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VR Book: A Tangible Interface for Smartphone-based Virtual Reality

VR Book: A Tangible Interface for Smartphone-based Virtual Reality

Presentation at the Mobiquitous 2020 conference

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Jorge C. S. Cardoso

December 08, 2020
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Transcript

  1. VR Book: A Tangible Interface for Smartphone-based Virtual Reality Jorge

    C. S. Cardoso, Jorge M. Ribeiro Mobiquitous 2020, December 7-9, N/A, Cyberspace
  2. Contents 1. Motivation 2. Tangible VR Book 3. Evaluation 4.

    Conclusion
  3. Motivation

  4. Photo by Fidel Fernando on Unsplash Interaction in VR Mostly

    through controllers Arbitrary mappings between physical and virtual actions Low haptic experience Difficult to learn
  5. Photo by Sound On from Pexels Interaction in VR Gestural

    interaction is gaining traction No haptics Difficult to learn
  6. For humans, touch can connect you to an object in

    a very personal way, make it seem more real. Picard, Star Trek: First Contact, 1996
  7. Photo by Sigmund on Unsplash TUIs for Smartphone-based VR Tangible

    interaction VR Easy to create and adapt tangibles Cheap Accessible Photo by Sigmund on Unsplash
  8. Architectural Heritage Virtual reconstructions No longer existing

  9. Photo by Sophia Sideri on Unsplash Architectural Heritage Virtual reconstructions

    Walk-up-and-use situations Non-professional use Not much time for learning how to interact Low experience with VR
  10. Photos by Jorge M. Ribeiro Marker-based passive tangibles No additional

    hardware instrumentation Passive tangibles Detected through marker-based computer vision Easy to adapt and create tangibles
  11. Design Space

  12. Based on 1. Literature analysis 2. Prototype development 3. Ideation

    sessions Design space for marker-based tangibles for VR
  13. VR Book

  14. Tangible VR Book Visual markers to identify pages Additional markers

    on interactive elements A-Frame web-based VR framework AR.js component for detection of visual markers
  15. Tangible VR Book - Prototype #1 Text, Image, Video, 3D

    model as content on the pages Page flipping interaction Portals triggered by proximity to eyes
  16. Tangible VR Book - Prototype #2 Gaze- (reticle-) based interaction

    Tower bell ring Display photo of location Selection of narration language
  17. Tangible VR Book - Prototype #3 Push the limits of

    marker-based interactions Hand detection (Simple) Gesture interaction Dynamic markers Content outside book
  18. Evaluation

  19. Evaluation Impacted by Covid-19 pandemic Avoid sharing physical prototypes

  20. Online questionnaire Demographics Expectations regarding interactions Feedback regarding prototype #1

    Overall impression Evaluated prototypes #1 and #2
  21. Twenty-one participants 20 to 52 years old (average 32) 14

    male, 7 female Main results
  22. Dynamic content Trigger content outside the book Automatic video reproduction/play

    when book is brought close to eyes Shaking to change video Interactive areas activated by touch Main results - expectations regarding content and interactions
  23. Various issues identified: graphical layout, errors in marker detection, visual

    elements not updating fast enough Portals are not clear Distracting scenario Uncomfortable position for watching video Main results - specific feedback regarding prototype #1
  24. Twenty respondents “liked” or “liked very much” the prototypes One

    respondent “disliked” the prototypes Main results - overall impression
  25. Conclusion

  26. Conclusion Exploration of design space of marker-based tangible interaction for

    VR Marker-based tangible interaction is cheap and accessible Potential as solution for smartphone-based VR Limited evaluation Promising results
  27. VR Book: A Tangible Interface for Smartphone-based Virtual Reality Jorge

    C. S. Cardoso, Jorge M. Ribeiro Thank you!
  28. Tangible User Interfaces

  29. None
  30. None
  31. None