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Graphics and Human Computer Interfaces Commons™
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Articles 31 - 60 of 62
Full-Text Articles in Graphics and Human Computer Interfaces
Vrsensory: Designing Inclusive Virtual Games With Neurodiverse Children, Ben Wasserman, Derek Prate, Bryce Purnell, Alex Muse, Kaitlyn Abdo, Kendra Day, Louanne Boyd
Vrsensory: Designing Inclusive Virtual Games With Neurodiverse Children, Ben Wasserman, Derek Prate, Bryce Purnell, Alex Muse, Kaitlyn Abdo, Kendra Day, Louanne Boyd
Engineering Faculty Articles and Research
We explore virtual environments and accompanying interaction styles to enable inclusive play. In designing games for three neurodiverse children, we explore how designing for sensory diversity can be understood through a formal game design framework. Our process reveals that by using sensory processing needs as requirements we can make sensory and social accessible play spaces. We contribute empirical findings for accommodating sensory differences for neurodiverse children in a way that supports inclusive play. Specifically, we detail the sensory driven design choices that not only support the enjoyability of the leisure activities, but that also support the social inclusion of sensory-diverse …
Paper Prototyping Comfortable Vr Play For Diverse Sensory Needs, Louanne E. Boyd, Kendra Day, Ben Wasserman, Kaitlyn Abdo, Gillian Hayes, Erik J. Linstead
Paper Prototyping Comfortable Vr Play For Diverse Sensory Needs, Louanne E. Boyd, Kendra Day, Ben Wasserman, Kaitlyn Abdo, Gillian Hayes, Erik J. Linstead
Engineering Faculty Articles and Research
We co-designed paper prototype dashboards for virtual environments for three children with diverse sensory needs. Our goal was to determine individual interaction styles in order to enable comfortable and inclusive play. As a first step towards an inclusive virtual world, we began with designing for three sensory-diverse children who have labels of neurotypical, ADHD, and autism respectively. We focused on their leisure interests and their individual sensory profiles. We present the results of co-design with family members and paper prototyping sessions conducted by family members with the children. The results contribute preliminary empirical findings for accommodating different levels of engagement …
A Virtual Reality System For Practicing Conversation Skills For Children With Autism, Natalia Stewart Rosenfield, Kathleen Lamkin, Jennifer Re, Kendra Day, Louanne E. Boyd, Erik J. Linstead
A Virtual Reality System For Practicing Conversation Skills For Children With Autism, Natalia Stewart Rosenfield, Kathleen Lamkin, Jennifer Re, Kendra Day, Louanne E. Boyd, Erik J. Linstead
Engineering Faculty Articles and Research
We describe a virtual reality environment, Bob’s Fish Shop, which provides a system where users diagnosed with Autism Spectrum Disorder (ASD) can practice social interactions in a safe and controlled environment. A case study is presented which suggests such an environment can provide the opportunity for users to build the skills necessary to carry out a conversation without the fear of negative social consequences present in the physical world. Through the repetition and analysis of these virtual interactions, users can improve social and conversational understanding.
Collecting Virtual And Augmented Reality In The Twenty-First Century Library, Matthew Hannah, Sarah Huber, Sorin Adam Matei
Collecting Virtual And Augmented Reality In The Twenty-First Century Library, Matthew Hannah, Sarah Huber, Sorin Adam Matei
Matei Interdisciplinary Research Collaboratory
In this paper, we discuss possible pedagogical applications for virtual and augmented reality (VR and AR), within a humanities/social sciences curriculum, articulating a critical need for academic libraries to collect and curate 3D objects. We contend that building infrastructure is critical to keep pace with innovative pedagogies and scholarship. We offer theoretical avenues for libraries to build a repository 3D object files to be used in VR and AR tools and sketch some anticipated challenges. To build an infrastructure to support VR/AR collections, we have collaborated with College of Liberal Arts to pilot a program in which Libraries and CLA …
Virtual Reality As Navigation Tool: Creating Interactive Environments For Individuals With Visual Impairments, Nick Murphy
Virtual Reality As Navigation Tool: Creating Interactive Environments For Individuals With Visual Impairments, Nick Murphy
Master of Science in Computer Science Theses
Research into the creation of assistive technologies is increasingly incorporating the use of virtual reality experiments. One area of application is as an orientation and mobility assistance tool for people with visual impairments. Some of the challenges are developing useful knowledge of the user’s surroundings and effectively conveying that information to the user. This thesis examines the feasibility of using virtual environments conveyed via auditory feedback as part of an autonomous mobility assistance system. Two separate experiments were conducted to study key aspects of a potential system: navigation assistance and map generation. The results of this research include mesh models …
Designing Interactive Virtual Environments With Feedback In Health Applications., Yi Li
Designing Interactive Virtual Environments With Feedback In Health Applications., Yi Li
Electronic Theses and Dissertations
One of the most important factors to influence user experience in human-computer interaction is the user emotional reaction. Interactive environments including serious games that are responsive to user emotions improve their effectiveness and user satisfactions. Testing and training for user emotional competence is meaningful in healthcare field, which has motivated us to analyze immersive affective games using emotional feedbacks. In this dissertation, a systematic model of designing interactive environment is presented, which consists of three essential modules: affect modeling, affect recognition, and affect control. In order to collect data for analysis and construct these modules, a series of experiments were …
Using Virtual Reality To Improve Sitting Balance, Alice Kay Barnes
Using Virtual Reality To Improve Sitting Balance, Alice Kay Barnes
Graduate Theses/Dissertations
This thesis focuses on using virtual reality (VR) to enhance sitting balance and core strength. It is a study in how to create a VR exercise program which is interesting enough to keep players/patients motivated, but comfortable to play and not overwhelming to the senses. The software used for this study was written with the hope that a later version of it might be used with occupational/physical therapy patients one day. For this master’s thesis, the initial testing has been done with healthy volunteers. The software incorporates what developers know thus far about designing for VR, and it is hoped …
Editable View Optimized Tone Mapping For Viewing High Dynamic Range Panoramas On Head Mounted Display, Yuan Li
Boise State University Theses and Dissertations
Head mounted displays are characterized by relatively low resolution and low dynamic range. These limitations significantly reduce the visual quality of photo-realistic captures on such displays. This thesis presents an interactive view optimized tone mapping technique for viewing large sized high dynamic range panoramas up to 16384 by 8192 on head mounted displays. This technique generates a separate file storing pre-computed view-adjusted mapping function parameters. We define this technique as ToneTexture. The use of a view adjusted tone mapping allows for expansion of the perceived color space available to the end user. This yields an improved visual appearance of …
Distance Perception In Virtual Environment Through Head-Mounted Displays, Bochao Li
Distance Perception In Virtual Environment Through Head-Mounted Displays, Bochao Li
Dissertations, Master's Theses and Master's Reports
Head-mounted displays (HMDs) are popular and affordable wearable display devices which facilitate immersive and interactive viewing experience. Numerous studies have reported that people typically underestimate distances in HMDs.
This dissertation describes a series of research experiments that examined the influence of FOV and peripheral vision on distance perception in HMDs and attempts to provide useful information to HMD manufacturers and software developers to improve perceptual performance of HMD-based virtual environments.
This document is divided into two main parts. The first part describes two experiments that examined distance judgments in Oculus Rift HMDs. Unlike numerous studies found significant distance compression, our …
Improving Everyday Computing Tasks With Head-Mounted Displays, James Walker
Improving Everyday Computing Tasks With Head-Mounted Displays, James Walker
Dissertations, Master's Theses and Master's Reports
The proliferation of consumer-affordable head-mounted displays (HMDs) has brought a rash of entertainment applications for this burgeoning technology, but relatively little research has been devoted to exploring its potential home and office productivity applications. Can the unique characteristics of HMDs be leveraged to improve users’ ability to perform everyday computing tasks? My work strives to explore this question.
One significant obstacle to using HMDs for everyday tasks is the fact that the real world is occluded while wearing them. Physical keyboards remain the most performant devices for text input, yet using a physical keyboard is difficult when the user can’t …
Haptic Foot Feedback For Kicking Training In Virtual Reality, Hank Huang, Hong Tan
Haptic Foot Feedback For Kicking Training In Virtual Reality, Hank Huang, Hong Tan
The Summer Undergraduate Research Fellowship (SURF) Symposium
As means to further supplement athletic performances increases, virtual reality is becoming helpful to sports in terms of cognitive training such as reaction, mentality, and game strategies. With the aid of haptic feedback, interaction with virtual objects increases by another dimension, in addition to the presence of visual and auditory feedback. This research presents an integrated system of a virtual reality environment, motion tracking system, and a haptic unit designed for the dorsal foot. The prototype simulates a scenario of virtual kicking and returns haptic response upon collision between the user’s foot and virtual object. The overall system was evaluated …
Towards Understanding And Developing Virtual Environments To Increase Accessibilities For People With Visual Impairments, Miao Dong
Master of Science in Computer Science Theses
The primary goal of this research is to investigate the possibilities of utilizing audio feedback to support effective Human-Computer Interaction Virtual Environments (VEs) without visual feedback for people with Visual Impairments. Efforts have been made to apply virtual reality (VR) technology for training and educational applications for diverse population groups, such as children and stroke patients. Those applications had already shown effects of increasing motivations, providing safer training environments and more training opportunities. However, they are all based on visual feedback. With the head related transfer functions (HRTFs), it is possible to design and develop considerably safer, but diversified training …
An Immersive Telepresence System Using Rgb-D Sensors And Head-Mounted Display, Xinzhong Lu, Ju Shen, Saverio Perugini, Jianjun Yang
An Immersive Telepresence System Using Rgb-D Sensors And Head-Mounted Display, Xinzhong Lu, Ju Shen, Saverio Perugini, Jianjun Yang
Computer Science Faculty Publications
We present a tele-immersive system that enables people to interact with each other in a virtual world using body gestures in addition to verbal communication. Beyond the obvious applications, including general online conversations and gaming, we hypothesize that our proposed system would be particularly beneficial to education by offering rich visual contents and interactivity. One distinct feature is the integration of egocentric pose recognition that allows participants to use their gestures to demonstrate and manipulate virtual objects simultaneously. This functionality enables the instructor to effectively and efficiently explain and illustrate complex concepts or sophisticated problems in an intuitive manner. The …
Procedural Wound Geometry And Blood Flow Generation For Medical Training Simulators, Rifat Aras, Yuzhong Shen, Jiang Li, David R. Holmes Iii (Ed.), Kenneth H. Wong (Ed.)
Procedural Wound Geometry And Blood Flow Generation For Medical Training Simulators, Rifat Aras, Yuzhong Shen, Jiang Li, David R. Holmes Iii (Ed.), Kenneth H. Wong (Ed.)
Electrical & Computer Engineering Faculty Publications
Efficient application of wound treatment procedures is vital in both emergency room and battle zone scenes. In order to train first responders for such situations, physical casualty simulation kits, which are composed of tens of individual items, are commonly used. Similar to any other training scenarios, computer simulations can be effective means for wound treatment training purposes. For immersive and high fidelity virtual reality applications, realistic 3D models are key components. However, creation of such models is a labor intensive process. In this paper, we propose a procedural wound geometry generation technique that parameterizes key simulation inputs to establish the …
Xpu: A Distributed Architecture For Metaverses, Francis Chang, C. Mic Bowman, Wu-Chi Feng
Xpu: A Distributed Architecture For Metaverses, Francis Chang, C. Mic Bowman, Wu-Chi Feng
Computer Science Faculty Publications and Presentations
A significant problem of designing 3D virtual worlds (such as metaverses) is developing a scalable architecture that can manage millions of simultaneous users in an interactive 3D environment. This paper presents XPU (Extremely Partitioned Universe), a hierarchical client-server architecture for developing highly scalable metaverses. This design addresses the problem of dynamically partitioning the world to manage network and computing resources.
Second Life Complements The Internet For Reference Librarians, Florence Tang
Second Life Complements The Internet For Reference Librarians, Florence Tang
Georgia Library Quarterly
The article describes the Second Life culture as an interactive virtual environment from the perspective of a reference librarian. The cited advantages of using Second Life are synchronous interaction with other people, clearer appearance of chat text messages, incorporation of social norms, and accessibility. Among the noted obstacles to using Second Life are its price, intentional distress of other avatars, empty virtual public places, less hierarchy among participants, chatting via rapid typing, and quick change of landscapes and avatars.
Rapid Prototyping For The Design Of Virtual Worlds, Prabhu V. Krishnan
Rapid Prototyping For The Design Of Virtual Worlds, Prabhu V. Krishnan
Electrical & Computer Engineering Theses & Dissertations
Development of Virtual Reality (VR) applications is challenging where application developers are required to have expertise in the target VR technologies along with the problem domain expertise. New VR technologies impose a significant learning curve to even the most experienced VR developer. The proposed solution relies on synthesis to automate the migration of a VR application to a new unfamiliar VR platform/technology. To solve the problem, the Common Scene Definition Framework (CSDF) was developed, that serves as a superset/model representation of the target virtual world. Input modules were developed to populate the framework with the capabilities of the virtual world …
The Design Of 3d Cyberspace As User Interface: Advantages And Limitations, Maria Borisovna Quick
The Design Of 3d Cyberspace As User Interface: Advantages And Limitations, Maria Borisovna Quick
Theses : Honours
Virtual reality propagandists, technologists and the Internet community have long debated the issue of the usability of online three-dimensional (3D) environments. A lot of work was published about the benefits of 3D spaces for human-computer interaction and information visualisation due to their realism (Anders, Kalawsky, Crossley, Davies, McGrath, Rejman-Greene, 1998, Hamit, 1993, Heim, 1992, Aukstakalnis, Blatner, Roth, 1992). This topic also receives continuous industry support including standardisation of Virtual Reality Modeling Language ( VRML, VRML Consortium, 1997) and the more recent Macromedia & Intel alliance "to bring web 3D to the mainstream" (200 1, Intel Corporation). The actual implementation …
Requirements, Design And Prototype Of A Virtual User Interface For The Afit Virtual Spaceplane, John M. Lewis
Requirements, Design And Prototype Of A Virtual User Interface For The Afit Virtual Spaceplane, John M. Lewis
Theses and Dissertations
The United States Air Force is evaluating the feasibility of designing a military spaceplane capable of accomplishing military objectives from a low earth orbit and atmospheric flight regimes. Current efforts are involved in determining the scientific, operational, and budgetary constraints associated with this concept. This thesis looks at the exploration of new interface techniques associated with the design of a virtual spaceplane and is a subset of the overall virtual spaceplane effort which will assist researchers in determining the feasibility of a military spaceplane. Interface techniques are integrated into a virtual user interface that is designed to accommodate expected operations …
Architecture, Design, And Implementation Of A Rapidly Prototyped Virtual Environment For A Military Spaceplane, Scott A. Rothermel
Architecture, Design, And Implementation Of A Rapidly Prototyped Virtual Environment For A Military Spaceplane, Scott A. Rothermel
Theses and Dissertations
The new Global Engagement vision places increased emphasis on the Air Force's ability to control and exploit space. A military spaceplane combining reliable access to space, high operational tempos, and multi-mission capabilities is in conceptual stages of development. Virtual environment technology provides an opportunity to investigate system requirements and unconventional interface paradigms for this unique vehicle. A virtual environment architecture and design based on support for a rapid prototyping development process, separation of concerns, and user interface development is presented. The rapid prototyping process allowed management of changing requirements via an evolutionary approach to implementation. Separation of the activities performed …
The Design And Implementation Of A Toolkit For The Creation Of Virtual Environments, Jesse Kinross-Smith
The Design And Implementation Of A Toolkit For The Creation Of Virtual Environments, Jesse Kinross-Smith
Theses : Honours
Virtual Reality is a field that is steadily increasing in popularity and interest. New developments in both hardware and software have empowered developers with new devices allowing faster and better quality interaction with virtual environments. However, the emphasis of research in virtual environments has been more concerned with development of new display and input devices, as opposed to the investigation of different methods of interaction that a three-dimensional environment offers. This project designs and implements a three-dimensional, interactive, virtual environment development system upon an existing three-dimensional rendering engine. The aim of the project is to allow users to generate virtual …
Reducing Lag In Virtual Displays Using Multiple Model Adaptive Estimation, David W. Kyger
Reducing Lag In Virtual Displays Using Multiple Model Adaptive Estimation, David W. Kyger
Theses and Dissertations
Multiple Model Adaptive Estimation is an effective method for reducing lag in virtual environment displays. Lag in displays (the time from head motion to the appearance of the proper image on the display) is a significant detriment to realism in virtual environments. Increasing the speed of the computers which control the virtual display is not a final answer. No matter how fast the processors work, there will always be demands to do more. Predicting angular head positions (look-angles) can reduce the lag by allowing the computer to calculate the appropriate scene before it is needed on the display. Single predictors …
Virtual Celluoid, Switch Staffs
Virtual Celluoid, Switch Staffs
SWITCH
The article is an analysis of the author’s research pertaining to films relating to or containing the concept of virtual reality. The author lists several films such as Johnny Mnemnonic, Virtuosity, The Net, and Disclosure and provides a brief synopsis and review of each movie. Each film explains the concept of virtual reality through differing plots and methods such as cyberspace, progressive software, and artificial intelligence. The author also gives their own insight into and ratings of the films, explaining what they think is the most relatable in terms of overall storyline as well as how realisticly the movie portrays …
Vr Products, P.D. Quick
Vr Products, P.D. Quick
SWITCH
The article is an analysis of the author’s experience testing several virtual reality items at Siggraph, an annual convention displaying computer machinery and interactive technology products. The author explains each device and how they work, the company behind the invention, as well as how it can help with future technological advancements. Several products are explained in more depth; the i-Glasses by Virtual I/O, Red Planet by Virtual World Entertainment Inc., Venturer S-2 by Thomson Entertainment Systems, and several more. Each item explores virtual reality in differing ways such as interactive video games, more user-friendly 3D modeling, and virtual movie theater …
Space Modeler: An Expanded, Distributed, Virtual Environment For Space Visualization, John C. Vanderburgh
Space Modeler: An Expanded, Distributed, Virtual Environment For Space Visualization, John C. Vanderburgh
Theses and Dissertations
The Space Modeler is the first truly immersive virtual environment that models the solar system, models satellites in near-Earth orbit, and can operate in a Distributed Interactive Simulation (DIS) environment. It increases the capabilities of the 1993 Satellite Modeler by expanding the physical limits of the environment and by implementing a new three-dimensional user interface. Satellite orbits are modeled using NASA two line element sets. The positions of the Sun, Moon and planets are computed using an algorithm based on planetary orbital element sets using a linear polynomial fit. For higher precision, the planetary orbits can be computed using an …
The Photo-Realistic Afit Virtual Cockpit, Milton E. Diaz
The Photo-Realistic Afit Virtual Cockpit, Milton E. Diaz
Theses and Dissertations
The Air Force Institute of Technology (AFIT) has pursued research in virtual environments since 1988. This research expands the current capabilities of the AFIT Virtual Cockpit (VC) by increasing the realism of the cockpit environment and improving the pilot's command interface. Realism is improved creating console elements from texture maps and polygonal models; these elements include working dials, switches and circuit breakers. The pilot command interface is improved in part by adapting the AFIT Information Pod using a two-dimensional mouse input to the virtual three-dimensional environment. This immersive virtual environment is also improved by modifications to the Head Mounted Display …
Design And Implementation Of Tools To Increase User Control And Knowledge Elicitation In A Virtual Battlespace, Jim J. Rohrer
Design And Implementation Of Tools To Increase User Control And Knowledge Elicitation In A Virtual Battlespace, Jim J. Rohrer
Theses and Dissertations
AFIT's Synthetic BattleBridge is an immersive command observatory for viewing large-area activity within a virtual environment. Three basic areas for improvement are addressed: (1) an improved, immersive, user interface, (2) direct control of atmospheric effects, and (3) improved knowledge elicitation by means of remote viewers, a new space scope, and an enhanced RADAR scope. These requirements are analyzed and implemented. Some functionality was lost but the results show a general improvement of environmental control and knowledge elicitation.
Synthetic Battlebridge: Information Visualization And User Interface Design Applications In A Large Virtual Reality Environment, Kirk G. Wilson
Synthetic Battlebridge: Information Visualization And User Interface Design Applications In A Large Virtual Reality Environment, Kirk G. Wilson
Theses and Dissertations
With shrinking budgets and fewer personnel, future military training will rely heavily on simulated environments. The goal for this training is to reduce cost while maintaining readiness and unparalleled capability for all levels of military command. This thesis effort, the Synthetic Battle Bridge SBB , provides a real-time simulated environment for military commanders to observe on-going computer simulations of varying participation levels and helps them wring the most from a simulation. The SBB, designed for higher ranking personnel with little time to spend learning how to run the system, must exhibit three capabilities ease-of-use, long-term retention, and adaptability. Based on …
Rendering The Out-The-Window View For The Afit Virtual Cockpit, W. Dean Mccarty
Rendering The Out-The-Window View For The Afit Virtual Cockpit, W. Dean Mccarty
Theses and Dissertations
The Air Force Institute of Technology (AFIT) is developing a distributed interactive flight simulator, the Virtual Cockpit, using commercial graphics workstations and helmet mounted displays. The Virtual Cockpit communicates with other simulators via local and long-haul networks using the SIMNET protocol. The work reported in this thesis focuses on developing the terrain database for the synthetic environment and on rendering the pilot's view of the database. There are many different file formats for describing 3- dimensional geometric polygonal objects. An analysis of three formats, AFIT GEOM, the Naval Postgraduate School (NPS) DRP, and Software Systems' Flight, is presented. Each file …
An Immersive Synthetic Environment For Observation And Interaction With A Large Volume Of Interest, Rex G. Haddix Iii
An Immersive Synthetic Environment For Observation And Interaction With A Large Volume Of Interest, Rex G. Haddix Iii
Theses and Dissertations
This thesis addresses the initial development of a Synthetic Battlebridge System designed to provide the user with a synthetic three- dimensional view of moving and stationary vehicles dispersed over a hundred thousand cubic mile volume. The system contains provisions to allow a user to view the battlefield either in the Polhemus LookingGlass™ fiber optic based high resolution head mounted display, a standard CRT, or through the Fake Space Labs BOOM2M™ high resolution monochrome display. Users can also video tape a session in the Synthetic Battlebridge System. A voice recognition system provides user interaction to the Synthetic Battlebridge System. Using a …