Session:「Modelling AR & VR」

Depth Conflict Reduction for Stereo VR Video Interfaces

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173638

論文アブストラクト: Applications for viewing and editing 360° video often render user interface (UI) elements on top of the video. For stereoscopic video, in which the perceived depth varies over the image, the perceived depth of the video can conflict with that of the UI elements, creating discomfort and making it hard to shift focus. To address this problem, we explore two new techniques that adjust the UI rendering based on the video content. The first technique dynamically adjusts the perceived depth of the UI to avoid depth conflict, and the second blurs the video in a halo around the UI. We conduct a user study to assess the effectiveness of these techniques in two stereoscopic VR video tasks: video watching with subtitles, and video search.

日本語のまとめ:

VRでの立体視時におけるUIによって不快感が生じる問題を解決するために2つの手法を提案。1つ目はUIの表示位置を動的に調整する手法、2つ目はUI周辺の映像をぼかす手法。提案手法を用いて2つのタスクでユーザ評価を実施。

SymbiosisSketch: Combining 2D & 3D Sketching for Designing Detailed 3D Objects in Situ

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173759

論文アブストラクト: We present SymbiosisSketch, a hybrid sketching system that combines drawing in air (3D) and on a drawing surface (2D) to create detailed 3D designs of arbitrary scale in an augmented reality (AR) setting. SymbiosisSketch leverages the complementary affordances of 3D (immersive, unconstrained, life-sized) and 2D (precise, constrained, ergonomic) interactions for in situ 3D conceptual design. A defining aspect of our system is the ongoing creation of surfaces from unorganized collections of 3D curves. These surfaces serve a dual purpose: as 3D canvases to map strokes drawn on a 2D tablet, and as shape proxies to occlude the physical environment and hidden curves in a 3D sketch. SymbiosisSketch users draw interchangeably on a 2D tablet or in 3D within an ergonomically comfortable canonical volume, mapped to arbitrary scale in AR. Our evaluation study shows this hybrid technique to be easy to use in situ and effective in transcending the creative potential of either traditional sketching or drawing in air.

日本語のまとめ:

直接描写可能な3次元スケッチとタブレットを用いた2次元スケッチを組み合わせ、その場で細部まで描写可能なシステムSymbiosisSketchを提案。プロとアマチュアのデザイナーに実際に使用してもらいユーザ評価を実施。

Projective Windows: Bringing Windows in Space to the Fingertip

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173792

論文アブストラクト: In augmented and virtual reality (AR and VR), there may be many 3D planar windows with 2D texts, images, and videos on them. However, managing the position, orientation, and scale of such a window in an immersive 3D workspace can be difficult. Projective Windows strategically uses the absolute and apparent sizes of the window at various stages of the interaction to enable the grabbing, moving, scaling, and releasing of the window in one continuous hand gesture. With it, the user can quickly and intuitively manage and interact with windows in space without any controller hardware or dedicated widget. Through an evaluation, we demonstrate that our technique is performant and preferable, and that projective geometry plays an important role in the design of spatial user interfaces.

日本語のまとめ:

3次元空間上のウィンドウ操作 Projective Windows(PW) を提案しました。従来手法であるray-castingとPWの比較実験を実施。その結果、PWは従来手法よりも操作回数、タスク完了時間を減少させた。

Season Traveller: Multisensory Narration for Enhancing the Virtual Reality Experience

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174151

論文アブストラクト: In the same way that we experience the real-world through a range of senses, experiencing a virtual environment through multiple sensory modalities may augment both our presence within a scenario and our reaction to it. In this paper, we present Season Traveller, a multisensory virtual reality (VR) narration of a journey through four seasons within a mystical realm. By adding olfactory and haptic (thermal and wind) stimuli, we extend traditional audio-visual VR technologies to achieve enhanced sensory engagement within interactive experiences. Using both subjective measures of presence and elicited physiological responses, we evaluated the impact of different modalities on the virtual experience. Our results indicate that 1) the addition of any singular modality improves sense of presence with respect to traditional audio-visual experiences and 2) providing a combination of these modalities produces a further significant enhancement over the aforementioned improvements. Furthermore, insights into participants' psychophysiology were extrapolated from electrodermal activity (EDA) and heart rate (HR) measurements during each of the VR experiences.

日本語のまとめ:

VR体験を向上させるために、HMDに熱、風、匂いといった感覚刺激を搭載させたVRシステムSeason Travellerを実装。感覚刺激の存在感をユーザアンケートを用いて調査。また、皮膚電気活動、心拍数を用いてユーザへの影響も調査。