Search Results

Now showing 1 - 10 of 17
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    Immersive WebXR Data Visualisation Tool
    (The Eurographics Association, 2023) Ogbonda, Ebube Glory; Vangorp, Peter; Hunter, David
    This paper presents a study of a WebXR data visualisation tool designed for the immersive exploration of complex datasets in a 3D environment. The application developed using AFrame, D3.js, and JavaScript enables an interactive, device-agnostic platform compatible with various devices and systems. A user study is proposed to assess the tool's usability, user experience, and mental workload using the NASA Task Load Index (NASA TLX). The evaluation is planned to employ questionnaires, task completion times, and open-ended questions to gather feedback and insights. The anticipated results aim to provide insights into the effectiveness of the application in supporting users in understanding and extracting insights from complex data while delivering an engaging and intuitive experience. Future work will refine and expand the tool's capabilities by exploring interaction guidance, visualisation layout optimisation, and long-term user experience assessment. This research contributes to the growing field of immersive data visualisation and informs future tool design.
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    Medical Ultrasound Training in Virtual Reality
    (The Eurographics Association, 2020) Elliman, James P.; Bethapudi, Sarath; Koulieris, George Alex; Ritsos, Panagiotis D. and Xu, Kai
    In this work we propose a novel training solution for learning and practising the core psychomotor skills required in Diagnostic Ultrasound examinations with a computer-based simulator. This is in response to the long-standing challenges faced by educators in providing regular training opportunities as a shortage of equipment, staff unavailability and cost, hamper the current training model. We propose an alternative, VR-based model with a highly realistic 3D environment. To further realism of the experience, 3D printed props that work in conjunction with the simulation software will be designed. Our approach further extends previous work in generative model-based US simulation by developing a ray-tracing algorithm for use with the recently released NVidia RTX technology.
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    Measuring Realism in Hair Rendering
    (The Eurographics Association, 2013) Ramesh, Girish; Turner, Martin J.; Silvester Czanner and Wen Tang
    Visualisation of hair is an extremely complex problem within the field of Computer Graphics. Over the last 10 years, huge strides have been made in the area of physically-based hair rendering, giving rise to many applications in various fields other than the graphics industry. Given the number of models for hair rendering, there is no well defined evaluation process to measure the realism in the hair models in use today. For this work-in-progress paper, we propose an evaluation process not only to evaluate the realism in hair rendering models, but also examine the various effects that contribute to its realistic perception. This builds an index of realism based on experiments with computer generated models, and then proposes comparing the results with values obtained from computational tomography, optical imaging and goniophotometer readings.
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    Projectional Radiography Simulator: an Interactive Teaching Tool
    (The Eurographics Association, 2019) Sujar, Aaron; Kelly, Graham; García, Marcos; Vidal, Franck; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.
    Radiographers need to know a broad range of knowledge about X-ray radiography, which can be specific to each part of the body. Due to the harmfulness of the ionising radiation used, teaching and training using real patients is not ethical. Students have limited access to real X-ray rooms and anatomic phantoms during their studies. Books, and now web apps, containing a set of static pictures are then often used to illustrate clinical cases. In this study, we have built an Interactive X-ray Projectional Simulator using a deformation algorithm with a real-time X-ray image simulator. Users can load various anatomic models and the tool enables virtual model positioning in order to set a specific position and see the corresponding X-ray image. It allows teachers to simulate any particular X-ray projection in a lecturing environment without using real patients and avoiding any kind of radiation risk. This tool also allows the students to reproduce the important parameters of a real X-ray machine in a safe environment. We have performed a face and content validation in which our tool proves to be realistic (72% of the participants agreed that the simulations are visually realistic), useful (67%) and suitable (78%) for teaching X-ray radiography.
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    Virtual Reality: A Literature Review and Metrics-based Classification
    (The Eurographics Association, 2018) Ankomah, Peter; Vangorp, Peter; {Tam, Gary K. L. and Vidal, Franck
    This paper presents a multi-disciplinary overview of research evaluating virtual reality (VR). The main aim is to review and classify VR research based on several metrics: presence and immersion, navigation and interaction, knowledge improvement, performance and usability. With the continuous development and consumerisation of VR, several application domains have studied the impact of VR as an enhanced alternative environment for performing tasks. However, VR experiment results often cannot be generalised but require specific datasets and tasks suited to each domain. This review and classification of VR metrics presents an alternative metrics-based view of VR experiments and research.
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    Optimising Underwater Environments for Mobile VR
    (The Eurographics Association, 2019) Cenydd, Llyr ap; Headleand, Christopher; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.
    Mobile Virtual Reality (VR) has advanced considerably in the last few years, driven by advances in smartphone technology. There are now a number of commercial offerings available, from smartphone powered headsets to standalone units with full positional tracking. Similarly best practices in VR have matured quickly, facilitating comfortable and immersive VR experiences. There remains however many optimisation challenges when working with these devices, as while the need to render at high frame rates is universal, the hardware is limited by both computational power and battery capacity. There is also often a requirement that apps run smoothly across a wide variety of headsets. In this paper, we describe lessons learned in rendering and optimising underwater environments for mobile VR, based on our experience developing the popular aquatic safari application 'Ocean Rift'. We start by analyzing essential best practices for mobile app development, before describing low-cost techniques for creating immersive underwater environments. While some techniques discussed are universal to modern mobile VR development, we also consider issues that are unique to underwater applications.
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    A Gesture Recognition Model for Virtual Reality Motion Controllers
    (The Eurographics Association, 2020) Headleand, Chris; Williams, Benjamin; Holopainen, Jussi; Gilliam, Marlon; Ritsos, Panagiotis D. and Xu, Kai
    In this paper we discuss gesture recognition in the domain of Virtual Reality (VR) video games. We begin by presenting a detailed review of the literature. Furthermore, we discuss some of the specific opportunities and challenges that are specific to the VR domain. Most commercial VR devices come with tracked motion controllers as a default interface which facilitates the possibility of gesture control. However, video games specifically require a high degree of accuracy to prevent non-gesture actions being evaluated. To tackle this challenge we present a novel modification to the Hidden Markov Model gesture recognition approach. We expand on previous work with gestures in with the implementation of an adaptive database system allowing users to quickly engage with an application without significant training. Our results on a benchmark problem shows that the approach can produce impressive accuracy rates. The results from our benchmarking shows promise for the usability of gesture based interaction systems for VR devices in the future. Our system achieves high levels of recognition accuracy competitive with the best performing existing system whilst requiring minimal user independent training.
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    Exploring Language Pedagogy with Virtual Reality and Artificial Intelligence
    (The Eurographics Association, 2023) Michael, Brandon; Aburumman, Nadine; Vangorp, Peter; Hunter, David
    Virtual Reality (VR) is a highly immersive and interactive experience that renders users to be engrossed in a 3D virtual environment. The recent technological advancements with high-resolution headset display, and accurate tracking of six degrees of freedom paired with controllers allow life-like renditions of real-world scenarios as well as fictional scenarios without potential environmental risks. This paper explores the usage of Virtual Reality in education by incorporating current pedagogical approaches into an interactive 3D virtual environment. The focus of this study revolves around language pedagogy, in specific, the tool developed allows teach users fundamental Mandarin Chinese. This educational VR application enables users to practice their reading and writing skills through a calligraphy lesson and engages users in a listening and speaking lesson through natural conversation. To achieve an organic dialogue, phrases spoken by the user in a lesson are validated immediately through an intuitive phrase recognition system developed using machine learning. The developed prototype has undergone testing to ensure its efficacy. An initial investigation into this prototype found that the majority of participants were supportive of this concept and believe that it would improve the engagement of digital education.
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    Controlling 3D Visualisations with Multiple Degrees of Freedom
    (The Eurographics Association, 2019) Sandoval, Mario; Morris, Tim; Turner, Martin; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.
    In this paper, the two major components of a new multi-layer framework ideal for two-handed interaction in desktop virtual environments called Library for Interactive Settings of User-Mode (LISU) are explained. In addition, we evaluate LISU performance with a group of participants and we report some of our initial results by giving an analysis of user experiences, and interaction speed.
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    Interaction Framework within Collaborative Virtual Environments for Multiple Users each interacting with Multiple Degrees-Of-Freedom Controllers
    (The Eurographics Association, 2020) Sandoval, Mario; Morris, Tim; Turner, Martin; Ritsos, Panagiotis D. and Xu, Kai
    Collaboration is a process in which two or more agents work together to achieve shared goals. However, many existing platforms cannot generate a collaborative environment to engage multiple users with multiple controllers in a seamless manner. To address this need, this poster and work in progress article will describe LISU (Library for Interactive Settings and User-modes) an input management computing framework that enables collaboration across multiple input controllers as its default. Within the system team members cohabit any real-time simulation environments simultaneously and are then able to jointly control visualisation software across multiple controllers while being continually monitored and evaluated at a low level, allowing research questions to be answered.