Program

This is the list of accepted papers. Each speaker will have 10 minutes plus 5 minutes for questions.

From 08.30 to 9.45

  Daniel Zielasko, Benjamin Weyers, Martin Bellgardt, Sebatian Pick, Alexander Meißner, Tom Vierjahn and Torsten W. Kuhlen

Remain Seated: Towards Fully-Immersive Desktop VR

AbstractIn this work we described the scenario of deskVR, i.e., a fully-immersive desktop setting, which seamlessly integrates with existing workflows and workplaces of analysts or researchers, such that they can benefit from the gain in productivity when immersed in their data-spaces. In this scenario, we also presented the status quo of techniques and methods available for realizing similar VR setups and showed potential gaps that should be addressed by research. Finally, we proposed a concept of a graph explorer and the decisions made and the decisions still to be taken to outline how the described scenario and methods fit a real use case.

  Martin Bellgardt, Sebastian Pick, Daniel Zielasko, Tom Vierjahn, Benjamin Weyers and Torsten W. Kuhlen

Utilizing Immersive Virtual Reality in Everyday Work

AbstractApplications of Virtual Reality (VR) have been repeatedly explored with the goal to improve the data analysis process of users from different application domains, such as architecture and simulation sciences. Unfortunately, making VR available in professional application scenarios or even using it on a regular basis has proven to be challenging. We argue that everyday usage environments, such as office spaces, have introduced constraints that critically affect the design of interaction concepts since well-established techniques might be difficult to use. In our opinion, it is crucial to understand the impact of usage scenarios on interaction design, to successfully develop VR applications for everyday use. To substantiate our claim, we define three distinct usage scenarios in this work that primarily differ in the amount of mobility they allow for. We outline each scenario’s inherent constraints but also point out opportunities that may be used
to design novel, well-suited interaction techniques for different everyday usage environments. In addition, we link each scenario to a concrete application example to clarify its relevance and show how it affects interaction design.

  Niels Christian Nilsson, Rolf Nordahl and Stefania Serafin

Waiting for the Ultimate Display: Can Decreased Fidelity Positively Influence Perceived Realism?

AbstractThe first virtual reality (VR) systems have hit the shelves, and 2017 may become the year where VR finally enters the homes of consumers in a big way. By allowing users to perceive and interact in a natural manner, VR offers the promise of realistic experiences of familiar, foreign, and fantastic virtual places and events. However, should we always opt for the highest degree of fidelity when striving to provide users with realistic experiences? In this position paper, we argue that when certain components of fidelity are limited, as they will be in relation to consumer VR, then maximizing the fidelity of other components may be detrimental to the perceived realism of the user. We present three cases supporting this hypothesis, and discuss the potential implications for researchers and developers relying on commercially available VR systems.

From 10.15 to 12.00

  Dannie Korsgaard, Niels Christian Nilsson and Thomas Bjørner

Immersive Eating: Evaluating the Use of Head-Mounted Displays for Mixed Reality Meal sessions

AbstractThis paper documents a pilot study evaluating a simple approach allowing users to eat real food while exploring a virtual environment (VE) through a head-mounted display (HMD). Two cameras mounted on the HMD allowed for video-based stereoscopic see-through when the user’s head orientation pointed toward the food, and the VE would appear when the user turned elsewhere. The pilot study revealed that all participants were able to eat their meals using the system, and a number of potential challenges relevant to immersive eating scenarios were identified.

Francesco Grani and Jon Ram Bruun-Pedersen

Better Biking in Virtual Reality

AbstractWe present the prototype of a wireless microcontroller developed to improve the experience of biking systems using virtual reality (VR) for augmentation. VR has shown promise as an assistive technology to promote physical activity for older adult users. In previous studies, nursing home participants’ intrinsic motivation to exercise has shown to increase, when using VR to augment their biking exercise routine. This VR augmentation system previously used a wired Arduino UNO microcontroller, with magnets and hall effect sensors, to track the pedaling behavior of users. Our new prototype improves this physical controller setup of the system in several important function perspectives. A gyroscope permits a one to one relation between pedal gestures and VR visualization, for a natural biking experience. The wireless functionality permit flexibility in use; fast mounting on different rehabilitation devices, device placement freedom, and no cabling or no loose parts – which are problematic in hospitals and rehab centers. Our prototype is currently deployed for initial testing in two rehabilitation centers for older adults (location information currently removed for anonymity purposes).

Ben Burgh and Kyle Johnsen

Effects of Tracking Scale on User Performance in Virtual Reality Games

AbstractWe explore how scaling a user’s tracking data may impact performance in an immersive virtual reality game, which may have implications for fairness and accessibility of many applications. In our study, which used an HTC Vive room-scale VR system, users play the role of a factory worker who must remove deformed bread from a production line. Users were scaled to a reference height, such that taller than average users were rendered shorter and had shorter reach and shorter than average users were rendered taller and had longer reach than normal. Users also performed with unscaled tracking data. Our analysis indicates that there was no systematic advantage of being taller or shorter than normal, and scaling users may have had a detrimental effect. Moreover, scale changes were noticed by many users who had conflicting preferences for various application-specific reasons, indicating that application strategy can be affected by scale. Results suggest that while virtual reality tracking data may be scaled to compensate for user differences in height or reach, care must be taken to ensure that performance will benefit.

Jason Woodworth and Christoph Borst

Design of a Practical TV Interface for Teacher-Guided VR Field Trips

AbstractWe discuss the development of an educational teacher-guided VR environment and address communication problems that arose during formative evaluations of a teacher’s interface. Efforts to develop a practical interface for repeated classroom use led to a “virtual mirror” TV interface, which allows the teacher to stand unencumbered in front of a large TV showing their depth-camera-based image in a surrounding virtual environment. The limited field of regard of the TV required adressing related interface problems. First, to support pointing at virtual objects in an environment where the teacher stood in front of or beside virtual objects, we used the mirror-type view with a wide field of view. Visual pointing cues were added to correct problems observed with teacher pointing related to the indirectness of pointing in a mirror and to a low sense of depth. Additional visual cues allow the teacher to make eye contact with networked immersed students, considering the mirror view does not provide a direct view of student avatars. We motivate the interface with an example application, describe the related problems, and introduce solutions. We present a user study of the visual pointing cues to assess improvement and provide a basis for further refinement and investigation of the most promising techniques.

Svetlana Bialkova and Marnix van Gisbergen

When Sound Modulates Vision: VR Applications for Art and Entertainment

AbstractThe interplay between sound and vision is a key determinant of human perception. With the development of Virtual reality (VR) technologies and their commercial applications, there is emergent need to better understand how audio-visual signals manipulated in virtual environments influence perception and human behaviour (change). The current study addresses this challenge in simulated VR environments mirroring real life scenarios. In particular, we investigated which are the parameters enhancing perception, and thus VR experiences when sound and vision are manipulated.
A VR art installation was created mimicking a real art gallery.
Participants were exposed to the gallery (via Samsung Gear VR, head mounted display), and could freely “walk” in. To half of the participants audio segments were played, during the VR gallery “visit”. The other half of the participants were exposed to the same environment, but no music was played (control condition).
The results showed that music played altered the way people are engaged in, perceive and experience the VR art installation. Opposite to our expectation, the VR experience was liked more when no music (than music) was played. The naturalness and presence were perceived to be relatively high, and did not differ significantly depending on whether music was played or not. Regression modelling further explored the relationship between the parameters hypothesised to influence the VR experiences. The findings are summarised in a theoretical model. The study outcomes could be implemented to successfully develop efficient VR applications for art and entertainment.

The presentations will be followed by a panel discussion.