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Graphics and Human Computer Interfaces Commons™
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Articles 1 - 15 of 15
Full-Text Articles in Graphics and Human Computer Interfaces
A Virtual-Reality-Based Dental Simulator For Endodontics With Automated Formative Feedback, Yousef Salah Abo El Ela
A Virtual-Reality-Based Dental Simulator For Endodontics With Automated Formative Feedback, Yousef Salah Abo El Ela
Theses and Dissertations
Advancements in virtual reality (VR) and haptic technology are transforming the landscape of medical and dental education, offering new avenues for safe, immersive, and repeatable training experiences. Within dentistry, endodontics presents unique challenges for preclinical education due to anatomical complexity, limited access to extracted teeth, ethical concerns, and the shortcomings of conventional plastic models. Despite endodontics specific plastic teeth being available, they fall short of replicating the hardness of real extracted teeth, are relatively costly compared to generic plastic teeth, and are ultimately a disposable item which makes them inadequate as a sustainable long-term solution. Extracted teeth do a much …
From Physical Correlation To Emotional Connection: The Role Of Passive Haptics On Empathy In Virtual Reality, Jemely Robles
From Physical Correlation To Emotional Connection: The Role Of Passive Haptics On Empathy In Virtual Reality, Jemely Robles
Dartmouth College Master’s Theses
Virtual reality is increasingly explored as a tool for cultivating empathy, and haptic feedback as a tool for enhancing immersion. This paper investigates the effects of combining the two. Fifty-two participants experienced a custom-built VR scene in which a character was shown packing up a room. Participants were assigned to either a haptic condition, receiving passive haptic feedback corresponding to the character's actions, or a non-haptic control condition that did not receive any haptic input. Trait empathy was measured beforehand, and state empathy and engagement were measured after the experience. Thematic analysis was conducted on post-study interviews, and headset recordings …
(Meta-)Physical Artworks: Digital Augmentation In Art Observation, Macy A. Toppan
(Meta-)Physical Artworks: Digital Augmentation In Art Observation, Macy A. Toppan
Dartmouth College Master’s Theses
Augmented art— the subgenre of art that incorporates physical and digital artwork— is a rapidly growing field driven by advancing technology and a new generation for whom that tech is a given. Yet the presence of media like augmented and virtual reality in exhibition remains a controversial subject. Rather than focusing on the many theoretical debates about whether digital pieces can qualify as "good" art, we study it in practice through the eyes of the casual art observer. This paper highlights the audience in a within-participant study that asked viewers to take in a physical sculpture intentionally built with virtual …
Vrmovian - An Immersive Data Annotation Tool For Visual Analysis Of Human Interactions In Vr, Isaac Browen
Vrmovian - An Immersive Data Annotation Tool For Visual Analysis Of Human Interactions In Vr, Isaac Browen
Student Scholar Symposium Abstracts and Posters
Understanding human behavior in virtual reality (VR) is a key component for developing intelligent systems to enhance human focused VR experiences. The ability to annotate human motion data proves to be a very useful way to analyze and understand human behavior. However, due to the complexity and multi-dimensionality of human activity data, it is necessary to develop software that can display the data in a comprehensible way and can support intuitive data annotation for developing machine learning models able recognize and assist human motions in VR (e.g., remote physical therapy). Although past research has been done to improve VR data …
Accessible Virtual Reality For Older Adults, Aaron Gluck
Accessible Virtual Reality For Older Adults, Aaron Gluck
All Dissertations
Virtual reality (VR) has grown significantly since the commercial release of the Oculus Rift in March 2016. This growth accelerated during the COVID-19 pandemic, revolutionizing how individuals and businesses work, socialize, exercise, and stay entertained. However, commercial VR systems are not designed to be accessible to people with disabilities. While researchers have explored aspects of VR accessibility for people with disabilities, there is minimal research on accessible VR for older adults. Older adults (65+) self-report the highest rate of disabilities which may result in VR accessibility barriers, making this the ideal group to study the accessibility of VR.
This dissertation …
The Impact Of Pre-Experiment Walking On Distance Perception In Vr, Soheil Sepahyar
The Impact Of Pre-Experiment Walking On Distance Perception In Vr, Soheil Sepahyar
Dissertations, Master's Theses and Master's Reports
While individuals can accurately estimate distances in the real world, this ability is often diminished in virtual reality (VR) simulations, hampering performance across training, entertainment, prototyping, and education domains. To assess distance judgments, the direct blind walking method—having participants walk blindfolded to targets—is frequently used. Typically, direct blind walking measurements are performed after an initial practice phase, where people become comfortable with walking while blindfolded. Surprisingly, little research has explored how such pre-experiment walking impacts subsequent VR distance judgments. Our initial investigation revealed increased pre-experiment blind walking reduced distance underestimations, underscoring the importance of detailing these preparatory procedures in research—details …
Hapticpuppet: A Kinesthetic Mid-Air Multidirectional Force-Feedback Drone-Based Interface, Martin Feick, Anthony Tang, Antonio Kruger
Hapticpuppet: A Kinesthetic Mid-Air Multidirectional Force-Feedback Drone-Based Interface, Martin Feick, Anthony Tang, Antonio Kruger
Research Collection School Of Computing and Information Systems
Providing kinesthetic force-feedback for human-scale interactions is challenging due to the relatively large forces needed. Therefore, robotic actuators are predominantly used to deliver this kind of haptic feedback; however, they offer limited flexibility and spatial resolution. In this work, we introduce HapticPuppet, a drone-based force-feedback interface which can exert multidirectional forces onto the human body. This can be achieved by attaching strings to different parts of the human body such as fingers, hands or ankles, which can then be affixed to multiple coordinated drones - puppeteering the user. HapticPuppet opens up a wide range of potential applications in virtual, augmented …
Increasing Perceived Realism Of Objects In A Mixed Reality Environment Using 'Diminished Virtual Reality', Logan Scott Parker
Increasing Perceived Realism Of Objects In A Mixed Reality Environment Using 'Diminished Virtual Reality', Logan Scott Parker
Honors Theses
With the recent explosion of popularity of virtual and mixed reality, an important question has arisen: “Is there a way to create a better blend of real and virtual worlds in a mixed reality experience?” This research attempts to determine whether a visual filter can be created and applied to virtual objects to better convince the brain into interpreting a composite of virtual and real views as one seamless view. The method devised in this thesis is being called 'Diminished Virtual Reality'. The results found in this study show that when presented with a scene composed of a combination of …
The Effect Of Touch Simulation In Virtual Reality Shopping, Ha Kyung Lee, Namhee Yoon, Dooyoung Choi
The Effect Of Touch Simulation In Virtual Reality Shopping, Ha Kyung Lee, Namhee Yoon, Dooyoung Choi
STEMPS Faculty Publications
This study aims to explore the effect of touch simulation on virtual reality (VR) store satisfaction mediated by VR shopping self-efficacy and VR shopping pleasure. The moderation effects of the autotelic and instrumental need for touch between touch simulation and VR store satisfaction are also explored. Participants wear a head-mounted display VR device (Oculus Go) in a controlled laboratory environment, and their VR store experience is recorded as data. All participants’ responses (n = 58) are analyzed using SPSS 20.0 for descriptive statistics, reliability analysis, exploratory factor analysis, and the Process macro model analysis. The results show that touch simulation …
Evaluating Grasping Visualizations And Control Modes In A Vr Game, Alex Adkins, Lorraine Lin, Aline Normoyle, Ryan Canales, Yuting Ye, Sophie Jörg
Evaluating Grasping Visualizations And Control Modes In A Vr Game, Alex Adkins, Lorraine Lin, Aline Normoyle, Ryan Canales, Yuting Ye, Sophie Jörg
Computer Science Faculty Research and Scholarship
A primary goal of the Virtual Reality(VR) community is to build fully immersive and presence-inducing environments with seamless and natural interactions. To reach this goal, researchers are investigating how to best directly use our hands to interact with a virtual environment using hand tracking. Most studies in this field require participants to perform repetitive tasks. In this article, we investigate if results of such studies translate into a real application and game-like experience. We designed a virtual escape room in which participants interact with various objects to gather clues and complete puzzles. In a between-subjects study, we examine the effects …
The Living Wall Display: Physical Augmentation Of Interactive Content Using An Autonomous Mobile Display, Yuki Onishi, Yoshiki Kudo, Kazuki Takashima, Anthony Tang, Yoshifumi Kitamura
The Living Wall Display: Physical Augmentation Of Interactive Content Using An Autonomous Mobile Display, Yuki Onishi, Yoshiki Kudo, Kazuki Takashima, Anthony Tang, Yoshifumi Kitamura
Research Collection School Of Computing and Information Systems
The Living Wall Display displays interactive content on a mobile wall screen that moves in concert with content animation. To augment the interaction experience, the display dynamically changes its position and orientation, responding to the content animation triggered by user interactions. We implement three proof of concept prototypes that represent pseudo force impact of the interactive content using physical screen movement. Pilot studies show that the Living Wall augments content expressiveness, and increases the sense of presence of the screen content.
Mixed-Reality For Object-Focused Remote Collaboration, Martin Feick, Anthony Tang, Scott Bateman
Mixed-Reality For Object-Focused Remote Collaboration, Martin Feick, Anthony Tang, Scott Bateman
Research Collection School Of Computing and Information Systems
In this paper we outline the design of a mixed-reality system to support object-focused remote collaboration. Here, being able to adjust collaborators' perspectives on the object as well as understand one another's perspective is essential to support effective collaboration over distance. We propose a low-cost mixed-reality system that allows users to: (1) quickly align and understand each other's perspective; (2) explore objects independently from one another, and (3) render gestures in the remote's workspace. In this work, we focus on the expert's role and we introduce an interaction technique allowing users to quickly manipulation 3D virtual objects in space.
Raymarching The Mandelbulb Fractal In Vr, Timotheus Alexander Letz
Raymarching The Mandelbulb Fractal In Vr, Timotheus Alexander Letz
Computer Engineering
Elaborate 3D fractals, such as the mandelbulb, offer fascinating depths and structures that bear self-similarity as one zooms in closer and closer. Traditional rendering techniques focus on pre-rendering the fractal, to bypass the need for real-time display. To display and explore the mandelbulb in VR, this real-time display is needed, and can be provided through the use of “Raymarching”, a technique that allows for the rendering of scenes within the GPU. This paper explores various techniques and systems used to provide, augment, and accelerate this process.
Using Intel Realsense Depth Data For Hand Tracking In Unreal Engine 4, Granger Lang
Using Intel Realsense Depth Data For Hand Tracking In Unreal Engine 4, Granger Lang
Liberal Arts and Engineering Studies
This project describes how to build a hand tracking method for VR/AR using the raw data from a depth sensing camera.
Empath-D: Empathetic Design For Accessibility, Kenny Tsu Wei Choo, Rajesh Krishna Balan, Kiat Wee Tan, Archan Misra, Youngki Lee
Empath-D: Empathetic Design For Accessibility, Kenny Tsu Wei Choo, Rajesh Krishna Balan, Kiat Wee Tan, Archan Misra, Youngki Lee
Research Collection School Of Computing and Information Systems
We describe our vision for Empath-D, our system to enable Empathetic User Interface Design. Our key idea is to leverage Virtual and Augmented Reality (VR / AR) displays to provide an Immersive Reality environment, where developers/designers can emulate impaired interactions by elderly or disabled users while testing the usability of their applications. Our early experiences with the Empath-D prototype show that Empath-D can emulate a cataract vision impairment of the elderly and guide designers to create accessible web pages with less mental workload.