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Publications

Publications by Daniel Mendes

2018

Keep my head on my shoulders! Why third-person is bad for navigation in VR

Authors
Medeiros, D; dos Anjos, RK; Mendes, D; Pereira, JM; Raposo, A; Jorge, J;

Publication
24TH ACM SYMPOSIUM ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY (VRST 2018)

Abstract
Head-Mounted Displays are useful to place users in virtual reality (VR). They do this by totally occluding the physical world, including users' bodies. This can make self-awareness problematic. Indeed, researchers have shown that users' feeling of presence and spatial awareness are highly influenced by their virtual representations, and that self-embodied representations (avatars) of their anatomy can make the experience more engaging. On the other hand, recent user studies show a penchant towards a third-person view of one's own body to seemingly improve spatial awareness. However, due to its unnaturality, we argue that a third-person perspective is not as effective or convenient as a first-person view for task execution in VR. In this paper, we investigate, through a user evaluation, how these perspectives affect task performance and embodiment, focusing on navigation tasks, namely walking while avoiding obstacles. For each perspective, we also compare three different levels of realism for users' representation, specifically a stylized abstract avatar, a mesh-based generic human, and a real-time point-cloud rendering of the users' own body. Our results show that only when a third-person perspective is coupled with a realistic representation, a similar sense of embodiment and spatial awareness is felt. In all other cases, a first-person perspective is still better suited for navigation tasks, regardless of representation.

2016

Effects of Speed and Transitions on Target-based Travel Techniques

Authors
Medeiros, D; Cordeiro, E; Mendes, D; Sousa, M; Raposo, A; Ferreira, A; Jorge, J;

Publication
22ND ACM CONFERENCE ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY (VRST 2016)

Abstract
Travel on Virtual Environments is the simple action where a user moves from a starting point A to a target point B. Choosing an incorrect type of technique could compromise the Virtual Reality experience and cause side effects such as spatial disorientation, fatigue and cybersickness. The design of effective travelling techniques demands to be as natural as possible, thus real walking techniques presents better results, despite their physical limitations. Approaches to surpass these limitations employ techniques that provide an indirect travel metaphor such as point-steering and target-based. In fact, target-based techniques evince a reduction in fatigue and cybersickness against the point-steering techniques, even though providing less control. In this paper we investigate further effects of speed and transition on target-based techniques on factors such as comfort and cybersickness using a Head-Mounted Display setup.

2016

Perceiving Depth: Optical versus Video See-through

Authors
Medeiros, D; Sousa, M; Mendes, D; Raposo, A; Jorge, J;

Publication
22ND ACM CONFERENCE ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY (VRST 2016)

Abstract
Head-Mounted Displays (HMDs) and similar 3D visualization devices are becoming ubiquitous. Going a step forward, HMD seethrough systems bring virtual objects to real world settings, allowing augmented reality to be used in complex engineering scenarios. Of these, optical and video see-through systems differ on how the real world is captured by the device. To provide a seamless integration of real and virtual imagery, the absolute depth and size of both virtual and real objects should match appropriately. However, these technologies are still in their early stages, each featuring different strengths and weaknesses which affect the user experience. In this work we compare optical to video see-through systems, focusing on depth perception via exocentric and egocentric methods. Our study pairs Meta Glasses, an off-the-shelf optical see-through, to a modified Oculus Rift setup with attached video-cameras, for video see-through. Results show that, with the current hardware available, the video see-through configuration provides better overall results. These experiments and our results can help interaction designers for both virtual and augmented reality conditions.

2016

The Benefits of DOF Separation in Mid-air 3D Object Manipulation

Authors
Mendes, D; Relvas, F; Ferreira, A; Jorge, J;

Publication
22ND ACM CONFERENCE ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY (VRST 2016)

Abstract
Object manipulation is a key feature in almost every virtual environment. However, it is difficult to accurately place an object in immersive virtual environments using mid-air gestures that mimic interactions in the physical world, although being a direct and natural approach. Previous research studied mouse and touch based interfaces concluding that separation of degrees-of-freedom (DOF) led to improved results. In this paper, we present the first user evaluation to assess the impact of explicit 6 DOF separation in mid-air manipulation tasks. We implemented a technique based on familiar virtual widgets that allow single DOF control, and compared it against a direct approach and PRISM, which dynamically adjusts the ratio between hand and object motions. Our results suggest that full DOF separation benefits precision in spatial manipulations, at the cost of additional time for complex tasks. From our results we draw guidelines for 3D object manipulation in mid-air.

2017

Using custom transformation axes for mid-air manipulation of 3D virtual objects

Authors
Mendes, D; Sousa, M; Lorena, R; Ferreira, A; Jorge, JA;

Publication
Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, VRST 2017, Gothenburg, Sweden, November 8-10, 2017

Abstract
Virtual Reality environments are able to other natural interaction metaphors. However, it is dicult to accurately place virtual objects in the desired position and orientation using gestures in mid-air. Previous research concluded that the separation of degrees-of-freedom (DOF) can lead to beer results, but these benets come with an increase in time when performing complex tasks, due to the additional number of transformations required. In this work, we assess whether custom transformation axes can be used to achieve the accuracy of DOF separation without sacricing completion time. For this, we developed a new manipulation technique, MAiOR, which oers translation and rotation separation, supporting both 3-DOF and 1-DOF manipulations, using personalized axes for the laer. Additionally, it also has direct 6-DOF manipulation for coarse transformations, and scaled object translation for increased placement. We compared MAiOR against an exclusively 6-DOF approach and a widget-based approach with explicit DOF separation. Results show that, contrary to previous research suggestions, single DOF manipulations are not appealing to users. Instead, users favored 3-DOF manipulations above all, while keeping translation and rotation independent. © 2017 Copyright held by the owner/author(s).

2017

Design and evaluation of a novel out-of-reach selection technique for VR using iterative refinement

Authors
Mendes, D; Medeiros, D; Sousa, M; Cordeiro, E; Ferreira, A; Jorge, JA;

Publication
COMPUTERS & GRAPHICS-UK

Abstract
In interactive systems, the ability to select virtual objects is essential. In immersive virtual environments, object selection is usually done at arm's length in mid-air by directly intersecting the desired object with the user's hand. However, selecting objects outside user's arm-reach still poses significant challenges, which direct approaches fail to address. Techniques proposed to overcome such limitations often follow an arm-extension metaphor or favor selection volumes combined with ray-casting. Nonetheless, while these approaches work for room sized environments, they hardly scale up to larger scenarios with many objects. In this paper, we introduce a new taxonomy to classify existing selection techniques. In its wake, we propose PRECIOUS, a novel mid-air technique for selecting out-of-reach objects, featuring iterative refinement in Virtual Reality, an hitherto untried approach in this context. While comparable techniques have been developed for non-stereo and non-immersive environments, these are not suitable to Immersive Virtual Reality. Our technique is the first to employ an iterative progressive refinement in such settings. It uses cone-casting to select multiple objects and moves the user closer to them in each refinement step, to allow accurate selection of the desired target. A user evaluation showed that PRECIOUS compares favorably against state-of-the-art approaches. Indeed, our results indicate that PRECIOUS is a versatile approach to out-of-reach target acquisition, combining accurate selection with consistent task completion times across different scenarios.

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