1,720,984 research outputs found

    Authoring Personal Interpretation in a 3D Virtual Heritage Site to Enhance Visitor Engagement

    No full text
    Conventional approaches to a virtual heritage site that provide interpretations through curated content allow visitors only the lowest level of engagement, which is paying conscious, intentional attention to the content. In this paper, we propose a trajectory for visitor experience to a virtual heritage site that facilitates a higher level of engagement by letting visitors make their own interpretations. We developed a mobile virtual reality (VR) application that delivers this trajectory, which allows visitors to author mixed reality (MR) content that represents personal interpretations. The application provides three types of virtual assets to compose MR content: historical assets, emotional assets, and personal assets. We describe how visitors generally followed our trajectory and used virtual assets, engaging with virtual heritage and making interpretations. We related our findings to a discussion of how to support personal engagement and rich interpretation in a virtual heritage site

    Mobile Risk Management for Wooden Architectural Heritage in Korea using HBIM and VR

    No full text
    This study proposed a mobile virtual reality-based application for on-site risk management using Historical Building Information Modeling (HBIM) to alleviate the inefficiency of paper-based risk management of architectural heritage. In this research, we focused on the design of the metadata and the database structure that is based on the point of interest (PoI), anchor, and content metadata for advanced context-aware information retrieval from HBIM system in the mobile environment. To verify our method, we created a mobile VR-based application of the Gwandeokjeong building in Korea. After, we conducted a comparative experiment on performance time, task load and usability and proved the efficiency of our method for on-site risk management. In conclusion, our metadata and database structure in this study contribute to suggest a method to interoperate between HBIM system and mobile VR system and conduct advanced context-aware information retrieval

    TunnelSlice: Freehand Subspace Acquisition Using an Egocentric Tunnel for Wearable Augmented Reality

    No full text
    In this paper, we propose TunnelSlice, which enables natural acquisition of subspace in an augmented scene from an egocentric view, even for scenarios involving ambiguous center objects or object occlusion. In wearable augmented reality (AR), approaching a three-dimensional (3-D) region including the objects of interest has become more important than approaching distant objects one by one. However, existing ray-based volumetric selection through a head worn display accompanies difficulties in defining a desired 3-D region due to obstacles by occlusion and depth perception. The proposed TunnelSlice effectively determines a cuboid transform, excluding unnecessary areas of a user-defined tunnel via two-handed pinch-based procedural slicing from an egocentric view. Through six scenarios involving central object status and different occlusion levels, we conducted a user study of TunnelSlice. Compared with two existing approaches, TunnelSlice was preferred by the subjects and showed greater stability for all scenarios, and outperformed the other approaches in a scenario involving strong occlusion without a central object. TunnelSlice is thus expected to serve as a key technology for spatial protocol and interaction using a subspace in wearable AR.

    Efficient 3D Hand Tracking in Articulation Subspaces for the Manipulation of Virtual Objects

    No full text
    We propose an efficient method for model-based 3D tracking of hand articulations observed from an egocentric viewpoint that aims at supporting the manipulation of virtual objects. Previous modelbased approaches optimize non-convex objective functions defined in the 26 Degrees of Freedom (DoFs) space of pobible hand articulations. In our work, we decompose this space into six articulation subspaces (6 DoFs for the palm and 4 DoFs for each finger). We also label each finger with a Gaubian model that is propagated between succebive image frames. As confirmed by a number of experiments, this divide-and-conquer approach tracks hand articulations more accurately than existing model-based approaches. At the same time, real time performance is achieved without the need of GPGPU procebing. Additional experiments show that the proposed approach is preferable for supporting the accurate manipulation of virtual objects in VR/AR scenarios

    Metaphoric Hand Gestures for Orientation-Aware VR Object Manipulation With an Egocentric Viewpoint

    No full text
    We present a novel natural user interface framework, called Meta-Gesture, for selecting and manipulating rotatable virtual reality (VR) objects in egocentric viewpoint. Meta-Gesture uses the gestures of holding and manipulating the tools of daily use. Specifically, the holding gesture is used to summon a virtual object into the palm, and the manipulating gesture to trigger the function of the summoned virtual tool. Our contributions are broadly threefold: 1) Meta-Gesture is the first to perform bare hand-gesture-based orientation-aware selection and manipulation of very small (nail-sized) VR objects, which has become possible by combining a stable 3-D palm pose estimator (publicly available) with the proposed static-dynamic (SD) gesture estimator; 2) the proposed novel SD random forest, as an SD gesture estimator can classify a 3-D static gesture and its action status hierarchically, in a single classifier; and 3) our novel voxel coding scheme, called layered shape pattern, which is configured by calculating the fill rate of point clouds (raw source of data) in each voxel on the top of the palm pose estimation, allows for dispensing with the need for preceding hand skeletal tracking or joint classification while defining a gesture. Experimental results show that the proposed method can deliver promising performance, even under frequent occlusions, during orientation-aware selection and manipulation of objects in VR space by wearing head-mounted display with an attached egocentric-depth camera (see the supplementary video available at: http:// ieeexplore. ieee. org).
    corecore