[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3206505.3206529acmconferencesArticle/Chapter ViewAbstractPublication PagesaviConference Proceedingsconference-collections
research-article

Inside looking out or outside looking in?: an evaluation of visualisation modalities to support the creation of a substitutional virtual environment

Published: 29 May 2018 Publication History

Abstract

Current Virtual Reality systems only allow users to draw a rectangular perimeter to mark the room-scale area they intend to use. Domestic environments can include furniture and other obstacles that hinder the ease with which users can naturally walk. By leveraging the benefits of passive haptics, users can match physical objects with virtual counterparts, to create substitutional environments. In this paper we explore two visualisation modalities to aid in the creation of a coarse virtual representation of the physical environment, by marking out the volumes of space where physical obstacles are located, to support the substitution process. Our study investigates whether this process is better supported by an inside-looking-out 3D User Interface (that is, viewing the outside world while immersed in Virtual Reality) or from an outside-looking-in one (while viewing the Virtual Environment through an external device, such as a tablet). Results show that the immersive option resulted in better accuracy and was the one with the highest overall preference ratings.

References

[1]
Camille Barot, Kevin Carpentier, Marie Collet, Andrea Cuella-Martin, Vincent Lanquepin, Mathilde Muller, Esteban Pasquier, Loic Picavet, Arthur Van Ceulen, and Kevin Wagrez. 2013. The wonderland builder: Using storytelling to guide dream-like interaction. In 3D User Interfaces (3DUI), 2013 IEEE Symposium on. IEEE, 201--202.
[2]
Federico Cabitza, Daniela Fogli, and Antonio Piccinno. 2014. Fostering participation and co-evolution in sentient multimedia systems. Journal of Visual Languages & Computing 25, 6 (2014), 684--694.
[3]
Epic Games. 2017. Unreal Engine VR Editor. (2017). https://docs.unrealengine.com/latest/INT/Engine/Editor/VR/.
[4]
Jose Garcia Estrada and Adalberto L. Simeone. 2017. Recommender System for Physical Object Substitution in VR. In Poster at the 2017 IEEE Conference on Virtual Reality. IEEE.
[5]
Yulan Guo, Mohammed Bennamoun, Ferdous Sohel, Min Lu, and Jianwei Wan. 2014. 3d object recognition in cluttered scenes with local surface features: A survey. IEEE Transactions on Pattern Analysis and Machine Intelligence 36, 11 (2014), 2270--2287.
[6]
Taejin Ha and Woontack Woo. 2013. ARWand for an augmuented world builder. In 3D User Interfaces (3DUI), 2013 IEEE Symposium on. IEEE, 207--208.
[7]
Mark Hendrikx, Sebastiaan Meijer, Joeri Van Der Velden, and Alexandru Iosup. 2013. Procedural content generation for games: A survey. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) 9, 1 (2013), 1.
[8]
Anuruddha Hettiarachchi and Daniel Wigdor. 2016. Annexing reality: Enabling opportunistic use of everyday objects as tangible proxies in augmented reality. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. ACM, 1957--1967.
[9]
Philipp Hock, Sebastian Benedikter, Jan Gugenheimer, and Enrico Rukzio. 2017. CarVR: Enabling In-Car Virtual Reality Entertainment. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. ACM, 4034--4044.
[10]
Brent Edward Insko. 2001. Passive haptics significantly enhances virtual environments. Ph.D. Dissertation. University of North Carolina at Chapel Hill.
[11]
Jason Jerald, Paul Mlyniec, Arun Yoganandan, Amir Rubin, Dan Paullus, and Simon Solotko. 2013. Makevr: A 3d world-building interface. In 3D User Interfaces (3DUI), 2013 IEEE Symposium on. IEEE, 197--198.
[12]
Mark Mine, Arun Yoganandan, and Dane Coffey. 2015. Principles, interactions and devices for real-world immersive modeling. Computers & Graphics 48 (2015), 84--98.
[13]
Richard A Newcombe, Shahram Izadi, Otmar Hilliges, David Molyneaux, David Kim, Andrew J Davison, Pushmeet Kohi, Jamie Shotton, Steve Hodges, and Andrew Fitzgibbon. 2011. KinectFusion: Real-time dense surface mapping and tracking. In Mixed and augmented reality (ISMAR), 2011 10th IEEE international symposium on. IEEE, 127--136.
[14]
Lior Shapira and Daniel Freedman. 2016. Reality Skins: Creating Immersive and Tactile Virtual Environments. In IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 115--124.
[15]
Adalberto L. Simeone, Ifigeneia Mavridou, and Wendy Powell. 2017. Altering User Movement Behaviour in Virtual Environments. IEEE Transactions on Visualization and Computer Graphics 23, 4 (April 2017), 1312--1321.
[16]
Adalberto L. Simeone, Eduardo Velloso, and Hans Gellersen. 2015. Substitutional Reality: Using the Physical Environment to Design Virtual Reality Experiences. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. ACM, New York, NY, USA, 3307--3316.
[17]
Ruben Smelik, Tim Tutenel, Klaas Jan de Kraker, and Rafael Bidarra. 2010. Integrating procedural generation and manual editing of virtual worlds. In Proceedings of the 2010 Workshop on Procedural Content Generation in Games. ACM, 2.
[18]
Gillian Smith, Mike Treanor, Jim Whitehead, and Michael Mateas. 2009. Rhythm-based level generation for 2D platformers. In Proceedings of the 4th International Conference on Foundations of Digital Games. ACM, 175--182.
[19]
Martin Spindler, Christian Tominski, Heidrun Schumann, and Raimund Dachselt. 2010. Tangible views for information visualization. In ACM International Conference on Interactive Tabletops and Surfaces. ACM, 157--166.
[20]
Misha Sra, Sergio Garrido-Jurado, Chris Schmandt, and Pattie Maes. 2016. Procedurally generated virtual reality from 3D reconstructed physical space. In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology. ACM, 191--200.
[21]
Maureen C Stone, Ken Fishkin, and Eric A Bier. 1994. The movable filter as a user interface tool. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 306--312.
[22]
Tuukka M Takala, Meeri Mäkäräinen, and Perttu Hämäläinen. 2013. Immersive 3d modeling with blender and off-the-shelf hardware. In 3D User Interfaces (3DUI), 2013 IEEE Symposium on. IEEE, 191--192.
[23]
Dimitar Valkov and Steffen Flagge. 2017. Smooth Immersion: The Benefits of Making the Transition to Virtual Environments a Continuous Process. In Proceedings of the 5th Symposium on Spatial User Interaction (SUI '17). ACM, New York, NY, USA, 12--19.
[24]
Jia Wang, Owen Leach, and Robert W Lindeman. 2013. DIY World Builder: an immersive level-editing system. In 3D User Interfaces (3DUI), 2013 IEEE Symposium on. IEEE, 195--196.
[25]
Jia Wang and Robert Lindeman. 2015. Coordinated hybrid virtual environments: Seamless interaction contexts for effective virtual reality. Computers & Graphics 48 (2015), 71--83.
[26]
André Zenner and Antonio Krüger. 2017. Shifty: A Weight-Shifting Dynamic Passive Haptic Proxy to Enhance Object Perception in Virtual Reality. IEEE Transactions on Visualization and Computer Graphics 23, 4 (2017), 1285--1294.

Cited By

View all
  • (2023)A Scoping Survey on Cross-reality SystemsACM Computing Surveys10.1145/361653656:4(1-38)Online publication date: 21-Oct-2023
  • (2022)Blending Spaces: Cross-Reality Interaction Techniques for Object Transitions Between Distinct Virtual and Augmented Realities2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR55827.2022.00069(528-537)Online publication date: Oct-2022
  • (2019)VRoamer: Generating On-The-Fly VR Experiences While Walking inside Large, Unknown Real-World Building Environments2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR.2019.8798074(359-366)Online publication date: Mar-2019

Index Terms

  1. Inside looking out or outside looking in?: an evaluation of visualisation modalities to support the creation of a substitutional virtual environment

      Recommendations

      Comments

      Please enable JavaScript to view thecomments powered by Disqus.

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      AVI '18: Proceedings of the 2018 International Conference on Advanced Visual Interfaces
      May 2018
      430 pages
      ISBN:9781450356169
      DOI:10.1145/3206505
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 29 May 2018

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. substitutional reality
      2. virtual environments
      3. virtual reality

      Qualifiers

      • Research-article

      Funding Sources

      • University of Portsmouth

      Conference

      AVI '18
      AVI '18: 2018 International Conference on Advanced Visual Interfaces
      May 29 - June 1, 2018
      Grosseto, Castiglione della Pescaia, Italy

      Acceptance Rates

      AVI '18 Paper Acceptance Rate 19 of 77 submissions, 25%;
      Overall Acceptance Rate 128 of 490 submissions, 26%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)16
      • Downloads (Last 6 weeks)3
      Reflects downloads up to 23 Dec 2024

      Other Metrics

      Citations

      Cited By

      View all
      • (2023)A Scoping Survey on Cross-reality SystemsACM Computing Surveys10.1145/361653656:4(1-38)Online publication date: 21-Oct-2023
      • (2022)Blending Spaces: Cross-Reality Interaction Techniques for Object Transitions Between Distinct Virtual and Augmented Realities2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR55827.2022.00069(528-537)Online publication date: Oct-2022
      • (2019)VRoamer: Generating On-The-Fly VR Experiences While Walking inside Large, Unknown Real-World Building Environments2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR.2019.8798074(359-366)Online publication date: Mar-2019

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media