rittergut Lucklum.Item Virtual Hippotherapy for the Treatment of Idiopathic Scoliosis(The Eurographics Association, 2021) Rösner, Daniel; Brunnett, Guido; Israel, Steffen; Kaden, Gerd; Kehr, Marko; Kronfeld, Thomas; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminWe present a prototype of an integrated virtual reality (VR) system which is intended to supplement traditional therapeutic practices for the conservative treatment of idiopathic scoliosis. Our solution is inspired by equine-assisted therapy (hippotherapy) and includes a horse riding simulator, therapist GUI as well as a synchronized visualization using either a conventional monitor or a head-mounted display (HMD) as an output device. A proof-of-concept study indicates that the system could constitute a valuable addition to the practice of physical therapy.Item Walking Through Virtual Doors: A Study on the Effects of Virtual Location Changes on Memory(The Eurographics Association, 2021) Watson, Paul; Gaudl, Swen E.; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminThe spaces we inhabit can shape and influence the way in which we learn or reinforce information. Virtual reality (VR) is a technology that allows us to alter and create designed environments with great freedom over the visual, audio, and narrative elements. This freedom would benefit from further guidelines that detail approaches and implementations to best achieve desired information delivery goals. In this paper we present findings of a study that applies location-based memory strategies to VR environments, with the aim to aid word list recall without the subjects being required to apply any memory strategy themselves. Our findings suggest that VR may interfere with the incidental processing of multiple rooms and potential aid to recall as demonstrated in real world studies.