ICAT-EGVE2022 - Posters and Demos
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Item 3D-Aware Image Relighting with Object Removal from Single Image(The Eurographics Association, 2022) Zhang, Yujia; Perusquia-Hernández, Monica; Isoyama, Naoya; Kawai, Norihiko; Uchiyama, Hideaki; Sakata, Nobuchika; Kiyokawa, Kiyoshi; Theophilus Teo; Ryota KondoWe propose a method to relight scenes in a single image while removing unwanted objects by the combination of 3D-aware inpainting and relighting for a new functionality in image editing. First, the proposed method estimates the depth image from an RGB image using single-view depth estimation. Next, the RGB and depth images are masked by the user by specifying unwanted objects. Then, the masked RGB and depth images are simultaneously inpainted by our proposed neural network. For relighiting, a 3D mesh model is first reconstructed from the inpainted depth image, and is then relit with a standard relighting pipeline. In this process, removing cast shadows and sky areas and albedo estimation are optionally performed to suppress the artifacts in outdoor scenes. Through these processes, various types of relighting can be achieved from a single photograph while excluding the colors and shapes of unwanted objects.Item AmplifiedCoaster: Amplifying the Perception of Ascent and Descent in Virtual-Reality-Equipped Electric Wheelchair in an Electric Wheeled Ramp(The Eurographics Association, 2022) Ito, Shunta; Nakanishi, Yasuto; Theophilus Teo; Ryota KondoWe introduce a novel virtual reality (VR) ride system consisting of a head-mounted display (HMD), an electric wheelchair and an electric wheeled ramp as an amusement park attraction. The electric wheeled ramp which is a customized electric wheelchair can carry a user wearing an HMD and is able to control its speed, acceleration, and orientation. This system presents the sense of continuous moving on a slope and the sense of movement on a slope with varying curvatures in the ascending and descending experiences, thus amplifying the perception of virtual ascent and descent.Item AR FPS Game using Static and Dynamic Physical Obstacles(The Eurographics Association, 2022) Sawanobori, Yuki; Iriyama, Taishi; Komuro, Takashi; Theophilus Teo; Ryota KondoIn this paper, we propose an AR FPS game that allows a player to use physical obstacles for avoiding enemy attacks and defeating enemies. The use of physical obstacles is intended to make the game more fun and immersive. Physical obstacles are classified into static obstacles that do not move and dynamic obstacles that can move. The game design for utilizing real space includes placing game objects in consideration of static obstacles, using physical obstacles as shields to prevent enemy attacks, and using projectiles to attack a player hiding behind obstacles. We prototyped the game using HoloLens2 and conducted a user study using a questionnaire (N = 14). The results showed that the game itself was highly evaluated, as well as the exercise promotion effect by the use of real space.Item asmVR: Light Triggers in Virtual Reality to Induce ASMR(The Eurographics Association, 2022) Peng, Danyang; Pai, Yunsuen; Minamizawa, Kouta; Theophilus Teo; Ryota KondoAutonomous sensory meridian response (ASMR) is a tingling sensation that can be aroused by visual, sound, touch and emotional triggers, and can produce feelings of relaxation and euphoria. Light trigger is a new kind of visual trigger that has been gaining popularity in YouTube ASMR videos, and we analyzed this to draw design considerations. From there, we propose asmVR, a VR-based method to experience ASMR using light triggers. The ASMRtist can create the content using hand-tracked light triggers while roleplaying a virtual avatar, while viewers can experience an immersive and intimate relation with them to help trigger ASMR. We also propose a user study plan in the future to evaluate its effectiveness in inducing ASMR, as well as propose future development plans.Item Boomshin: Evaluation of VR Game Experiences with Switching the Presence of Haptic Feedback(The Eurographics Association, 2022) Okuya, Tetsuro; Tai, Amane; Nakanishi, Yasuto; Theophilus Teo; Ryota KondoWe proposed a VR game named ''Boomshin'' using an encountered-type haptic display and investigated the effects of switching the presence of haptic feedback for objects in the VR space over time. We named objects with and without haptic feedback as ''real entities and ''clones respectively, and evaluated the impression of the VR game experience under the various temporal presentation patterns of them. The results showed that the players' surprise and satisfaction were higher when real entities and clones were mixed than when only real entities or clones appeared. In addition, a sudden change in the frequency of appearance of real entities brought an impression impact.Item Demo of an Olfactory Game Using Paired Odors to Increase the Odor Range, Enabling Immersive Olfactory Experience in VR Environments(The Eurographics Association, 2022) Onai, Saya; Cohen, Nathan; Nakamoto, Takamichi; Theophilus Teo; Ryota KondoOlfaction is a key human sense, but olfactory human interface technologies are not yet so common compared to visual and auditory devices. Recently, the utilization of olfactory stimuli in digital contexts has been attracting wider attention especially in the VR field. Although those trials aim at enhancing the quality of the virtual environment, many of them have limitations in the range and precise control of odor types. This research focuses on creating virtual environments incorporating olfactory display technology with a wide range of odor types and precise temporal control of scent emissions. In our scented virtual game, users navigate landscapes to collect the scents. The 3D environments include multiple scent sources enhancing interaction, providing additional sensory experience encountered through the head-mount display (HMD), enabling user engagement and developing experience with scent detection.Item Demo of Odor Reproduction Using 20-component Olfactory Display(The Eurographics Association, 2022) Hayashi, Hiroto; Prasetyawan, Dani; Iseki, Masaaki; Nakamoto, Takamichi; Theophilus Teo; Ryota KondoAn olfactory display is a device that presents an odor to a person. In this research, odor components, which can reproduce odor by mixing them at specified ratio, were used. By using odor components, the authors developed olfactory display capable of presenting various odors compared to conventional devices. A perfume is supplied from an electroosmotic pump to a microdispenser, and the multiple odor components ejected from the microdispensers are atomized by the SAW atomizer to produce the blended odor. Users can easily experience the odor, for example, just by clicking on the button labeled with the name of the scent displayed on the PC, they can experience the odor reproduction by the blending odor components.Item Effect of Spatial and Temporal Dilation of a Brand Logo Printed on a VR Shopping Bag(The Eurographics Association, 2022) Horii, Moeki; Yamazaki, Azusa; Kuratomo, Noko; Zempo, Keiichi; Theophilus Teo; Ryota KondoInteraction opportunities in virtual environments (VE), such as stores and events using virtual reality (VR), are increasing, and advertisements for brand recognition may be introduced to VE in the future. The objective of this research is to find a way to display advertisements in a VE that is more likely to attract the attention of consumers. Additionally, this study investigates the differences in consumer reactions depending on the advertisement's display method. In the experiment, VR customer avatars who hold shopping bags were walking in a store. Fictitious Logos were attached to each shopping bag. Each type of logo was presented in four different ways. From the results of the questionnaires, the display method that attracted the participants' eyes using temporal dilation, such as footprints that disappear over time, was significantly more memorable than the methods that did not use it. In addition, the mean of the impressive value of the blue logo, which is close to the color of the floor, was smaller than that of the other color's logos at the one percent level of significance in 3D + footprint display. This also revealed that it is necessary to use a conspicuous color that will not be buried in background colors, such as the floor color.Item Evaluation of Trajectory Presentation of Conducting Motions Using Tactile Sensation for the Visually Impaired(The Eurographics Association, 2022) Ueda, Yuto; Sugiura, Yuta; Theophilus Teo; Ryota KondoVisually impaired people may have difficulty participating in orchestral or other performance activities because they cannot see the beat represented by the conductor's hand movements. Therefore, we proposed a method of presenting conducting motions tactilely using vibration actuators. By using tactile apparent movement, the trajectory of conducting motions can be presented. We conducted comparative experiments using the reaction time between the correct beat timing and the predicted beat timing.Item Experiencing High-Speed Slash Action in Virtual Reality Environment(The Eurographics Association, 2022) Yamamoto, Toranosuke; Fukuchi, Kentaro; Theophilus Teo; Ryota KondoWhen a user uses a hand controller to swing a virtual sword in a virtual space, the sword movement seems slow if the its trajectory reflects the input directly. We hypothesize that this is because we are accustomed to seeing fast and instantaneous motion through movies or animations, and thus we perceive their motion as relatively slow. To address this issue, we propose a novel method of displaying exaggerated sword motions to allow a virtual reality user to enjoy a fast slash action. This method displays an arc-shaped motion blur effect along the predicted motion when the system detects the start of the slashing motion until the hand controller motion stops. Graphics of the sword are not displayed during this time. Therefore, the user is unaware of the actual trajectory of their input and how far it differs from the exaggerated motion blur effect.Item HumanCopter: Wearable Drone System for Remote Multi-Directional Teleoperation(The Eurographics Association, 2022) Fei, Wong Keh; Zhou, Lu; ZiYue, Wang; Minamizawa, Kouta; Pai, Yun Suen; Theophilus Teo; Ryota KondoResearch on providing teleoperation to remote users for learning, training, or even as an assistive function has been well explored. Yet, most approaches are unable to provide full directional cues to the user. This includes not just front, back, left, and right, but also up, down, turn left, and turn right. Additionally, assuming direct control become more challenging without such freedom of navigation. To achieve this, we propose HumanCopter, a wearable unmanned aerial vehicle (UAV) where a teleoperater can provide six directional cues and 2 rotational cues to the controlled, or avatar user. Our proof-of-concept utilizes an open-source hexacopter drone mounted on the user via a helmet and shoulder supports to accurately navigate users.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 ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos(The Eurographics Association, 2022) Ryota Kondo; Theophilus Teo; Ryota Kondo; Theophilus TeoItem Identifying Language-induced Mental Load from Eye Behaviors in Virtual Reality(The Eurographics Association, 2022) Schirm, Johannes; Perusquia-Hernández, Monica; Isoyama, Naoya; Uchiyama, Hideaki; Kiyokawa, Kiyoshi; Theophilus Teo; Ryota KondoWe compared content-independent eye tracking metrics under different levels of language-induced mental load in virtual reality (VR). We designed a virtual environment to balance consistent recording of eye data with user experience and freedom of action. We also took steps towards quantifying the phenomenon of not focusing exactly on surfaces by proposing ''focus offset'' as a VR-compatible eye metric. Responses to conditions with higher mental load included larger and more variable pupil sizes and less fixations. We also observed less voluntary gazing at distraction content, and a tendency of looking through surfaces.Item Improving a Sense of Unity via BrainWaves in a Virtual Concert Where Performances in Real Space are Watched in a Virtual Space(The Eurographics Association, 2022) Ide, Kota; Horie, Ryota; Theophilus Teo; Ryota KondoIn virtual live concerts that can be attended remotely, there is a problem of a weak sense of unity due to a lack of shared reactions among the participants. We have attempted to solve this problem by focusing on the sharing of physiological signals, but there was a limitation in the range of types of virtual live content that could be performed. In this study, we developed a virtual live streaming system that removes this limitation, and confirmed that generating visual effects based on electroencephalography signals at a musical instrument concert improves the sense of unity felt by the audience.Item Investigating Perception of Multiple Virtual Hands using Startle Response(The Eurographics Association, 2022) Mashiyama, Yuki; Fukuoka, Masaaki; Teo, Theophilus; Kondo, Ryota; Sugimoto, Maki; Theophilus Teo; Ryota KondoStudies have been conducted to examine the human body perception of a whole body when having multiple bodies. In this paper, we investigate how does the sense of body ownership and the sense of agency change when a user synchronously moves multiple body parts in a virtual environment. Participants in a demonstration will perform a reaching task for 150 seconds by physically moving their right hands while visualised as one or nine hands in a virtual reality environment. At the end of the reaching task, a threat stimulus is triggered and participants' electromyography are measured as an objective index of the sense of body ownership. Finally, a short survey will be conducted to query the strength of the subjective sense of body ownership and agency.Item Investigating the Effect of Animal Avatars on Users' Self-disclosure During Interaction in VR space(The Eurographics Association, 2022) Ichikawa, Ayumi; Ihara, Keiichi; Tanokashira, Aoto; Kawaguchi, Ikkaku; Theophilus Teo; Ryota KondoIn social VR, users can communicate with others by expressing their own appearance by customizing an avatar. Several studies have shown that the appearance of the avatars that users use in social VR affects their self-disclosure. In this study, motivated by the findings of previous studies that interaction with animals has positive effects on humans, we use animal avatars in a VR space. To investigate the effect of the animal avatars' appearance on user's self-disclosure and subjective responses, we propose a one-to-one communication system in which the user and interlocutor use animal avatars. The system converts the user's non-verbal information acquired by the sensors mounted on the head-mounted display (HMD) into the movements of the animal avatar and transmits them to the interlocutor. We also describe the design of an experiment using this system.Item Lyrics onto Cityscape: A Mixed Reality System for Appreciating Lyrics Projected onto a Cityscape While Walking(The Eurographics Association, 2022) Izumi, Rin; Kodama, Shuhei; Takahashi, Tokiichiro; Theophilus Teo; Ryota KondoHigh-performance mobile devices have made it easy to listen to the music anytime, anywhere that matches listener's mood or to listen to the specific song at the specific place. We propose a new experience that allows people to carry visual expressions matched to the music. In this paper, we propose and develop a mixed reality system that dynamically projects the lyrics of a song users are listening to as animation of lyrics onto the cityscape where they are walking around. By using our system, the listeners will be able to appreciate visual expressions that match both the music and the landscape wherever they wish to enjoy the music.Item Mingle with an Amoeba(The Eurographics Association, 2022) Nakabayashi, Yuki; Arai, Tastuki; Ozaki, Miruku; Kawamura, Koki; Tsuboji, Koki; Nakagawa, Maho; Nitta, Yasuhiro; Haba, Ryotaro; Hamano, Sho; Matsutani, Yuki; Mashiyama, Yuki; Sugimoto, Maki; Theophilus Teo; Ryota KondoAmoebas are microorganisms ranging in length from 25 to 400µm and are not large enough for humans to touch. Also, since they are not visible in everyday life, it isn't easy to get involved with amoebas. In this project, we create an opportunity to have simulated contact with amoebas in a virtual environment. By touching the transparent slime as if it were an amoeba, you can experience transforming the amoeba with your own hands, seeing the amoeba's reaction to being touched, and perceiving Pseudo Haptics information via visual vibrations from the amoeba.Item Moving Interaction by Controlling Yourself in Virtual Space(The Eurographics Association, 2022) Mitsubori, Nichika; Hagiwara, Takayoshi; Wakisaka, Sohei; Minamizawa, Kouta; Theophilus Teo; Ryota KondoIn this demonstration, we propose a method of movement in virtual space. The user becomes a ball that can roll through the virtual space and is operated from a first-person perspective. There are several objects in virtual space, which correspond to miniature objects in real space that match their appearance and movement. Users could manipulate these real space objects themselves, lifting and moving themselves in virtual space to break through some of the barriers that exist in virtual space. In this method, we observed that users experienced less motion sickness, even though they were standing still in the real space and only the images were moving. This system enables users to interact themselves from real space to virtual space, and is expected to become a new method of interaction in a society where digital twins have become widespread.