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Selection Performance and Reliability of Eye and Head Gaze Tracking Under Varying Light Conditions
(2024)
We describe a systematic approach for rendering time-varying simulation data produced by exa-scale simulations, using GPU workstations. The data sets we focus on use adaptive mesh refinement (AMR) to overcome memory bandwidth limitations by representing interesting regions in space with high detail. Particularly, our focus is on data sets where the AMR hierarchy is fixed and does not change over time. Our study is motivated by the NASA Exajet, a large computational fluid dynamics simulation of a civilian cargo aircraft that consists of 423 simulation time steps, each storing 2.5 GB of data per scalar field, amounting to a total of 4 TB. We present strategies for rendering this time series data set with smooth animation and at interactive rates using current generation GPUs. We start with an unoptimized baseline and step by step extend that to support fast streaming updates. Our approach demonstrates how to push current visualization workstations and modern visualization APIs to their limits to achieve interactive visualization of exa-scale time series data sets.
Gone But Not Forgotten: Evaluating Performance and Scalability of Real-Time Mesoscopic Agents
(2020)
Telepresence robots allow people to participate in remote spaces, yet they can be difficult to manoeuvre with people and obstacles around. We designed a haptic-feedback system called “FeetBack," which users place their feet in when driving a telepresence robot. When the robot approaches people or obstacles, haptic proximity and collision feedback are provided on the respective sides of the feet, helping inform users about events that are hard to notice through the robot’s camera views. We conducted two studies: one to explore the usage of FeetBack in virtual environments, another focused on real environments.We found that FeetBack can increase spatial presence in simple virtual environments. Users valued the feedback to adjust their behaviour in both types of environments, though it was sometimes too frequent or unneeded for certain situations after a period of time. These results point to the value of foot-based haptic feedback for telepresence robot systems, while also the need to design context-sensitive haptic feedback.
Evaluation of a Multi-Layer 2.5D display in comparison to conventional 3D stereoscopic glasses
(2020)
In this paper we propose and evaluate a custom-build projection-based multilayer 2.5D display, consisting of three layers of images, and compare performance to a stereoscopic 3D display. Stereoscopic vision can increase the involvement and enhance game experience, however may induce possible side effects, e.g. motion sickness and simulator sickness. To overcome the disadvantage of multiple discrete depths, in our system perspective rendering and head-tracking is used. A study was performed to evaluate this display with 20 participants playing custom-designed games. The results indicated that the multi-layer display caused fewer side effects than the stereoscopic display and provided good usability. The participants also stated a better or equal spatial perception, while the cognitive load stayed the same.
This paper introduces FaceHaptics, a novel haptic display based on a robot arm attached to a head-mounted virtual reality display. It provides localized, multi-directional and movable haptic cues in the form of wind, warmth, moving and single-point touch events and water spray to dedicated parts of the face not covered by the head-mounted display.The easily extensible system, however, can principally mount any type of compact haptic actuator or object. User study 1 showed that users appreciate the directional resolution of cues, and can judge wind direction well, especially when they move their head and wind direction is adjusted dynamically to compensate for head rotations. Study 2 showed that adding FaceHaptics cues to a VR walkthrough can significantly improve user experience, presence, and emotional responses.
This paper presents groupware to study group behavior while conducting a creative task on large, high-resolution displays. Moreover, we present the results of a between-subjects study. In the study, 12 groups with two participants each prototyped a 2D level on a 7m x 2.5m large, high-resolution display using tablet-PCs for interaction. Six groups underwent a condition where group members had equal roles and interaction possibilities. Another six groups worked in a condition where group members had different roles: level designer and 2D artist. The results revealed that in the different roles condition, the participants worked significantly more tightly and created more assets. We could also detect some shortcomings for that configuration. We discuss the gained insights regarding system configuration, groupware interfaces, and groups behavior.
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews ofstatic scenes using a caching technique that builds upon a linkless octree. Our approach allows for memory-efficient storage and constant-time lookup to cache diffuse illumination at multiple hitpoints along the traced paths. Non-diffuse surfaces are dealt with in a hybrid way in order to reconstruct view-dependent illumination while maintaining interactive frame rates. By evaluating the visual fidelity against ground truth sequences and by benchmarking, we show that our approach compares well to low-noise path traced results, but with a greatly reduced computational complexity allowing for interactive frame rates. This way, our caching technique provides a useful tool for global illumination previews and multi-view rendering.
We present a novel, multilayer interaction approach that enables state transitions between spatially above-screen and 2D on-screen feedback layers. This approach supports the exploration of haptic features that are hard to simulate using rigid 2D screens. We accomplish this by adding a haptic layer above the screen that can be actuated and interacted with (pressed on) while the user interacts with on-screen content using pen input. The haptic layer provides variable firmness and contour feedback, while its membrane functionality affords additional tactile cues like texture feedback. Through two user studies, we look at how users can use the layer in haptic exploration tasks, showing that users can discriminate well between different firmness levels, and can perceive object contour characteristics. Demonstrated also through an art application, the results show the potential of multilayer feedback to extend on-screen feedback with additional widget, tool and surface properties, and for user guidance.
In presence of conflicting or ambiguous visual cues in complex scenes, performing 3D selection and manipulation tasks can be challenging. To improve motor planning and coordination, we explore audio-tactile cues to inform the user about the presence of objects in hand proximity, e.g., to avoid unwanted object penetrations. We do so through a novel glove-based tactile interface, enhanced by audio cues. Through two user studies, we illustrate that proximity guidance cues improve spatial awareness, hand motions, and collision avoidance behaviors, and show how proximity cues in combination with collision and friction cues can significantly improve performance.
We present a novel forearm-and-glove tactile interface that can enhance 3D interaction by guiding hand motor planning and coordination. In particular, we aim to improve hand motion and pose actions related to selection and manipulation tasks. Through our user studies, we illustrate how tactile patterns can guide the user, by triggering hand pose and motion changes, for example to grasp (select) and manipulate (move) an object. We discuss the potential and limitations of the interface, and outline future work.
General Chair Message
(2018)
3D user interfaces for virtual reality and games: 3D selection, manipulation, and spatial navigation
(2018)
In this course, we will take a detailed look at different topics in the field of 3D user interfaces (3DUIs) for Virtual Reality and Gaming. With the advent of Augmented and Virtual Reality in numerous application areas, the need and interest in more effective interfaces becomes prevalent, among others driven forward by improved technologies, increasing application complexity and user experience requirements. Within this course, we highlight key issues in the design of diverse 3DUIs by looking closely into both simple and advanced 3D selection/manipulation and spatial navigation interface design topics. These topics are highly relevant, as they form the basis for most 3DUI-driven application, yet also can cause major issues (performance, usability, experience. motion sickness) when not designed properly as they can be difficult to handle. Within this course, we build on top of a general understanding of 3DUIs to discuss typical pitfalls by looking closely at theoretical and practical aspects of selection, manipulation, and navigation and highlight guidelines for their use.
Grailog embodies a systematics to visualize knowledge sources by graphical elements. Its main benefit is that the resulting visual presentations are easier to read for humans than the original symbolic source code. In this paper we introduce a methodology to handle the mapping from Datalog RuleML, serialized in XML, to an SVG representation of Grailog, also serialized in XML, via eXtensible Stylesheet Language Transformations (XSLT) 2.0/XML; the SVG is then rendered visually by modern Web browsers. This initial mapping is realized to target Grailog's "fully node copied" normal form. Elements can thus be translated one at a time, separating the fundamental Datalog-to-SVG translation concern from the concern of merging node copies for optimal (hyper)graph layout and avoiding its high computational complexity in this online tool. The resulting open source Grailog Knowledge-Source Visualizer (Grailog KS Viz) supports Datalog RuleML with positional relations of arity n>1. The on-the-fly transformation was shown to run on all recent major Web browsers and should be easy to understand, use, and extend.
Large, high-resolution displays are highly suitable for creation of digital environments for co-located collaborative task solving. Yet, placing multiple users in a shared environment may increase the risk of interferences, thus causing mental discomfort and decreasing efficiency of the team. To mitigate interferences coordination strategies and techniques were introduced. However, in a mixed-focus collaboration scenarios users switch now and again between loosely and tightly collaboration, therefore different coordination techniques might be required depending on the current collaboration state of team members. For that, systems have to be able to recognize collaboration states as well as transitions between them to ensure a proper adjustment of the coordination strategy. Previous studies on group behavior during collaboration in front of large displays investigated solely collaborative coupling states, not transitions between them though. To address this gap, we conducted a study with 12 participant dyads in front of a tiled display and let them solve two tasks in two different conditions (focus and overview). We looked into group dynamics and categorized transitions by means of changes in proximity, verbal communication, visual attention, visual interface, and gestures. The findings can be valuable for user interface design and development of group behavior models.
Seit 2012 wird an der Hochschule Bonn-Rhein-Sieg die Studieneingangsphase im Qualitätspakt Lehre gefördert. Ein wesentliches Anliegen im Projekt „Pro-MINT-us“ ist die Einbeziehung der gesamten Hochschule, um keine isolierten Maßnahmen anzubieten, sondern die im Projekt entwickelten Lehrideen nachhaltig zu verankern.
Large, high-resolution displays demonstrated their effectiveness in lab settings for cognitively demanding tasks in single user and collaborative scenarios. The effectiveness is mostly reached through inherent displays' properties - large display real estate and high resolution - that allow for visualization of complex datasets, and support of group work and embodied interaction. To raise users' efficiency, however, more sophisticated user support in the form of advanced user interfaces might be needed. For that we need profound understanding of how large, tiled displays impact users work and behavior. We need to extract behavioral patterns for different tasks and data types. This paper reports on study results of how users, while working collaboratively, process spatially fixed items on large, tiled displays. The results revealed a recurrent pattern showing that users prefer to process documents column wise rather than row wise or erratic.
In diesem Artikel wird darüber berichtet, ob die Glaubwürdigkeit von Avataren als mögliches Modulationskriterium für die virtuelle Expositionstherapie von Agoraphobie in Frage kommt. Dafür werden mehrere Glaubwürdigkeitsstufen für Avatare, die hypothetisch einen Einfluss auf die virtuelle Expositionstherapie von Agoraphobie haben könnten sowie ein potentielles Expositionsszenario entwickelt. Die Arbeit kann innerhalb einer Studie einen signifikanten Einfluss der Glaubwürdigkeitsstufen auf Präsenz, Kopräsenz und Realismus aufzeigen.