ICAT-EGVE2022 - Posters and Demos
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Browsing ICAT-EGVE2022 - Posters and Demos by Subject "Applied computing"
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Item Hybrid Robot with Physical and AR Body Presentation(The Eurographics Association, 2022) Kawaguchi, Ikkaku; Ichikawa, Ayumi; Ihara, Keiichi; Ishibashi, Ryo; Tanokashira, Aoto; Theophilus Teo; Ryota KondoThe telepresence robots with a movable display are not sufficient to convey nonverbal expressions. Robots with human-like body parts enable rich nonverbal expressions, but their design, implementation, and maintenance require a significant cost. In this study, we propose the hybrid telepresence robot with physical and AR body presentation for conveying nonverbal information. We focused on the head and arms as body parts, and implemented a prototype system that can switch physical and AR presentation for each body part. In this paper, we will explain the proposed system and experiment plan.Item Programming in the Metaverse Era: VR Empowering the Educational Effects of Tangibles(The Eurographics Association, 2022) Ebihara, Kohta; Matsuoka, Johei; Hattori, Kiyohiko; Theophilus Teo; Ryota KondoIn this presentation, we propose a new tangible programming interface utilizing Virtual Reality technologies, aiming to improve upon existing methods. Existing tangible programming methods have three major areas which can be improved upon. Limited set of commands, shape and textures not being employed much, and requiring specialized equipment. With VR, all three can be improved, with extra benefits of remote access capabilities and more. We will in the future, perform a through proof of concept experiment, as well as implement multiplayer focused features, and features to visualize debug sequences.Item Sign Language Learning System with Concurrent Shared Avatar Hand in a Virtual Environment: Psychological Evaluation(The Eurographics Association, 2022) Katsumata, Yasunobu; Ishimoto, Hiroki; Inoue, Yasuyuki; Kitazaki, Michiteru; Theophilus Teo; Ryota KondoWe aimed to develop a sign language learning system using virtual reality to improve learning motivation. Hand movements for twenty words consisted of three letters were recorded with a hand motion capture system (model hand). In the learning system, the participant was asked to mimic the model hand movement while looking at both the model hand and the ''own hand'' in a head mounted display (HMD) with the hand motion capture. The ''own hand'' avatar was either of the real own hand or the shared hand motion, which was made by averaging the participant's hand and the model hand movements. The model hand was presented either in the opposite or same direction as the participant. Participants rated the usability of the system in 2 x 2 (own/shared hand x opposite/same direction) experimental blocked design. We found that the shared hand avatar and the same direction presentation were better than the own hand and the opposite direction presentation, respectively. Thus, the proposed shared hand avatar system with the HMD and hand motion capture could improve sign language learning.Item Towards the Gamification of VR Authoring Environments(The Eurographics Association, 2022) Horst, Robin; Schmitt, Marcel; Leipe, Andreas; Naraghi-Taghi-Off, Ramtin; Dörner, Ralf; Theophilus Teo; Ryota KondoThe creation of content for educational Virtual Reality (VR) environments is still challenging - particularly for non-experts in the field of VR, resulting in a lack of motivation. Gamification is a tool that has shown motivational benefits in different fields, however, it remains unclear if and how it can be applied to VR authoring. In this paper, we investigate the use of established lightweight gamification mechanics within a VR authoring tool and conclude (based on user study) that our gamification improved the software quality by pragmatic qualities.