ICAT-EGVE2016
Permanent URI for this collection
Browse
Browsing ICAT-EGVE2016 by Subject "Artificial"
Now showing 1 - 5 of 5
Results Per Page
Sort Options
Item Dynamic View Expansion for Improving Visual Search in Video See-through AR(The Eurographics Association, 2016) Yano, Yuki; Orlosky, Jason; Kiyokawa, Kiyoshi; Takemura, Haruo; Dirk Reiners and Daisuke Iwai and Frank SteinickeThe extension or expansion of human vision is often accomplished with video see-through head mounted displays (HMDs) because of their clarity and ability to modulate background information. However, little is known about how we should control these augmentations, and continuous augmentation can have negative consequences such as distorted motion perception. To address these problems, we propose a dynamic view expansion system that modulates vergence, translation, or scale of video see-through cameras to give users on-demand peripheral vision enhancement. Unlike other methods that modify a user’s direct field of view, we take advantage of ultrawide fisheye lenses to provide access to peripheral information that would not otherwise be available. In a series of experiments testing our prototype in real world search, identification, and matching tasks, we test these expansion methods and evaluate both user performance and subjective measures such as fatigue and simulation sickness. Results show that less head movement is required with dynamic view expansion, but performance varies with application.Item The Influence of Real Human Personality on Social Presence with a Virtual Human in Augmented Reality(The Eurographics Association, 2016) Kim, Kangsoo; Bruder, Gerd; Maloney, Divine; Welch, Greg; Dirk Reiners and Daisuke Iwai and Frank SteinickeHuman responses to an interaction with a Virtual Human (VH) can be influenced by both external factors such as technologyrelated limitations, and internal factors such as individual differences in personality. While the impacts of external factors have been studied widely, and are typically controlled for in application scenarios, less attention has been devoted to the impacts of internal factors. We present the results of a human-subject experiment where we investigated a particular internal factor: the effects of extraversion-introversion traits of participants on the sense of social presence with a VH in an Augmented Reality (AR) setting. Our results indicate a positive association between a condition where the VH proactively requests help from the participant, and participants indicating higher social presence with the VH, regardless of their personality. However, we also found that extraverted participants tended to report higher social presence with the VH, compared to the introverted participants. In addition, there were differences in the duration of when the participants were looking at the VH during the interaction according to their extraversion-introversion traits. Our results suggest that a real human's personality plays a significant role in interactions with a VH, and thus should be considered when carrying out such experiments that include measures of the effects of controlled manipulations on interactions with a VH. We present the details of our experiment and discuss the findings and potential implications related to human perceptions and behaviors with a VH.Item MR Work Supporting System Using Pepper's Ghost(The Eurographics Association, 2016) Tsuruzoe, Hiroto; Odera, Satoru; Shigeno, Hiroshi; Okada, Ken-ichi; Dirk Reiners and Daisuke Iwai and Frank SteinickeRecently MR (Mixed Reality) techniques are used in many fields, and one of them is work support. Work support using MR techniques can display work instructions directly in the work space and help user to work effectively especially in assembling tasks. MR work support for assembling tasks often uses HMD (Head Mounted Display) to construct MR environment. However, there are some problems for the use of HMD, such as a burden to the head, a narrow view and a motion picture sickness. One of the techniques to solve such problems is pepper’s ghost which is an optical illusion using a glass. In this paper, we propose the naked eye MR work supporting system for assembling tasks using pepper’s ghost. This system enables a beginner to assemble some blocks into one object by the naked eye with a few burdens.Item Passive Arm Swing Motion for Virtual Walking Sensation(The Eurographics Association, 2016) Saka, Naoyuki; Ikei, Yasushi; Amemiya, Tomohiro; Hirota, Koichi; Kitazaki, Michiteru; Dirk Reiners and Daisuke Iwai and Frank SteinickeThe present paper describes the characteristics of an arm swing display as a part of the multisensory display for creation of walking sensation to the user who is sitting on a vestibular display (a motion chair). The passive arm swing by the display was evaluated regarding the sensation of walking. About 20 % smaller (from 25 to 35 degree) passive swing angle than a real walking motion could effectively enhanced the sensation of walking when displayed as a single modality stimulus for a walking of 1.4 s period. The flexion/extension ratio was shifted forward from the real walk. The optimal swing obtained by the method of adjustment showed the same characteristics. The sensation of walking was markedly increased when both of the passive arm swing and the vestibular stimulus were synchronously presented. The active arm swing raised less walking sensation than the passive arm swing, which might be ascribed to original passiveness of the arm swing during real walking.Item Real-Time 3D Peripheral View Analysis(The Eurographics Association, 2016) Moniri, Mohammad Mehdi; Luxenburger, Andreas; Schuffert, Winfried; Sonntag, Daniel; Dirk Reiners and Daisuke Iwai and Frank SteinickeHuman peripheral vision suffers from several limitations that differ among various regions of the visual field. Since these limitations result in natural visual impairments, many interesting intelligent user interfaces based on eye tracking could benefit from peripheral view calculations that aim to compensate for events occurring outside the very center of gaze. We present a general peripheral view calculation model which extends previous work on attention-based user interfaces that use eye gaze. An intuitive, two dimensional visibility measure based on the concept of solid angle is developed for determining to which extent an object of interest observed by a user intersects with each region of the underlying visual field model. The results are weighted considering the visual acuity in each visual field region to determine the total visibility of the object. We exemplify the proposed model in a virtual reality car simulation application incorporating a head-mounted display with integrated eye tracking functionality. In this context, we provide a quantitative evaluation in terms of a runtime analysis of the different steps of our approach. We provide also several example applications including an interactive web application which visualizes the concepts and calculations presented in this paper.