ICAT-EGVE2015
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Browsing ICAT-EGVE2015 by Subject "augmented"
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Item Analysis of Depth Perception with Virtual Mask in Stereoscopic AR(The Eurographics Association, 2015) Otsuki, Mai; Kuzuoka, Hideaki; Milgram, Paul; Masataka Imura and Pablo Figueroa and Betty MohlerA practical application of Augmented Reality (AR) is see-through vision, a technique that enables a user to observe an inner object located behind a real object by superimposing the virtually visualized inner object onto the real object surface (for example, pipes and cables behind a wall or under a floor). A challenge in such applications is to provide proper depth perception when an inner virtual object image is overlaid on a real object. To improve depth perception in stereoscopic AR, we propose a method that overlays a random-dot mask on the real object surface. This method conveys to the observers the illusion of observing the virtual object through many small holes. We named this perception ''stereoscopic pseudo-transparency.'' Our experiments investigated (1) the effectiveness of the proposed method in improving the depth perception between the real object surface and the virtual object compared to existing methods, and (2) whether the proposed method can be used in an actual AR environment.Item Development of Encountered-type Haptic Interface that can Independently Control Volume and Rigidity of 3D Virtual Object(The Eurographics Association, 2015) Takizawa, Naoki; Yano, Hiroaki; Iwata, Hiroo; Oshiro, Yukio; Ohkohchi, Nobuhiro; Masataka Imura and Pablo Figueroa and Betty MohlerThis paper describes the development of an encountered-type haptic interface that can independently present the physical characteristics of 3D virtual objects, such as shape and rigidity, in the real world. This interface consists of nonexpandable balloons, syringe pumps, pressure sensors, linear actuators, and a PC. To change the rigidity of the balloon, the volume of air in the balloon is controlled by using a linear actuator and a pressure sensor based on Hooke's law. Furthermore, to change the volume of the balloon, the exposed surface area of the balloon is controlled by using another linear actuator with a trumpet-shaped tube. Performance tests of the system were conducted, and the effectiveness of the proposed interface was verified.Item Development of Mutual Telexistence System using Virtual Projection of Operator's Egocentric Body Images(The Eurographics Association, 2015) Saraiji, MHD Yamen; Fernando, Charith Lasantha; Minamizawa, Kouta; Tachi, Susumu; Masataka Imura and Pablo Figueroa and Betty MohlerIn this paper, a mobile telexistence system that provides mutual embodiment of user's body in a remote place is discussed. A fully mobile slave robot was designed and developed to deliver visual and motion mapping with user's head and body. The user can access the robot remotely using a Head Mounted Display (HMD) and set of head trackers. This system addresses three main points that are as follows: User's body representation in a remote physical environment, preserving body ownership toward the user during teleoperation, and presenting user's body interactions and visuals into the remote side. These previous three points were addressed using virtual projection of user's body into the egocentric local view, and projecting body visuals remotely. This system is intended to be used for teleconferencing and remote social activities when no physical manipulation is required.Item Global Landmarks Do Not Necessarily Improve Spatial Performance in Addition to Bodily Self-Movement Cues when Learning a Large-Scale Virtual Environment(The Eurographics Association, 2015) Meilinger, Tobias; Schulte-Pelkum, Jörg; Frankenstein, Julia; Berger, Daniel; Bülthoff, Heinrich H.; Masataka Imura and Pablo Figueroa and Betty MohlerComparing spatial performance in different virtual reality setups can indicate which cues are relevant for a realistic virtual experience. Bodily self-movement cues and global orientation information were shown to increase spatial performance compared with local visual cues only. We tested the combined impact of bodily and global orientation cues by having participants learn a virtual multi corridor environment either by only walking through it, with additional distant landmarks providing heading information, or with a surrounding hall relative to which participants could determine their orientation and location. Subsequent measures on spatial memory only revealed small and non-reliable differences between the learning conditions. We conclude that additional global landmark information does not necessarily improve user's orientation within a virtual environment when bodily-self-movement cues are available.Item An HMD-based Mixed Reality System for Avatar-Mediated Remote Collaboration with Bare-hand Interaction(The Eurographics Association, 2015) Noh, Seung-Tak; Yeo, Hui-Shyong; Woo, Woontack; Masataka Imura and Pablo Figueroa and Betty MohlerWe present a novel system for mixed reality based remote collaboration system, which enables a local user to interact and collaborate with another user from remote space using natural hand motion. Unlike conventional system where the remote user appears only inside the screen, our system is able to summon the remote user into the local space, which appears as a virtual avatar in the real world view seen by the local user. To support our avatar-mediated remote collaboration concept, we derive a systematic framework design that consists of the hardware and software configuration with various devices. We explore novel techniques for calibrating and managing the coordinate system in asymmetric setup, sensor fusion between devices and generating human-like motion for the avatar. For validating our proposal, we implemented a proof-of-concept prototype using off-the-shelf hardware and report the experimental results. We believe that our system overcomes not only several limitations of previous systems but also creates new possibilities in remote collaboration domain.Item Influence of Path Complexity on Spatial Overlap Perception in Virtual Environments(The Eurographics Association, 2015) Vasylevska, Khrystyna; Kaufmann, Hannes; Masataka Imura and Pablo Figueroa and Betty MohlerReal walking in large virtual indoor environments within a limited real world workspace requires effective spatial compression methods. These methods should be unnoticed by the user. Scene manipulation that creates overlapping spaces has been suggested in recent work. However, there is little research focusing on users' perception of over-lapping spaces depending on the layout of the environment. In this paper we investigate how the complexity of the path influences the perception of the overlapping spaces it connects. We compare three spatial virtual layouts with paths that differ in complexity (length and number of turns). Our results suggest that an increase of the path's length is less efficient in decreasing overlap detection than a combination of length and additional turns. Furthermore, combination of paths that differ in complexity influences the distance perception within overlapping spaces.Item Physical Space Requirements for Redirected Walking: How Size and Shape Affect Performance(The Eurographics Association, 2015) Azmandian, Mahdi; Grechkin, Timofey; Bolas, Mark; Suma, Evan; Masataka Imura and Pablo Figueroa and Betty MohlerRedirected walking provides a compelling solution to explore large virtual environments in a natural way. However, research literature provides few guidelines regarding trade-offs involved in selecting size and layout for physical tracked space. We designed a rigorously controlled benchmarking framework and conducted two simulated user experiments to systematically investigate how the total area and dimensions of the tracked space affect performance of steer-to-center and steer-to-orbit algorithms. The results indicate that minimum viable size of physical tracked space for these redirected walking algorithms is approximately 6m 6m with performance continuously improving in larger tracked spaces. At the same time, no ''optimal'' tracked space size can guarantee the absence of contacts with the boundary. We also found that square tracked spaces enabled best overall performance with steer-to-center algorithm also performing well in moderately elongated rectangular spaces. Finally, we demonstrate that introducing translation gains can provide a useful boost in performance, particularly when physical space is constrained. We conclude with the discussion of potential applications of our benchmarking toolkit to other problems related to performance of redirected walking platforms.Item R-V Dynamics Illusion: Psychophysical Phenomenon Caused by the Difference between Dynamics of Real Object and Virtual Object(The Eurographics Association, 2015) Kataoka, Yuta; Hashiguchi, Satoshi; Shibata, Fumihisa; Kimura, Asako; Masataka Imura and Pablo Figueroa and Betty MohlerIn Mixed-Reality (MR) space, it appeared that the sense of weight can be affected by a MR visual stimulation with a movable portion. We named this psychophysical influence caused by the difference between dynamics of the real object (R) and the virtual object (V) movement, the ''R-V Dynamics Illusion.'' There are many combinations of ex-periments that can be conducted. Previously, we conducted experiments of the case where the real object is rigid and the virtual object is dynamically changeable. In this paper, we conducted experiments of the case where the re-al object is liquid and both the real and the virtual objects are dynamically changeable. The results of the experi-ments showed that the subjects sensed weight differently when virtual object with a movable portion is superim-posed onto a real liquid object.Item Structural Color Display on Retro-reflective Objects(The Eurographics Association, 2015) Amano, Toshiyuki; Minami, Kensuke; Masataka Imura and Pablo Figueroa and Betty MohlerStructural color display is an illumination projection display technique that can generate a completely altered appearance. It has potential for the visualization of scientific simulation, material perception display, and other applications. This paper investigates how to alternate the directional illumination distribution to display a desired bidirectional reflectance distribution function (BRDF). For the display technique, we modeled the reflection property of retro-reflective coating and lightfield projection using a projector array. Because the overlap creates an illumination error with respect to the desired appearance when we simply project the desired appearance, we propose a projection image optimization method to ensure that we display the desired structural color. We performed an evaluation on the reflective rainbow of an optical disc, and its effectiveness was confirmed through simulation and hardware experiment.Item Visually Induced Motion Sickness Estimation and Prediction in Virtual Reality using Frequency Components Analysis of Postural Sway Signal(The Eurographics Association, 2015) Chardonnet, Jean-Rémy; Mirzaei, Mohammad Ali; Mérienne, Frédéric; Masataka Imura and Pablo Figueroa and Betty MohlerThe paper proposes a method for estimating and predicting visually induced motion sickness (VIMS) occurring in a navigation task in a 3D immersive virtual environment, by extracting features from the body postural sway signals in both the time and frequency domains. Past research showed that the change in the body postural sway may be an element for characterizing VIMS. Therefore, we conducted experiments in a 3D virtual environment where the task was simply a translational movement with different navigation speeds. By measuring the evolution of the body's center of gravity (COG), the analysis of the sway signals in the time domain showed a dilation of the COG's area, as well as a change in the shape of the area. Frequency Components Analysis (FCA) of the sway signal gave an efficient feature to estimate and predict the level of VIMS. The results provide promising insight to better monitor sickness in a virtual reality application.Item Yther: A Proposal and Initial Prototype of a Virtual Reality Content Sharing System(The Eurographics Association, 2015) Steed, Anthony; Masataka Imura and Pablo Figueroa and Betty MohlerThere are many virtual reality development tools, but we argue that none has solved the disparate problems of ease of content creation, openness of access for developers and broad support for a variety of immersive and nonimmersive virtual reality systems. Yther is a proposal and initial prototype of a platform for sharing immersive and non-immersive virtual environments. Yther doesn't propose a new content standard, but builds upon the Unity system. The first contribution of Yther is a clear separation of concerns between development of content (zones) and support for specific hardware. The second contribution is a set of abstractions that allow developer to author interaction techniques and behaviours without specific reference to the interaction devices that any particular runtime instance has. The third contribution is a mechanism within the Unity development environment for publishing content so that it can be made available for testing and sharing very easily. The current implementation of Yther is a prototype but it already demonstrates capabilities that distinguish it from similar systems.