Conference 2016  22-24 November


EuroVR Conference 2016, 22-24 November, Athens

Posters descriptions

Design of a Virtual Reality-based Framework for Supporting the Work Reintegration of Wheelchair Users

Sara Arlati, Daniele Spoladore, Stefano Mottura, Andrea Zangiacomi, Giancarlo Ferrigno, Rinaldo Sacchetti

Abstract: Accidents at work often lead the involved people to severe impairments, which can seriously compromise their life and their work activities. Various studies have proven that, for disabled people, being employed contributes to a better quality of life, thus it is important to give them the opportunity to continue their professional career. This paper presents a framework aimed at supporting the training and the work-reintegration of people that, after an accident, are forced to use a wheelchair. In the proposed work, the Virtual Reality is the leading technology for allowing the wheelchair users to be trained in simulated environments thus, in safe conditions. Moreover, the behaviour of the users is tracked during the whole training session for monitoring, processing and assessing, through semantic models, their functional level and the jobs that are still suitable for them.

Automotive Lighting Simulations Using Immersive Technologies for Design Evaluations

Fernando Murguía, Alex Attridge, Mark Williams, Kranthi Puppala.

Abstract: A fundamental target of this research is to assess how seamlessly the integration of emerging visualisation technologies such as virtual (VR) and augmented reality (AR) can be executed into the NPD methodologies. More specifically, this integration is focused in lighting simulations at different levels, from CIE (Commission Interna-tionale de l’eclairage) certified software, to game engine environment. In the automotive industry there are a number of optical failure modes that are currently addressed through lighting simulation analysis. Product de-sign evaluation and lighting simulation is at a turning point, and by working with JLR in Optical Failure Modes (OFM), the establishment of a more flexible methodology to adopt new technologies is being pursued.

WhoLoDancE project: Towards virtual and holographic dance learning experiences

Katerina El Raheb; Vivi Katifori, Yannis Ioannidis; Antonio Camurri; E. Kostic Cisneros; Oshri Even-Zohar; Ruth Gibson, Amalia Markatzi; Jean-Marc Matos; Pablo Palacio; Stefano Di Pietro; Muriel Romero; Augusto Sarti; Vladimir Viro; Sarah Whatley

Abstract: In this paper we present the objectives and preliminary work of WhoLoDancE, a Research and Innovation Action funded under the European Union’s Horizon 2020 programme, aiming at using new technologies for capturing and analyzing dance movement to facilitate whole-body interaction learning experiences for a variety of dance genres. The WhoLoDancE objectives span across several domains, ranging from the application and combination of innovative motion capture and 3D projection technologies to theoretical research of movement qualities and principles, with the ultimate objective to support dance learning and practice.

GPU-Based Acceleration for Medical Augmented Reality for Surgical Tool Tracking

Maxime Abrassart, Valentin Dehouck, Abdelkrim Belhaoua, Jean-Pierre Radoux

Abstract: In this paper, we propose an optimization of computer resources allocation dedicated to augmented reality applications. One of the optimization possibilities is the use of GPU (Graphics Processing Unit) instead of CPU for computing. . The aim of this work is to reduce the time computation using the parallel computing platform and programming model CUDA®. The final objective of this work is to develop a system based on augmented reality to facilitate the positioning of the trocars during minimally invasive surgery. In fact, a good trocars placement can improve the surgeon dexterity, and additional pain to the patient caused by possible replacements can be avoided. The proposed augmented reality system can be applied to almost any laparoscope commonly used in the operating room. This latter require offline calibration, image registration, tracking, and visualization concepts that are combined to provide a powerful intraoperative augmented reality visualization based on multimodal imaging.

WEKIT -Wearable Experience for Knowledge Intensive Training

Helin Kaj, Fominykh Mikhail, Vizzi Carlo

Abstract: This poster introduces European commission funded H2020 project called WEKIT - Wearable Experience for Knowledge Intensive Training. This three-year project has left two years and it will produce a WEKIT platform which exploits Augment training in situ with live expert guidance, a tacit learning experience and a re-enactment of the expert, in knowledge-intensive environments. Project has three industrial cases: (1) Aircraft maintenance: exploiting Augmented Reality and Wearable Technology for inspections, decisions making and safety (2) Healthcare: exploiting Augmented Reality for improving innovation in technology and responsibility in healthcare applications for medical imaging; and (3) Space: exploiting Augmented Reality and Wearable Technology for astronauts training and for supporting the assembly integration and test of payloads and sub-systems. The WEKIT platform will be tested together with end-users with iterative development loops.

Development of Virtual Reality-based Rehabilitation Support System for Children with Cerebral Palsy: Focus on Attention and Cognitive Psychology

Hyun Jong Lee, Jae Ho Kim, Seo Yoon Heo, Hyun kyung Kim, Hyo sun Kweon

Abstract: This study aimed to identify significant intervention factors designed to focus attention children with cerebral palsy during Virtual Reality (VR)-based rehabilitation training, and to develop a VR support system. Based on a review of related literature and pilot treatments for children with cerebral palsy, the factors were classified as psychological interventions and sensory interventions. A sequence algorithm was developed by treatment observation and in-depth interviews with physiatrists and therapists. The results can be used to enhance attention during VR-based rehabilitation treatment in children with cerebral palsy.

Virtual Reality Based Rapid Service Prototyping Tool

Polina Häfner, Matthes Elstermann, Victor Häfner, Jivka Ovtcharova

Abstract: New ways for service development are necessary to optimize communication and decision-making. Service proto-typing is the concept to experience services and make them tangible. Here we presents a tool (work in progress) for rapid service prototyping based on a virtual reality authoring sys-tem. The tool has two main features: first to create service prototypes following best-practice methods in service design including the import and editing of heterogeneous data into the VR world. The second is enabling the direct experience and further manipulation of the service prototypes via virtual reality. The system architecture is based on knowledge management methods to handle heterogeneous data and tools, and an open-source virtual reality software, which enables the deployment on arbitrary virtual reality hardware. The targeted service prototyping concept, the accompanying techniques, and technologies should enable companies to improve their service development through better and faster evaluation and decision-making.

Being There and Then. Cultural Presence for Archaeological Virtual Environments

Laia Pujol-Tost

Abstract: This poster presents a general summary of the development and outcomes of the two-year EU-funded project LEAP (Learning of Archaeology through Presence). {LEAP] aimed to provide a theoretical and methodological framework for the design and evaluation of archaeological virtual environments, based on a reformulation of the HCI concept of Cultural Presence.

Tempus VirCult – Virtual Reality for cultural heritage education in Egypt

Richard Eastgate, Sue Cobb, Wael Akl, Tamer Elnady, Adel Elsabbagh, Emad Khalil, Nivine Khaled

Abstract: The VirCult project is enhancing the educational experience of archaeology students in Egypt by laser scanning Pharaonic, Greco-Roman, and Islamic sites across Egypt, and constructing accurate 3D models that students can explore and interact with. The use of a Virtual Environment allows not only virtual presence and experiential learning, but also the opportunity to augment the experience by linking to online libraries, resources, site plans and media to enrich the experience. VirCult aims to produce a new generation of archaeologists with a deeper understanding of Egypt’s cultural heritage, which is amongst the largest and most ancient worldwide.

 i-VISION Project: VR for Human-centred Aircraft Cockpit Design

L. Rentzos, A. Karvouniari, K. Smparounis, D. Mavrikios, G. Chryssolouris

Abstract: The i-VISION project aimed at supporting human factors design and validation activities in aircraft cockpits, during the early phases of the product life-cycle through knowledge-based immersive virtual reality technologies. i-VISION progressed the current status of cognitive human analysis of operations in aircraft cockpits using VR technologies, by advancing the methodologies with requirements from modern operating conditions.

From Hitchcock to the 360 degree film: The effect of the narrative technique of suspense on narrative engagement, spatial presence and enjoyment in a 360 degree film

Manon van Wouwe, Miruna Doicaru, Oscar Bastiaens, Marnix S.van Gisbergen

Abstract: This study investigates the impact of Outcome Delay, narrative technique of suspense, on the level of experienced suspense, narrative engagement, enjoyment, character identification and spatial presence in a 360 degree film. A total of 62 people participated in the between-subjects quasi-experiment. Ages ranged from 14 to 67. Two versions of a 360 degree film were produced for the study, one consisting of a longer Outcome Delay and one consisting of a shorter one. Participants first watched either one of the films, then filled in a questionnaire covering questions about experienced suspense, narrative engagement, character identification, spatial presence, enjoyment and appreciation of the VR experience. No significant relationship was found between Outcome Delay and experienced suspense. However, participants who watched the long Outcome Delay version of the film reported to have experienced significantly more narrative engagement and more enjoyment than those who watched the short Outcome Delay version of the film. Neither character identification nor spatial presence were affected by Outcome Delay.

3D Tune-In: interactive gaming and VR prototypes to facilitate the use of hearing aids

Lorenzo Picinali, Mirabelle D’Cruz, Luca Simeone

Abstract: 3D Tune-In introduces an innovative approach using 3D sound, visuals and gamification techniques to support people with hearing devices to understand their many features and how to calibrate them in different real world situations. 3D Tune-In brings together relevant stakeholders from traditional gaming industries (Reactify, Vianet, XTeam, Nerlaska), academic institutions (Imperial College London, the University of Nottingham, the University of Malaga), a large European hearing aid manufacturer (GN), and hearing associations from the UK, Italy and Spain to create 3D videogames and VR applications which will greatly improve people’s quality of life, generate new markets and create job opportunities. Following from the position paper presented at the EuroVR 2015 conference in Italy, the 3D Tune-In consortium is pleased to present a poster and a series of demonstrations on the early prototypes of the 3D Tune-In Toolkit, games and VR applications.

Industrial robotics VR lab

Vladimir Kuts, Tauno Otto, Eduard Petlenkov, Aleksei Tepljakov

Abstract: VR and robotic systems are two of the most quickly developing research areas nowadays. Tallinn University of Technology targets research in those areas in the direction of the human - industrial robot systems cell simulation. Such systems can help in testing and fast preparation of robot systems without any danger for humans in workplace/cell area.

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