Designing familiar augmented and virtual reality environments and interactions through off-the-shelf real-world solutions
department or school: Science, Faculty of
department or school: Computer Science, Department of
data provider: DSpace
degree campus: UBCV
creator: Unlu, Arda Ege
issued: 2021-08-27T15:33:55Z
issued: 2021
related degree: Master of Science - MSc
degree grantor: University of British Columbia
description: Immersive augmented reality systems allow users to superimpose digital content on their physical environments while immersive virtual reality systems simulate virtual spaces that make use of users' knowledge of the physical world. However, in such novel interactive systems, user unfamiliarity can break the illusion of seamless immersion and hinder adoption. We propose to bridge this gap by introducing familiar interactions and environments into immersive augmented and virtual reality. First, to explore familiar interactions, we propose using smartphones, which are familiar and readily available, as companion devices complementing existing interaction modalities for augmented reality head-mounted displays. Current-generation devices primarily support interaction modalities such as gesture, gaze and voice, which are less familiar as interaction modalities and lack precision and tactility, rendering them fatiguing for extended interactions. We leverage user familiarity with smartphone interactions, coupled with their support for precise, tactile touch input, to unlock a broad range of interaction techniques. For instance, by combining the phone's spatial position and orientation and high-resolution touchscreen within an augmented reality environment, we transform the ordinary smartphone into an interior design palette, a rapier or a bow. We describe a prototype implementation and report on the results of a positional accuracy study. Second, we believe that bringing familiar real world environments into virtual spaces can help create immersive and interactive virtual reality experiences. To explore this, we have chosen the real-world library as an expedient pilot and introduce the Library of Apollo, a virtual-reality experience which aims to bring together the connectedness and navigability of digital collections and the familiar browsing experience of physical libraries. An online deployment of our system, together with user surveys and collected session data showed th…
aggregated CHO: https://circle.library.ubc.ca/rest/handle/2429/79481
note: Designing Familiar Augmented and Virtual RealityEnvironments and Interactions Through Off-the-ShelfReal-World SolutionsbyArda Ege UnluB.Sc., Bilkent University, 2019A THESIS SUBMITTED IN PARTIAL FULFILLMENTOF THE REQUIREMENTS FOR THE DEGREE OFMaster of ScienceinTHE FACULTY OF GRADUATE AND POSTDOCTORALSTUDIES(Computer Science)The University of British Columbia(Vancouver)August 2021© Arda Ege Unlu, 2021The following individuals certify that they have read, and recommend to the Fac-ulty of Graduate and Postdoctoral Studies for acceptance, the thesis entitled:Designing Familiar Augmented and Virtual Reality Environments andInteractions Through Off-the-Shelf Real-World Solutionssubmitted by Arda Ege Unlu in partial fulfillment of the requirements for the de-gree of Master of Science in Computer Science.Examining Committee:Robert Xiao, Computer Science, The University of British ColumbiaSupervisorDongwook Yoon, Computer Science, The University of British ColumbiaSupervisory Committee MemberSid Fels, Electrical and Computer Engineering, The University of British ColumbiaSupervisory Committee MemberiiAbstractImmersive augmented reality systems allow users to superimpose digital contenton their physical environments while immersive virtual reality systems simulatevirtual spaces that make use of users’ knowledge of the physical world. However,in such novel interactive systems, user unfamiliarity can break the illusion of seam-less immersion and hinder adoption. We propose to bridge this gap by introducingfamiliar interactions and environments into immersive augmented and virtual real-ity.First, to explore familiar interactions, we propose using smartphones, whichare familiar and readily available, as companion devices complementing exist-ing interaction modalities for augmented reality head-mounted displays. Current-generation devices primarily support interaction modalities such as gesture, gazeand voice, which are less familiar as interaction modalities and lack precision a…
has type: Thesis/Dissertation
date issued: 2021-11
is shown at: 10.14288/1.0401766
language: eng
degree discipline: Computer Science
provider: Vancouver : University of British Columbia Library
publisher: University of British Columbia
rights: Attribution-NonCommercial-NoDerivatives 4.0 International
rights URI: http://creativecommons.org/licenses/by-nc-nd/4.0/
scholar level: Graduate
contributor: Xiao, Robert
type: Text
identifier URI: http://hdl.handle.net/2429/79481