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This PDF file contains the front matter associated with SPIE Proceedings Volume 9012, including the Title Page, Copyright information, Table of Contents, Introduction, and Conference Committee listing.
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Smart Phones, Smart Immersion, and Creative Thinking
This paper describes an interactive performance system for oor and Aerial Dance that controls visual and sonic aspects of the presentation via a depth sensing camera (MS Kinect). In order to detect, measure and track free movement in space, 3 degree of freedom (3-DOF) tracking in space (on the ground and in the air) is performed using IR markers. Gesture tracking and recognition is performed using a simpli ed HMM model that allows robust mapping of the actor's actions to graphics and sound. Additional visual e ects are achieved by segmentation of the actor body based on depth information, allowing projection of separate imagery on the performer and the backdrop. Artistic use of augmented reality performance relative to more traditional concepts of stage design and dramaturgy are discussed.
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Immersive digital project reviews consist in using virtual reality (VR) as a tool for discussion between various stakeholders of a project. In the automotive industry, the digital car prototype model is the common thread that binds them. It is used during immersive digital project reviews between designers, engineers, ergonomists, etc. The digital mockup is also used to assess future car architecture, habitability or perceived quality requirements with the aim to reduce using physical mockups for optimized cost, delay and quality efficiency. Among the difficulties identified by the users, handling the mockup is a major one. Inspired by current uses of nomad devices (multi-touch gestures, IPhone UI look’n’feel and AR applications), we designed a navigation technique taking advantage of these popular input devices: Space scrolling allows moving around the mockup. In this paper, we present the results of a study we conducted on the usability and acceptability of the proposed smartphone-based interaction metaphor compared to traditional technique and we provide indications of the most efficient choices for different use-cases accordingly. It was carried out in a traditional 4-sided CAVE and its purpose is to assess a chosen set of interaction techniques to be implemented in Renault’s new 5-sides 4K x 4K wall high performance CAVE. The proposed new metaphor using nomad devices is well accepted by novice VR users and future implementation should allow an efficient industrial use. Their use is an easy and user friendly alternative of the existing traditional control devices such as a joystick.
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We present the results of our investigation of the feasibility of a new approach for collaborative drawing in 3D, based on Android smart phones. Our approach utilizes a number of fiduciary markers, placed in the working area where they can be seen by the smart phones' cameras, in order to estimate the pose of each phone in the room. Our prototype allows two users to draw 3D objects with their smart phones by moving their phones around in 3D space. For example, 3D lines are drawn by recording the path of the phone as it is moved around in 3D space, drawing line segments on the screen along the way. Each user can see the virtual drawing space on their smart phones' displays, as if the display was a window into this space. Besides lines, our prototype application also supports 3D geometry creation, geometry transformation operations, and it shows the location of the other user's phone.
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Scalable Metadata Environments (MDEs) are an artistic approach for designing immersive environments for large scale data exploration in which users interact with data by forming multiscale patterns that they alternatively disrupt and reform. Developed and prototyped as part of an art-science research collaboration, we define an MDE as a 4D virtual environment structured by quantitative and qualitative metadata describing multidimensional data collections. Entire data sets (e.g.10s of millions of records) can be visualized and sonified at multiple scales and at different levels of detail so they can be explored interactively in real-time within MDEs. They are designed to reflect similarities and differences in the underlying data or metadata such that patterns can be visually/aurally sorted in an exploratory fashion by an observer who is not familiar with the details of the mapping from data to visual, auditory or dynamic attributes. While many approaches for visual and auditory data mining exist, MDEs are distinct in that they utilize qualitative and quantitative data and metadata to construct multiple interrelated conceptual coordinate systems. These "regions" function as conceptual lattices for scalable auditory and visual representations within virtual environments computationally driven by multi-GPU CUDA-enabled fluid dyamics systems.
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Virtual reality art at the turn of the millenium saw an explosion of creative exploration around this nascent technoloy.
Though VR art has much in common with media art in general, the affordances of the technology gave rise to unique
experiences, discourses, and artistic investigations. Women artists were at the forefront of the medium, shaping its
aesthetic and technical development, and VR fostered a range of artistic concerns and experimentation that was largely
distinct from closely related forms such as digital games.
Today, a new wave of consumer technologies including 3D TV’s, gestural and motion tracking interfaces, and headmount
displays as viable, low-cost gaming peripherals drives a resurgence in interest in VR for interactive art and
entertainment. Designers, game developers, and artists working with these technologies are in many cases discovering
them anew. This paper explores ways of reconnecting this current moment in VR with its past. Can the artistic
investigations begun in previous waves of VR be continued? How do the similarities and differences in contexts,
communities, technologies, and discourses affect the development of the medium?
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Seriously Speaking: Navigation, Immersion, and Architectural Design
When users are immersed in cave-like virtual reality systems, navigational interfaces have to be used when the size of the virtual environment becomes larger than the physical extent of the cave floor. However, using navigation interfaces, physically static users experience self-motion (visually-induced vection). As a consequence, sensorial incoherence between vision (indicating self-motion) and other proprioceptive inputs (indicating immobility) can make them feel dizzy and disoriented. We tested, in two experimental studies, different locomotion interfaces. The objective was twofold: testing spatial learning and cybersickness. In a first experiment, using first-person navigation with a flystick ®, we tested the effect of sensorial aids, a spatialized sound or guiding arrows on the ground, attracting the user toward the goal of the navigation task. Results revealed that sensorial aids tended to impact negatively spatial learning. Moreover, subjects reported significant levels of cybersickness. In a second experiment, we tested whether such negative effects could be due to poorly controlled rotational motion during simulated self-motion. Subjects used a gamepad, in which rotational and translational displacements were independently controlled by two joysticks. Furthermore, we tested first- versus third-person navigation. No significant difference was observed between these two conditions. Overall, cybersickness tended to be lower, as compared to experiment 1, but the difference was not significant. Future research should evaluate further the hypothesis of the role of passively perceived optical flow in cybersickness, but manipulating the virtual environment’sperrot structure. It also seems that video-gaming experience might be involved in the user’s sensitivity to cybersickness.
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Existing 3D modeling tools were designed to run on desktop computers with monitor, keyboard and mouse. To make 3D modeling possible with mouse and keyboard, many 3D interactions, such as point placement or translations of geometry, had to be mapped to the 2D parameter space of the mouse, possibly supported by mouse buttons or keyboard keys. We hypothesize that had the designers of these existing systems had been able to assume immersive virtual reality systems as their target platforms, they would have been able to design 3D interactions much more intuitively. In collaboration with professional architects, we created a simple, but complete 3D modeling tool for virtual environments from the ground up and use direct 3D interaction wherever possible and adequate. In this publication, we present our approaches for interactions for typical 3D modeling functions, such as geometry creation, modification of existing geometry, and assignment of surface materials. We also discuss preliminary user experiences with this system.
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Most advanced immersive devices provide collaborative environment within several users have their distinct head-tracked stereoscopic point of view. Combining with common used interactive features such as voice and gesture recognition, 3D mouse, haptic feedback, and spatialized audio rendering, these environments should faithfully reproduce a real context. However, even if many studies have been carried out on multimodal systems, we are far to definitively solve the issue of multimodal fusion, which consists in merging multimodal events coming from users and devices, into interpretable commands performed by the application. Multimodality and collaboration was often studied separately, despite of the fact that these two aspects share interesting similarities. We discuss how we address this problem, thought the design and implementation of a supervisor that is able to deal with both multimodal fusion and collaborative aspects. The aim of this supervisor is to ensure the merge of user’s input from virtual reality devices in order to control immersive multi-user applications. We deal with this problem according to a practical point of view, because the main requirements of this supervisor was defined according to a industrial task proposed by our automotive partner, that as to be performed with multimodal and collaborative interactions in a co-located multi-user environment. In this task, two co-located workers of a virtual assembly chain has to cooperate to insert a seat into the bodywork of a car, using haptic devices to feel collision and to manipulate objects, combining speech recognition and two hands gesture recognition as multimodal instructions. Besides the architectural aspect of this supervisor, we described how we ensure the modularity of our solution that could apply on different virtual reality platforms, interactive contexts and virtual contents. A virtual context observer included in this supervisor in was especially designed to be independent to the content of the virtual scene of targeted application, and is use to report high-level interactive and collaborative events. This context observer allows the supervisor to merge these interactive and collaborative events, but is also used to deal with new issues coming from our observation of two co-located users in an immersive device performing this assembly task. We highlight the fact that when speech recognition features are provided to the two users, it is required to automatically detect according to the interactive context, whether the vocal instructions must be translated into commands that have to be performed by the machine, or whether they take a part of the natural communication necessary for collaboration. Information coming from this context observer that indicates a user is looking at its collaborator, is important to detect if the user is talking to its partner. Moreover, as the users are physically co-localised and head-tracking is used to provide high fidelity stereoscopic rendering, and natural walking navigation in the virtual scene, we have to deals with collision and screen occlusion between the co-located users in the physical work space. Working area and focus of each user, computed and reported by the context observer is necessary to prevent or avoid these situations.
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This paper presents a new technique in the production pipeline of asset creation for virtual environments called Z-Depth
Integration (ZeDI). ZeDI is intended to reduce the time required to place elements at the appropriate z-depth within a
scene. Though ZeDI is intended for use primarily in two-dimensional scene composition, depth-dependent “flat”
animated objects are often critical elements of augmented and virtual reality applications (AR/VR). ZeDI is derived from
“deep image compositing”, a capacity implemented within the OpenEXR file format. In order to trick the human eye
into perceiving overlapping scene elements as being in front of or behind one another, the developer must manually
manipulate which pixels of an element are visible in relation to other objects embedded within the environment's image
sequence. ZeDI improves on this process by providing a means for interacting with procedurally extracted z-depth data
from a virtual environment scene. By streamlining the process of defining objects’ depth characteristics, it is expected
that the time and energy required for developers to create compelling AR/VR scenes will be reduced. In the proof of
concept presented in this manuscript, ZeDI is implemented for pre-rendered virtual scene construction via an
AfterEffects software plug-in.
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Immersive Virtual Reality (VR) technology, while popular in the late part of the 20th Century, seemed to
disappear from public view as social media took its place and captured the attention of millions. Now that a
new generation of entrepreneurs and crowd-sourced funding campaigns have arrived, perhaps virtual reality
is poised for a resurgence.
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Exploring Space, HMDs, and Audiovisual Integration
One of the most common ways of capturing wide eld-of-view scenes is by recording panoramic videos. Using an array of cameras with limited overlapping in the corresponding images, one can generate good panorama images. Using the panorama, several immersive display options can be explored. There is a two fold synchronization problem associated to such a system. One is the temporal synchronization, but this challenge can easily be handled by using a common triggering solution to control the shutters of the cameras. The other synchronization challenge is the automatic exposure synchronization which does not have a straight forward solution, especially in a wide area scenario where the light conditions are uncontrolled like in the case of an open, outdoor football stadium. In this paper, we present the challenges and approaches for creating a completely automatic real-time panoramic capture system with a particular focus on the camera settings. One of the main challenges in building such a system is that there is not one common area of the pitch that is visible to all the cameras that can be used for metering the light in order to nd appropriate camera parameters. One approach we tested is to use the green color of the eld grass. Such an approach provided us with acceptable results only in limited light conditions.A second approach was devised where the overlapping areas between adjacent cameras are exploited, thus creating pairs of perfectly matched video streams. However, there still existed some disparity between di erent pairs. We nally developed an approach where the time between two temporal frames is exploited to communicate the exposures among the cameras where we achieve a perfectly synchronized array. An analysis of the system and some experimental results are presented in this paper. In summary, a pilot-camera approach running in auto-exposure mode and then distributing the used exposure values to the other cameras seems to give best visual results.
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This paper presents several immersion and interaction related visualizations that engage visitors in the context of an
astronomy museum in order to help them build a mental model of the building as a whole, corresponding to the body of
a spacecraft, and its parts considered individually, corresponding to the knowledge articulated from different scales in
the Universe. Aspects of embodiment are utilized to find parallels with current trans-disciplinary theoretical
developments in media arts.
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SPE3D is a surgery planning environment developed within TLEMsafe project [1] (funded by the European Commission FP7). It enables the operator to plan a surgical procedure on the customized musculoskeletal (MS) model of the patient's lower limbs, send the modified model to the biomechanical analysis module, and export the scenario's parameters to the surgical navigation system. The personalized patient-specific three-dimensional (3-D) MS model is registered with 3-D MRI dataset of lower limbs and the two modalities may be visualized simultaneously. Apart from main planes, any arbitrary MRI cross-section can be rendered on the 3-D MS model in real time. The interface provides tools for: bone cutting, manipulating and removal, repositioning muscle insertion points, modifying muscle force, removing muscles and placing implants stored in the implant library. SPE3D supports stereoscopic viewing as well as natural inspection/manipulation with use of haptic devices. Alternatively, it may be controlled with use of a standard computer keyboard, mouse and 2D display or a touch screen (e.g. in an operating room). The interface may be utilized in two main fields. Experienced surgeons may use it to simulate their operative plans and prepare input data for a surgical navigation system while student or novice surgeons can use it for training.
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Move!: Affectively Speaking About Immersion and Aesthetics
While virtual reality and digital games share many core technologies, the programming environments, toolkits, and
workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in
visualization and simulation often have a different feature set or design philosophy than game engines, while popular
game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives
developers a unified development environment and the ability to easily port projects, but involves challenges beyond just
adding stereo 3D visuals.
In this paper we outline the issues involved in adapting a game engine for use with an immersive display system
including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss
application development and workflow approaches including camera management, rendering synchronization, GUI
design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic
display.
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We are witnessing an explosion of new forms of Human Computer Interaction devices lately for both laboratory research and home use. With these new affordance in user interfaces (UI), how can gestures be used to improve
interaction for large scale immersive display environments. Through the investigation of full body, head and hand
tracking, this paper will discuss various modalities of gesture recognition and compare their usability to other forms of interactivity. We will explore a specific implementation of hand gesture tracking within a large tiled display environment for use with common collaborative media interaction activities.
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This paper discusses the creation of typographic systems as artworks in three dimensional online builder's worlds, also
known as the metaverse. An installation based upon text will be presented as an exemplar that will attempt to delineate
the playful approach that has been taken whilst constructing a typographic art ecology that can be traversed and
experienced through the agency of avatars.
The focus is upon how such screen-based virtual three dimensional spaces may utilize text within a context that departs
from the primary attribute with which writing has inherently been associated – namely the display of informational
content. In such environments semantics may be displaced through the usage of text as a playful device, displayed as
artifacts that are riddle-like configurations, or constructs that are meant to be understood through means other than
straightforward reading; bringing about states of heightened engagement and ‘play’ through their manipulation or
indeed simply by being immersed inside them. The awareness that providing a means for straightforward reading might
not be an appropriate goal in this regard lead to a search for sources that would address a need for play, for personal
readings and interpretations; in other words, text that is meant to be ‘felt’ as an artwork, rather than to be ‘read’ as
informational content.
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Our proposal in Bioart and Biomedical Engineering for a ective esthetics focuses on the expanded sensorium and investigates problems regarding enactive systems. These systems enhance the sensorial experiences and amplify kinesthesia by adding the sensations that are formed in response to the physical world, which aesthetically constitutes the principle of synaesthesia. In this paper, we also present enactive systems inside the CAVE, con guring compelling experiences in data landscapes and human a ective narratives. The interaction occurs through the acquisition, data visualization and analysis of several synchronized physiological signals, to which the landscapes respond and provide immediate feedback, according to the detected participants' actions and the intertwined responses of the environment. The signals we use to analyze the human states include the electrocardiography (ECG) signal, the respiratory ow, the galvanic skin response (GSR) signal, plantar pressures, the pulse signal and others. Each signal is collected by using a speci cally designed dedicated electronic board, with reduced dimensions, so it does not interfere with normal movements, according to the principles of transparent technologies. Also, the electronic boards are implemented in a modular approach, so they are independent, and can be used in many di erent desired combinations, and at the same time provide synchronization between the collected data.
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We propose a retinal projection type super multi-view head-mounted display (HMD). The smooth motion parallax provided by the super multi-view technique enables a precise superposition of virtual 3D images on the real scene. Moreover, if a viewer focuses one’s eyes on the displayed 3D image, the stimulus for the accommodation of the human eye is produced naturally. Therefore, although proposed HMD is a monocular HMD, it provides observers with natural 3D images. The proposed HMD consists of an image projection optical system and a holographic optical element (HOE). The HOE is used as a combiner, and also works as a condenser lens to implement the Maxwellian view. Some parallax images are projected onto the HOE, and converged on the pupil, and then projected onto the retina. In order to verify the effectiveness of the proposed HMD, we constructed the prototype HMD. In the prototype HMD, the number of parallax images and the number of convergent points on the pupil is three. The distance between adjacent convergent points is 2 mm. We displayed virtual images at the distance from 20 cm to 200 cm in front of the pupil, and confirmed the accommodation. This paper describes the principle of proposed HMD, and also describes the experimental result.
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Selecting input and output devices to be used in virtual walkthroughs is an important issue as it may have significant impact in usability and comfort. This paper presents a user study meant to compare the usability of two input devices used for walkthroughs in a virtual environment with a Head-Mounted Display. User performance, satisfaction, ease of use and comfort, were compared with two different input devices: a two button mouse and a joystick from a gamepad. Participants also used a desktop to perform the same tasks in order to assess if the participant groups had similar profiles. The results obtained by 45 participants suggest that both input devices have a comparable usability in the used conditions and show that participants generally performed better with the desktop; a discussion of possible causes is presented.
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A spatial statistic based contour feature representation is proposed to achieve extraction of local contour feature from Chinese calligraphy character, and a features fusion strategy is designed to automatically generate new hybrid character, making well use of contour feature of calligraphy and structural feature of font. The features fusion strategy employs dilation and erosion operations iteratively to inject the extracted contour feature from Chinese calligraphy into font, which are similar to “pad” and “cut” in a sculpture progress. Experimental results demonstrate that the generated new hybrid character hold both contour feature of calligraphy and structural feature of font. Especially, two kinds of Chinese calligraphy skills called “Fei Bai” and “Zhang Mo” are imitated in the hybrid character. “Fei Bai” depicts a phenomenon that part of a stroke fade out due to the fast movement of hair brush or the lack of ink, and “Zhang Mo” describes a condition that hair brush holds so much ink that strokes overlap.
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This paper introduces pSIVE, a platform that allows the easy setting up of Virtual Environments, with interactive information (for instance, a video or a document about a machine that is present in the virtual world) to be accessed for different 3D elements. The main goal is to create for evaluation and training on a virtual factory – but generic enough to be applied in different contexts by non-expert users (academic and touristic for instance). We show some preliminary results obtained from two different scenarios: first a production line of a factory with contextualized information associated to different elements which aimed the training of employees. Second a testing environment, to compare and assess two different selection styles that were integrated in pSIVE and to allow different users to interact with an environment created with pSIVE to collect opinions about the system. The conclusions show that the overall satisfaction was high and the comments will be considered in further platform development.
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Rapid advances in computer and display technologies have made it possible to present high quality virtual reality (VR)
environment. To use such virtual environments effectively, research should be performed into how users perceive and
react to virtual environment in view of particular human factors. We created a VR simulation of sea fish for science
education, and we conducted an experiment to examine how observers perceive the size and depth of an object within
their reach and evaluated their visual fatigue. We chose a multi-projection system for presenting the educational VR
simulation, because this system can provide actual-size objects and produce stereo images located close to the observer.
The results of the experiment show that estimation of size and depth was relatively accurate when subjects used physical
actions to assess them. Presenting images within the observer’s reach is suggested to be useful for education in VR
environment. Evaluation of visual fatigue shows that the level of symptoms from viewing stereo images with a large
disparity in VR environment was low in a short time.
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