Abstract:Artificial Intelligence-Generated Content (AIGC) has the potential to transform how people build and interact with virtual environments. Within this paper, we discuss potential benefits but also challenges that AIGC has for the creation of inclusive and accessible virtual environments. Specifically, we touch upon the decreased need for 3D modeling expertise, benefits of symbolic-only as well as multimodal input, 3D content editing, and 3D model accessibility as well as foundation model-specific challenges.
Abstract:As more applications of large language models (LLMs) for 3D content for immersive environments emerge, it is crucial to study user behaviour to identify interaction patterns and potential barriers to guide the future design of immersive content creation and editing systems which involve LLMs. In an empirical user study with 12 participants, we combine quantitative usage data with post-experience questionnaire feedback to reveal common interaction patterns and key barriers in LLM-assisted 3D scene editing systems. We identify opportunities for improving natural language interfaces in 3D design tools and propose design recommendations for future LLM-integrated 3D content creation systems. Through an empirical study, we demonstrate that LLM-assisted interactive systems can be used productively in immersive environments.
Abstract:Selection of occluded objects is a challenging problem in virtual reality, even more so if multiple objects are involved. With the advent of new artificial intelligence technologies, we explore the possibility of leveraging large language models to assist multi-object selection tasks in virtual reality via a multimodal speech and raycast interaction technique. We validate the findings in a comparative user study (n=24), where participants selected target objects in a virtual reality scene with different levels of scene perplexity. The performance metrics and user experience metrics are compared against a mini-map based occluded object selection technique that serves as the baseline. Results indicate that the introduced technique, AssistVR, outperforms the baseline technique when there are multiple target objects. Contrary to the common belief for speech interfaces, AssistVR was able to outperform the baseline even when the target objects were difficult to reference verbally. This work demonstrates the viability and interaction potential of an intelligent multimodal interactive system powered by large laguage models. Based on the results, we discuss the implications for design of future intelligent multimodal interactive systems in immersive environments.
Abstract:Computer Vision-based natural feature tracking is at the core of modern Augmented Reality applications. Still, Web-based Augmented Reality typically relies on location-based sensing (using GPS and orientation sensors) or marker-based approaches to solve the pose estimation problem. We present an implementation and evaluation of an efficient natural feature tracking pipeline for standard Web browsers using HTML5 and WebAssembly. Our system can track image targets at real-time frame rates tablet PCs (up to 60 Hz) and smartphones (up to 25 Hz).
Abstract:With the rising popularity of Augmented and Virtual Reality, there is a need for representing humans as virtual avatars in various application domains ranging from remote telepresence, games to medical applications. Besides explicitly modelling 3D avatars, sensing approaches that create person-specific avatars are becoming popular. However, affordable solutions typically suffer from a low visual quality and professional solution are often too expensive to be deployed in nonprofit projects. We present an open-source project, BodyDigitizer, which aims at providing both build instructions and configuration software for a high-resolution photogrammetry-based 3D body scanner. Our system encompasses up to 96 Rasperry PI cameras, active LED lighting, a sturdy frame construction and open-source configuration software. %We demonstrate the applicability of the body scanner in a nonprofit Mixed Reality health project. The detailed build instruction and software are available at http://www.bodydigitizer.org.
Abstract:Optical see-through head-mounted displays (OST HMDs) are a major output medium for Augmented Reality, which have seen significant growth in popularity and usage among the general public due to the growing release of consumer-oriented models, such as the Microsoft Hololens. Unlike Virtual Reality headsets, OST HMDs inherently support the addition of computer-generated graphics directly into the light path between a user's eyes and their view of the physical world. As with most Augmented and Virtual Reality systems, the physical position of an OST HMD is typically determined by an external or embedded 6-Degree-of-Freedom tracking system. However, in order to properly render virtual objects, which are perceived as spatially aligned with the physical environment, it is also necessary to accurately measure the position of the user's eyes within the tracking system's coordinate frame. For over 20 years, researchers have proposed various calibration methods to determine this needed eye position. However, to date, there has not been a comprehensive overview of these procedures and their requirements. Hence, this paper surveys the field of calibration methods for OST HMDs. Specifically, it provides insights into the fundamentals of calibration techniques, and presents an overview of both manual and automatic approaches, as well as evaluation methods and metrics. Finally, it also identifies opportunities for future research. % relative to the tracking coordinate system, and, hence, its position in 3D space.
Abstract:Around-device interaction techniques aim at extending the input space using various sensing modalities on mobile and wearable devices. In this paper, we present our work towards extending the input area of mobile devices using front-facing device-centered cameras that capture reflections in the human eye. As current generation mobile devices lack high resolution front-facing cameras we study the feasibility of around-device interaction using corneal reflective imaging based on a high resolution camera. We present a workflow, a technical prototype and an evaluation, including a migration path from high resolution to low resolution imagers. Our study indicates, that under optimal conditions a spatial sensing resolution of 5 cm in the vicinity of a mobile phone is possible.
Abstract:Smartphones are a popular device class for mobile Augmented Reality but suffer from a limited input space. Around-device interaction techniques aim at extending this input space using various sensing modalities. In this paper we present our work towards extending the input area of mobile devices using front-facing device-centered cameras that capture reflections in the cornea. As current generation mobile devices lack high resolution front-facing cameras, we study the feasibility of around-device interaction using corneal reflective imaging based on a high resolution camera. We present a workflow, a technical prototype and a feasibility evaluation.