2016 Program

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

 teaser Simeone Adalberto L. Simeone.

The VR Motion Tracker: Visualising Movement of Non-Participants in Desktop Virtual Reality Experiences

AbstractIn this paper we present the VR Motion Tracker: a widget that informs users of VR applications of the movements of non-participants. The design of the widget is inspired by the motion tracker used in the Alien film franchise. It uses a Kinect to detect other people in the room, besides the user of the VR application. This information is mapped to the position of a sphere that represents the detected person’s location. We presented this widget to nine users and extracted a set of features they found desirable for a future version of the widget.

 teaser Powell Wendy Powell, Vaughan Powell, Phillip Brown, Marc Cook, Jahangir Uddin.

Getting Around in Google Cardboard – Exploring Navigation Preferences with Low-Cost mobile VR

AbstractIn recent years there has been a paradigm shift in the uptake and use of Virtual Reality. Advances in graphics rendering, and the introduction of low-cost headsets has brought VR into the reach of ordinary consumers. Google Cardboard VR viewers cost just a few dollars and work with most smart phones, enabling mobile VR to truly enter the domain of the everyday. However, these headsets are currently generally used for passive entertainment or viewing 360 degree media, and are not ideally suited to active exploration of a virtual space. In this paper we present our preliminary evaluation of three approaches to travel and navigation.

 teaser Mahdi Mahdi Azmandian, Timofey Grechkin, Mark Bolas and Evan Suma.

The Redirected Walking Toolkit: A Unified Development Platform for Exploring Large Virtual Environments

AbstractWith the imminent emergence of low-cost tracking solutions, everyday VR users will soon experience the enhanced immersion of natural walking. Even with consumer-grade room-scale tracking, exploring large virtual environments can be made possible using a software solution known as redirected walking. Wide adoption of this technique has been hindered by the complexity and subtleties involved in successfully deploying redirection. To address this matter, we introduce the Redirected Walking Toolkit, to serve as a unified platform for developing, benchmarking, and deploying redirected walking algorithms. Our design enables seamless integration with standard virtual reality configurations, requiring minimal setup effort for content developers.

 teaser Miao Miao Dong and Rongkai Guo.

Towards Understanding the Capability of Spatial Audio Feedback in Virtual Environments for People with Visual Impairments

AbstractThis research analyzes if and how the Head Related Transfer Function (HRTF) can be used to support effective Human-Computer Interaction when people in a Virtual Environment (VE) without visual feedback. If sounds can be located in a VE by using HRTF only, designing and developing considerably safer but diversified training environments might greatly benefit individuals with visual impairments. To investigate this, we ran 2 usability studies. The results showed that a continuous audio feedback could help navigate in a VE without vision feedback.

Teaser_Bozgeyikli Lal Bozgeyikli, Evren Bozgeyikli, Andrew Raij, Redwan Alqasemi, Srinivas Katkoori and Rajiv Dubey.

Vocational Training with Immersive Virtual Reality for Individuals with Autism: Towards Better Design Practices

AbstractIn this paper, an immersive virtual reality system for vocational rehabilitation (VR4VR) is presented. VR4VR system uses immersive virtual environments to assess and train individuals with Autism Spectrum Disorder (ASD) on six transferable skills of cleaning, loading the back of a truck, money management, shelving, environmental awareness and social skills. This paper presents VR4VR system, design considerations for the ASD population and lessons learned from the testing sessions with neuro typical individuals and individuals with ASD, with the aim of giving insight to future virtual reality systems for individuals with ASD.

 teaser Ball Catherine Ball and Kyle Johnsen.

An Accessible Platform for Everyday Educational Virtual Reality

AbstractGiven the modern accessibility and affordability of requisite hardware, the use of immersive virtual reality is possible in almost any domain. However, there is insufficient evidence of the value of immersive virtual reality relative to alternative approaches. In addition, there are a range of displays and input devices with varying capabilities that are all competing in the marketplace. Our work is evaluating the benefits of a “baseline” interface that applications can target while simultaneously designing such an application and interaction techniques within it. We discuss our rationale for choosing the immersive VR platform, as well as studies planned to evaluate interaction techniques and metaphors designed for the platform relative to a “simulated” non-immersive VR platform.

 teaser Hachiuma Ryo Hachiuma and Hideo Saito.

Recognition and Pose Estimation of Primitive Shapes from Depth Images for Spatial Augmented Reality

AbstractIn this paper, we propose a method for recognition and pose estimation of primitive shapes from depth images for spatial augmented reality. The important technology to make SAR into our everyday-life is to recognize and estimate pose of projected objects in the room. However, it is not simple task to recognize primitive shapes because of the low 3D feature values. Hence, we focused on the gradient of normal vector map to extract surfaces, and the information of surfaces of each object to recognize target objects. With our method, it becomes possible to recognize and estimate pose of target objects in various scenes. Additionally, we projected an image onto the each surface of physical objects.

Ahmed E. Mostafa, Won Hyung A. Ryu, Sonny Chan, Ehud Sharlin and Mario Costa Sousa.

Rethinking Temporospatiality in Everyday Virtual Environments

AbstractWhile the design of entertainment applications often incorporates time and space in a creative and flexible manner, space and time are often viewed in a limited way when designing everyday virtual environments applications. Therefore, user engagement and the overall experience could be impacted. This paper aims to initiate a discussion about: (1) the challenges and needs associated with temporospatial design in everyday virtual reality contexts and (2) how proper utilization of this design can enrich interaction and improve user experience. We introduce a set of temporospatial design elements and show through illustrative examples how they enrich interaction within 3D contexts.