Virtual Reality enables the exploration of large information spaces. In physically constrained spaces such as airplanes or buses, controller-based or mid-air interaction in mobile Virtual Reality can be challenging. Instead, the input space on and above touch-screen enabled devices such as smartphones or tablets could be employed for Virtual Reality interaction in those spaces.
In this context, we compared an above surface interaction technique with traditional 2D on-surface input for navigating large planar information spaces such as maps in a controlled user study (n = 20). We find that our proposed above surface interaction technique results in significantly better performance and user preference compared to pinch-to-zoom and drag-to-pan when navigating planar information spaces.
Navigation has been a popular area of research in both academia and industry. Combined with maps, and different localization technologies, navigation systems have become robust and more usable. By combining navigation with augmented reality, it can be improved further to become realistic and user friendly. This paper surveys existing researches carried out in this area, describes existing techniques for building augmented reality navigation systems, and the problems faced.
Mobile navigation apps are among the most used mobile applications and are often used as a baseline to evaluate new mobile navigation technologies in field studies. As field studies often introduce external factors that are hard to control for, we investigate how pedestrian navigation methods can be evaluated in virtual reality (VR). We present a study comparing navigation methods in real life (RL) and VR to evaluate if VR environments are a viable alternative to RL environments when it comes to testing these. In a series of studies, participants navigated a real and a virtual environment usin…
This study considers modern surgical navigation systems based on augmented reality technologies. Augmented reality glasses are used to construct holograms of the patient's organs from MRI and CT data, subsequently transmitted to the glasses. This, in addition to seeing the actual patient, the surgeon gains visualization inside the patient's body (bones, soft tissues, blood vessels, etc.). The solutions developed at Peter the Great St. Petersburg Polytechnic University allow reducing the invasiveness of the procedure and preserving healthy tissues. This also improves the navigation process, mak…
While virtual-reality (VR) has shown great promise in radiological tasks, effective user-interaction strategies that can improve efficiency and ergonomics are still under-explored and systematic evaluations of VR interaction techniques in the context of complex anatomical models are rare. Therefore, our study aims to identify the most effective interaction techniques for two common neurosurgical planning tasks in VR (point annotation and note-taking) from the state-of-the-arts, and propose a novel technique for efficient sub-volume selection necessary in neuroanatomical navigation. We assessed…
Working in complex industrial facilities requires spatial navigation skills that people build up with time and field experience. Training sessions consisting in guided tours help discover places but they are insufficient to become intimately familiar with their layout. They imply passive learning postures, are time-limited and can be experienced only once because of organization constraints and potential interferences with ongoing activities in the buildings. To overcome these limitations and improve the acquisition of navigation skills, we developed Indy, a virtual reality system consisting i…
Social Virtual Reality (VR) is growing for remote socialization and collaboration. However, current social VR applications are not accessible to people with visual impairments (PVI) due to their focus on visual experiences. We aim to facilitate social VR accessibility by enhancing PVI's peripheral awareness of surrounding avatar dynamics. We designed VRBubble, an audio-based VR technique that provides surrounding avatar information based on social distances. Based on Hall's proxemic theory, VRBubble divides the social space with three Bubbles -- Intimate, Conversation, and Social Bubble -- gen…
This is the preprint version of our paper on ICONIP2015. The proposed platform supports the integrated VRGIS functions including 3D spatial analysis functions, 3D visualization for spatial process and serves for 3D globe and digital city. The 3D analysis and visualization of the concerned city massive information are conducted in the platform. The amount of information that can be visualized with this platform is overwhelming, and the GIS based navigational scheme allows to have great flexibility to access the different available data sources.
The contributions of this paper are: (1) a taxonomy of the "Realities" (Virtual, Augmented, Mixed, Mediated, etc.), and (2) some new kinds of "reality" that come from nature itself, i.e. that expand our notion beyond synthetic realities to include also phenomenological realities. VR (Virtual Reality) replaces the real world with a simulated experience (virtual world). AR (Augmented Reality) allows a virtual world to be experienced while also experiencing the real world at the same time. Mixed Reality provides blends that interpolate between real and virtual worlds in various proportions, along…
Haptic feedback is essential to acquire immersive experience when interacting in virtual or augmented reality. Although the existing promising magnetic levitation (maglev) haptic system has advantages of none mechanical friction, its performance is limited by its navigation method, which mainly results from the challenge that it is difficult to obtain high precision, high frame rate and good stability with lightweight design at the same. In this study, we propose to perform the visual-inertial fusion navigation based on sequence-to-sequence learning for the maglev haptic interaction. Cascade L…
The CellxGene project has enabled access to single-cell data in the scientific community, providing tools for browsed-based no-code analysis of more than 500 annotated datasets. However, single-cell data requires dimensional reduction to visualize, and 2D embedding does not take full advantage of three-dimensional human spatial understanding and cognition. Compared to a 2D visualization that could potentially hide gene expression patterns, 3D Virtual Reality may enable researchers to make better use of the information contained within the datasets. For this purpose, we present \emph{Corvo}, a …
We introduce a Virtual Reality (VR) one-on-one tutoring system to support anatomy education. A student uses a fully immersive VR headset to explore the anatomy of the base of the human skull. A teacher guides the student by using the semi-immersive zSpace. Both systems are connected via network and each action is synchronized between both systems. The teacher is provided with various features to direct the student through the immersive learning experience. She can influence the student's navigation or provide annotations on the fly and, hereby, improve the students learning experience. The sys…
MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and o…
Walking in a Virtual Environment is a bounded task. It is challenging for a subject to navigate a large virtual environment designed in a limited physical space. External hardware support may be required to achieve such an act in a concise physical area without compromising navigation and virtual scene rendering quality. This paper proposes an algorithmic approach to let a subject navigate a limitless virtual environment within a limited physical space with no additional external hardware support apart from the regular Head-Mounted-Device (HMD) itself. As part of our work, we developed a Virtu…
We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or scaling up the user's avatar to enable rapid locomotion. Prior research has leveraged such approaches, what we call beyond-real techniques, to make interactions in VR more practical, efficient, ergonomic, and accessible. We present a survey categorizing prior movement-based VR interaction literature as reality-based, illusory, or beyond-real interactions. We surve…
Shared displays are well suited to public viewing and collaboration, however they lack personal space to view private information and act without disturbing others. Combining them with Augmented Reality (AR) headsets allows interaction without altering the context on the shared display. We study a set of such interaction techniques in the context of network navigation, in particular path following, an important network analysis task. Applications abound, for example planning private trips on a network map shown on a public display.The proposed techniques allow for hands-free interaction, rende…
Arts et Métiers Institute of Technology(法国国立高等工程技术学院);Hong Kong University of Science and Technology (Guangzhou)(香港科技大学(广州))
This work presents a dataset collected to predict cybersickness in virtual reality environments. The data was collected from navigation tasks in a virtual environment designed to induce cybersickness. The dataset consists of many data points collected from diverse participants, including physiological responses (EDA and Heart Rate) and self-reported cybersickness symptoms. The paper will provide a detailed description of the dataset, including the arranged navigation task, the data collection procedures, and the data format. The dataset will serve as a valuable resource for researchers to deve…
Virtual reality (VR) has seen increased use for training and instruction. Designers can enable VR users to gain insights into their own performance by visualizing telemetry data from their actions in VR. Our ability to detect patterns and trends visually suggests the use of data visualization as a tool for users to identify strategies for improved performance. Typical tasks in VR training scenarios are manipulation of 3D objects (e.g., for learning how to maintain a jet engine) and navigation (e.g., to learn the geography of a building or landscape before traveling on-site). In this paper, we …
Virtual Reality (VR) head-mounted displays (HMDs) have been studied widely as tools for the most diverse kinds of training activities. One special kind that is the basis for many real-world applications is spatial knowledge acquisition and navigation. For example, knowing well by heart escape routes can be an important factor for firefighters and soldiers. Prior research on how well knowledge acquired in virtual worlds translates to real, physical one has had mixed results, with some suggesting spatial learning in VR is akin to using a regular 2D display. However, VR HMDs have evolved drastica…
Hong Kong University of Science and Technology(香港科技大学)
Human drone interaction in autonomous navigation incorporates spatial interaction tasks, including reconstructed 3D map from the drone and human desired target position. Augmented Reality (AR) devices can be powerful interactive tools for handling these spatial interactions. In this work, we build an AR interface that displays the reconstructed 3D map from the drone on physical surfaces in front of the operator. Spatial target positions can be further set on the 3D map by intuitive head gaze and hand gesture. The AR interface is deployed to interact with an autonomous drone to explore an unkno…
Volume Rendering applications require sophisticated user interaction for the definition and refinement of transfer functions. Traditional 2D desktop user interface elements have been developed to solve this task, but such concepts do not map well to the interaction devices available in Virtual Reality environments. In this paper, we propose an intuitive user interface for Volume Rendering specifically designed for Virtual Reality environments. The proposed interface allows transfer function design and refinement based on intuitive two-handed operation of Wand-like controllers. Additional inter…
Immersive Analytics (IA) and consumer adoption of augmented reality (AR) and virtual reality (VR) head-mounted displays (HMDs) are both rapidly growing. When used in conjunction, stereoscopic IA environments can offer improved user understanding and engagement; however, it is unclear how the choice of stereoscopic display impacts user interactions within an IA environment. This paper presents a pilot study that examines the impact of stereoscopic display type on object manipulation and environmental navigation using consumer-available AR and VR displays. This work finds that the display type c…
This work introduces RadVR, a virtual reality tool for daylighting analysis that simultaneously combines qualitative assessments through immersive real-time renderings with quantitative physically correct daylighting simulations in a 6DOF virtual environment. By taking a 3D building model with material properties as input, RadVR allows users to (1) perform physically-based daylighting simulations via Radiance, (2) study sunlight in different hours-of-the-year, (3) interact with a 9-point-in-time matrix for the most representative times of the year, and (4) visualize, compare, and analyze dayli…