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Virtual Reality Test: IIIT Allahabad

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0% found this document useful (0 votes)
75 views5 pages

Virtual Reality Test: IIIT Allahabad

Uploaded by

joyaluca2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Indian Institute of Information Technology Allahabad

Virtual Reality, C2 Review Test (July-Dec’2023 Semester)


Max. Marks: 30 Max. Time: 1 hr 30 min

Note: All questions are compulsory. All the subparts of a question are to be attempted together.

1. (a) What are the important characteristics that must be considered when describing visual display devices? Explain
them. [3]
(b) Mention the different Vector-based and Volume-based pointing techniques. Briefly explain each with proper
example. [5]
(c) Discuss the ethical considerations and potential applications of virtual human and behavior modeling. [2]

2. (a) Explain the concept of "teleportation" in the context of virtual travel and its implications for user experience. [2]
(b)Explain the key differences between marker-less AR and marker-based AR based on different aspects. What are the
advantages and limitations of markerless AR systems? [4]
(c) Explain the concept of "egocentric" and "exocentric" reference frames in 3D user interfaces and their significance
in interaction design. [2]
(d) Highlight the role of landmarks in helping users navigate in virtual environments and how designers can effectively
incorporate them. [2]

3. (a) Discuss the concept of wayfinding in virtual environments and its importance in user navigation. How do spatial
cues and cognitive mapping assist users in navigation? Provide examples. [5]
(b) Select a real-world scenario where AR technology (either marker-based or markerless) has been successfully
employed and analyze the benefits and challenges of its implementation. [5]

Answers:
1
(a)
1) field of regard and field of view
2) spatial resolution
3) screen geometry
4) light transfer mechanism
5) refresh rate
6) ergonomics
7) effect on depth cues
8) brightness
9) color contrast
10) gamma correction.
{Any 3-5 with some explanation}

(b)
Vector-based pointing techniques require only a vector in order to calculate what object the user intends to select and
manipulate. This makes vector-based pointing rather easy to implement
● Ray Casting - user points at objects with a virtual ray that defines the direction of pointing, and a virtual line
segment attached to the hand visualizes the pointing direction
● Fishing reel - allows user to select an object with the simple ray-casting technique, then reel it back and forth
using the dedicated input mechanism
● Image-plane pointing - user selects and manipulates 3D objects by touching and manipulating their 2D
projections on a virtual image-plane located in front
Volume-based pointing techniques require the definition of a vector and a volume in order to determine what the user
intends to select and manipulate. Usually, the volume is defined in some relation to the vector, such as using a vector to
define the axis of a cone.
● Flashlight - In the flashlight technique, the pointing direction is defined as in the simple ray-casting technique,
but it replaces the virtual ray with a conic section volume, with the apex of the cone at the input device.
● Aperture selection - Modification of the flashlight technique that allows the user to interactively control the
spread of the selection volume.
● Sphere-casting - Sphere-casting is a modified version of ray-casting that casts a sphere onto the nearest
intersected surface. Objects found within the sphere are considered selectable.
{Also see examples given}

(c)
Ethical considerations include:
● Privacy
● Security
● Autonomy
● Bias
Applications:
● Medical Training and Simulation
● Therapy
● Construction management
● Soft skills training
● Pilots training
● Sales training
● Compliance training
● Customer service training
● Video Games
● Movies/TV
● Live entertainment

2
(a) Teleportation is a virtual locomotion technique that enables users to navigate beyond the confines of available
tracking space with a low possibility of inducing VR sickness. It has several implications for user experience,
including less fatigue and more spatial disorientation compared to other virtual locomotion techniques .

(b) Advantages of markerless AR system:


● Natural Interaction
● Versatility
● Scalability

Limitations of Markerless:
● Computational Demands
● Environmental Variability
● Processing Power
(c)
The egocentric reference frame corresponds to first person viewpoints, while exocentric reference frames are related to
third-person (bird’s-eye or outside-in) viewpoints. For example, in many video games, users typically see a first-person
(egocentric) view of the environment during navigation but can also access an overview map of the environment
showing their current location (exocentric).
When we find our way through an environment, we build up an exocentric representation (survey knowledge). However,
when we enter an environment for the first time, we basically depend on egocentric information (landmark and
procedural knowledge).

(d)
Landmarks are easily distinguishable objects that can be used to maintain spatial orientation, develop landmark and
route knowledge, and serve as foundations for distance and direction estimation.
Although landmarks are naturally part of a legible environment design, artificial landmarks may be added to any
environment to support wayfinding.

For effectively incorporating them:


● Placement: Place landmarks at decision points, intersections, or other important locations in the virtual
environment to help users orient themselves and enrich their route descriptions.
● Visibility: Ensure that landmarks are visible and recognizable from a distance to help users identify them and use
them as points of reference.
● Salience: Make landmarks distinctive and unique to help users differentiate them from other objects in the
environment.
● Consistency: Use consistent landmarks throughout the virtual environment to help users learn and remember
the environment more effectively.
● Variety: Use a variety of landmarks to help users navigate different parts of the virtual environment and avoid
monotony.
3
(a)
Wayfinding is the cognitive process of determining and following a path from one location to another. In virtual
environments, wayfinding is particularly important as users must gain familiarity with the relative locations of landmarks
to reliably move from their current location to a desired one. Spatial cues and cognitive mapping are two key elements
that assist users in navigation.

Spatial cues are visual or auditory signals that provide information about the user’s position and orientation in the
environment. They can be classified into two categories: intrinsic and extrinsic cues. Intrinsic cues are inherent in the
environment, such as the shape of a room or the texture of a surface. Extrinsic cues are external to the environment,
such as signs or landmarks. Spatial cues help users to orient themselves and structure their mental representation of
space.
For example, in a virtual museum, a sign indicating the location of a particular exhibit can help users find their way.

Cognitive mapping is the process of acquiring, storing, and retrieving spatial information about the environment. It
involves creating a mental model of the environment that allows users to navigate and orient themselves. Cognitive
mapping is influenced by spatial knowledge, spatial orientation, and spatial information. Spatial knowledge refers to the
user’s knowledge of the environment, such as the location of landmarks or the layout of the environment. Spatial
orientation refers to the user’s ability to determine their position and orientation in the environment. Spatial information
refers to the sensory information that users receive from the environment, such as visual or auditory cues.
In a virtual city, users can create a mental map of the environment that allows them to navigate and orient themselves.
For example, users can remember the location of a particular building or landmark to find their way around the city.

(b)
AR technology has been successfully employed in various real-world scenarios, such as education, entertainment, and
retail. One such example is the IKEA Place app, which uses markerless AR technology to allow users to visualize furniture
in their homes before making a purchase. The app uses the camera on a user’s smartphone or tablet to scan the room
and place 3D models of IKEA furniture in the space. Users can then move and rotate the furniture to see how it would
look in their home.

The benefits of using markerless AR technology in the IKEA Place app include:
Improved user experience: The app allows users to visualize furniture in their homes before making a purchase, which
can help them make more informed decisions and reduce the likelihood of returns.
Increased engagement: The app provides an interactive and engaging experience for users, which can increase brand
loyalty and customer satisfaction.
Cost savings: The app can reduce the need for physical showrooms and product samples, which can save costs for
retailers.

Some challenges associated with implementing markerless AR technology in the IKEA Place app:
Technical limitations: Markerless AR technology relies on computer vision algorithms to detect and track surfaces in the
environment, which can be challenging in low-light conditions or cluttered environments.
User adoption: Some users may be hesitant to use AR technology due to privacy concerns or lack of familiarity with the
technology.
Hardware requirements: Markerless AR technology requires a smartphone or tablet with a camera and sufficient
processing power, which may limit the accessibility of the technology to some users

OR
AR technology has been successfully employed in various real-world scenarios, such as education, entertainment, and
retail. One such example is the AR City app, which uses marker-based AR technology to provide users with an interactive
and immersive experience of exploring a city. The app uses markers placed throughout the city to trigger AR content on a
user’s smartphone or tablet. Users can then interact with the AR content to learn more about the city’s history, culture,
and landmarks.

The benefits of using marker-based AR technology in the AR City app include:


Improved user experience: The app provides an interactive and engaging experience for users, which can increase brand
loyalty and customer satisfaction.
Increased engagement: The app encourages users to explore the city and learn more about its history and culture, which
can increase their interest in the city and its attractions.
Cost savings: The app can reduce the need for physical tour guides and brochures, which can save costs for tourism
companies.

Some challenges associated with implementing marker-based AR technology in the AR City app:
Technical limitations: Marker-based AR technology relies on the detection and tracking of markers, which can be
challenging in low-light conditions or when markers are obstructed.
User adoption: Some users may be hesitant to use AR technology due to privacy concerns or lack of familiarity with the
technology.
Hardware requirements: Marker-based AR technology requires a smartphone or tablet with a camera and sufficient
processing power, which may limit the accessibility of the technology to some users.

{ Open-ended and situation specific answer}

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