Demo and Poster Session

Posters & Demos

Associated with Short Papers:
Locomotion by Natural Gestures for Immersive Virtual Environments
Andrea Ferracani, IT; Daniele Pezzatini, IT; and Alberto Del Bimbo, IT
We evaluate methods to move 'naturally' in an Immersive Virtual Environment (IVE) visualised through an Head Mounted Display (HMD). Natural interaction is provided through gesture recognition on depth sensors' data. Gestural input solutions in the literature to provide locomotion are discussed. Two new methods for locomotion are proposed, implemented in a framework used for comparative evaluation. Perceived naturalness and effectiveness of locomotion methods are assessed through qualitative and quantitative measures. Extensive tests are conducted on the locomotion considering also: 1) obstacles in navigation; 2) interaction with virtual objects during locomotion. This is done with the aim to identify methods capable to provide a full body experience in an IVE. Results show that one of the methods for locomotion we propose has a performance comparable to established techniques in literature. Outcomes may be exploited to improve the naturalness of users' movements in IVEs and help to unlock new strategies in providing IVEs for learning, training, collaboration and entertainment, also with respect to users with disabilities.

Typeface Emotion Analysis for Communication on Mobile Messengers
Saemi Choi, JP; and Kiyoharu Aizawa, JP
Nonverbal signals such as facial expressions and gestures cannot be conveyed by text messages on a mobile messenger. In this study, we investigate the potential use of typefaces for emotional representation by which people can feel nonverbal signals. We constructed a dataset of various typefaces and conducted a large-scale crowd-sourced user study to investigate the relationship between typefaces and emotional signals based on commonly used psychological emotion models. From the user study, we determined that several visual characteristics of typefaces have weak/strong emotional influences on viewers and verified that certain emotions and feelings can be conveyed on text messages.


Associated with Full Papers:
Typographic Features in Interactive Augmented Reality Data Visualization
Mário Vairinhos, PT; Luís Nuno Dias, PT; Silvino Almeida, PT; and Alexandra Moreira, PT
Data Visualization faces great challenges especially in cases where information is diverse and complex. To visually communicate clearly and efficiently complex phenomena is a key objective for many disciplines. Augmented Reality with the use of a three-dimensional grid can offer an important tool for statistical and data analysis. This demo shows an interactive AR system that allows an operator wearing a see-through binocular Head-Mounted Display (HMD) to explore and interact with three-dimensional schematic representations of information about a particular phenomenon.

Evaluating the User Experience of Interactive Digital Narrative
Christian Roth, NL; and Hartmut Koenitz, NL
Many virtual and alternate reality projects create narrative experiences in the digital medium. These are Interactive Digital Narratives (IDN), a form of expression at the intersection of different artistic approaches, research fields (humanities, computer science), and emerging technologies (e.g., artificial intelligence, virtual reality, generative content), with a wide potential for different applications. A key element towards fulfilling this potential is the creation of a satisfying user experience. In this paper we present a toolbox for the evaluation of the user experience that connects which enables the systematic and quantitative study of IDN user experiences. This approach connects research in psychology based on Entertainment Theory with a humanities-based perspective. Specifically, we map Murray's influential theoretical framework to Roth's empirical dimensions and thus connect an analytical framework to empirical research.

Additional Demos of Immersive Films:
The Prism: observe or participate
The Creative Lab, NHTV, NL. Oscar Bastiaens (exec. producer and director), Anneliene van den Boom (writer/producer), Hannah Syrett (writer/producer)
Film: Officer Winters and Reed aim to find out the truth behind an aggressive car theft by questioning Emma Garner about her brother. Officer Bell supervises the situation in the interrogation room from an observation room behind a one-way mirror. Emma is conflicted whether or not to help the police. After all, she doesn't want to betray her brother's trust. Take a look from 3 different perspectives of the same story to solve the case.

Study: The current study investigated the relationship between the point-of-view (POV) of a 360-degree film for Head Mounted Displays and the level of presence and enjoyment. We created two conditions with a 360-degree movie, with different POVs (actor and observer). Participants from the actor condition scored significantly higher on Spatial Presence compared to participants from the observer condition. However, the expected differences in enjoyment and other subscales of presence between the two conditions were not found. Finally, we provide a recommendation on what POV (actor or observer) is the most presence and enjoyment enhancing.

Publication: Boom, A. L. F. M., Stupar - Rutenfrans, S., Bastiaens, O. S. P., & van Gisbergen, M. S. (2015). Observe or participate: the effect of point-of-view on presence and enjoyment in 360 degree movies for head mounted displays. In Online conference proceedings indexed by SCOPU. Athens, Greece.

XSTNCE: suspense, narrative engagement and enjoyment in a 360 degree film
The Creative Lab, NHTV, NL. Oscar Bastiaens (exec. producer and director), Fabienne Zuijdgeest (producer), Jason Burgess (producer) and Yorick Wolswijk (writer)
Film: Find out about Professor Eilo Grand and his assistant Zena Tanning whom are working on the secret XSTNCE project. Aiming to upload the human consciousness into a droid body. They seem to have achieved a major breakthrough. However, while things seem to be going well, they run into some problems. Technological as well as personal. Will the XSTNCE program succeed? And how well do the researchers actually know each other?

Study: In this study we explored to what extend a typical narrative technique regarding suspense for traditional media can increase suspense, narrative engagement and enjoyment when implemented in a 360 degree film. A quasi-experimental study was conducted with two conditions: in one condition participants got exposed to a short delay version of the 360 degree film, in the other condition participants got exposed to the same film with a longer delay. Results revealed that the film with a longer delay caused more narrative engagement, enjoyment and appreciation than the short delay version. This study shows that narrative engagement is more important in increasing enjoyment than spatial presence is, which has been a common point of focus in previous studies regarding VR and 360 degree film. However, results did not reveal any difference in experienced suspense, character identification or spatial presence between the two versions.