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Hai-Ning Liang

Publications and source records attributed to Hai-Ning Liang.

54 records · Page 3Linked to original sources

Effect of Visual Cues on Pointing Tasks in Co-located Augmented Reality Collaboration

Visual cues are essential in computer-mediated communication. It is especially important when communication happens in a collaboration scenario that requires focusing several users' attention on aspecific object among other similar ones. This paper explores the effect of visual cues on pointing tasks in co-located Augmented Reality (AR) collaboration. A user study (N = 32, 16 pairs) was conducted to compare two types of visual cues: Pointing Line (PL)and Moving Track (MT). Both are head-based visual techniques.Through a series of collaborative pointing tasks on objects with different states (static and dynamic) and density levels (low, mediumand high), the results showed that PL was better on task performance and usability, but MT was rated higher on social presenceand user preference. Based on our results, some design implicationsare provided for pointing tasks in co-located AR collaboration.

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RelicVR: A Virtual Reality Game for Active Exploration of Archaeological Relics

Digitalization is changing how people visit museums and explore the artifacts they house. Museums, as important educational venues outside classrooms, need to actively explore the application of digital interactive media, including games that can balance entertainment and knowledge acquisition. In this paper, we introduce RelicVR, a virtual reality (VR) game that encourages players to discover artifacts through physical interaction in a game-based approach. Players need to unearth artifacts hidden in a clod enclosure by using available tools and physical movements. The game relies on the dynamic voxel deformation technique to allow players to chip away earth covering the artifacts. We added uncertainty in the exploration process to bring it closer to how archaeological discovery happens in real life. Players do not know the shape or features of the hidden artifact and have to take away the earth gradually but strategically without hitting the artifact itself. From playtesting sessions with eight participants, we found that the uncertainty elements are conducive to their engagement and exploration experience. Overall, RelicVR is an innovative game that can improve players' learning motivation and outcomes of ancient artifacts.

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Myopic Bike and Say Hi: Games for Empathizing with The Myopic

Myopia is an eye condition that makes it difficult for people to focus on faraway objects. It has become one of the most serious eye conditions worldwide and negatively impacts the quality of life of those who suffer from it. Although myopia is prevalent, many non-myopic people have misconceptions about it and encounter challenges empathizing with myopia situations and those who suffer from it. In this research, we developed two virtual reality (VR) games, (1) Myopic Bike and (2) Say Hi, to provide a means for the non-myopic population to experience the frustration and difficulties of myopic people. Our two games simulate two inconvenient daily life scenarios (riding a bicycle and greeting someone on the street) that myopic people encounter when not wearing glasses. We evaluated four participants' game experiences through questionnaires and semi-structured interviews. Overall, our two VR games can create an engaging and non-judgmental experience for the non-myopic population to better understand and empathize with those who suffer from myopia.

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Using Trajectory Compression Rate to Predict Changes in Cybersickness in Virtual Reality Games

Identifying cybersickness in virtual reality (VR) applications such as games in a fast, precise, non-intrusive, and non-disruptive way remains challenging. Several factors can cause cybersickness, and their identification will help find its origins and prevent or minimize it. One such factor is virtual movement. Movement, whether physical or virtual, can be represented in different forms. One way to represent and store it is with a temporally annotated point sequence. Because a sequence is memory-consuming, it is often preferable to save it in a compressed form. Compression allows redundant data to be eliminated while still preserving changes in speed and direction. Since changes in direction and velocity in VR can be associated with cybersickness, changes in compression rate can likely indicate changes in cybersickness levels. In this research, we explore whether quantifying changes in virtual movement can be used to estimate variation in cybersickness levels of VR users. We investigate the correlation between changes in the compression rate of movement data in two VR games with changes in players' cybersickness levels captured during gameplay. Our results show (1) a clear correlation between changes in compression rate and cybersickness, and(2) that a machine learning approach can be used to identify these changes. Finally, results from a second experiment show that our approach is feasible for cybersickness inference in games and other VR applications that involve movement.

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Exploring Head-based Mode-Switching in Virtual Reality

Mode-switching supports multilevel operations using a limited number of input methods. In Virtual Reality (VR) head-mounted displays (HMD), common approaches for mode-switching use buttons, controllers, and users' hands. However, they are inefficient and challenging to do with tasks that require both hands (e.g., when users need to use two hands during drawing operations). Using head gestures for mode-switching can be an efficient and cost-effective way, allowing for a more continuous and smooth transition between modes. In this paper, we explore the use of head gestures for mode-switching especially in scenarios when both users' hands are performing tasks. We present a first user study that evaluated eight head gestures that could be suitable for VR HMD with a dual-hand line-drawing task. Results show that move forward, move backward, roll left, and roll right led to better performance and are preferred by participants. A second study integrating these four gestures in Tilt Brush, an open-source painting VR application, is conducted to further explore the applicability of these gestures and derive insights. Results show that Tilt Brush with head gestures allowed users to change modes with ease and led to improved interaction and user experience. The paper ends with a discussion on some design recommendations for using head-based mode-switching in VR HMD.

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Evaluating Performance and Gameplay of Virtual Reality Sickness Techniques in a First-Person Shooter Game

In virtual reality (VR) games, playability and immersion levels are important because they affect gameplay, enjoyment, and performance. However, they can be adversely affected by VR sickness (VRS) symptoms. VRS can be minimized by manipulating users' perception of the virtual environment via the head-mounted display (HMD). One extreme example is the Teleport mitigation technique, which lets users navigate discretely, skipping sections of the virtual space. Other techniques are less extreme but still rely on controlling what and how much users see via the HMD. This research examines the effect on players' performance and gameplay of these mitigation techniques in fast-paced VR games. Our focus is on two types of visual reduction techniques. This study aims to identify specifically the trade-offs these techniques have in a first-person shooter game regarding immersion, performance, and VRS. The main contributions in this paper are (1) a deeper understanding of one of the most popular techniques (Teleport) when it comes to gameplay; (2) the replication and validation of a novel VRS mitigation technique based on visual reduction; and (3) a comparison of their effect on players' performance and gameplay.

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Effect of Input-output Randomness on Gameplay Satisfaction in Collectable Card Games

Randomness is an important factor in games, so much so that some games rely almost purely on it for its outcomes and increase players' engagement with them. However, randomness can affect the game experience depending on when it occurs in a game, altering the chances of planning for a player. In this paper, we refer to it as "input-output randomness". Input-output randomness is a cornerstone of collectable card games like Hearthstone, in which cards are drawn randomly (input randomness) and have random effects when played (output randomness). While the topic might have been commonly discussed by game designers and be present in many games, few empirical studies have been performed to evaluate the effects of these different kinds of randomness on the players' satisfaction. This research investigates the effects of input-output randomness on collectable card games across four input-output randomness conditions. We have developed our own collectable card game and experimented with the different kinds of randomness with the game. Our results suggest that input randomness can significantly impact game satisfaction negatively. Overall, our results present helpful considerations on how and when to apply randomness in game design when aiming for players' satisfaction.

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Monoscopic vs. Stereoscopic Views and Display Types in the Teleoperation of Unmanned Ground Vehicles for Object Avoidance

Virtual reality (VR) head-mounted displays (HMD) have recently been used to provide an immersive, first-person vision/view in real-time for manipulating remotely-controlled unmanned ground vehicles (UGV). The teleoperation of UGV can be challenging for operators when it is done in real time. One big challenge is for operators to perceive quickly and rapidly the distance of objects that are around the UGV while it is moving. In this research, we explore the use of monoscopic and stereoscopic views and display types (immersive and non-immersive VR) for operating vehicles remotely. We conducted two user studies to explore their feasibility and advantages. Results show a significantly better performance when using an immersive display with stereoscopic view for dynamic, real-time navigation tasks that require avoiding both moving and static obstacles. The use of stereoscopic view in an immersive display in particular improved user performance and led to better usability.

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Spatial Knowledge Acquisition in Virtual and Physical Reality: A Comparative Evaluation

Virtual Reality (VR) head-mounted displays (HMDs) have been studied widely as tools for the most diverse kinds of training activities. One special kind that is the basis for many real-world applications is spatial knowledge acquisition and navigation. For example, knowing well by heart escape routes can be an important factor for firefighters and soldiers. Prior research on how well knowledge acquired in virtual worlds translates to real, physical one has had mixed results, with some suggesting spatial learning in VR is akin to using a regular 2D display. However, VR HMDs have evolved drastically in the last decade, and little is known about how spatial training skills in a simulated environment using up-to-date VR HMDs compares to training in the real world. In this paper, we aim to investigate how people trained in a VR maze compare against those trained in a physical maze in terms of recall of the position of items inside the environment. While our results did not find significant differences in time performance for people who experienced the physical and those who trained in VR, other behavioural factors were different.

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Virtual Reality Sickness Mitigation Methods: A Comparative Study in a Racing Game

Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even pose health risks. Previous research has explored different VR sickness mitigation methods by adding visual effects or elements. Field of View (FOV) reduction, Depth of Field (DOF) blurring, and adding a rest frame into the virtual environment are examples of such methods. Although useful in some cases, they might result in information loss. This research is the first to compare VR sickness, presence, workload to complete a search task, and information loss of these three VR sickness mitigation methods in a racing game with two levels of control. To do this, we conducted a mixed factorial user study (N = 32) with degree of control as the between-subjects factor and the VR sickness mitigation techniques as the within-subjects factor. Participants were required to find targets with three difficulty levels while steering or not steering a car in a virtual environment. Our results show that there are no significant differences in VR sickness, presence and workload among these techniques under two levels of control in our VR racing game. We also found that changing FOV dynamically or using DOF blur effects would result in information loss while adding a target reticule as a rest frame would not.

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Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames

Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical hits) to an exergame. We conducted a study under two conditions (uncertain and certain), with two display types (virtual reality and large display) and across young and middle-aged adults to measure their effect on game performance, experience, and exertion. Results show that (1) our designed uncertain elements are instrumental in increasing exertion levels; (2) when playing a motion-based first-person perspective exergame, virtual reality can improve performance, while maintaining the same motion sickness level as a large display; and (3) exergames for middle-aged adults should be designed with age-related declines in mind, similar to designing for elderly adults. We also framed two design guidelines for exergames that have similar features to the game used in this research.

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Real-Time Detection of Simulator Sickness in Virtual Reality Games Based on Players' Psychophysiological Data during Gameplay

Virtual Reality (VR) technology has been proliferating in the last decade, especially in the last few years. However, Simulator Sickness (SS) still represents a significant problem for its wider adoption. Currently, the most common way to detect SS is using the Simulator Sickness Questionnaire (SSQ). SSQ is a subjective measurement and is inadequate for real-time applications such as VR games. This research aims to investigate how to use machine learning techniques to detect SS based on in-game characters' and users' physiological data during gameplay in VR games. To achieve this, we designed an experiment to collect such data with three types of games. We trained a Long Short-Term Memory neural network with the dataset eye-tracking and character movement data to detect SS in real-time. Our results indicate that, in VR games, our model is an accurate and efficient way to detect SS in real-time.

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Evaluating the Effect of Audience in a Virtual Reality Presentation Training Tool

Public speaking is an essential skill in everyone's professional or academic career. Nevertheless, honing this skill is often tricky because training in front of a mirror does not give feedback or inspire the same anxiety as present-ing in front of an audience. Further, most people do not always have access to the place where the presentation will happen. In this research, we developed a Virtual Reality (VR) environment to assist in improving people's presentation skills. Our system uses 3D scanned people to create more realistic scenarios. We conducted a study with twelve participants who had no prior experience with VR. We validated our virtual environment by analyzing whether it was preferred to no VR system and accepted regardless of the existence of a virtual audience. Our results show that users overwhelmingly prefer to use the VR system as a tool to help them improve their public speaking skills than training in an empty environment. However, the preference for an audience is mixed.

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VirusBoxing: A HIIT-based VR boxing game

Physical activity or exercise can improve people's health and reduce their risk of developing several diseases; most importantly, regular activity can improve the quality of life. However, lack of time is one of the major barriers for people doing exercise. High-intensity interval training (HIIT) can reduce the time required for a healthy exercise regime but also bring similar benefits of regular exercise. We present a boxing-based VR exergame called VirusBoxing to promote physical activity for players. VirusBoxing provides players with a platform for HIIT and empowers them with additional abilities to jab a distant object without the need to aim at it precisely. In this paper, we discuss how we adapted the HIIT protocol and gameplay features to empower players in a VR exergame to give players an efficient, effective, and enjoyable exercise experience.

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Exploration of Hands-free Text Entry Techniques For Virtual Reality

Text entry is a common activity in virtual reality (VR) systems. There is a limited number of available hands-free techniques, which allow users to carry out text entry when users' hands are busy such as holding items or hand-based devices are not available. The most used hands-free text entry technique is DwellType, where a user selects a letter by dwelling over it for a specific period. However, its performance is limited due to the fixed dwell time for each character selection. In this paper, we explore two other hands-free text entry mechanisms in VR: BlinkType and NeckType, which leverage users' eye blinks and neck's forward and backward movements to select letters. With a user study, we compare the performance of the two techniques with DwellType. Results show that users can achieve an average text entry rate of 13.47, 11.18 and 11.65 words per minute with BlinkType, NeckType, and DwellType, respectively. Users' subjective feedback shows BlinkType as the preferred technique for text entry in VR.

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An In-Depth Exploration of the Effect of 2D/3D Views and Controller Types on First Person Shooter Games in Virtual Reality

The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor. However, there is still much to be learned, especially how views and input techniques, as well as their interaction, affect the VR experience. There is little work done on First-Person Shooter (FPS) games in VR, and those few studies have focused on a single aspect of VR FPS. They either focused on the view, e.g., comparing VR to a typical 2D display or on the controller types. To the best of our knowledge, there are no studies investigating variations of 2D/3D views in HMDs, controller types, and their interactions. As such, it is challenging to distinguish findings related to the controller type from those related to the view. If a study does not control for the input method and finds that 2D displays lead to higher performance than VR, we cannot generalize the results because of the confounding variables. To understand their interaction, we propose to analyze in more depth, whether it is the view (2D vs. 3D) or the way it is controlled that gives the platforms their respective advantages. To study the effects of the 2D/3D views, we created a 2D visual technique, PlaneFrame, that was applied inside the VR headset. Our results show that the controller type can have a significant positive impact on performance, immersion, and simulator sickness when associated with a 2D view. They further our understanding of the interactions that controllers and views have and demonstrate that comparisons are highly dependent on how both factors go together. Further, through a series of three experiments, we developed a technique that can lead to a substantial performance, a good level of immersion, and can minimize the level of simulator sickness.

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Lessons Learned from Developing a Microservice Based Mobile Location-Based Crowdsourcing Platform

Research in Mobile Location-Based Crowdsourcing is hindered by a marked lack of real-world data. The development of a standardized, lightweight, easily deployable, modular, composable, and most of all, scalable experimentation framework would go a long way in facilitating such research. Conveniently, these are all salient characteristics of systems developed using a microservices approach. We propose QRowdsource - a MLBC experimentation framework built using a distributed services architecture. In this paper, we discuss the design and development of QRowdsource, from the decomposition of functional components to the orchestration of services within the framework. We also take a look at how the advantages and disadvantages of using a microservices approach translate to our specific use case and deliberate over a number of lessons learned while developing the experimentation framework.

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A Unified Gradient Regularization Family for Adversarial Examples

Adversarial examples are augmented data points generated by imperceptible perturbation of input samples. They have recently drawn much attention with the machine learning and data mining community. Being difficult to distinguish from real examples, such adversarial examples could change the prediction of many of the best learning models including the state-of-the-art deep learning models. Recent attempts have been made to build robust models that take into account adversarial examples. However, these methods can either lead to performance drops or lack mathematical motivations. In this paper, we propose a unified framework to build robust machine learning models against adversarial examples. More specifically, using the unified framework, we develop a family of gradient regularization methods that effectively penalize the gradient of loss function w.r.t. inputs. Our proposed framework is appealing in that it offers a unified view to deal with adversarial examples. It incorporates another recently-proposed perturbation based approach as a special case. In addition, we present some visual effects that reveals semantic meaning in those perturbations, and thus support our regularization method and provide another explanation for generalizability of adversarial examples. By applying this technique to Maxout networks, we conduct a series of experiments and achieve encouraging results on two benchmark datasets. In particular,we attain the best accuracy on MNIST data (without data augmentation) and competitive performance on CIFAR-10 data.

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