ICAT-EGVE2025 - Posters and Demos

Permanent URI for this collection

Karlskrona, Sweden | December 3 - 5, 2025

(for Full and Short Papers see ICAT-EGVE 2025 - Full Papers)

Posters and Demos
An Auditory Approach to Pseudo Unseen Presence in the Metaverse Using HMD
Shiori Kinoshita and Kenji Funahashi
Exploring the Relationship between Personality and Difficulty Adaptation to Enhance Enjoyment and Self-Efficacy in a VR Game
Yusuke Goutsu and Tetsunari Inamura
Happiness Finder: Exploring User Experience in AI-Assisted Four-Leaf Clover Searches
Takeo Hamada, Anna Yokokubo, Tatsuya Ishizuka, Hiroaki Mori, and Noboru Koshizuka
Perception of Visual Realism and Acuity in Real vs. Immersive Virtual Reality Scenes
Nan Huang, Yan Hu, Veronica Sundstedt, Prashant Goswami, Muhammad Imran, and Anders Lundgren
VV-Studio: Volumetric-Video News and Storytelling on Mobile XR
Farzin Matin, Colm O'Fearghail, and John Dingliana
On-Device 3D Point Cloud Segmentation for Mixed Reality Applications
Andrzej Czajkowski, Marek Kowal, and Rafael Greszczyński
Spatial Body Augmentation for Destructive Interaction in Giant Avatar Embodiment using a Wearable Force Feedback Device
Ryunosuke Sawahashi, R. Nishihama, and T. Nakamura
Exploring Ownership of an Avatar's Cat Ears through Visual, Auditory, and Haptic Multimodal Feedback
Hiroo Yamamura, Ryota Kondo, Kuniharu Sakurada, Jean-Marie Normand, and Maki Sugimoto
Realistic Impact Method with Force Feedback in VR Space Using a Lower Limb Exoskeleton Device
Ogura Kanta, T. Shimizu, T. Sugino, R. Sawahashi, R. Nishihama, and T. Nakamura
Namako 2: Unity Plugin for Stress Visualization, Deformation Prediction and Haptic Rendering of Soft Objects
Kazuya Sase, Xiaoshuai Chen, Teppei Tsujita, and Atsushi Konno

BibTeX (ICAT-EGVE2025 - Posters and Demos)
@inproceedings{
10.2312:egve.20252027,
booktitle = {
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Garro, Valeria
and
Young, Gareth
and
Elwardy, Majed
}, title = {{
ICAT-EGVE 2025 - Frontmatter - Posters and Demos}},
author = {
Garro, Valeria
and
Young, Gareth
and
Elwardy, Majed
}, year = {
2025},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-279-0},
DOI = {
10.2312/egve.20252027}
}
@inproceedings{
10.2312:egve.20251359,
booktitle = {
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Garro, Valeria
and
Young, Gareth
and
Elwardy, Majed
}, title = {{
An Auditory Approach to Pseudo Unseen Presence in the Metaverse Using HMD}},
author = {
Kinoshita, Shiori
and
Funahashi, Kenji
}, year = {
2025},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-279-0},
DOI = {
10.2312/egve.20251359}
}
@inproceedings{
10.2312:egve.20251360,
booktitle = {
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Garro, Valeria
and
Young, Gareth
and
Elwardy, Majed
}, title = {{
Exploring the Relationship between Personality and Difficulty Adaptation to Enhance Enjoyment and Self-Efficacy in a VR Game}},
author = {
Goutsu, Yusuke
and
Inamura, Tetsunari
}, year = {
2025},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-279-0},
DOI = {
10.2312/egve.20251360}
}
@inproceedings{
10.2312:egve.20251361,
booktitle = {
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Garro, Valeria
and
Young, Gareth
and
Elwardy, Majed
}, title = {{
Happiness Finder: Exploring User Experience in AI-Assisted Four-Leaf Clover Searches}},
author = {
Hamada, Takeo
and
Yokokubo, Anna
and
Ishizuka, Tatsuya
and
Mori, Hiroaki
and
Koshizuka, Noboru
}, year = {
2025},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-279-0},
DOI = {
10.2312/egve.20251361}
}
@inproceedings{
10.2312:egve.20251362,
booktitle = {
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Garro, Valeria
and
Young, Gareth
and
Elwardy, Majed
}, title = {{
Perception of Visual Realism and Acuity in Real vs. Immersive Virtual Reality Scenes}},
author = {
Huang, Nan
and
Hu, Yan
and
Sundstedt, Veronica
and
Goswami, Prashant
and
Imran, Muhammad
and
Lundgren, Anders
}, year = {
2025},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-279-0},
DOI = {
10.2312/egve.20251362}
}
@inproceedings{
10.2312:egve.20251363,
booktitle = {
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Garro, Valeria
and
Young, Gareth
and
Elwardy, Majed
}, title = {{
VV-Studio: Volumetric-Video News and Storytelling on Mobile XR}},
author = {
Matin, Farzin
and
O'Fearghail, Colm
and
Dingliana, John
}, year = {
2025},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-279-0},
DOI = {
10.2312/egve.20251363}
}
@inproceedings{
10.2312:egve.20251364,
booktitle = {
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Garro, Valeria
and
Young, Gareth
and
Elwardy, Majed
}, title = {{
On-Device 3D Point Cloud Segmentation for Mixed Reality Applications}},
author = {
Czajkowski, Andrzej
and
Kowal, Marek
and
Greszczyński, Rafael
}, year = {
2025},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-279-0},
DOI = {
10.2312/egve.20251364}
}
@inproceedings{
10.2312:egve.20251365,
booktitle = {
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Garro, Valeria
and
Young, Gareth
and
Elwardy, Majed
}, title = {{
Spatial Body Augmentation for Destructive Interaction in Giant Avatar Embodiment using a Wearable Force Feedback Device}},
author = {
Sawahashi, Ryunosuke
and
Nishihama, R.
and
Nakamura, T.
}, year = {
2025},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-279-0},
DOI = {
10.2312/egve.20251365}
}
@inproceedings{
10.2312:egve.20251366,
booktitle = {
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Garro, Valeria
and
Young, Gareth
and
Elwardy, Majed
}, title = {{
Exploring Ownership of an Avatar's Cat Ears through Visual, Auditory, and Haptic Multimodal Feedback}},
author = {
Yamamura, Hiroo
and
Kondo, Ryota
and
Sakurada, Kuniharu
and
Normand, Jean-Marie
and
Sugimoto, Maki
}, year = {
2025},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-279-0},
DOI = {
10.2312/egve.20251366}
}
@inproceedings{
10.2312:egve.20251367,
booktitle = {
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Garro, Valeria
and
Young, Gareth
and
Elwardy, Majed
}, title = {{
Realistic Impact Method with Force Feedback in VR Space Using a Lower Limb Exoskeleton Device}},
author = {
Kanta, Ogura
and
Shimizu, T.
and
Sugino, T.
and
Sawahashi, R.
and
Nishihama, R.
and
Nakamura, T.
}, year = {
2025},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-279-0},
DOI = {
10.2312/egve.20251367}
}
@inproceedings{
10.2312:egve.20251368,
booktitle = {
ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Garro, Valeria
and
Young, Gareth
and
Elwardy, Majed
}, title = {{
Namako 2: Unity Plugin for Stress Visualization, Deformation Prediction and Haptic Rendering of Soft Objects}},
author = {
Sase, Kazuya
and
Chen, Xiaoshuai
and
Tsujita, Teppei
and
Konno, Atsushi
}, year = {
2025},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-279-0},
DOI = {
10.2312/egve.20251368}
}

Browse

Recent Submissions

Now showing 1 - 11 of 11
  • Item
    ICAT-EGVE 2025 - Frontmatter - Posters and Demos
    (The Eurographics Association, 2025) Garro, Valeria; Young, Gareth; Elwardy, Majed; Garro, Valeria; Young, Gareth; Elwardy, Majed
  • 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, Majed
    When 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
    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, Majed
    It 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
    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, Majed
    The 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
    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, Majed
    With 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
    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, Majed
    Volumetric 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
    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, Majed
    This 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
    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, Majed
    This 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
    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, Majed
    Extensions 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
    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, Majed
    In 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
    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, Majed
    Developing 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/Namako