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Weekly Paper Summaries

Weekly summaries of paper readings

Summaries for week 10

Physiological Measures of Presence in Stressful Virtual Environments Since Virtual Environments are aimed at providing a sense of presence, their efficiency can be evaluated by measuring physiological responses of the body to the environment, such as heart rate, skin temperature or skin conductance. The method discussed here will be the measurement of heart rate since […]

Uncanny Valley, Physiological Responses to VEs, and Measuring Presence

Meehan. Physiological Measures of Presence in Stressful Virtual Environments Given that presence is a measure of the quality or effectiveness of a VE, the paper gives a physiological measure of presence to satisfy the general requirements of any useful measure: to be reliable, valid, sensitive, and objective. The physiological response in someone in a VE […]

Summaries week 10

The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces: This paper discusses the uncanny valley where when human like things are highly realistic, people find them unpleasant.  The experiments done in the paper were done to look at where the uncanny valley was and how different factors attributed to it.  The […]

Week 10 summaries

The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces -Jun’ichiro Seyama and Ruth S. Nagayama This paper is an analysis and a critique of Mori’s prediction about the uncanny valley. The uncanny valley is a phenomenon stating that pleasantness or believability of artificial objects drops suddenly as these objects become more […]

Week 10 Summaries

Variations in Physiological Responses of Participants During Different Stages of an Immersive Virtual Environment Experiment The authors intend to analyze the various levels of immersion a participant goes through during an immersive virtual experience. To analyze the subjects, they use electro-dermal activity (EDA), Heart Rate (HR) and Heart Rate Variability (HRV) as measures. They also […]

[Summaries Week 10] Uncanny Valley, Variations in Physiological Responses, Physiological Measures of Presence

The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces In this paper, the authors attempt to empirically establish Mori’s conjecture of the existence of an “uncanny valley” – an area in the realism-appeal space where there is a paradoxical reduction in the appeal of an artificial entity with increasing realism. Mori’s 1970 conjecture was that […]

Week 10 Summaires

Physiological Measures of Presence in Stressful Virtual Environments The paper proposed a novel way to measure the presence a virtual environment evokes in users, which is measuring the physiological responses. In this paper, the researchers reported their evaluation of three physiological measures – heart rate, skin conductance and skin temperature. Based on the principle that […]

Week 10 Discussion

My main paper is: Variations in physiological responses of participants during different stages of an immersive virtual environment experiment. Link: http://dl.acm.org/citation.cfm?doid=1180495.1180572 The main paper is about varaitions in the physiological readings during a virtual reality experiment. I am going to also be discussing the following papers: Identifying relationships between physiological measures and evaluation metrics for […]

Week 10 summaries

Physiological measure of Presence in Virtual Environment This study explores three new metrics to judge the efficiency of VEs in a stressful environment. Those three metrics are the heart rate, the skin conductance and the skin temperature. The conclusion of the study is the heart rate seems to be the best metric. Indeed, the skin […]

Week 10 Summmaries

Variations in Physiological Responses of Participants During Different Stages of an Immersive Virtual Environment Experiment   The paper discusses about a study conducted to measure the stress levels of participants in a virtual urban environment during different stages such as baseline recording, training, first half and second half. The experiment involved a virtual street with […]

week 10 summary – Hitesh

Variations in Physiological Responses of Participants During Different Stages of an Immersive VirtualEnvironment Experiment The paper talks about measuring presence in a virtual environment through the physiological responses of a user in the system. It defines Presence as use’s response to virtual stimuli when there is a successful substitution of real sensory data by computer […]

Week 10 Summaries

Physiological Measures of Presence in Stressful Virtual Environments This paper is mainly about the quality of effectiveness of a virtual environment. The authors would like to compare physiological responses evoked by VE and its corresponding real environment. They carry out three experiments. The physiological measures include heart rate, skin conductance and skin temperature. The results are […]

Summaries Week 10

Physiological Measures of Presence in Stressful Virtual Environment “Presence” is a measure of the quality or effectiveness of the virtual environment. Attempt was made to measure presence in ways which were reliable, valid, sensitive and objective. If the physiological responses were similar to ones in the real world would mean that the VE seems real. […]

[week 10 summaries]

The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces This paper investigated the observer’s impression on artificial human faces with different realistic levels. Particularly, the uncanny valley hypothesis is being investigated and discussed. By Mori, the “uncanny valley” refers to the period with decreasing pleasantness when the artificial human faces are […]

week 10 summaries

Variations in Physiological Responses of Participants during Different Stages of an Immersive Virtual Environment Experiment   This paper explicitly seeks for the effect of exposure in VE along the VE experience. The authors explain the physiological measures they adopted and what their changes mean: Heart Rate, Low Frequency Heart Rate Variability, and High Frequency Heart […]

week 10 summaries

Variations in Physiological Responses of Participants During Different Stages of an Immersive Virtual Environment Experiment This paper deals with an experiment to test the variation os stress level in a virtual environment thanks to physiological responses. Meehan have shown that heart rate can provide a good measure of stress. The authors experience consist of evaluating […]

Ruge’s Week 10 Summaries

The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces This paper did not intend to discover the valley, as that was documented on earlier works, it instead sought to quantify its existence and better document what may be the leading factors. The beginning also applied the research from robotics into that […]

[week 9 summaries]

The Effect of Latency and Network Limitations on MMORPGs In this paper, several tests are conducted to help analyze the impact of latency and network limitation on MMORPGs (massive multiplayer online role-playing games). The basic idea of MMORPGs is introduced with problems addressed to this specific game type. Firstly, to operate such game, the network […]

Week 9 Summaries

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences   The thing that clicked with me the most is the aim to shift people’s notion of AR as a technology to AR as a medium. You don’t consider take photos or video from a point-and-shoot as technology, buy maybe shooting from a DSLR […]

AR For the Masses: authoring tools and gaming considerations

The prevailing theme of these three papers taken in combination is, I summarize, users can surprise you. When the prevailing metaphors of a given software environment change in their essential nature, it is important for software developers and scientists to approach the problem from a fresh angle. Take for example the Alice paper. In this […]

Week 9 summary

Alice: Lessons Learned from Building a 3D System for Novices Alice is a project aimed at facilitating users without a technical or mathematical background to create 3D animated content. The original system targeted 100 undergraduate students without any programming experience. The system was developed iteratively by observing these students and their interaction with Alice. The […]

Week 9 Summaries

The Effect of Latency and Network Limitations on MMORPGs (A Field Study of Everquest 2) MMORPGs have been picking up a lot of traction over the past decade thanks to the increase in bandwidth and other technology advances. They require the ability to support a huge world and an extremely large number of players at […]

[week 9 Discussion] – paper discussion for Alice

Additional Reading: MUPPETS: multi-user programming pedagogy for enhancing traditional study by AM Phelps, KJ Bierre, DM Parks URL: http://dl.acm.org/citation.cfm?id=947143 This paper introduce another pedagogy system that using collaborative virtual environment to make programming coursework more interesting for the first-year student. A framework for the structured design of VR/AR content by C. Geiger, V. Paelke, C. Reimann, W. Rosenbach URL: http://dl.acm.org.prx.library.gatech.edu/citation.cfm?id=502390.502405&coll=DL&dl=ACM&CFID=186875223&CFTOKEN=85288888 […]

Summaries for week 9

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences While AR is being more and more studied and developed, a recent approach is to think of it as a medium and no more as a pure technology.Developed with designers, DART (Designer’s Augmented Reality Toolkit) is a tool built upon Macromedia Director aimed at […]

Week 9 Summary

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences DART is a toolkit built on top of Macromedia Director for rapid design exploration of augmented reality experience. It focuses on rapid prototyping and early experience testing to help designer with reducing the difficulty of creating a prototype of embodied AR. The idea was […]

Week 9 summaries

The Effect of Latency and Network Limitations on MMORPGs Networked games have been around for quite some time now. One major evolution in networked gaming is their expansion from local LAN networks to global online gaming networks. And an important problem that comes along with this scaling is network latency. In a networked environment which […]

week 9 summaries [Aurelien Bonnafont]

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences The AR designers are facing 3 main problems: There is no flexible programming environment, a too low level is needed for AR design but it is not a common skill for the designers, and 3D content are difficult to create. The technologies are difficult, […]

Week 9 summaries

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences Designers have very strong skills on how to use popular environment for displaying 2D content or creating animation using script. But when they have to create an Augmented Reality environment (which try ti augment a person’s perception of the world wuth computer generated information), […]

Week 9 Summaries

Alice The Alice is a user friendly 3D graphics generator that aims for unskilled 3D graphics users. The authors begin with introducing the two main assumptions for prospective users: the users are assumed to have small mathematical or programming background for 3D graphics programming and the users are assumed to have no experience with programming. […]

Summaries Week 9

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences: This paper discusses the need to make a designer friendly AR development tool and how DART satisfies this need.  The main motivation for developing a system like this is to remove any middle man that a designer would have to go through to design […]

Week 9 Summaries

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences DART, built on top of Macromedia Director, is a toolkit to address significant problems faced by designers working with augmented reality in the real world. Over the past years, AR researchers have done a lot of work to shift people’s thought from AR as technology […]

week 9 summary – paper discussion for DART [Hitesh]

Creating a compelling AR application through a programmable interface requires extensive knowledge about 3D geometry, tacking, camera and displays. This makes it difficult for designers to iteratively develop and evaluate AR solutions through prototyping, which is a very popular and effective design application process for 2D and web applications. It limits the creative process of […]

Summaries Week 9

DART : A Toolkit for Rapid Design Exploration of Augmented Reality Experiences Dart is a toolkit for Rapid Design Exploration of Augmented Reality Experiences. The paper highlights the problem of why AR is not a medium yet and what are the kind of difficulties in an AR system and ways to cope with them. The […]

Summary Week 9

  DART : A Toolkit for Rapid Design Exploration of Augmented Reality Experiences The paper describes the Designer’s Augmented Reality Toolkit. It summarizes the most significant problems faced by designers working with AR in the real world, and discusses how DART addresses them. It was a collaborated effort with new-media designers shifting from “AR as […]

Shane’s Week 9 Summaries

Alice Alice is learning system built to allow people without backgrounds in programming to create 3D content.  The system has been specifically designed this way and is very different from more robust and industry standard systems.  The system utilizes function overloading to allow users as much or as little control as they desire.  The system […]

Ruge’s Summaries for Week 9

This paper discusses the modifications made and the objectives achieved in creating the the ALICE 3d authoring framework. The goal of the project was to create a 3d authoring tool that could be used with little to know prior 3d authoring experience. It was based in a modified python environment that manipulated common characteristics to […]

[Week 9 Discussion] The Effect of Latency and Network Limitations on MMORPGs (EverQuest2 Field Study) and related papers

Overarching theme: Design of Networked Virtual Environments. Context: In a traditional non-networked virtual environments, 3D graphics have always been driven by the need to attain greater realism, within the constraints of the number crunching power of contemporary times. In such environments, the entire world state is present on the single device delivering the experience. For […]

Week 8 summaries

Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Games   The paper discusses about leveraging Embodied Interactions by using pre-patterns for HAR games. HAR games have started gaining popularity because of new technology such as Kinect and Wii. And one important question that designers has to ask themselves while designing for AR is what […]

Week 8 Summary

Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Games   Any problem with a new alternative technology is, that its development is lead by developers. The initial work and examples on it focus on the technical boundaries they are able to push. However, a problem that starts becoming evident as the technology matures and […]

[Summaries week 8]: Task gallery, Design Pre-patterns

The Task Gallery: A 3D Windows Manager In this paper, the authors describe their system, The Task Gallery, which is a novel 3D windows manager, focusing on the usability aspects of their system. Their work is motivated by the desire to leverage human spatial memory to allow for more efficient task management in contemporary computing […]

Summaries for week 8

Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Game Today’s game industry evolves towards intuitive or AR games, which do not require additional skills from the player. This paper focuses on Handheld Augmented Reality (HAR) where virtual content is added to the real world thanks to an embodied video camera, and describes how these […]

Week 8

The Task Gallery: A 3D Window Manager -George Robertson, Maarten van Dantzich, Daniel Robbins, Mary Czerwinski, Ken Hinckley, Kirsten Risden, David Thiel, Vadim Gorokhovsky In this paper the authors propose a 3D window management system that is expected to be the next iteration of currently available 2D managers. The authors leverage an art gallery metaphor […]

Week 8

Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Games This study presents design patterns in Handheld Augmented Reality Games by adopting the lens of embodied interaction.  By identifying the underlying human factors, this study bridges the gap between interaction and game design. This study found nine design patterns as follows. Device Metaphors :  Using […]

Week 8 Summaries

Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Games This paper aimed to connect AR research and game design communities to help to improve handheld augmented reality game experience. The authors share their from designing and analyzing HAR games by presenting a collection of design pre-pattern for HAR games. Nine most significant pre-patterns which […]

Week 8 Summaries

Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Games The authors suggest that HAR technology can be used to create fun and compelling HAR games if the designers can correctly leverage users existing physical and social skills to interact with the system and with other players. So the authors summarize their experience in designing […]

Week 8 Summaries

Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Games This paper is very interesting according to me, because it attempts at doing something novel. The motivation behind the paper is to formalize the design of AR games by coming up with various pre-patterns to bridge the gap between interaction and game design. The problem […]

week 8 summaries – Hitesh

Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Games The paper talks about the research of design patterns and principles in reality based interfaces such as Handheld Augmented Reality (HAR) interfaces, which create embodied game play experiences. Being a fairly recent and evolving field, design patterns for HAR are referred to as “Pre-design” patterns […]

week 8 summaries

The Task Gallery   The Task Gallery is unique workspace in virtual environment letting users to be more productive working in 3D environment using working knowledge of human perception. The Task Gallery is a room shaped 3D application that lets users to manage tasks and windows with controlling virtual user in the virtual environment. The […]

Discussion of The Task Gallery

Questions for discussion: How could a 3D window manager like The Task Gallery be improved by using multiple monitors? In what tasks would a 3D environment aid in productivity? What design aspects of The Task Gallery could be changed to gain more benefits? Who is the target audience for 3D window managers? How would the […]

[week 8 summaries]

Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Games In this paper, the author summarized nine different pre-patterns that can be applied in designing Handheld AR (HAR). These pre-patterns are: device metaphor, control mapping, design for the seams, world consistency, landmarks, personal presence, living creatures, hiding/revealing information and body constraint. Those categories are extracted […]