JVRC09: Joint Virtual Reality Conference of EGVE - ICAT - EuroVR
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Item 3-Hand Manipulation of Virtual Objects(The Eurographics Association, 2009) Aguerreche, Laurent; Duval, Thierry; Lécuyer, Anatole; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraIn this paper we introduce a new 3D interaction technique called '3-Hand Manipulation', for multi-user collaborative manipulation of 3D objects. The 3-Hand Manipulation relies on the use of three manipulation points that can be used simultaneously by three different 'hands' of two or three users. Interestingly, the three translation motions of the manipulation points can fully determine the resulting 6 degrees of freedom motion of the manipulated object. We describe the implementation of the 3-Hand Manipulation, its graphical representations and an illustration of its use by two or three users on an insertion task in immersive virtual environment. This technique could be used in various applications of collaborative VR such as for virtual prototyping, training simulations, assembly and maintenance simulations.Item The 3D Sketch Slice: Precise 3D Volume Annotations in Virtual Environments(The Eurographics Association, 2009) Schild, Jonas; Holtkämper, Thorsten; Bogen, Manfred; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraIn the oil and gas application domain, there is a need for 3D volume annotations to sketch out uncertainty regions in seismic data sets. Together with geo-science experts, we identified actual requirements for efficient annotations of volumetric areas. As a result, we introduce the 3D Sketch Slice, a novel system for volumetric annotations. Based on a 3D-tracked pen tablet, the 3D Sketch Slice works as a prop for a subsurface volume slice. Using pen input, a user can precisely sketch 3D points on a 2D volume slice while directly controlling the 3D position and orientation of that slice within a seismic volume. The points selected define 3D sketches through 3D alpha shape representations. Furthermore, we define clutching and mapping functions and we present a novel visual feedback method for multi-user annotations. Finally, we performed an informal evaluation with expert users. Despite some ergonomic concerns, they confirmed an increase in perceived precision. In general, the requirements identified had been met and it was proposed to apply the 3D Sketch Slice methodology to other scenarios.Item Basic Characteristics of Shear Tactile Stimulus Generated by Rotating Contactors(The Eurographics Association, 2009) Yamaguchi, Tomoyuki; Ikei, Yasushi; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraThis paper describes the characteristics of haptic sensation that is evoked at the finger skin by a shearing stimulus presented using rotational contactors. First, the relation among the contact area, the contact force and the diameter of contactors was investigated. The tactile sensation scaling of the tangential force was performed regarding the speed, the direction of rotation and the size of the contactor. In addition, the sensitivity difference was investigated in terms of the sites on a fingertip where the contact-shaft stimulation was added. Moreover, the interference between two tangential force stimulations provided by a pair of contactors with a 3-mm interval was investigated.Item Characteristics of Perception of Stiffness by Varied Tapping Velocity and Penetration in Using Event-Based Haptic(The Eurographics Association, 2009) Ikeda, Yuto; Hasegawa, Shoichi; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraThere are many works that uses event-based haptic to improve realism. We intend to investigate how the hardness presentation improves using event-based haptic, and how the perception of stiffness varies through presented vibrations. In this short paper, we report about an experiment on point of subjective equality of stiffness. The result shows that both elasticity of the spring damper model and vibration affect subjective stiffness. In the result, there are large individualities. Analyses of the result based on velocities and penetrations of tapping suggest that larger velocities and penetrations give more correlations on stiffness of spring model and less correlations on presented vibration.Item Collaborative Interaction in Co-Located Two-User Scenarios(The Eurographics Association, 2009) Salzmann, Holger; Jacobs, Jan; Froehlich, Bernd; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraWe investigated the utility of co-located collaborative interaction metaphors for assembly tasks in the automotive industry. In a first expert review, we compared the usability of a regular single-user stereoscopic system to a twouser system. Our experiments revealed that the two-user system greatly facilitates basic collaborative interactions, when users are standing next to each other. However, it is unsuitable for scenarios wherein users are facing each other and more sophisticated collaborative interactions are required. Our second study focused on these types of collaborative assembly tasks using head mounted displays instead of our projection-based setup. In a virtual assembly task, two workers had to mount the windshield of a car by using two different interaction methods. The first method employed tangible props and the other method relied solely on virtual interaction. Our evaluation shows that the multi-user prop-based interaction results in significantly higher accuracy and was clearly preferred by our users. These results are an important step towards the acceptance of such virtual techniques for reliable ergonomic evaluations of virtual assembly tasks.Item Designing 3D Selection Techniques Using Ballistic and Corrective Movements(The Eurographics Association, 2009) Liu, Lei; Liere, Robert van; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraThe two-component model is a human movement model in which an aimed movement is broken into a voluntary ballistic movement followed by a corrective movement. Recently, experimental evidence has shown that 3D aimed movements in virtual environments can be modeled using the two-component model. In this paper, we use the two-component model for designing 3D interaction techniques which aim at facilitating pointing tasks in virtual reality. This is achieved by parsing the 3D aimed movement in real time into the ballistic and corrective phases, and reducing the index of difficulty of the task during the corrective phase. We implemented two pointing techniques. The 'AutoWidth' technique increases the target width during the corrective phase and the 'AutoDistance' technique decreases the distance to the target at the end of ballistic phase. We experimentally demonstrated the benefit of these techniques by comparing them with freehand aimed movements. It was shown that both 'AutoWidth' and 'AutoDistance' techniques exhibit significant improvement on target acquisition time.Item Desktop Integration in Graphics Environments(The Eurographics Association, 2009) Ullrich, Torsten; Settgast, Volker; Ofenböck, Christian; Fellner, Dieter W.; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraIn this paper, we present the usage of the Remote Desktop Protocol to integrate arbitrary, legacy applications in various environments. This approach accesses a desktop on a real computer or within a virtual machine. The result is not one image of the whole desktop, but a sequence of images of all desktop components (windows, dialogs, etc.). These components are rendered into textures and fed into a rendering framework (OpenSG). There the functional hierarchy is represented by a scene graph. In this way the desktop components can be rearranged freely and painted according to circumstances of the graphical environment supporting a wide range of display settings - from immersive environments via high-resolution tiled displays to mobile devices.Item Echocardiogram Simulator based on Computer-Simulated Heart(The Eurographics Association, 2009) Hirota, Koichi; Okada, J.; Washio, T.; Hisada, T.; Sugiura, S.; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraIn this paper, we report our approaches to implementing an echocardiography simulator for medical training. The simulator provides experience of diagnosis by echocardiography using normal and endoscope probes; the user interface of the simulator consists of a mannequin and dummy probes that provide a feeling of actual diagnostic operation to the user. The simulator is also equipped with functions that are similar to those of real instruments such as diagnostic view modes and color Doppler imaging. Preliminary evaluation by experiment at a clinic of our university hospital suggested that the simulator is promising for use in practical training.Item The Effects of Teleportation on Recollection of the Structure of a Virtual World(The Eurographics Association, 2009) Cliburn, Daniel; Rilea, Stacy; Parsons, David; Surya, Prakash; Semler, Jessica; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraTeleportation is a virtual world navigation technique that allows users to travel at an infinite velocity from one lo-cation to another. Unfortunately, teleportation is known to cause disorientation in many users. This paper reports on an experiment designed to explore the relationship between teleportation and recollection of the structure of a virtual world when users are provided with a map navigation aid. Thirty-six subjects were divided into two groups (teleportation and free roam) and asked to collect objects in a virtual world. The results of the study showed that subjects who navigated with teleportation completed the task significantly faster than those who free roamed, with no difference between groups in the number of errors. However, when the map was removed, subjects who previ-ously teleported committed significantly more errors and took longer than those in the free roam group. There were no differences between groups on either of the post trial map drawing or map labeling exercises.Item Geodesic Haptic Device for Surface Rendering(The Eurographics Association, 2009) Cugini, U.; Bordegoni, Monica; Covarrubias, M.; Antolini, M.; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraThis paper describes a haptic device whose aim is to render the contact with a continuous and developable surface by means of the representation of a geodesic trajectory. Some preliminary tests conducted with industrial designers have showed that the trajectories performed while exploring the surface of a style product, for a qualitative evaluation, follows some particular trajectories that may be mathematically described as geodesic curves. In order to represent these particular curves a haptic strip based on a modular servo-controlled mechanism has been developed. Each module of mechanism allows us to control both the curvature and the torsion. This device, in respect to the commercial existing haptic devices, allows a hand-surface contact with the virtual model in real scale without artifacts, by self-deforming its shape in order to conform to the mathematical curve to render. The strip is 900 mm long and has 9 control points for bending and 8 control points for torsion. Due to these characteristics, it allows us to render exploration trajectories of several kinds of product shapes and dimensions. In order to allow users to fully explore an object surface, we have mounted the strip on a platform consisting of two MOOG-FCS HapticMaster devices, which permits 6DOF orientation of the strip and force feedback control. The paper describes the mechanism of the strip and the 6DOF platform starting from the empirical observations of the exploration of surfaces and highlights the problems encountered and the solutions adopted.Item Higher Levels of Immersion Improve Procedure Memorization Performance(The Eurographics Association, 2009) Bowman, Doug A.; Sowndararajan, Ajith; Ragan, Eric D.; Kopper, Regis; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraResearchers have proposed that immersion could have advantages for tasks involving abstract mental activities, such as conceptual learning; however, there are few empirical results that support this idea. We hypothesized that higher levels of immersion would benefit such tasks if the mental activity can be mapped to objects or locations in a 3D environment. To investigate this hypothesis, we performed an experiment in which participants memorized procedures in a virtual environment and then attempted to recall those procedures. We aimed to understand the effects of three components of immersion on performance. Results demonstrate that a matched software field of view (SFOV), a higher physical FOV, and a higher field of regard (FOR) all contributed to more effective memorization. The best performance was achieved with a matched SFOV and either a high FOV or a high FOR, or both. In addition, our experiment demonstrated that memorization in a virtual environment could be transferred to the real world. The results suggest that, for procedure memorization tasks, increasing the level of immersion even to moderate levels, such as those found in head-mounted displays (HMDs) and display walls, can improve performance significantly compared to lower levels of immersion.Item Influence of Orientation Offset between Control and Display Space on User Performance during the Rotation of 3D Objects(The Eurographics Association, 2009) Dang, Nguyen-Thong; Pergandi, Jean-Marie; Crison, Franck; Ardouin, Jérôme; Mestre, Daniel; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraThis paper presents an exploratory investigation of the influence of orientation offset between control and display space on user performance in three-dimensional rotation tasks. A target-matching task was chosen as an experi-mental task; participants had to rotate an object (using an input device with 3 degree-of-freedom (DOF) in rota-tion) so that it matched the target, which was an object identical to the controlled object. Orientation of the con-trolled object was offset relative to the target's orientation by 30, 60, 90, 120, 150, 180, 210, 240, 270, 300, 330 degrees. Those offsets were separately applied to each of the 3 axes of the target (vertical (X), horizontal (Y) and depth (Z) axes). Completion time and time series of orientation of the input device were collected. Results show strong effects of high values of offset (from 90° to 150° and from 210° to 270°) on user performance and user be-haviour. In addition, there was a difference in user performance and behaviour between orientation offsets on the Z-axis and those on the two other axes, apparently due to the form of the input device that was used. The findings from this investigation may contribute to the design of 3D input devices (with regard to issues on physical form-factors and on supports for rotation in particular) and that of techniques for the manipulation of 3D objects.Item Markerless Visual Tracking for Augmented Books(The Eurographics Association, 2009) Cho, Kyusung; Yoo, Jaesang; Yang, Hyun S.; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraAn augmented book is an application that augments such multimedia elements as virtual 3D objects, movie clips, or sound clips to a real book using AR technologies. It is intended to bring additional education effects or amusement to users. For augmented books, this paper presents a markerless visual tracking method which recognizes the current page among numerous pages and estimates its 6 DOF pose in real-time. Given an input image by a camera, the tracking method first recognizes a page and performs wide-baseline keypoint matching at the same time. For that purpose,a generic randomized forest (GRF) is proposed which extends the randomized forest (RF) proposed by Lepetit et al. which only performs wide-baseline keypoint matching. The proposed GRF is capable of simultaneous page recognition and wide-baseline keypoint matching. Once a page is recognized, the tracking method executes the page tracking process without page recognition until the page is turned. The page tracking process selects a keyframe of the page adequate for tracking and employs a coarse-to-fine approach. As a result, the tracking method shows robustness to viewpoint and illumination variations and performance of more than 30 fps for augmented books.Item Modification of Visual and Vestibular Control of Posture by Long-term Adaptation to Body-movement-yoked Visual Motion and Galvanic Vestibular Stimulation(The Eurographics Association, 2009) Kitazaki, Michiteru; Kimura, Takuya; Inoue, Yasuyuki; Matsuzaki, Naoyuki; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraHuman postural control is a multi-modal process with visual and vestibular information. Thus, postural sway is induced by visual motion as well as vestibular stimulation. The purpose of this study was to measure individual differences in weights on vision and vestibular senses to control posture, and to investigate if the individual weights could be modulated by long-term adaptation to visual motion or galvanic vestibular stimulation (GVS). GVS was applied through left and right mastoid processes (0.1-0.5mA, sinusoidal amplitude modulation). Both visual motion and GVS induced lateral (leftward-rightward) postural sway back and forth. Observers' body movement was measure by a force plate and a magnetic motion tracker. We measured observers' postural sway induced by visual motion or GVS before and after a 7-days adaptation task (nItem A Modular Framework for Distributed VR Interaction Processing(The Eurographics Association, 2009) Assenmacher, Ingo; Raffin, Bruno; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraInteractions are a key part of Virtual Reality systems and can lead to complex software assembly for multi-modal and multi-site collaborative environments. This is even harder, when each participant is interacting in the same virtual world by very different hardware and software capabilities. This paper outlines a software architecture and interaction processing framework developed to couple different sites in a collaborative set-up using a data-flow oriented approach. We show how we transform the site-specific capabilities to a common interface. This is used for application state processing based on a distributed actor and property model.Item Multi-scale Manipulation in Indoor Scenes with theWorld in Miniature Metaphor(The Eurographics Association, 2009) Trueba, Ramon; Andujar, Carlos; Argelaguet, Ferran; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraThe World in Miniature Metaphor (WIM) allows users to select, manipulate and navigate efficiently in virtual environments. In addition to the first-person perspective offered by typical VR applications, the WIM offers a second dynamic viewpoint through a hand-held miniature copy of the environment. In this paper we explore different strategies to allow the user to interact with the miniature replica at multiple levels of scale. Unlike competing approaches, we support complex indoor environments by explicitly handling occlusion. We discuss algorithms for selecting the part of the scene to be included in the replica, and for providing a clear view of the region of interest. Key elements of our approach include an algorithm to recompute the active region from a subdivision of the scene into cells, and a view-dependent algorithm to cull-away occluding geometry through a small set of slicing planes roughly oriented along the main occluding surfaces. We present the results of a user-study showing that our technique clearly outperforms competing approaches on spatial tasks performed in densely-occluded scenes.Item Olfactory Display: Fluid Dynamic Considerations for Realistic Odor Presentation(The Eurographics Association, 2009) Matsukura, Haruka; Ishida, Hiroshi; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraThis paper describes some fluid dynamic considerations for attaining realistic odor presentation using an olfactory display. Molecular diffusion is an extremely slow process and, therefore, odor molecules released from their source are spread by being carried off by airflow. Since the flow we encounter is almost always turbulent, the intensities of the odors delivered from their sources to our noses fluctuate randomly over time. Experimental results are presented to show the random fluctuations of odor intensity alleviate olfactory adaptation. When the odor vapor generation from an olfactory display device is randomly modulated, the odor is felt more persistently over time than in the case of the constant release of the odor vapor. The results of computational fluid dynamics simulations are also presented to show that our body temperature affects reception of odor vapors at our noses. Convective air currents in the upward direction are generated by our body temperature. They bring the odor vapor drifting along the floor up to our noses. Without the body temperature, such odor might not be detected. The detailed fluid dynamic considerations thus enable reproduction of realistic odor stimuli that we encounter in real-life scenarios.Item Opportunistic Music(The Eurographics Association, 2009) Hachet, Martin; Kian, Arash; Berthaut, Florent; Franco, Jean-Sébastien; Desainte-Catherine, Myriam; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraWhile mixed reality has inspired the development of many new musical instruments, few approaches explore the potential of mobile setups. We present a new musical interaction concept, called opportunistic music. It allows musicians to recreate a hardware musical controller using any objects of their immediate environment. This approach benefits from the physical attributes of real objects for controlling music. Our prototype is based on a stereo-vision tracking system associated with FSR sensors. It allows musicians to define and to interact with opportunistic tangible widgets. Linking these widgets with sound processes allows the interactive creation of musical pieces, where musicians get inspiration from the surrounding environment.Item Particle Display System - A Large Scale Display for Public Space(The Eurographics Association, 2009) Sato, Munehiko; Suzuki, Yasuhiro; Hiyama, Atsushi; Tanikawa, Tomohiro; Hirose, Michitaka; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraIn this paper, the authors propose a large-scale display for public spaces. The display is based on the particle display system (PDS), which consists of hundreds of randomly distributed pixels. PDSs can be realized with random distributions, unlike traditional displays that require ordered matrices. Effective visual presentation techniques for a display system with randomly distributed pixels are employed to overcome the drawbacks and even realize advantages. The proposed display system can be used in applications in large spaces and public art and architecture facade displays, owing to its features described in this paper. In addition, the authors report the design principle and an implementation of a life-size prototype of a large ceiling display.Item Reorientation during Body Turns(The Eurographics Association, 2009) Bruder, Gerd; Steinicke, Frank; Hinrichs, Klaus; Lappe, Markus; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraImmersive virtual environment (IVE) systems allow users to control their virtual viewpoint by moving their tracked head and by walking through the real world, but usually the virtual space which can be explored by walking is restricted to the size of the tracked space of the laboratory. However, as the user approaches an edge of the tracked walking area, reorientation techniques can be applied to imperceptibly turn the user by manipulating the mapping between real-world body turns and virtual camera rotations. With such reorientation techniques, users can walk through large-scale IVEs while physically remaining in a reasonably small workspace. In psychophysical experiments we have quantified how much users can unknowingly be reoriented during body turns. We tested 18 subjects in two different experiments. First, in a just-noticeable difference test subjects had to perform two successive body turns between which they had to discriminate. In the second experiment subjects performed body turns that were mapped to different virtual camera rotations. Subjects had to estimate whether the visually perceived rotation was slower or faster than the physical rotation. Our results show that the detection thresholds for reorientation as well as the point of subjective equality between real movement and visual stimuli depend on the virtual rotation angle.