ICAT-EGVE2021
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Browsing ICAT-EGVE2021 by Subject "Computing methodologies"
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Item Compelling AR Earthquake Simulation with AR Screen Shaking(The Eurographics Association, 2021) Chotchaicharin, Setthawut; Schirm, Johannes; Isoyama, Naoya; Monteiro, Diego Vilela; Uchiyama, Hideaki; Sakata, Nobuchika; Kiyokawa, Kiyoshi; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminMany countries around the world suffer losses from earthquake disasters. To reduce the injury of individuals, safety training is essential to raise people's preparedness. To conduct virtual training, previous work uses virtual reality (VR) to mimic the real world, without considering augmented reality (AR). Our goal is to simulate earthquakes in a familiar environment, for example in one's own office, helping users to take the simulation more seriously.With this approach, we make it possible to flexibly switch between different environments of different sizes, only requiring developers to adjust the furniture layout. We propose an AR earthquake simulation using a video see-through VR headset, then use real earthquake data and implement a novel AR screen shake technique, which simulates the forces applied to the user's head by shaking the entire view. We run a user study (n=25), where participants experienced an earthquake both in a VR scene and two AR scenes with and without the AR screen shake technique. Along with a questionnaire, we collected real-time heart rate and balance information from participants for analysis. Our results suggest that both AR scenes offer a more compelling experience compared to the VR scene, and the AR screen shake improved immediacy and was preferred by most participants. This showed us how virtual safety training can greatly benefit from an AR implementation, motivating us to further explore this approach for the case of earthquakes.Item Deep Learning on Eye Gaze Data to Classify Student Distraction Level in an Educational VR Environment -- Honorable Mention for Best Paper Award(The Eurographics Association, 2021) Asish, Sarker Monojit; Hossain, Ekram; Kulshreshth, Arun K.; Borst, Christoph W.; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminEducational VR may increase engagement and retention compared to traditional learning, for some topics or students. However, a student could still get distracted and disengaged due to stress, mind-wandering, unwanted noise, external alerts, etc. Student eye gaze can be useful for detecting distraction. For example, we previously considered gaze visualizations to help teachers understand student attention to better identify or guide distracted students. However, it is not practical for a teacher to monitor a large numbers of student indicators while teaching. To help filter students based on distraction level, we consider a deep learning approach to detect distraction from gaze data. The key aspects are: (1) we created a labeled eye gaze dataset (3.4M data points) from an educational VR environment, (2) we propose an automatic system to gauge a student's distraction level from gaze data, and (3) we apply and compare three deep neural classifiers for this purpose. A proposed CNN-LSTM classifier achieved an accuracy of 89.8% for classifying distraction, per educational activity section, into one of three levels.Item Procedurally Generated Age-related Visual Deficits in Virtual Reality Environments(The Eurographics Association, 2021) Zavlanou, Christina; Huber, Philippe; Tisserand, Yvain; Rudrauf, David; Lanitis, Andreas; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminThe simulation of visual deficits associated with aging has been the subject of numerous investigations both in real environments with the use of aging suits and in immersive environments with the use of Extended Reality experiences. However, there is a dearth of heterogeneity and randomness, which characterize the age-related conditions and are important aspects in human-like simulations. Towards this end, procedurally generated age-related deficits are simulated in Virtual Reality environments, giving the possibility to experience these deficits and their nuances in real time. Our work is drawing upon state-of-the-art featurebased approaches, such as foveated rendering and procedural noise, to provide realistic effects. A pilot assessment is conducted through a visual performance task, while eye-tracking data are recorded. The preliminary results provide a first evaluation of the simulation's effectiveness in inducing, in normal subjects, a visual behavior similar to that of real patients.Item Projection Alignment Correction for In-Vehicle Projector-Camera System(The Eurographics Association, 2021) Amano, Toshiyuki; Kagawa, Taichi; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminIn this study, we propose a projection registration method for the projections from a continuously moving vehicle for driver vision assistance during night driving. Accordingly, we employ a context-aware projection technique with adaptive pixel map- ping generation. Because vehicle movements lead to misalignment of the projection latency, a co-axial projector-camera con- figuration or high frame rate processing cannot solve this problem. However, adaptive pixel mapping corrects pixel mapping according to the vehicle speed and achieves a misalignment-free dynamic projection mapping. The effectiveness of the proposed method was evaluated through experiments using a moving projector-camera system mounted on a motorized linear stage.Item A Tabletop for the Natural Inspection of Decorative Surfaces(The Eurographics Association, 2021) Kindsvater, Anton; Eibich, Tom David; Weier, Martin; Hinkenjann, André; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminDesigns for decorative surfaces, such as flooring, must cover several square meters to avoid visible repeats. While the use of desktop systems is feasible to support the designer, it is challenging for a non-domain expert to get the right impression of the appearances of surfaces due to limited display sizes and a potentially unnatural interaction with digital designs. At the same time, large-format editing of structure and gloss is becoming increasingly important. Advances in the printing industry allow for more faithful reproduction of such surface details. Unfortunately, existing systems for visualizing surface designs cannot adequately account for gloss, especially for non-domain experts. Here, the complex interaction of light sources and the camera position must be controlled using software controls. As a result, only small parts of the data set can be properly inspected at a time. Also, real-world lighting is not considered here. This work presents a system for the processing and realistic visualization of large decorative surface designs. To this end, we present a tabletop solution that is coupled to a live 360° video feed and a spatial tracking system. This allows for reproducing natural view-dependent effects like real-world reflections, live image-based lighting, and the interaction with the design using virtual light sources employing natural interaction techniques that allow for a more accurate inspection even for non-domain experts.Item Virtual Hippotherapy for the Treatment of Idiopathic Scoliosis(The Eurographics Association, 2021) Rösner, Daniel; Brunnett, Guido; Israel, Steffen; Kaden, Gerd; Kehr, Marko; Kronfeld, Thomas; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminWe present a prototype of an integrated virtual reality (VR) system which is intended to supplement traditional therapeutic practices for the conservative treatment of idiopathic scoliosis. Our solution is inspired by equine-assisted therapy (hippotherapy) and includes a horse riding simulator, therapist GUI as well as a synchronized visualization using either a conventional monitor or a head-mounted display (HMD) as an output device. A proof-of-concept study indicates that the system could constitute a valuable addition to the practice of physical therapy.