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.
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.
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.
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。
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.