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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

Jorge C. S. Cardoso

December 08, 2020
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  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. 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
  3. Photo by Sound On from Pexels Interaction in VR Gestural

    interaction is gaining traction No haptics Difficult to learn
  4. 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
  5. 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
  6. 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
  7. 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
  8. Based on 1. Literature analysis 2. Prototype development 3. Ideation

    sessions Design space for marker-based tangibles for VR
  9. 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
  10. Tangible VR Book - Prototype #1 Text, Image, Video, 3D

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

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

    marker-based interactions Hand detection (Simple) Gesture interaction Dynamic markers Content outside book
  13. 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
  14. 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
  15. Twenty respondents “liked” or “liked very much” the prototypes One

    respondent “disliked” the prototypes Main results - overall impression
  16. 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