ABSTRACT
The emergence of head-mount-displays(HMDs) have enabled us to experience virtual environments in an immersive mean. At the same time, omnidirectional cameras which capture real-life environments in all 360-degree angles in either still image or motion video are also getting attention. Using HMDs, we can view those captured omnidirectional images in immersion, as though we are actually "being there". However, as a requirement for immersion, our view of these omnidirectional images in the HMD is usually presented as first-person-view and limited by our natural field of view (FOV), i.e. we only see a fraction of the environment which we are facing, while the rest of the 360-degree environment is hidden from our view. This is even more problematic in telexistence situations where the scene is live so setting a default facing direction for the HMD is impratical. We can often observe people, while wearing HMDs, turn their heads frantically trying to locate interesting occurrences in the omnidirectional environment they are viewing.
Supplemental Material
Available for Download
Supplemental files.
- Ardouin, J., Lécuyer, A., Marchal, M., Riant, C., and Marchand, E. 2012. Flyviz: a novel display device to provide humans with 360 vision by coupling catadioptric camera with hmd. In Proceedings of the 18th ACM symposium on Virtual reality software and technology, ACM, 41--44. Google ScholarDigital Library
- Fong, C. 2014. An indoor alternative to stereographic spherical panoramas. In Proceedings of Bridges 2014: Mathematics, Music, Art, Architecture, Culture, Tessellations Publishing, 103--110.Google Scholar
- LaViola Jr, J. J., Feliz, D. A., Keefe, D. F., and Zeleznik, R. C. 2001. Hands-free multi-scale navigation in virtual environments. In Proceedings of the 2001 symposium on Interactive 3D graphics, ACM, 9--15. Google ScholarDigital Library
- Mulloni, A., Seichter, H., Dünser, A., Baudisch, P., and Schmalstieg, D. 2012. 360 panoramic overviews for location-based services. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, CHI '12, 2565--2568. Google ScholarDigital Library
- Saraiji, M., Fernando, C. L., Minamizawa, K., and Tachi, S. 2015. Mutual hand representation for telexistence robots using projected virtual hands. In Proceedings of the 6th Augmented Human International Conference, ACM, 221--222. Google ScholarDigital Library
Index Terms
- VR planet: interface for meta-view and feet interaction of VR contents
Recommendations
VR Grabbers: Ungrounded Haptic Retargeting for Precision Grabbing Tools
UIST '18: Proceedings of the 31st Annual ACM Symposium on User Interface Software and TechnologyHaptic feedback in VR is important for realistic simulation in virtual reality. However, recreating the haptic experience for hand tools in VR traditionally requires hardware with precise actuators, adding complexity to the system. We propose Ungrounded ...
Effect of VR technology matureness on VR sickness
AbstractIn this paper relationship of perceived virtual reality (VR) sickness phenomenon with different generations of virtual reality head mounted displays (VR HMD) is presented. Action content type omnidirectional video clip was watched by means of four ...
VR-Drop: Exploring the Use of Walking-in-Place to Create Immersive VR Games
CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing SystemsLow-cost smartphone adapters can bring virtual reality to the masses, but input is typically limited to using head tracking, which makes it difficult to perform complex tasks like navigation. Walking-in-place (WIP) offers a natural and immersive form of ...
Comments