Session:「Virtual Reality 2」

VirtualGrasp: Leveraging Experience of Interacting with Physical Objects to Facilitate Digital Object Retrieval

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173652

論文アブストラクト: We propose VirtualGrasp, a novel gestural approach to retrieve virtual objects in virtual reality. Using VirtualGrasp, a user retrieves an object by performing a barehanded gesture as if grasping its physical counterpart. The object-gesture mapping under this metaphor is of high intuitiveness, which enables users to easily discover, remember the gestures to retrieve the objects. We conducted three user studies to demonstrate the feasibility and effectiveness of the approach. Progressively, we investigated the consensus of the object-gesture mapping across users, the expressivity of grasping gestures, and the learnability and performance of the approach. Results showed that users achieved high agreement on the mapping, with an average agreement score [35] of 0.68 (SD=0.27). Without exposure to the gestures, users successfully retrieved 76% objects with VirtualGrasp. A week after learning the mapping, they could recall the gestures for 93% objects.

日本語のまとめ:

VirtualGraspという新しいジェスチャーアプローチの提案.VirtualGraspを用いることでオブジェクトに対するジェスチャが正確に認識されてユーザがジェスチャを発見して,その経験を楽しむことができることがわかった.

Communication Behavior in Embodied Virtual Reality

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173863

論文アブストラクト: Embodied virtual reality faithfully renders users' movements onto an avatar in a virtual 3D environment, supporting nuanced nonverbal behavior alongside verbal communication. To investigate communication behavior within this medium, we had 30 dyads complete two tasks using a shared visual workspace: negotiating an apartment layout and placing model furniture on an apartment floor plan. Dyads completed both tasks under three different conditions: face-to-face, embodied VR with visible full-body avatars, and no embodiment VR, where the participants shared a virtual space, but had no visible avatars. Both subjective measures of users' experiences and detailed annotations of verbal and nonverbal behavior are used to understand how the media impact communication behavior. Embodied VR provides a high level of social presence with conversation patterns that are very similar to face-to-face interaction. In contrast, providing only the shared environment was generally found to be lonely and appears to lead to degraded communication.

日本語のまとめ:

仮想空間内でのコミュニケーション行動の研究.仮想空間上でトラッキングされた身体を持つことで実際にコミュニケーションをしているように感じる.Face to Faceと仮想空間での優位な差はでなかった.

Are You Dreaming?: A Phenomenological Study on Understanding Lucid Dreams as a Tool for Introspection in Virtual Reality

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173917

論文アブストラクト: Virtual reality (VR) is resurging in popularity with the advancement of low-cost hardware and more realistic graphics. How might this technology help others? That is, to increase mental well-being? The ultimate VR might look like lucid dreaming, the phenomenon of knowing one is dreaming while in the dream. Lucid dreaming can be used as an introspective tool and, ultimately, increase mental well-being. What these introspective experiences are like for lucid dreamers might be key in determining specific design guidelines for future creation of a technological tool used for helping people examine their own thoughts and emotions. This study describes nine active and proficient lucid dreamers' representations of their introspective experiences gained through phenomenological interviews. Four major themes emerged: sensations and feelings, actions and practices, influences on experience, and meaning making. This knowledge can help design a VR system that is grounded in genuine experience and preserving the human condition.

日本語のまとめ:

この文献は明晰夢とVR技術の類似性から明晰夢の研究にVR技術を役立てる方法を示している。VRを用いた知識獲得やVRによる明晰夢の再現などが挙げられていた。結果として、明晰夢が出来ない人への体験方法としてVRが使用できる。

The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174227

論文アブストラクト: Pointing at remote objects to direct others' attention is a fundamental human ability. Previous work explored methods for remote pointing to select targets. Absolute pointing techniques that cast a ray from the user to a target are affected by humans' limited pointing accuracy. Recent work suggests that accuracy can be improved by compensating systematic offsets between targets a user aims at and rays cast from the user to the target. In this paper, we investigate mid-air pointing in the real world and virtual reality. Through a pointing study, we model the offsets to improve pointing accuracy and show that being in a virtual environment affects how users point at targets. In the second study, we validate the developed model and analyze the effect of compensating systematic offsets. We show that the provided model can significantly improve pointing accuracy when no cursor is provided. We further show that a cursor improves pointing accuracy but also increases the selection time.

日本語のまとめ:

実環境と仮想環境での空中ポインティングに関する研究.結果としては実環境と仮想環境のポインティングの補正モデルを使用することで,空中ポインティング精度が向上する.また,カーソルを合わせて使用するとポインティングの誤差が減少する.