EGVE: Eurographics Workshop on Virtual Environments
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Browsing EGVE: Eurographics Workshop on Virtual Environments by Subject "Applied computing"
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Item Comparing Modalities to Communicate Movement Amplitude During Tool Manipulation in a Shared Learning Virtual Environment(The Eurographics Association, 2022) Simon, Cassandre; Otmane, Samir; Chellali, Amine; Hideaki Uchiyama; Jean-Marie NormandShared immersive environments are used to teach technical skills and communicate relevant information. However, designing the appropriate interfaces and interactions to support this communication process remains an open issue. We explore using three modalities to communicate movement amplitude during tool manipulation tasks in a shared immersive environment. The haptic, visual, and verbal modalities were used separately to instruct a learner about the amplitude of the movements to perform in the 3D space. The user study comparing these modalities shows that instructions given through the visual modality permitted to decrease the distance estimation error. In contrast, the haptic modality helped the learners perform the task significantly faster. The verbal modality significantly increased the perceived sense of copresence but was the least preferred modality. This research contributes to understanding the importance of each modality when communicating spatial skills in a shared immersive environment. The results suggest that combining modalities could be the most appropriate way to transfer movement amplitude information to a learner by improving performance and user experience. These findings can enhance the design of immersive collaborative systems and open new perspectives for further research on the effectiveness of multimodal interaction to support learning technical skills in VR. Designed tools can be used in different fields, such as medical teaching applications.Item Could you Relax in an Artistic Co-creative Virtual Reality Experience?(The Eurographics Association, 2022) Lomet, Julien; Gaugne, Ronan; Gouranton, Valérie; Hideaki Uchiyama; Jean-Marie NormandOur work contributes to the design and study of artistic collaborative virtual environments through the presentation of immersive and interactive digital artwork installation and the evaluation of the impact of the experience on visitor's emotional state. The experience is centered on a dance performance, involves collaborative spectators who are engaged to the experience through full-body movements, and is structured in three times, a time of relaxation and discovery of the universe, a time of co-creation and a time of co-active contemplation. The collaborative artwork ''Creative Harmony'', was designed within a multidisciplinary team of artists, researchers and computer scientists from different laboratories. The aesthetic of the artistic environment is inspired by the German Romantism painting from 19th century. In order to foster co-presence, each participant of the experience is associated to an avatar that aims to represent both its body and movements. The music is an original composition designed to develop a peaceful and meditative ambiance to the universe of ''Creative Harmony''. The evaluation of the impact on visitor's mood is based on "Brief Mood Introspection Scale" (BMIS), a standard tool widely used in psychological and medical context. We also present an assessment of the experience through the analysis of questionnaires filled by the visitors. We observed a positive increase in the Positive-Tired indicator and a decrease in the Negative-Relaxed indicator, demonstrating the relaxing capabilities of the immersive virtual environment.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 Enjoyment, Immersion, and Attentional Focus in a Virtual Reality Exergame with Differing Visual Environments(The Eurographics Association, 2017) Abernathy, Michael; Shaw, Lindsay A.; Lutteroth, Christof; Buckley, Jude; Corballis, Paul M.; Wünsche, Burkhard C.; Robert W. Lindeman and Gerd Bruder and Daisuke IwaiVirtual reality exergames provide a compelling distraction from the possible discomfort and negative perception of exercise by immersing users in three dimensional virtual worlds. Prior studies have looked at the effects of immersion in exergames, from the technologies used, to gameplay elements, to sensory stimulation. This study examines the level of immersion and distraction caused by various visual environments, including urban, rural, and desert landscapes, and the effects on users' performance, enjoyment, and motivation. The environments were found to have little effect on the user. It appears that the core gameplay elements have a far greater effect, being essential for the immersion a user experiences.Item Evaluation of a Mixed Reality based Method for Archaeological Excavation Support(The Eurographics Association, 2019) Gaugne, Ronan; Petit, Quentin; Otsuki, Mai; Gouranton, Valérie; Nicolas, Théophane; Kakehi, Yasuaki and Hiyama, AtsushiIn the context of archaeology, most of the time, micro-excavation for the study of furniture (metal, ceramics...) or archaeological context (incineration, bulk sampling) is performed without complete knowledge of the internal content, with the risk of damaging nested artefacts during the process. The use of medical imaging coupled with digital 3D technologies, has led to significant breakthroughs by allowing to refine the reading of complex artifacts. However, archaeologists may have difficulties in constructing a mental image in 3 dimensions from the axial and longitudinal sections obtained during medical imaging, and in the same way to visualize and manipulate a complex 3D object on screen, and an inability to simultaneously manipulate and analyze a 3D image, and a real object. Thereby, if digital technologies allow a 3D visualization (stereoscopic screen, VR headset ...), they are not without limiting the natural, intuitive and direct 3D perception of the archaeologist on the material or context being studied. We therefore propose a visualization system based on optical see-through augmented reality that associates real visualization of archaeological material with data from medical imaging. This represents a relevant approach for composite or corroded objects or contexts associating several objects such as cremations. The results presented in the paper identify adequate visualization modalities to allow archaeologist to estimate, with an acceptable error, the position of an internal element in a particular archaeological material, an Iron-Age cremation block inside a urn.Item Fast and Accurate Simulation of Gravitational Field of Irregular-shaped Bodies using Polydisperse Sphere Packings(The Eurographics Association, 2017) Srinivas, Abhishek; Weller, Rene; Zachmann, Gabriel; Robert W. Lindeman and Gerd Bruder and Daisuke IwaiCurrently, interest in space missions to small bodies (e.g., asteroids) is increasing, both scientifically and commercially. One of the important aspects of these missions is to test the navigation, guidance, and control algorithms. The most cost and time efficient way to do this is to simulate the missions in virtual testbeds. To do so, a physically-based simulation of the small bodies' physical properties is essential. One of the most important physical properties, especially for landing operations, is the gravitational field, which can be quite irregular, depending on the shape and mass distribution of the body. In this paper, we present a novel algorithm to simulate gravitational fields for small bodies like asteroids. The main idea is to represent the small body's mass by a polydisperse sphere packing. This allows for an easy and efficient parallelization. Our GPU-based implementation outperforms traditional methods by more than two orders of magnitude while achieving a similar accuracy.Item Immersive Volumetric Point Cloud Manipulation for Cultural Heritage(The Eurographics Association, 2021) Drissi, Rafik; Gaugne, Ronan; Nicolas, Théophane; Gouranton, Valérie; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminIn this paper, we present a framework for an immersive and interactive 3D manipulation of volumetric point clouds in virtual reality. The framework was designed to meet the needs of cultural heritage experts such as archaeologists or curators for use on cultural heritage artifacts. We propose a display infrastructure associated with a set of tools that allows users from the cultural heritage domain to interact directly with the point clouds within their study process. The resulting framework allows an immersive navigation, interaction and real time segmentation.Item Interactive and Immersive Tools for Point Clouds in Archaeology(The Eurographics Association, 2019) Gaugne, Ronan; Petit, Quentin; BARREAU, Jean-Baptiste; Gouranton, Valérie; Kakehi, Yasuaki and Hiyama, AtsushiIn this article, we present a framework for an immersive and interactive 3D manipulation of large point clouds, in the context of an archaeological study. The framework was designed in an interdisciplinary collaboration with archaeologists.We first applied this framework for the study of an 17th-century building of a Real Tennis court. We propose a display infrastructure associated with a set of tools that allows archaeologists to interact directly with the point cloud within their study process. The resulting framework allows an immersive navigation at scale 1:1 in a dense point cloud, the manipulation and production of cut plans and cross sections, and the positioning and visualisation of photographic views. We also apply the same framework to three other archaeological contexts with different purposes, a 13th century ruined chapel, a 19th-century wreck and a cremation urn from the Iron Age.Item A Long-Term User Study of an Immersive Exergame for Older Adults with Mild Dementia during the COVID-19 Pandemic(The Eurographics Association, 2021) Kruse, Lucie; Karaosmanoglu, Sukran; Rings, Sebastian; Ellinger, Benedikt; Apken, Daniel; Mangana, Thandiwe Feziwe; Steinicke, Frank; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminOlder adults, which are affected by neurological diseases such as dementia, often suffer from cognitive and motor deficits, and, therefore, require special care and therapy. However, especially during times of a global pandemic, they are a vulnerable highrisk group that has to be kept safe, which limits their possibilities to perform cognitive or motor training, or visit places outside their homes. We developed and evaluated a motor-cognitive exergame using a human-centered design approach, in which the older adults can virtually visit known places in their city of residence in omni-directional 3D-videos using immersive virtual reality (VR) technologies. The player's goal is to take pictures of famous landmarks with a tracked wearable that replicates a physical camera. We evaluated the game during a nine weeks user study with ten older adults with mild forms of dementia in a between-subject design: (i) five players experienced the game twice a week for 15-25 minutes, and (ii) five participants in a control group, who did not play the game. The results suggest that the overall well-being of players improved and that their game performance increased. Cognitive and physical tests indicate that the test group experiencing the game improved more than the control group. All players had positive attitudes towards the game and enjoyed the welcome change.Item Projective Augmented Reality in a Museum: Development and Evaluation of an Interactive Application(The Eurographics Association, 2020) Plecher, David A.; Ulschmid, Annalena; Kaiser, Tim; Klinker, Gudrun; Argelaguet, Ferran and McMahan, Ryan and Sugimoto, MakiProjective Augmented Reality (AR) offers exciting new ways of interacting with a museum exhibition. This paper presents such a projective AR application that was developed in cooperation with the ''Museum für Abgüsse Klassischer Bildwerke'' (''Museum of Casts of Classical Statues'') in Munich. It allows visitors to digitally paint a sculpture using a tablet while the result is simultaneously projected onto the real object. A first prototype of the application was tested in regard to usability, integration into the exhibition and its ability to transfer knowledge. The prototype was then improved based on the findings of this first user study and further evaluated in a second, comparative study, this time with a stronger focus on knowledge transfer. Applying regression and the bootstrap method demonstrates an increased effect on learning when using the developed application in comparison to the exhibition method traditionally used by the museum.Item A Study on AR Authoring using Mobile Devices for Educators(The Eurographics Association, 2018) Chu, Kinfung; Lu, Weiquan; Oka, Kiyoshi; Takashima, Kazuki; Kitamura, Yoshifumi; Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, SueAugmented Reality (AR) on consumer devices is now commonplace and it finds application in areas like online retail and gaming. Among which, school education can especially benefit from the interactivity and expressiveness provided by AR technology, facilitating the learning process of students. Although AR-enabled hardware and applications are becoming increasingly accessible to both students and teachers, the entry requirement for AR authoring is still prohibitively high for school teachers. Given the vast variation in the learning ability of students and school curricula, an AR authoring tool that allows the rapid and easy creation of educational content seems to be very desirable among teachers. This paper proposes a gesture-based control method that satisfies the need of educational AR authoring and presents prototypes that work well with smartphone VR head mounts. Through user studies we show that our proposed control method is simple but effective for basic authoring tasks. Our prototypes are also found to be useful in teaching different concepts that require a high degree of spatial comprehension.Item Tour de Tune - Auditory-game-motor Synchronisation in Exergames(The Eurographics Association, 2017) Finlayson, Jenna; Peterson, Jamie; Free, Joshua; Lo, Michael; Shaw, Lindsay A.; Lutteroth, Christof; Wünsche, Burkhard C.; Robert W. Lindeman and Gerd Bruder and Daisuke IwaiExergaming has been heralded as a promising approach to increase physical activity in hard-to-reach populations such as sedentary young adults. By combining physical activity with entertainment, researchers and developers hope that the excitement and immersion provided by a computer game will result in increased motivation and dissociation from the discomfort of physical exercise. A different approach to improve physical activity is the use of music. Music, in particular if synchronised with the rhythm of exercise, has been shown to increase performance and decrease the amount of perceived effort for the same performance. So far little research has been done on the combined effect of music and gameplay in exergaming. In this paper we investigate the effect of game-music synchronisation for an immersive exergame. We present a simple yet effective music analysis algorithm, and a novel exergame enabling synchronisation of gameplay with the music's intensity. Our results indicate that our exergame significantly increases enjoyment and motivation compared to music alone. It slightly increases performance, but also increases perceived effort. We did not find any significant differences between gameplay synchronised and not synchronised with the music. Our results confirm the positive effects of music while exercising, but suggest that gameplay might have a bigger effect on exergame effectiveness, and more research on the interaction between gameplay and music needs to be done.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.Item Virtual Reality Serious Game as an Assistive Technology to Support Pediatric Visual Perceptual Training(The Eurographics Association, 2020) Lo, Yui; Tan, Shufang; Shan, Qinglan; Wang, Yutong; Chen, Mao Yan; Nie, Xiaomei; Zeng, Qinggan; Dong, Yuhan; Argelaguet, Ferran and McMahan, Ryan and Sugimoto, MakiAmblyopia is a neurological impairment where children suffer from the insufficient visual gathering. Recent studies investigated the ability to improve amblyopic children's visual acuity. However, according to previous theories, visual acuity is the foundation for an excellent visual system, but more lies beyond acuity improvements, such as their visual cognition and perceptual skills. Virtual Reality acts as a serious game medium for active learning of virtual depth perceptions built after a solid improvement for visual acuity. This paper aims to provide a pediatric-centered practical approach for amblyopic children. We designed a game system in the form of a virtual depth hierarchical game pyramid based upon the classical visual perception hierarchical pyramid and standardized procedures for perceptual training. The bottom-up setup gradually trains for each level up the VR-designed hierarchy while building up a solid foundation.Item Walking Through Virtual Doors: A Study on the Effects of Virtual Location Changes on Memory(The Eurographics Association, 2021) Watson, Paul; Gaudl, Swen E.; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminThe spaces we inhabit can shape and influence the way in which we learn or reinforce information. Virtual reality (VR) is a technology that allows us to alter and create designed environments with great freedom over the visual, audio, and narrative elements. This freedom would benefit from further guidelines that detail approaches and implementations to best achieve desired information delivery goals. In this paper we present findings of a study that applies location-based memory strategies to VR environments, with the aim to aid word list recall without the subjects being required to apply any memory strategy themselves. Our findings suggest that VR may interfere with the incidental processing of multiple rooms and potential aid to recall as demonstrated in real world studies.