<span>This two-volume set LNCS 13317 and 13318 constitutes the thoroughly refereed proceedings of the 14</span><span><sup>th</sup></span><span> International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022, held virtually as part of the 24rd HCI International Conference, HCII 2022, in
Virtual, Augmented and Mixed Reality: Design and Development (Lecture Notes in Computer Science)
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✦ Table of Contents
Foreword
HCI International 2022 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
14th International Conference on Virtual, Augmented and Mixed Reality (VAMR 2022)
HCI International 2023
Contents – Part I
Contents – Part II
Developing VAMR Environments
Integration of Augmented, Virtual and Mixed Reality with Building Information Modeling: A Systematic Review
Abstract
1 Introduction
2 Methodology
2.1 Planning the Review
2.2 Conducting the Review
2.3 Data Extraction
3 Main Findings and Discussion
3.1 RQ 1. At Which Stages of the Project Lifecycle are the AR/VR/MR Technologies Implemented with BIM?
3.2 RQ 2. What are the Used Techniques/Approaches to Integrate AR/VR/MR with BIM?
3.3 RQ 3. What are the Main Limitations and Perspectives for BIM-Based AR, BIM-Based VR, and BIM-Based MR?
4 Conclusion
References
Visualization of Macroscopic Structure of Ultra-high Performance Concrete Based on X-ray Computed Tomography Using Immersive Environments
Abstract
1 Introduction
2 Background and Related Work
3 Experimental Design for Visualization of UHPC
4 Challenges in Visualizing UHPC
4.1 Porosity
4.2 Composition Identification
4.3 Data Generation
4.4 Resolution
4.5 Noise and Artifacts
5 Discussion
6 Conclusions
References
Photographic Composition Guide for Photo Acquisition on Augmented Reality Glasses
1 Introduction
2 Related Work
3 Approach
3.1 Salient Region Detection
3.2 Aesthetic Quality Assessment
3.3 Scene Context Identification
4 Experimental Results
5 Conclusions
References
Method to Create a Metaverse Using Smartphone Data
Abstract
1 Introduction
2 Application of Various Characteristics of Metaverse
3 Method to Analyze Smartphone Data
3.1 Virtual Space Creation
3.2 Visual-Based Scene Recognition
3.3 GPS-Based Scene Recognition
4 The New Metaverse Application Using Smartphones Data
5 Case Study
6 Results
7 Discussion
8 Conclusion
References
Development of Standards for Production of Immersive 360 Motion Graphics, Based on 360 Monoscopic Videos: Layers of Information and Development of Content
Abstract
1 Introduction
2 Literature Review
3 360 Video: Immersive and Non-immersive Typologies
4 Structural and Design Model of 360 Immersive and Non-immersive Video
5 Factors Related with User Experience in 360 Videos: What Do Spectators/Users Watch and Interact with?
6 Conclusions
References
Multi-user Multi-platform xR Collaboration: System and Evaluation
1 Motivation and Goals
2 Implementation of a Multi-user Multi-platform xR-Framework
2.1 Requirements
2.2 Concept
2.3 Acquisition and Transmission of Input Data
2.4 Object Synchronization
2.5 Coordinate System Registration
2.6 Framework Test and Discussion
3 Evaluation
3.1 Study Goal
3.2 Method and Procedure
3.3 Results
3.4 Discussion of Study Results
4 Conclusion
References
Using Multi-modal Machine Learning for User Behavior Prediction in Simulated Smart Home for Extended Reality
1 Introduction
2 Related Works
3 Smart Home Device Interaction
3.1 Types of Smart Devices
3.2 Types of Smart Devices Interaction
3.3 Ways to Target a Device
4 System Architecture
4.1 Pipeline Flow
4.2 Preprocessing Modules
4.3 NLP Module
4.4 Prediction Modules
4.5 Decision Module
5 Preliminary User Study
5.1 Setup
5.2 Procedure
5.3 Collected Data for Training
5.4 Data Format Detail
5.5 Evaluation
6 Limitations and Future Work
7 Conclusion
References
Virtual Equipment System: Toward Bag of Holding and Other Extradimensional Storage in Extended Reality
1 Introduction
2 Related Work
3 Extradimensional Storage
3.1 Core Components of a Storage Framework
3.2 Taxonomy of Inventory Systems
3.3 Gestures Using Physical Objects
3.4 Interaction Zones
4 Core Components of Extradimensional Storage
4.1 Interactor
4.2 Access
4.3 Container
4.4 Storage
4.5 Stored Item
4.6 Storage Sockets and Storage Queues
5 Interaction with Extradimensional Storage
5.1 Entering and Leaving
5.2 Storing and Retrieving
5.3 Object Organization
6 Conclusion
References
Virtual Equipment System: First Evaluation of Egocentric Virtual Equipment for Sensory Settings
1 Introduction
1.1 Background
2 Virtual Equipment System
2.1 Qualities
2.2 Interaction Techniques
3 Experiment
3.1 Setup
3.2 Quantitative Data
3.3 Qualitative Data
4 Data and Results
4.1 Pre-experiment Questionnaire Results
4.2 Experiment Data
4.3 Post-Experiment Questionnaire Data
5 Analysis
6 Limitations and Future Work
7 Conclusion
References
Evaluating VAMR Environments
Effect of Personality Traits and Stressor Inducers on Users’ Cognitive Load During Interactions with VR Environments
Abstract
1 Introduction
1.1 Personality Traits
1.2 Stress Inducers
2 Design of VR Based Environments
2.1 Plate Assembly Training Environment
2.2 Swabbing Training Environment
3 Method
3.1 Effect of Personality Traits
3.2 Effect of Stress Inducers
4 Results
4.1 Results of Personality Traits Assessment
4.2 Results of Cognitive Load Assessment
5 Conclusion
References
The Development and Validation of an Augmented and Mixed Reality Usability Heuristic Checklist
Abstract
1 Introduction
1.1 Literature Review
1.2 Purpose
2 Method
2.1 Steps 1–4: Exploratory through Correlational Stages
2.2 Step 5: Selection Stage
2.3 Step 6: Specification Stage
2.4 Step 7: Validation Stage
2.5 Step 8: Refinement Stage
3 Discussion
3.1 Limitations and Future Research
Appendix
References
A Vibrotactile Reaction Time Task to Measure Cognitive Performance in Virtual and Real Environments
Abstract
1 Introduction
2 Related Work
2.1 Locomotion in Virtual Reality
2.2 Vibrotactile Feedback Cues
2.3 Example Use Case: Construction Site Work
3 Vibrotactile Choice-Reaction Time Task in VR and Reality
3.1 Technical Solution and Apparatus
3.2 Participants, Data and Ethics
3.3 Results
3.4 Discussion
4 Comparing Artificial vs Physical Locomotion Techniques
4.1 Virtual Environment and Technical Setup
4.2 Participants, Data and Ethics
4.3 Study Procedure
4.4 Results
5 Discussion and Outlook
References
Assessing User Experience of Text Readability with Eye Tracking in Virtual Reality
1 Introduction
2 Related Work
2.1 Text and Readability
2.2 VR and Readability
2.3 Eye Tracking and Readability
3 Method
3.1 Design and Test Setup
3.2 Procedure
3.3 Participants
4 Results
5 Discussion and Conclusion
References
Virtual Reality is Better Than Desktop for Training a Spatial Knowledge Task, but Not for Everyone
Abstract
1 Introduction
1.1 Current Study
2 Method
2.1 Participants and Design
2.2 Materials
2.3 Measures
2.4 Procedure
3 Results
3.1 Data Coding
3.2 Spatial Knowledge Learning Outcomes
4 Discussion
5 Conclusion
Acknowledgments
References
Is Off-the-Shelf VR Software Ready for Medical Teaching?
1 Background, Motivation and Goals
2 Use Case and Implementation
3 Procedure
4 Results
5 Discussion
6 Conclusion
References
Ease of Use and Preferences Across Virtual Reality Displays
Abstract
1 Introduction
2 Background
3 Methodology
3.1 Environment
3.2 Interaction Selection
3.3 Alpha Testing and Refinement
3.4 Procedure
3.5 Participants
3.6 Device Details
4 Analysis
5 Results
5.1 Success Rates
5.2 Ease of Use
5.3 Secondary Analysis
5.4 Preferences and Informal Participant Responses
5.5 Refinement of Interaction Tasks
5.6 Selection and Application of Exploratory Factor Analysis
5.7 EFA Results
6 Discussion
6.1 Limitations and Future Work
Acknowledgements
References
Objective Quantification of Circular Vection in Immersive Environments
1 Introduction
1.1 Vection
1.2 Vection Measurement Methods
1.3 Gaps in the Measurements of Vection and Present Research
2 Method
2.1 Participants
2.2 Apparatus
2.3 Stimuli
2.4 Design
2.5 Procedure
3 Results
3.1 Angular Displacement
3.2 Angular Velocity and Acceleration
3.3 Vection Index
4 Discussion
4.1 Kinematic Analysis
4.2 Vection Index
5 Conclusion
References
Are You There? A Study on Measuring Presence in Immersive Virtual Reality
Abstract
1 Introduction
2 Related Work
3 First Experiment
3.1 Game Design
3.2 Questionnaire Design
3.3 Experimental Conditions
3.4 Results and Discussion of the First Experiment
4 Second Experiment
4.1 Game Design
4.2 Questionnaire Design
4.3 Experimental Conditions
5 Results
5.1 The Results of the Questionnaire Inside the VR in Each Condition
5.2 The Results of the Conclusive Questionnaire After Each VR Experience and the Whole VR Experience
6 Discussion
6.1 The Measured Presence During VR Experiences
6.2 Subjects’ Opinions from the Conclusive Questionnaire
6.3 Limitations and Future Work
7 Conclusion
References
Gesture-Based, Haptic and Multimodal Interaction in VAMR
Tabletop 3D Digital Map Interaction with Virtual Reality Handheld Controllers
1 Introduction
2 Related Work
3 Digital Map Table Interactions
4 User Study
4.1 Participants
4.2 Tasks and Procedures
4.3 Measurements
4.4 Results
5 Discussion
6 Conclusion and Future Work
References
Hand Gesture Recognition for User Interaction in Augmented Reality (AR) Experience
1 Introduction
2 Proposed Approach
2.1 Hand Detection
2.2 Gesture Recognition
3 Experimental Evaluation
3.1 Gestures for AR
3.2 Datasets
3.3 Quantitative Evaluation
4 Conclusions
References
Natural 3D Object Manipulation for Interactive Laparoscopic Augmented Reality Registration
1 Introduction
2 Registration Methods
2.1 Manual Registration
2.2 Point-Based Registration
2.3 Surface-Based Registration
2.4 Prototype Implementation
3 Experiment Methods
3.1 Study Design
3.2 Sample Design
3.3 Study Setup
3.4 Study Procedure
4 Results
4.1 Data Exclusion
4.2 Participants Demographics
4.3 Statistical Results
4.4 Qualitative Feedback
5 Discussion
5.1 Discussion of Results
5.2 General Discussion
6 Conclusion
References
Generating Hand Posture and Motion Dataset for Hand Pose Estimation in Egocentric View
1 Introduction
2 Related Work
3 Approach
3.1 Human Model and Environment
3.2 Pose Generation
3.3 Animation
4 Experimental Results
5 Conclusion
References
Real-Time Bimanual Interaction Across Virtual Workspaces
1 Introduction
2 Related Work
2.1 Cross-Device Interaction in Physical Environments
2.2 Bimanual Interaction Design for VR
3 Cross-Workspace Interaction
3.1 Elemental Freehand Gestures for VR
3.2 Bimanual Gestures
4 Method
4.1 Apparatus
4.2 Gesture Implementation
4.3 Participants
4.4 Study Procedure
5 Results
5.1 Performance Data Analysis
5.2 Questionnaire Analysis
5.3 Other Observations and Discussions
6 Conclusion and Future Work
References
Typing in Mid Air: Assessing One- and Two-Handed Text Input Methods of the Microsoft HoloLens 2
Abstract
1 Introduction
2 Method
2.1 Participants
2.2 Experimental Design
2.3 Measures
2.4 Materials
2.5 Procedure
3 Results
3.1 Text Input Speed and Accuracy
3.2 Perceived Workload
3.3 Perceived Usability
3.4 Perceived Exertion
3.5 Perceived Eye Fatigue
3.6 Preference
4 Discussion
4.1 Limitations and Future Research
References
Learning Effect of Lay People in Gesture-Based Locomotion in Virtual Reality
1 Introduction
2 Background and Related Work
3 Locomotion Techniques
4 Experiment
4.1 Objectives
4.2 Participants
4.3 Apparatus
4.4 Experimental Task
4.5 Procedure
5 Answering the Research Questions
5.1 Do Lay People Significantly Improve Their Task Completion Time When Using Hand Gesture Based Locomotion During a Second Session Compared to the First?
5.2 How Much Do Lay People Adapt to the Limitations of a Hand Tracking Device After a First Trial Session?
5.3 Will Lay People Significantly Improve Their Efficiency (Less Number of Teleportations) When Using Hand Gesture Based Locomotion During a Second Trial Session?
6 Discussion
7 Conclusion
References
Flick Typing: A New VR Text Input System Based on Space Gestures
1 Introduction
1.1 Background
1.2 Flick Typing System
2 Related Work
3 Flick Typing Input Mechanism
3.1 Rotation Based Key Mapping
4 Experiments and Results
4.1 Typing Performance Evaluation
4.2 Results
4.3 Discussion
4.4 Future Work
5 Conclusion
References
Social, Emotional, Psychological and Persuasive Aspects in VAMR
A Design Framework for Social Virtual Reality Experiences: Exploring Social and Cultural Dimensions for Meaningful and Impactful VR
Abstract
1 Introduction
2 Review of Relevant Literature
2.1 User-Centred Design to Generate Meaningful Social VR Content for Professional Learning
2.2 Theoretical Framework
3 Methodology and Methods
4 Interview Findings
5 Scenario Design and Development
5.1 Scenario 1: Introduction and Training
5.2 Scenario 2: Upset Patient
5.3 Scenario 3: Angry Patient
6 Initial User Feedback
7 Conclusion
References
Designing Virtual Environments for Smoking Cessation: A Preliminary Investigation
1 Introduction
1.1 Paper Organization
2 Background
3 Experiment Design
3.1 Virtual Reality Scenarios
4 Procedure
4.1 Participants
5 Results
6 Discussion and Conclusion
References
Social-Emotional Competence for the Greater Good: Exploring the Use of Serious Game, Virtual Reality and Artificial Intelligence to Elicit Prosocial Behaviors and Strengthen Cognitive Abilities of Youth, Adolescents and Educators – A Systematic Review
Abstract
1 Introduction
2 Background
2.1 Prosocial Behaviors and Cognitive Abilities of Youth and Other Learners
2.2 Socio-emotional Learning and Social Cohesion in Schools
2.3 Social Emotional Competence and Advanced Technology
3 Methodology
3.1 Context
3.2 Research Approach
3.3 Research Questions
3.4 Data Collection
4 Results and Discussion
4.1 Dataset Categorization
5 Question 1: What Are the Cognitive and Socio-emotional Benefits to Introducing SG and XR Technology in Both K-12 and Post-secondary School Settings?
6 Question 2: Can Advanced Technology Such as SG, XR, and AI Be Used in K-12 and Post-secondary Schools to Facilitate the Development of Prosocial Behaviors e.g. Empathy and Compassion?
7 Question 3: How Can Advanced Technologies Best be Used by Teachers and Educators to Foster Positive Affective and Cognitive Learning Outcomes in K-12 Settings?
8 Conclusion
References
Body-Related Attentional Bias in Anorexia Nervosa and Body Dissatisfaction in Females: An Eye-Tracking and Virtual Reality New Paradigm
Abstract
1 Introduction
2 Method
2.1 Participants
2.2 Instruments
2.3 Measures
2.4 Eye-Tracking Measures
2.5 Procedure
2.6 Statistical Analysis
3 Results
3.1 Descriptive Results
3.2 Visual Selective Attentional Bias
4 Discussion
Funding
References
Enhancing Emotional Experience by Building Emotional Virtual Characters in VR Exhibitions
Abstract
1 Introduction
1.1 Background
1.2 Virtual Digital Exhibition
1.3 Learning and Communitive Value of VDE
2 Related Works
2.1 VR Exhibition
2.2 Virtual Display System
2.3 The Emotional Types of Visitors
2.4 Emotion Model in VR Sport Games
3 Framework Development
3.1 The Emotional Color Label of Visitors
3.2 Framework for Emotional Experience in VR Exhibitions
4 Conclusion
Acknowledgment
References
The Island of Play: Reflections on How to Design Multiuser VR to Promote Social Interaction
Abstract
1 Introduction
2 The Island of Play
3 Understanding Play
4 Reflections on the Design of the Player’s Character in The Island of Play
5 Reflections on the Design of Game Objects and Playful Interactions in The Island of Play
6 Reflections on the Design of Social Experiences in The Island of Play
7 Reflections on Using the Magic Circle for Design in The Island of Play
8 Conclusion
References
Ludography
Development of an Invisible Human Experience System Using Diminished Reality
1 Introduction
2 Development of an Invisible Human Experience System
2.1 Overview of the Proposed System
2.2 Outline of Body Region Inpainting Using Deep Learning
2.3 How to Create Dataset
2.4 Comparison of the Networks
2.5 The Examples of the Images Processed in Real Time
3 Evaluation of the Invisible Human Experience System
3.1 Outline of the Evaluation
3.2 Hypothetical Model of Psychological Change
4 Summary
References
Towards a Social VR-based Exergame for Elderly Users: An Exploratory Study of Acceptance, Experiences and Design Principles
1 Introduction
2 Literature Review
3 Method
3.1 The Game Prototype
3.2 Participants
3.3 Procedure
4 Results and Discussion
5 Conclusion
References
Relative Research on Psychological Character and Plot Design Preference for Audiences of VR Movies
Abstract
1 Introduction
1.1 The Origin and Development of VR Movies
1.2 Basic CVR Devices
1.3 Categories and Typical Works
1.4 Comments, Features and Challenges
2 Literature Review
2.1 Big-Five Theory
2.2 VR Movie Screenwriting
2.3 Unique Task for VR Movie Screenwriters
3 Hypothesis
4 Survey
4.1 Questionnaire
4.2 Data Statistics and Analysis
4.3 Correlation Analysis
5 Conclusion
References
Author Index
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