Auflistung VR/AR Workshop 2024 nach Titel
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- WorkshopbeitragAnti-aliasing Techniques in Virtual Reality: A User Study with Perceptual Pairwise Comparison Ranking Scheme(GI VR / AR Workshop, 2024) Waldow, Kristoffer; Scholz, Jonas; Misiak, Martin; Fuhrmann, Arnulph; Roth, Daniel; Latoschik, Marc ErichAnti-aliasing is essential for Virtual Reality (VR) applications, as the pixels of current VR displays subtend a large field of view. This makes various undersampling artifacts particularly noticeable. Un- derstanding state-of-the-art anti-aliasing techniques and their trade- offs is therefore crucial for optimizing VR experiences and develop- ing high-quality VR applications. This paper investigates multiple anti-aliasing techniques through a user study with pairwise compar- isons to determine the best method for image quality in VR, con- sidering both static and moving objects in four different plausible environments. Results indicate that the ranking of methods does not differ significantly between moving and static scenes. While naive Supersampling Anti-Aliasing provides the best image qual- ity from the tested methods and Fast Approximate Anti-Aliasing the worst, Temporal Anti-Aliasing and Multisample Anti-Aliasing achieved similar results in terms of image quality.
- WorkshopbeitragComparing Information Visualization Modalities for 2D Diagrams on Handheld Devices for Industrial Augmented Reality Applications(GI VR / AR Workshop, 2024) Brüggemann, Tim; Rudolph, Linda; Klusmann, Jack; Khan, TowsifDespite leaving the Gartner Hype Cycle for emerging technologies in 2019, indicating the technology’s maturity, Augmented Reality (AR) still finds relatively few applications in modern industry. To investigate the value of AR-based 3D representation for ab- stract data visualization, we developed and evaluated two distinct visualization methods for presenting informational diagrams. One method involves a conventional 2D representation on the screen of a mobile device, while the other integrates AR by placing an image plane in a 3D immersive scene. Subsequently, we conducted a user study, in which we assessed the feasibility and usability of both approaches, showing that both methods offer distinct advantages. The AR-based visualization provides great overall orientation and navigation, while the 2D visualization offers more precise manipu- lation and spatial flexibility. As users of mobile devices encounter AR more frequently and at increasingly younger ages, this topic remains intriguing and warrants further investigation. Our work investigates whether an AR visualization of complex diagrams is advantageous over display-based representations due to the poster- like spatial anchoring.
- WorkshopbeitragEvaluation von Gesten- und Controller-Interaktionen im virtuellen Raum(GI VR / AR Workshop, 2024) Pilz, Vinzent; Langbehn, EikeIm Rahmen dieser Arbeit werden die beiden Eingabemethoden „Handtracking“ und „Controller“ in Hinblick auf ihre Einsatzmöglichkeiten zur Interaktion im virtuellen Raum verglichen und beurteilt. Während es bereits Untersuchungen zum Vergleich von einfachen Greif- und Ablage-Aufgaben gibt, fehlt es noch an solchen zu anderen gängigen Aufgaben, die herkömmlicher Weise mit Controllereingaben ausgeführt werden . Dafür durchlaufen die Teilnehmer der Studie abwechselnd jeweils einmal mit jeder Eingabemethode eine Teststrecke in einer virtuellen Realität und bewerten ihre Erfahrungen per Fragebogen. Neben dem Einsatz der System Usability Scale (SUS) für beide Eingabemethoden und dem Erfassen von Leistungsstatistiken aus der Anwendung werden die Handposen zusätzlich auf Natürlichkeit und Spaß bewertet. Die Teilnehmer begründen außerdem die Wahl ihrer favorisierten Eingabemethode und kommentieren, wenn nötig, erlebte Probleme. Zur Auswertung werden die Teilnehmer in verschiedene Gruppen zusammengefasst und ihre Ergebnisse miteinander verglichen. Die Ergebnisse zeigen, dass das Handtracking durchschnittlich schlechter als die Nutzung von Controllern bewertet wird, was hauptsächlich an Problemen liegt, die dem Stand der Technik der genutzten Hardware geschuldet sind.
- WorkshopbeitragFloor Plan Generation for Simple Polygons with Support for Holes(GI VR / AR Workshop, 2024) Lerm, Julius; Schwandt, Tobias; Broll, WolfgangThis paper presents an algorithm for the real-time, automatic generation of a house floor plan and a 3D model for a given silhouette. In contrast to the most common variants to date, floor plans can be created for any outline shape, including holes. Starting from initial room points, the walls between the individual rooms are gradually created, straightened and simplified until a credible floor plan is created. A suitable room distribution algorithm ensures that the generated room divisions are uniform. Depending on the division and size distribution of the rooms, different house types (e.g. apartments or retail stores) can be generated. The results show that the generation of floor plans into a given shape can be reduced to the distribution of initial spatial points. Placed interior walls often use existing edges and corners and follow existing geometries. With a clever distribution of room points, any number of credible floor plans can be generated in realtime.
- WorkshopbeitragGodotTD: Adapting a Lightweight Open-Source Game Engine for Immersive Tiled Displays(GI VR / AR Workshop, 2024) Richter, Florian; Jung, BernhardThe presentation of interactive 3D content on immersive tiled dis- plays requires specialized software solutions. Multiple challenges need to be overcome such as synchronization of a multitude of distributed clients, display calibration and integration of tracking de- vices. Previous software solutions are mostly built on top of open source scene graph libraries or by utilizing commercial game engines like Unity and Unreal. This contribution presents GodotTD, an adaption of the multi-platform Godot game engine for tiled dis- plays. The Godot engine is open source, very lightweight in terms of resource demands while offering modern, appealing visuals. Although the development of GodotTD is an ongoing effort, it has reached a level of maturity where it is regularly being used in a variety of scientific and academic applications.
- WorkshopbeitragHuman Perception of Robots in Public Spaces: A Comparison between Virtual and Augmented Reality(GI VR / AR Workshop, 2024) Huhn, Calvin; Tluk, Niklas; Säger, Mitja; Schweidler, Paul; Geiger, ChristianThis paper explores the perception of robots in public spaces through Virtual Reality (VR) and Augmented Reality (AR) simu- lations. As robots become increasingly integrated into daily life, understanding how the public perceives them is crucial for their successful deployment. This study aims to compare the effective- ness of VR and AR in simulating public spaces to study these per- ceptions. Using a mixed-methods approach, we conducted surveys and interviews within VR and AR settings to gather quantitative and qualitative data on participants’ attitudes and reactions toward robots. Our findings reveal significant differences in perception be- tween the two simulation methods, highlighting the strengths and limitations of each. The study provides insights into the implica- tions of robotics in public spaces and offers recommendations for future research and practical applications.
- WorkshopbeitragAn immersive VR test tool for multimodal human robot interaction(GI VR / AR Workshop, 2024) Milde, Sven; Friesen, Stefan; Runzheimer, Tabea; Milde, Jan-Torsten; Blum, RainerMultimodal interaction concepts for robotics are getting more so- phisticated by the day and need in depth testing and evaluation, of- ten with prototypes that are not ready to be tested by humans in the real world because of security concerns and low production numbers. As an alternative, this paper describes a virtual reality (VR) application of a multimodal Human-Robot-Interaction (HRI/HCI) interface, designed to work with standalone VR headsets, that is able to track gesture and speech input in order to control an autonomous robot vehicle. The data collected from the VR tests is evaluated and compared to the results from tests with the real vehicle and show no serious differences between the results.
- WorkshopbeitragInvestigating the Impact of Virtual Hand Realism on Embodiment and Redirection Sensitivity in Virtual Reality(GI VR / AR Workshop, 2024) Hartfill, Judith; Schrader, Mats; Steinicke, FrankVirtual reality (VR) offers immersive experiences by extending beyond real-world capabilities. Typically, users’ real-world hand movements are directly mapped to their virtual hands. However, it can be beneficial to redirect users’ hands by displaying virtual hands at different positions. Noticeable redirection can disrupt immersion, making understanding detection thresholds essential. This study investigates how virtual hand models with different levels of realism in terms of appearance and dexterity affect redirection sensitivity with a gain based redirection method. Twenty-nine participants performed reaching tasks in a virtual environment with varying redirection amounts using four hand models. We found significant differences in the sense of embodiment across hand models. However, detection thresholds for redirection sensitivity did not vary significantly between hand models.
- WorkshopbeitragMake Me Run: The Effects of an Immersive Learning Experience on Physical Running Exercise(GI VR / AR Workshop, 2024) Ertugrul, Nazife; Kruse, Lucie; Steinicke, FrankRegular physical activity is crucial for physical and mental health, but many people do not meet the recommendations of the World Health Organization for physical activity due to lack of motivation and time constraints. This exploratory study aims to examine how an immersive learning experience using Virtual Reality (VR) affects running behavior, compared to a traditional approach that uses presentation slides. The results of our study indicate an increase in exercise enjoyment among active participants, with three participants even starting new workout routines in the week after the study. Approximately 60% of participants expressed a preference for the immersive intervention in VR due to its interactive 3D models. Moreover, VR was observed to enhance the feeling of flow during the running exercise in comparison to the 2D slides. Nonetheless, no statistically significant differences were detected in immediate enjoyment of physical activity, intrinsic motivation, or knowledge retention. This paper provides first insights into the effect of a VR learning intervention on sports behavior and points out future research directions.
- WorkshopbeitragMixed Reality Theatre – Towards a Theatre of Extended Realites(GI VR / AR Workshop, 2024) Geiger, Chris; Triebus, Charlotte; Harth, JonathanThis paper explores the emerging field of Mixed Reality Theatre [1], examining the intersection of traditional theatrical practices with cutting-edge Extended Reality (XR) technologies. We draw on the ongoing research project "Theater of Extended Realities." Our investigation focuses on the integration of Virtual Reality (VR), Augmented Reality (AR), and other XR technologies into theatrical productions. We explore how these technologies enable novel forms of immersive and interactive storytelling. The project employs Milgram and Kishino's Reality-Virtuality Continuum as a theoretical framework, situating various forms of mixed reality experiences within the theatrical context. Through this examination, we aim to contribute to several ongoing dialogues. We address the balance between technological innovation and artistic integrity. We explore the potential for creating personalized and participatory experiences. Additionally, we discuss the future of theatre in the digital age. Finally, we provide insights into how XR technologies can enhance, rather than replace, the fundamental qualities of live performance.