Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 10 de 10
Filtrar
Mais filtros










Base de dados
Intervalo de ano de publicação
1.
IEEE Comput Graph Appl ; 43(6): 64-74, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37639424

RESUMO

The maturity of augmented reality (AR) technology allows for expansion into real-world applications, including visualizations for on-site sports spectating. However, it is crucial to understand the factors influencing user experience in AR applications. To optimize user experience, we conducted a user study where participants adjusted parameters to determine noticeable and disruptive values of latency, registration accuracy, and jitter using a mobile indirect AR prototype that simulates a rugby stadium experience. Our findings indicate that latency has the highest disruptive impact on users' experience, with registration accuracy following closely. Furthermore, when noticeable latency, registration accuracy, and jitter were combined, the user experience was negatively affected in a nonlinear, combinatorial manner. This suggests that addressing factors individually is necessary but not enough for successful user experiences. By understanding these factors, developers can optimize AR experiences when creating immersive AR sports experiences and other large-scale AR applications to ensure maximum enjoyment for users.


Assuntos
Realidade Aumentada , Esportes , Humanos , Rugby
2.
IEEE Trans Vis Comput Graph ; 29(7): 3380-3391, 2023 07.
Artigo em Inglês | MEDLINE | ID: mdl-35294351

RESUMO

Head tracking in head-mounted displays (HMDs) enables users to explore a 360-degree virtual scene with free head movements. However, for seated use of HMDs such as users sitting on a chair or a couch, physically turning around 360-degree is not possible. Redirection techniques decouple tracked physical motion and virtual motion, allowing users to explore virtual environments with more flexibility. In seated situations with only head movements available, the difference of stimulus might cause the detection thresholds of rotation gains to differ from that of redirected walking. Therefore we present an experiment with a two-alternative forced-choice (2AFC) design to compare the thresholds for seated and standing situations. Results indicate that users are unable to discriminate rotation gains between 0.89 and 1.28, a smaller range compared to the standing condition. We further treated head amplification as an interaction technique and found that a gain of 2.5, though not a hard threshold, was near the largest gain that users consider applicable. Overall, our work aims to better understand human perception of rotation gains in seated VR and the results provide guidance for future design choices of its applications.


Assuntos
Postura Sentada , Realidade Virtual , Humanos , Rotação , Gráficos por Computador , Caminhada
3.
IEEE Trans Vis Comput Graph ; 29(7): 3327-3339, 2023 07.
Artigo em Inglês | MEDLINE | ID: mdl-35275821

RESUMO

Redirected walking (RDW) allows users to explore virtual environments in limited physical spaces by imperceptibly steering them away from obstacles and space boundaries. However, even with those techniques, the risk of collision cannot always be avoided. For such situations, resetting techniques have been proposed to provide an immediate adjustment of the physical walking direction of a user. Existing resetting techniques are either applied in-place, where the user changes orientation but stays in the same position or out-of-place methods where the user is guided to move from the current position to a safe location all while freezing the movement in the virtual world. While out-of-place methods have the potential to provide more freedom to user movements after resetting, current out-of-place methods do not provide enough guidance for the users to move to optimal locations. In this work, we propose a novel out-of-place resetting strategy that guides users to optimal physical locations with the most potential for free movement and a smaller amount of resetting required for their further movements. For this purpose, we calculate a heat map of the walking area according to the average walking distance using a simulation of the currently used RDW algorithm. Based on this heat map, we identify the most suitable position for a one-step reset within a predefined searching range and use this one as the reset point. Our results show that our method increases the average moving distance within one cycle of resetting. Furthermore, our resetting method can be applied to any physical area with obstacles. That means that RDW methods that were not suitable for such environments (e.g., Steer to Center) combined with our resetting can also be extended to such complex walking areas. In addition, we present a user interface to provide a similar visual experience between these methods, using a two-arrows indicator to help users adjust their position and direction.


Assuntos
Interface Usuário-Computador , Realidade Virtual , Gráficos por Computador , Simulação por Computador , Caminhada , Humanos
4.
IEEE Trans Vis Comput Graph ; 28(11): 3778-3787, 2022 11.
Artigo em Inglês | MEDLINE | ID: mdl-36074875

RESUMO

Rapidly developing Redirected Walking (ROW) technologies have enabled VR applications to immerse users in large virtual environments (VE) while actually walking in relatively small physical environments (PE). When an unavoidable collision emerges in a PE, the ROW controller suspends the user's immersive experience and resets the user to a new direction in PE. Existing ROW methods mainly aim to reduce the number of resets. However, from the perspective of the user experience, when users are about to reach a point of interest (POI) in a VE, reset interruptions are more likely to have an impact on user experience. In this paper, we propose a new ROW method, aiming to keep resets occurring at a longer distance from the virtual target, as well as to reduce the number of resets. Simulation experiments and real user studies demonstrate that our method outperforms state-of-the-art ROW methods in the number of resets and dramatically increases the distance between the reset locations and the virtual targets.


Assuntos
Gráficos por Computador , Interface Usuário-Computador , Caminhada , Simulação por Computador , Meio Ambiente
5.
IEEE Trans Vis Comput Graph ; 27(3): 1916-1928, 2021 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-31613772

RESUMO

We present computational phase-modulated eyeglasses, a see-through optical system that modulates the view of the user using phase-only spatial light modulators (PSLM). A PSLM is a programmable reflective device that can selectively retardate, or delay, the incoming light rays. As a result, a PSLM works as a computational dynamic lens device. We demonstrate our computational phase-modulated eyeglasses with either a single PSLM or dual PSLMs and show that the concept can realize various optical operations including focus correction, bi-focus, image shift, and field of view manipulation, namely optical zoom. Compared to other programmable optics, computational phase-modulated eyeglasses have the advantage in terms of its versatility. In addition, we also presents some prototypical focus-loop applications where the lens is dynamically optimized based on distances of objects observed by a scene camera. We further discuss the implementation, applications but also discuss limitations of the current prototypes and remaining issues that need to be addressed in future research.

6.
IEEE Trans Vis Comput Graph ; 27(9): 3808-3825, 2021 09.
Artigo em Inglês | MEDLINE | ID: mdl-32275601

RESUMO

In recent years, the development of Augmented Reality (AR) frameworks made AR application development widely accessible to developers without AR expert background. With this development, new application fields for AR are on the rise. This comes with an increased need for visualization techniques that are suitable for a wide range of application areas. It becomes more important for a wider audience to gain a better understanding of existing AR visualization techniques. In this article we provide a taxonomy of existing works on visualization techniques in AR. The taxonomy aims to give researchers and developers without an in-depth background in Augmented Reality the information to successively apply visualization techniques in Augmented Reality environments. We also describe required components and methods and analyze common patterns.

7.
Sci Rep ; 8(1): 127, 2018 01 09.
Artigo em Inglês | MEDLINE | ID: mdl-29317675

RESUMO

Separate research streams have identified synchrony and arousal as two factors that might contribute to the effects of human rituals on social cohesion and cooperation. But no research has manipulated these variables in the field to investigate their causal - and potentially interactive - effects on prosocial behaviour. Across four experimental sessions involving large samples of strangers, we manipulated the synchronous and physiologically arousing affordances of a group marching task within a sports stadium. We observed participants' subsequent movement, grouping, and cooperation via a camera hidden in the stadium's roof. Synchrony and arousal both showed main effects, predicting larger groups, tighter clustering, and more cooperative behaviour in a free-rider dilemma. Synchrony and arousal also interacted on measures of clustering and cooperation such that synchrony only encouraged closer clustering-and encouraged greater cooperation-when paired with physiological arousal. The research helps us understand why synchrony and arousal often co-occur in rituals around the world. It also represents the first use of real-time spatial tracking as a precise and naturalistic method of simulating collective rituals.


Assuntos
Nível de Alerta/fisiologia , Comportamento Cooperativo , Relações Interpessoais , Adolescente , Adulto , Análise de Variância , Feminino , Humanos , Masculino , Nova Zelândia , Desempenho Psicomotor , Comportamento Social , Adulto Jovem
8.
IEEE Trans Vis Comput Graph ; 23(6): 1706-1724, 2017 06.
Artigo em Inglês | MEDLINE | ID: mdl-27008668

RESUMO

Augmented Reality is a technique that enables users to interact with their physical environment through the overlay of digital information. While being researched for decades, more recently, Augmented Reality moved out of the research labs and into the field. While most of the applications are used sporadically and for one particular task only, current and future scenarios will provide a continuous and multi-purpose user experience. Therefore, in this paper, we present the concept of Pervasive Augmented Reality, aiming to provide such an experience by sensing the user's current context and adapting the AR system based on the changing requirements and constraints. We present a taxonomy for Pervasive Augmented Reality and context-aware Augmented Reality, which classifies context sources and context targets relevant for implementing such a context-aware, continuous Augmented Reality experience. We further summarize existing approaches that contribute towards Pervasive Augmented Reality. Based our taxonomy and survey, we identify challenges for future research directions in Pervasive Augmented Reality.

9.
PLoS One ; 11(3): e0149880, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27007952

RESUMO

Social psychology is fundamentally the study of individuals in groups, yet there remain basic unanswered questions about group formation, structure, and change. We argue that the problem is methodological. Until recently, there was no way to track who was interacting with whom with anything approximating valid resolution and scale. In the current study we describe a new method that applies recent advances in image-based tracking to study incipient group formation and evolution with experimental precision and control. In this method, which we term "in vivo behavioral tracking," we track individuals' movements with a high definition video camera mounted atop a large field laboratory. We report results of an initial study that quantifies the composition, structure, and size of the incipient groups. We also apply in-vivo spatial tracking to study participants' tendency to cooperate as a function of their embeddedness in those crowds. We find that participants form groups of seven on average, are more likely to approach others of similar attractiveness and (to a lesser extent) gender, and that participants' gender and attractiveness are both associated with their proximity to the spatial center of groups (such that women and attractive individuals are more likely than men and unattractive individuals to end up in the center of their groups). Furthermore, participants' proximity to others early in the study predicted the effort they exerted in a subsequent cooperative task, suggesting that submergence in a crowd may predict social loafing. We conclude that in vivo behavioral tracking is a uniquely powerful new tool for answering longstanding, fundamental questions about group dynamics.


Assuntos
Aglomeração/psicologia , Comportamento Social , Adulto , Feminino , Humanos , Relações Interpessoais , Masculino , Adulto Jovem
10.
IEEE Trans Vis Comput Graph ; 20(4): 560-8, 2014 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-24650983

RESUMO

Micro aerial vehicles equipped with high-resolution cameras can be used to create aerial reconstructions of an area of interest. In that context automatic flight path planning and autonomous flying is often applied but so far cannot fully replace the human in the loop, supervising the flight on-site to assure that there are no collisions with obstacles. Unfortunately, this workflow yields several issues, such as the need to mentally transfer the aerial vehicle’s position between 2D map positions and the physical environment, and the complicated depth perception of objects flying in the distance. Augmented Reality can address these issues by bringing the flight planning process on-site and visualizing the spatial relationship between the planned or current positions of the vehicle and the physical environment. In this paper, we present Augmented Reality supported navigation and flight planning of micro aerial vehicles by augmenting the user’s view with relevant information for flight planning and live feedback for flight supervision. Furthermore, we introduce additional depth hints supporting the user in understanding the spatial relationship of virtual waypoints in the physical world and investigate the effect of these visualization techniques on the spatial understanding.


Assuntos
Aeronaves/instrumentação , Percepção de Profundidade/fisiologia , Imageamento Tridimensional/instrumentação , Imageamento Tridimensional/métodos , Sistemas Homem-Máquina , Interface Usuário-Computador , Humanos , Miniaturização , Orientação/fisiologia
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA
...