ICAT-EGVE2025 - Posters and Demos
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Item VV-Studio: Volumetric-Video News and Storytelling on Mobile XR(The Eurographics Association, 2025) Matin, Farzin; O'Fearghail, Colm; Dingliana, John; Garro, Valeria; Young, Gareth; Elwardy, MajedVolumetric video (VV) supports spatially immersive, human-centered storytelling by capturing 3D performances that convey gaze, posture, and subtle gestures. Mobile deployment remains constrained by large assets, limited bandwidth, and fragmented toolchains. VV-Studio is introduced as a lightweight XR demonstrator for commodity Android phones that enables browsing of VV assets, AR anchoring, and touch-based playback control. A complementary 60-120 s micro-podcast is generated via a Python backend that aggregates real-time weather and news, synthesizes speech (TTS), and routes audio to a neutral ''broadcaster'' avatar. The contribution is a pragmatic, reproducible mobile pipeline that couples VV placement with automated audio briefings, establishing a baseline for immersive journalism and education. The paper details architecture and methods, situates the work within the literature on VV capture/streaming and AR interaction.Item Perception of Visual Realism and Acuity in Real vs. Immersive Virtual Reality Scenes(The Eurographics Association, 2025) Huang, Nan; Hu, Yan; Sundstedt, Veronica; Goswami, Prashant; Imran, Muhammad; Lundgren, Anders; Garro, Valeria; Young, Gareth; Elwardy, MajedWith the significant developments of extended reality (XR) technologies, the evaluation of the fidelity and practical applicability of immersive virtual reality (IVR) in replacing real-world shopping tasks is becoming increasingly important. In this paper, a virtual environment (VE) was used with a state-of-the-art head-mounted display (HMD) to evaluate participants' visual perception of IVR compared to reality. A visual acuity test demonstrates that in the IVR, participants experienced a significant decline of 37.1% compared to their real-world eyesight test score. Additionally, participants were asked to compare real furniture with their counterparts in an IVR, to complete Likert-scale questions assessing their perception of visual realism. This study initially reveals that IVR has the ability to convey the basic visual information of displayed virtual furniture objects.Item Namako 2: Unity Plugin for Stress Visualization, Deformation Prediction and Haptic Rendering of Soft Objects(The Eurographics Association, 2025) Sase, Kazuya; Chen, Xiaoshuai; Tsujita, Teppei; Konno, Atsushi; Garro, Valeria; Young, Gareth; Elwardy, MajedDeveloping real-time deformable-body simulation with physical accuracy inside game engines remains challenging due to limited official support and integration complexity. To address this, we present Namako 2, an extended version of our previous Unity plugin that enables real-time finite element simulation with automatic mesh generation, 3D model embedding, robust contact handling, and built-in stress visualization. We demonstrate several example scenes of surgical simulation using Namako 2. The plugin is publicly available at https://github.com/sasekazu/NamakoItem Spatial Body Augmentation for Destructive Interaction in Giant Avatar Embodiment using a Wearable Force Feedback Device(The Eurographics Association, 2025) Sawahashi, Ryunosuke; Nishihama, R.; Nakamura, T.; Garro, Valeria; Young, Gareth; Elwardy, MajedThis study examined the effects of force presentation on physicality in a VR environment using a giant avatar. Focusing on a sense of body ownership (SoB) and a sense of agency (SoA), we designed an interaction in which the user's upper limb movements are synchronized with the arm movements of a giant avatar to destroy a building using a wearable force-sensing device. The device combines a magneto-viscous fluid brake and a vibration motor, and is capable of presenting inertial forces and a sense of collision in response to joint acceleration. Experimental results showed that the device improved the sense of weight and the sense of destruction while maintaining the sense of body ownership and the sense of agency.Item On-Device 3D Point Cloud Segmentation for Mixed Reality Applications(The Eurographics Association, 2025) Czajkowski, Andrzej; Kowal, Marek; Greszczyński, Rafael; Garro, Valeria; Young, Gareth; Elwardy, MajedThis paper deals with preliminary research on segmenting 3D space captured by the depth sensor integrated into the HTC Vive XR Elite headset. Obtained cloud of 3D points was employed as the basis for a segmentation algorithm that identifies individual objects by detecting planes and grouping them into bounding boxes. Since spatial data is not available in the socalled PCVR mode, all computations had to be performed directly on the head-mounted display (HMD) headset, which is heavily constrained in terms of performance. The proposed approach provides a practical foundation for replacing detected objects with virtual counterparts (overlaying), while meeting computational and energy efficiency requirements for prolonged headset operation.Item Exploring the Relationship between Personality and Difficulty Adaptation to Enhance Enjoyment and Self-Efficacy in a VR Game(The Eurographics Association, 2025) Goutsu, Yusuke; Inamura, Tetsunari; Garro, Valeria; Young, Gareth; Elwardy, MajedIt is known that a user's personality influences the genres of games they prefer, but the relationship between personality and game mechanics has been less investigated. However, discovering such relationships is important for understanding how adjusting game difficulty based on users' personalities can enhance their intrinsic motivation. This paper investigates the relationship between Big Five personality traits and difficulty adaptation methods constructed using static difficulty curves in a VR Kendama game. The results revealed statistically correlation trends between specific personality traits within the Big Five factors and indicators of intrinsic motivation-namely, enjoyment and self-efficacy-across three different difficulty adaptation methods. This suggests that by utilizing the derived correlations, appropriately selecting difficulty adaptation methods when users with specific personality traits play the game could simultaneously enhance their enjoyment and self-efficacy.Item Exploring Ownership of an Avatar's Cat Ears through Visual, Auditory, and Haptic Multimodal Feedback(The Eurographics Association, 2025) Yamamura, Hiroo; Kondo, Ryota; Sakurada, Kuniharu; Normand, Jean-Marie; Sugimoto, Maki; Garro, Valeria; Young, Gareth; Elwardy, MajedExtensions of body parts that humans are not innately endowed with, such as supernumerary limbs, have attracted attention. Since these body parts resemble existing ones, their movements and sensations can be inferred from the innately existing body parts. However, the sense of ownership for imaginary body parts, such as cat ears, which humans have never possessed, has not been sufficiently investigated. This paper proposes an experiment to examine the changing sense of ownership of cat ears, a body part that humans are not innately endowed with, through multimodal feedback that integrates visual, auditory, and haptic stimuli. Using an avatar with cat ears attached to the top of the head, we suggest presenting visual stimuli of the avatar's cat ears along with spatially congruent auditory and haptic feedback to enhance the sense of ownership over imaginary cat ears.Item An Auditory Approach to Pseudo Unseen Presence in the Metaverse Using HMD(The Eurographics Association, 2025) Kinoshita, Shiori; Funahashi, Kenji; Garro, Valeria; Young, Gareth; Elwardy, MajedWhen someone is behind you, you may feel an unseen-presence. We propose a new method of showing a pseudo-presence through auditory perception, using only a standard HMD with headphones. The goal is not to promote the clear perception of the five senses, but to somehow unconsciously sense a presence.Item Realistic Impact Method with Force Feedback in VR Space Using a Lower Limb Exoskeleton Device(The Eurographics Association, 2025) Kanta, Ogura; Shimizu, T.; Sugino, T.; Sawahashi, R.; Nishihama, R.; Nakamura, T.; Garro, Valeria; Young, Gareth; Elwardy, MajedIn recent years, the widespread adoption of Head-Mounted Displays (HMDs) has made Virtual Reality (VR) experiences more accessible, leading to the development of force-feedback devices to enhance immersion. Force-feedback devices enhance VR immersion but presenting large, realistic forces, such as for a soccer kick, is challenging due to safety constraints. Therefore, designing the presented reaction force is crucial to enhance realism and mitigate perceptual discrepancies. In this study, we used a lower limb-mounted force-feedback device to investigate how different torque waveforms presented during a ball kick affect user perception.Item Happiness Finder: Exploring User Experience in AI-Assisted Four-Leaf Clover Searches(The Eurographics Association, 2025) Hamada, Takeo; Yokokubo, Anna; Ishizuka, Tatsuya; Mori, Hiroaki; Koshizuka, Noboru; Garro, Valeria; Young, Gareth; Elwardy, MajedThe rare four-leaf clover (FLC) is regarded worldwide as a symbol of good luck. However, it is not easy to find one among the common three-leaf clovers. This study explores how people feel when technological intervention is introduced to assist in identifying FLC. We investigated user experiences during outdoor searches supported by an object detection algorithm. Our results showed no significant difference in the impact of technological intervention on users' positive emotions; however, the findings suggest that such intervention may play a supportive role.Item ICAT-EGVE 2025 - Frontmatter - Posters and Demos(The Eurographics Association, 2025) Garro, Valeria; Young, Gareth; Elwardy, Majed; Garro, Valeria; Young, Gareth; Elwardy, Majed