1,720,996 research outputs found

    Eyes on Teleporting: Comparing Locomotion Techniques in Virtual Reality with Respect to Presence, Sickness and Spatial Orientation

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    This work compares three locomotion techniques for an immersive VR environment: two different types of teleporting (with and without animation) and a manual (joystick-based) technique. We tested the effect of these techniques on visual motion sickness, spatial awareness, presence, subjective pleasantness, and perceived difficulty of operating the navigation. We collected eye tracking and head and body orientation data to investigate the relationships between motion, vection, and sickness. Our study confirms some results already discussed in the literature regarding the reduced invasiveness and the high usability of instant teleport while increasing the evidence against the hypothesis of reduced spatial awareness induced by this technique. We reinforce the evidence about the issues of extending teleporting with animation. Furthermore, we offer some new evidence of a benefit to the user experience of the manual technique and the correlation of the sickness felt in this condition with head movements. The findings of this study contribute to the ongoing debate on the development of guidelines on navigation interfaces in specific VR environments

    Layer-based management of collaborative interior design in extended reality

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    We present CIDER, a novel framework for the collaborative editing of 3D augmented scenes. The framework allows multiple users to manipulate the virtual elements added to the real environment independently and without unexpected changes, comparing the different editing proposals and finalising a collaborative result. CIDER leverages the use of ‘layers’ encapsulating the state of the environment. Private layers can be edited independently by the different subjects, and a global one can be collaboratively updated with ‘commit’ operations. In this paper, we describe in detail the system architecture and the implementation as a prototype for the HoloLens 2 headsets, as well as the motivations behind the interaction design. The system has been validated with a user study on a realistic interior design task. The study not only evaluated the general usability but also compared two different approaches for the management of the atomic commit: forced (single-phase) and voting (requiring consensus), analyzing the effects of this choice on collaborative behaviour. According to the users' comments, we performed improvements to the interface and further tested their effectiveness

    CIDER: Collaborative Interior Design in Extended Reality

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    Despite significant efforts dedicated to exploring the potential applications of collaborative mixed reality, the focus of the existing works is mostly related to the creation of shared virtual/mixed environments resolving concurrent manipulation issues rather than supporting an effective collaboration strategy for the design procedure. For this reason, we present CIDER, a system for the collaborative editing of 3D augmented scenes allowing two or more users to manipulate the virtual scene elements independently and without unexpected changes. CIDER is based on the use of "layers" encapsulating the state of the environment with private layers that can be edited independently and a global one collaboratively updated with "commit" operations. Using this system, implemented for the HoloLens 2 headsets and supporting multiple users, we performed a user test on a realistic interior design task, evaluating the general usability and comparing two different approaches for the management of the atomic commit: forced (single-phase) and voting (requiring consensus), analyzing the effects of this choice on the collaborative behavior

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Demo: gesture based interaction with the Hololens 2

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    Gesture recognition is one of the default interaction modalities in many XR applications, although the gesture types recognized by many applications is typically limited to few static poses. In this demo we show that a recent network-based solution for online, sliding window, gesture classification from hand pose streams (On-Off deep Multi-View Multi-Task) can be used for the simultaneous detection and recognition of heterogeneous gestures, including dynamic coarse and fine grained ones, enabling interaction designers to create novel ways to perform interactive tasks that can be applied to different domains

    Smart Tools and Applications in Graphics - Eurographics Italian Chapter Conference: Frontmatter

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    Smart Tools and Applications in Graphics - Eurographics Italian Chapter Conferenc

    Comparison of deviceless methods for distant object manipulation in mixed reality

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    Mixed Reality (MR) applications based on the current generation of Head -mounted displays (HMDs) support a deviceless manipulation of virtual objects based on finger tracking and control of the 3D transformation with gestures. However, when the object manipulation is performed at some distance, and when the transform includes scaling, it is not apparent how to remap the hand motions over the degrees of freedom of the object. The most popular software toolkits used for XR development provide specific solutions, but there are still usability issues and a need for clear guidelines for the interaction design. In this work, we compare three different solutions for the devices and remote translation, rotation, and scaling of virtual objects in a real environment in two user studies aimed at assessing the usability of the methods for different tasks. The tasks are a fast and rough docking of virtual cubes on a tangible shelf from varying distances and the accurate placement of cubes on the shelf in a fixed amount of time. The outcomes of these studies show that the usability of the manipulation methods is strongly affected by the use of separate or integrated control of the degrees of freedom, by the use of the hands in a symmetric or specialized way, by the visual feedback, and by the previous experience of the users and provides valuable guidelines for the design of interactive mixed environments

    ICELab Demo: an industrial digital-twin and simulator in VR

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    In this demo we present an application featuring the integration of Virtual Reality (VR) technologies with the demonstration laboratory (ICELab) built around Industry 4.0/5.0 concepts. In particular, we showcase a digital twin of the real laboratory that allows the user to explore its environment in VR and interact with the different machinery to obtain several data and information

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
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