Article
Computer Science, Software Engineering
Yuan Li, Ibrahim A. Tahmid, Feiyu Lu, Doug A. Bowman
Summary: Referencing objects at a distance is challenging in collaborative tasks. Augmented Reality can help by providing virtual pointing rays to the target. This study evaluated two pointing ray techniques and found that the Double Ray technique is beneficial for distant object referencing.
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
(2022)
Article
Computer Science, Software Engineering
Graham Wilson, Mark McGill, Daniel Medeiros, Stephen Brewster
Summary: This paper investigates how existing techniques can be used to solve the problem of using virtual reality headsets in transportation. Through a user study, it is found that Linear Gain technique is the most effective and provides eight guidelines for future research.
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
(2023)
Article
Computer Science, Software Engineering
Graham Wilson, Mark McGill, Daniel Medeiros, Stephen Brewster
Summary: Standalone VR headsets can be used in transportation, but the limited physical space and movement constraints pose challenges for users. This study investigates three at-a-distance interaction techniques to improve the interaction capabilities of VR users in confined spaces. The linear gain technique was found to be the most effective, providing similar performance and user experience to unconstrained conditions, despite some boundary violations and arm movements. AlphaCursor, on the other hand, kept users within limits but had poorer performance and experience. Eight guidelines for using and researching at-a-distance techniques in constrained spaces are provided based on the findings.
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
(2023)
Article
Computer Science, Cybernetics
Carina Liebers, Marvin Prochazka, Niklas Pfutzenreuter, Jonathan Liebers, Jonas Auda, Uwe Gruenefeld, Stefan Schneegass
Summary: Scanning everyday objects with depth sensors is an advanced method for generating realistic 3D representations, but the resulting point cloud data contains outliers and irrelevant data. Additional manual segmentation steps are needed to obtain the desired 3D representation. This paper compares three different technology classes (desktop vs. tablet vs. virtual reality) in a user study to understand their effectiveness and efficiency for segmentation tasks. The results show that desktop and tablet outperform virtual reality in task completion time, but there is no significant difference in the effectiveness of segmentation. Participants preferred desktop for its familiarity and temporal efficiency, and virtual reality for its three-dimensional representation.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION
(2023)
Article
Chemistry, Multidisciplinary
Caijun Zhao, Kai Way Li, Lu Peng
Summary: With the emergence and application of augmented reality (AR) devices, human-virtual target interactions are becoming more common. This study aims to investigate the motion time (MT) when people interact with virtual targets and compare the differences in motion time between real and AR environments. An experiment was conducted with 30 healthy adults performing pointing tasks on physical and virtual calculator panels. The results showed that the type of panel, inclined angle, gender, and handedness had significant effects on the MT, with the MT on the virtual panel being higher than the physical one. A revised Fitts's model was proposed to estimate the MT in both physical-virtual and inclined panel situations. The information in this study is beneficial for AR designers to improve the usability and user experience of their designs.
APPLIED SCIENCES-BASEL
(2023)
Article
Computer Science, Software Engineering
Vuthea Chheang, Patrick Saalfeld, Fabian Joeres, Christian Boedecker, Tobias Huber, Florentine Huettl, Hauke Lang, Bernhard Preim, Christian Hansen
Summary: Collaborative virtual reality environment is introduced to assist liver surgeons in tumor surgery planning, aiming to improve virtual resection planning between surgeons in a remote or co-located environment.
COMPUTERS & GRAPHICS-UK
(2021)
Article
Computer Science, Interdisciplinary Applications
Yusuf Sermet, Ibrahim Demir
Summary: GeospatialVR is an open-source collaborative virtual reality framework that can dynamically create 3D real-world environments accessible on multiple platforms in real-time. By integrating geospatial information and virtual reality, it assists various stakeholders in acquiring essential data. Furthermore, with multi-user support, it can function as a virtual incident command center or meeting room.
COMPUTERS & GEOSCIENCES
(2022)
Article
Computer Science, Information Systems
Gi Seok Park, Ryeong Hwan Kim, Hwangjun Song
Summary: This paper presents a collaborative virtual 3D object modeling system that leverages mobile edge cloud (MEC) and device-to-device (D2D) communication for low-latency and high-quality augmented reality (AR) streaming services over 5G networks. The system utilizes MEC for computationally intensive tasks and D2D communication for reducing transmission delay. It introduces a part-segment quality selection algorithm to control the quality of each segment based on the user's network condition. The experimental results demonstrate the superior performance of the proposed system in terms of service latency and visual 3D object quality compared to conventional systems.
IEEE TRANSACTIONS ON MOBILE COMPUTING
(2023)
Article
Computer Science, Cybernetics
Florian Mathis, John H. Williamson, Kami Vaniea, Mohamed Khamis
Summary: RubikAuth is a fast and secure authentication scheme for virtual reality, where users select numbers from a virtual 3D cube for authentication. The scheme is highly resilient to observation attacks, with a large theoretical password space.
ACM TRANSACTIONS ON COMPUTER-HUMAN INTERACTION
(2021)
Article
Computer Science, Cybernetics
Nicolo Dozio, Federica Marcolin, Giulia Wally Scurati, Luca Ulrich, Francesca Nonis, Enrico Vezzetti, Gabriele Marsocci, Alba La Rosa, Francesco Ferrise
Summary: This paper discusses how to combine multiple design elements to elicit five distinct emotions and presents the methodology, development of case studies, and testing results.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2022)
Article
Computer Science, Software Engineering
Nikolaos Katzakis, Lihan Chen, Oscar Ariza, Robert J. Teather, Frank Steinicke
Summary: The study found that in 3D pointing tasks, the accuracy of pointing is mainly influenced by the location of the target rather than the initial position of the effector (hand). Visible feedback during pointing improves performance.
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
(2021)
Article
Computer Science, Interdisciplinary Applications
Yujun Lu, BoYu Gao, Huawei Tu, Huiyue Wu, Weiqiang Xin, Hui Cui, Weiqi Luo, Henry Been-Lirn Duh
Summary: This study examines the effects of walking speed on task completion time and error rate in target selection tasks during walking in virtual reality environments. The experiments revealed that low walking speeds resulted in longer task completion times, while higher walking speeds led to even longer task completion times and increased error rates. Additionally, the impact of walking speed varied depending on the size and depth of the targets.
Article
Computer Science, Software Engineering
Ajaya Kumar Dash, Koniki Venkata Balaji, Debi Prosad Dogra, Byung-Gyu Kim
Summary: This paper focuses on using the human palm as a natural target for rendering and interacting with 3D virtual objects in augmented reality (AR) applications. A two-stage palm detection model is proposed to track multiple palms and calculate the camera pose. Intuitive one-handed natural gestures are used for interaction, and a finite state machine is employed to detect gesture changes. The proposed method outperforms state-of-the-art methods in terms of precision and frame rate.
Article
Chemistry, Multidisciplinary
Federico Neri, Matteo Forlini, Cecilia Scoccia, Giacomo Palmieri, Massimo Callegari
Summary: This paper presents the implementation of an obstacle avoidance algorithm on the UR5e collaborative robot, which allows real-time modification of the manipulator's trajectory to avoid obstacles. Test cases with fixed or dynamic obstacles were simulated and experimented on. The hardware/software architecture of the robotic system is described, where an external controller communicates with the robot controller through TCP/IP protocol, and Python/Matlab software executes algorithms and data processing.
APPLIED SCIENCES-BASEL
(2023)
Article
Chemistry, Multidisciplinary
Ewa Misterska, Filip Gorski, Marek Tomaszewski, Pawel Bun, Jakub Gapsa, Anna Slysz, Maciej Glowacki
Summary: The aim of this study was to develop the use of biometric avatars in virtual reality (VR) as a useful tool to study changes in body representation in adolescent idiopathic scoliosis (AIS).
APPLIED SCIENCES-BASEL
(2023)
Article
Computer Science, Software Engineering
A. Beacco, N. Pelechano, C. Andujar
COMPUTER GRAPHICS FORUM
(2016)
Article
Computer Science, Software Engineering
Oscar Argudo, Antonio Chica, Carlos Andujar
COMPUTERS & GRAPHICS-UK
(2016)
Article
Computer Science, Software Engineering
Oscar Argudo, Carlos Andujar, Antonio Chica, Eric Guerin, Julie Digne, Adrien Peytavie, Eric Galin
Article
Computer Science, Software Engineering
A. Beacco, C. Andujar, N. Pelechano, B. Spanlang
COMPUTER ANIMATION AND VIRTUAL WORLDS
(2012)
Article
Computer Science, Software Engineering
C. Andujar
COMPUTER GRAPHICS FORUM
(2012)
Article
Computer Science, Software Engineering
C. Andujar, A. Chica, M. A. Vico, S. Moya, P. Brunet
COMPUTER GRAPHICS FORUM
(2014)
Article
Computer Science, Software Engineering
C. Andujar, A. Chica, P. Brunet
COMPUTERS & GRAPHICS-UK
(2012)
Article
Computer Science, Software Engineering
Ferran Argelaguet, Carlos Andujar
COMPUTERS & GRAPHICS-UK
(2013)
Editorial Material
Mathematics, Applied
Hari Mohan Srivastava
FIXED POINT THEORY AND APPLICATIONS
(2013)
Article
Computer Science, Software Engineering
Oscar Argudo, Carlos Andujar, Antoni Chica
COMPUTER GRAPHICS FORUM
(2020)
Article
Computer Science, Software Engineering
Carlos Andujar, Cristina R. Vijulie, Alvar Vinacua
IEEE COMPUTER GRAPHICS AND APPLICATIONS
(2020)
Article
Computer Science, Software Engineering
Imanol Munoz-Pandiella, Marc Comino Trinidad, Carlos Andujar, Oscar Argudo, Carles Bosch, Antonio Chica, Beatriz Martinez
Summary: This paper proposes an automatic algorithm to minimize color differences among registered scans. It builds correspondences between pairs of scans, calculates gain compensation factors to uniformize color, and generates panoramas for consistent colorization of point clouds. The approach has been tested with a Leica RTC360 scanner, achieving very good results.
COMPUTERS & GRAPHICS-UK
(2022)
Article
Computer Science, Artificial Intelligence
Marc Comino, Carlos Andujar, Antonio Chica, Pere Brunet
COMPUTER VISION AND IMAGE UNDERSTANDING
(2017)
Proceedings Paper
Computer Science, Artificial Intelligence
Carlos Andujar, Pere Brunet
Review
Robotics
Pere Brunet, Carlos Andujar
FRONTIERS IN ROBOTICS AND AI
(2015)
Review
Computer Science, Cybernetics
Julia Seitz, Ivo Benke, Armin Heinzl, Alexander Maedche
Summary: Video meeting systems are widely used in work and life, but their impact on users' psychological states and outcomes is not well understood. This article provides a comprehensive review of existing research on psychological user states and outcomes, highlighting key findings and suggesting future research directions.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Alberto Monge Roffarello, Luigi De Russis
Summary: This paper presents a novel digital self-control tool called StepByStep, which proactively assists users in learning how to better manage smartphone use and reduce time spent on their devices. Preliminary studies show promising results in helping users change unwanted smartphone habits.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Evania L. Fasya, Esther van den Bos, Dirk K. J. Heylen, Mariska E. Kret
Summary: This study explores the relationship between mimicry, person-perception, and social anxiety levels by having participants interact with virtual humans. The results show that participants, regardless of anxiety levels, mimic the virtual humans' smiles, which is associated with increased liking and trust towards the virtual humans.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Naseem Ahmadpour, Ajit G. Pillai, Sofia Yao, Andrew Weatherall
Summary: Virtual Reality (VR) can be used in pediatric hospitals to create makerspaces that provide children with an enriched experience. Through observation of participants' engagement with VR, we identified three different maker identities and provided design considerations for makerspaces in pediatric settings.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Michael Jones, Mia Caminita, Elizabeth Klemm, Dustin Bruening, Sarah Ridge
Summary: This study conducted interviews with figure skating coaches to explore their perception of using IMU data in training. The findings indicate that coaches play a crucial role as gatekeepers in sharing and interpreting data, considering individual athletes' needs and being cautious when sharing data with parents.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Abhraneil Dam, Arsh Siddiqui, Charles Leclercq, Myounghoon Jeon
Summary: This article investigates the concept of audio augmented reality (AAR) and provides a systematic understanding, classification, and definition for AAR. The research identifies three categories for AAR applications - Environment Connected, Goal Directed, and Context Adapted, each with three subcategories. This taxonomy serves as a guide for the development and evaluation of AAR applications.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Minjung Kim, Saebyeol Kim, Jinwoo Kim, Tae-Jin Song, Yuyoung Kim
Summary: This study investigates the differences in explanation needs between clinicians and patients in the healthcare domain, and designs corresponding explanation interfaces for each group. The results demonstrate that there are diverse motivations and requirements for seeking explanations among different stakeholders, and the designed interfaces effectively address these needs.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Leonardo Vasconcelos, Jean Zahn, Daniela Trevisan, Jose Viterbo
Summary: In today's world, crowdsourcing initiatives have gained wide adoption. However, sporadic use alone is not enough for success in crowdsourcing initiatives, as active user engagement is crucial. To address this, an 18-card deck was created to provide designers with domain-specific insights on boosting user engagement. Through collaborative online design workshops, valuable information was provided, leading to contributions in design research and practices in crowdsourcing initiatives, particularly in user engagement.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Nikol Figalova, Hans-Joachim Bieg, Julian Elias Reiser, Yuan-Cheng Liu, Martin Baumann, Lewis Chuang, Olga Pollatos
Summary: With increasing automation, drivers' roles transition from active operators to passive system supervisors, affecting their behaviour and cognitive processes. This study investigates attentional resource allocation and subjective cognitive load during different levels of driving automation. The findings suggest that during automated driving, drivers allocate fewer attentional resources to processing environmental information, highlighting the importance of managing drivers' attention and cognitive load for enhancing automation safety and user interface design.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Majid Nasirinejad, Derek Reilly
Summary: Mobile Focus+Context (mF+C) involves using a handheld device as a focus screen for content on an immersive display or mobile projector. In this study, three techniques for linking focus and context were compared, and it was found that all techniques were able to mitigate poor projection quality and performed similarly in terms of time and precision. However, the effectiveness of each technique depended on the task type.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Huiyu Li, Linwei Fan, Chengwei Yang, Yongxia Zhang
Summary: This study evaluates human perception of curvature gain under different virtual path conditions using a novel psychophysical method of limits. The results show that the direction and length of the curved path can impact human perception, and longer pre-order paths can increase the ability to adapt to the post-order path.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Eugene Hwang, Jeongmi Lee
Summary: This study proposes an automatic lecture video editing pipeline based on individual attention patterns, aiming to address the setbacks in producing effective educational videos. The results show that attention-based automatic editing can significantly reduce editing time while maintaining similar video characteristics to professionally edited versions, and have the potential to decrease the cognitive load of learners.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Robin Neuhaus, Ronda Ringfort-Felner, Shadan Sadeghian, Marc Hassenzahl
Summary: Virtual reality has the potential to extend human capabilities beyond reality, but it is unclear whether users perceive augmentation-oriented designs as augmenting and whether the experience is beneficial. Two consecutive experimental vignette studies were conducted to compare reality-oriented designs and augmentation-oriented designs. The findings show that augmentation-oriented designs create a more intensive augmentation experience, which is positively related to positive affect, need fulfillment, usage intention, and hedonic quality. Additionally, a new measure for assessing the subjective experience of augmentation was successfully established.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Moritz Held, Andreea Minculescu, Jochem W. Rieger, Jelmer P. Borst
Summary: In this study, the effects of interventions by adaptive automation systems designed to prevent mind-wandering while driving were predicted. It was found that a simple secondary task can improve driving performance, but if the driving task is simple, people may start mind-wandering, which interferes with driving. The study showed that interventions eliciting mild cognitive load can mitigate the negative effects of mind-wandering on driving performance.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Nannan Xi, Oguz Oz Buruk, Juan Chen, Shiva Jabari, Juho Hamari
Summary: This study investigates the features of wearables that lead to a heightened game experience, finding that integrability to games, wearability, modularity, and sociability are the most important dimensions.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)