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Session 1: Locomotion & Games
Planning Locomotion Techniques for Virtual Reality Games
node-based : selection based
cmp (continuous movement pads)
사용자가 node를 찍은 다음 찍은 node를 continuous하게 teleport하는 방법
vs. RSRT (repeated short ranged teleport- plannnig by showing the next three teleport point) vs. smooth locomotion vs. teleport
결과
CMP는 결과 good (smooth locomotion, teleport와 비슷), RSRT performance 적음,
Versatile Mixed-method Locomotion under Free-hand and Controller-based Virtual Reality Interfaces
technique
- teleport
- grab-move : 손으로 잡고 grag 하듯이 이동 (dog paddle과 비슷)
hand tracking vs. controller
- hand tracking -- pinch zones for teleport and snap turn / hand 로 navigation과 hand manipulation 등을 할 수 있도록
task
long distance, menidum distance, short distance
controller vs. hand tracking teleport
Results
UMUX - usability of ~
grab move - short distance에서 유리.
- qunatitative : controller가 hand보다 좋았음.
Exploring User Engagement in Immersive Virtual Reality Games through Multimodal Body Movements
measuring engagement - self report, physiclogical data, foot move,,,,
engagement and emotions & motivation
- emotions : attention, involvement, percieved connection, cognitive stress emotion
- motivation : defines action tendency
- emotion - movitation
Apporach
multimodal body movement
- head(기기 : EmteqPro), hand (Empatica E4), foot (Foot IMUs)move
- vonlutary (intentional, leg move, hand move) , involuntary (sudden, foot tap, hand fidgest)
measuring
- engagement은 body movment로 측정, emotion, motivation은 coreGRID로 측정
Engagement patterns in VR game
- dissatified with high motivation
- satisfied with medium motivation
- satisfied with lower motivation
으로 나누어짐
Cross-Reality Gaming: Comparing Competition and Collaboration in an Asymmetric Gaming Experience
- cross reality : (VR and PC)
Study design
- immersive platform (VR) vs non-immersive platform (PC)
- competition (fight each other) vs collaboration task (partner work aginst two AI enemy)
Results
- subjective : 대부분 VR condition에서 positive (higher experience)
- objective 에서는 PC가 더 높음 (higher performance)
- collaboration : higher performance
Session 2: Interaction Ⅰ
Does One Keyboard Fit All? Comparison and Evaluation of Device-Free Augmented Reality Keyboard Designs
Comparison
1) gaze & commit keyboard (eye selection, pinch gesture comfirmation)
2) Dwelling keyboard (eye dwelling, handsfree)
3) tap keyboard (손으로 tap)
results
-
perforamcne, mental effort : tap > dwell, gaze and commit
-
physcial, comfort, relative public usage : dwell > tap, gaze and commit
-
keyboard combining more than one input mode can address a user base
Exploring Augmented Reality for Situated Analytics with Many Movable Physical Referents
Contribution 1
- mopop, a testbed for SitA : 3 types of artifacts
Contribution 2
- curved display내에서 pointing 하는 것
physical display, virtual display
Results 1
- target width가 작을 수록 movment time이 늘어남
Results 2
- factor : platform, interaction distance, user offset, amplitude, width
- interaction distance(user - display distance :e.g., display radius)에서 center에 있을 수록 movement time이 작음.
- user offset (중심으로부터 떨어진 거리)에 따른 것은 no significant difference
Re-investigating the Effect of the Vergence-Accommodation Conflict on 3D Pointing
- interaction between VAC condition and movement biomechanics
Session 3: Interaction Ⅱ
Dialogues For One: Single-User Content Creation Using Immersive Record and Replay
contribution
facilitate contnet creation for single user
- single-user interactive stacked recording
- single user to create dialogue
2226
user study
- difference between single- and multi-user recording
Dynascape: Immersive Authoring of Real-World Dynamic Scenes with Spatially Tracked RGB-D Videos
manage recording challengs
1) constantly omving
less recognizable, inomplete, hard to it to a place over space and time
Exploring Unimodal Notification Interaction and Display Methods in Augmented Reality
- notification : visual cue, auditory signal, haptic alert generted by application
Research Question
- RQ1: interaction modality of notification influece taks perfomrnace perception of notification
- RQ2 : how display list for multiple notification influece taks perfomrnace perception of notification
- RQ3 : is there ay statistical connection between interaction modality and notificication
design
interaction x list
interaction
- eye gaze (dwelling)
- touch (index finger)
- voice (button labeled)
list
- world list
- hand list
Results
- Time : touch < less, voice / no difference in list
- wrong order : no difference
- SUS : touch > voice , gaze / no differnece in list
- NASA TLX : no difference
- Prefernce : touch > voice, gaze
Intuitive User Interfaces for Real-Time Magnification in Augmented Reality
Design
interaction x scale factor
3 interaction - make magnify window
- finger binmaual: 손으로 L 모양을 만들고, 양손으로 확대 축소
- finger unimanual: 한 손으로 L 모양 만들기
- situated : window창에 있는 2가지 꼭짓점을 drag
5 technique - maginify scale
- voice (mag 5, mag 10)
- slider
- scale by distnace = close to eye - magnify more
- scale by size(손으로 만든 L모양 크기에 따라)
- sclae by device (device를 돌려서)
Result
-
Questionnaire : NASA-TLX ,SUS,AttrackDiff,UEQ
-
interaction - unimanal, bimanul : more novel, hedonic // situated :lower fatigue, mental&physical demand, effort and frustration , more overall performance
-
Scale : voice and device rated best - mental demane, physcial demand ...~
Session 4: Displays & Perception
Retinal Homing Display: Head-Tracking Auto-stereoscopic Retinal Projection Display
When Filters Escape the Smartphone: Exploring Acceptance and Concerns Regarding Augmented Expression of Social Identity for Everyday AR
design
- filter in AR -> full body, head, around body
- beautification, sponsored content, informative contest
From Clocks to Pendulums: A Study on the Influence of External Moving Objects on Time Perception in Virtual Environments
zeitgeber experiment : 환경요인의 주기적 변화가 생물리듬에 영향을 주고 그것을 자체의 진동에 동조시켰을 때 그 환경요인의 주기적인 변화
- remote online study, VR study
- factor : Fan, clock, starfield, tunnel, orbit pendulum, newton pendulum, torch