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    International Conference on Graphics and Interaction

    International Conference on Graphics and Interaction

    Conference

    年发文量

    研究主题

    论文(566)

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    1Towards Augmented XR Movement and Interaction Confidence Across Substitutional Reality
    Guilherme R. Figueira,Rui Nobrega

    In this paper, we explore how varying degrees of Substitutional Reality (SR) and see-through Augmented Reality (AR) integration influence user movement confidence, incentive to explore, and overall enjoyment in mixed reality experiences. Substitutional reality, a paradigm that replaces physical objects with virtual counterparts, enables diverse forms of immersive interaction, but its effect when combined with see-through AR has been underexplored. Our proposed approach involves systematically varying the level of virtual substitution abstraction and the integration of video see-through. Specifically, we explore four distinct scenarios: Full SR, Hybrid SR/AR, Categorical (Abstract) SR, and Full see-through environments, to examine how these affect user experience and interaction behaviors. We conducted a user study involving twelve participants interacting within these four scenarios. The chosen application context was a thematic medieval virtual environment, where each scenario provided different degrees of physical-to-virtual object substitution and transparency. User movement confidence, exploratory behaviors, and enjoyment levels were captured through questionnaires, observations, and quantitative data collected directly from the headset. In the end we present the pros and cons of each SR scenario.

    2025
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    2A Virtual Reality Game to Support Cognitive Stimulation in Elderly People with Alzheimer's and Mild Dementia
    Alice Barbosa, Henrique Melro, Rodrigo Pacheco,Raquel Simoes de Almeida, Bruno Teixeira, Vitor J. Sa

    This article presents the development of ReLembra, an immersive Virtual Reality game designed to support elderly people with Alzheimer's and mild dementia in preserving their cognitive abilities, that is, in preventing activities and some motor functions for daily life. Through interactive activities in calm and familiar virtual environments, the games promote the stimulation of memory, language, organization and spatial orientation. The application was developed in the Unity 3D tool and optimized for the Meta Quest 3 device. Tests were carried out with five participants, evaluating presence (IPQ), cybersickness (SSQ), usability (SUS) and performance metrics. The results indicate high usability and excellent acceptance. However, some limitations related to the digital literacy of users and the difficulty in distinguishing between the virtual and the real world were identified. This project represents an innovative and promising tool to support health professionals and caregivers, with potential for future expansion.

    2025
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    3Data Analysis and Visualization Practices: Purposes and Obstacles for User-Centered Solutions
    Ana Silva, Alexandra Ribeiro, Rosane Sampaio,Emanuel Sousa, Iara Margolis

    This study explores data analysis and visualization practices among professionals from Portugal and Brazil, revealing common challenges across fields such as health, education, technology, and social services. Based on seven focus groups with 19 participants, the research identifies three user profiles (Academia & Intervention, Strategic, and Operational) and outlines a three-stage workflow: collection, analysis, and presentation. Each stage presents recurring obstacles, including fragmented platforms, low interoperability, manual processes, insufficient training, and limited tool usability, particularly for large-scale or qualitative datasets. Despite the geographic diversity, no significant differences were found between countries. Participants expressed a strong desire for integrated, user-friendly platforms that support the full workflow, provide intelligent assistance, and enable customization. The findings highlight the need for user-centered solutions that align with real-world demands, promote statistical literacy, and enhance data-driven decision-making.

    2025
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    4Digital Avatars: Developing and Applying Customised Metahumans
    Carolina Pereira,Anabela Marto,Roberto Ribeiro,Alexandrino Goncalves,Nuno Rodrigues

    While digital services improve convenience and efficiency, their lack of human interaction often causes boredom, misunderstandings, and dissatisfaction. This paper presents an ongoing study focused on the development of customised MetaHumans-digital avatars designed to effectively communicate emotions and simulate human interaction. The current research centres on a MetaHuman with advanced facial expression capabilities, aimed at fostering empathy and enhancing the user experience. Through 3D scanning, meticulous mesh cleaning, and the use of Unreal Engine 5's MetaHuman Creator, we detail the process of creating lifelike and emotionally responsive digital humans. Our current outcomes include a customised MetaHuman able to react with tailored emotions derived from a real person. This study aims to create a solution to better understand the role of customised MetaHumans in their interaction with real individuals, further demonstrating their potential to overcome the limitations of traditional automation and offer a more personalised and engaging experience. Future research will aim to deepen the emotional range of MetaHumans, explore their applications, and better understand their impact across various service domains to further enhance user satisfaction and trust.

    2025
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    5XR Menu Interaction: User Study of Hand and Controller-Based Designs
    Joao Teles, Ines Cruz, Paulo Dias, Stefan W. Kauling, Beatriz Santos

    Menu interaction in Mixed Reality (XR) is a particularly complex aspect of user experience, especially when using hands-only input. Different menu designs offer distinct tradeoffs between speed, accuracy, intuitiveness, physical effort, and visibility. These tradeoffs are rarely one-size-fits-all, and their real impact on user performance and satisfaction remains underexplored. To address this, our work investigates how these design differences influence interaction quality, aiming to identify which menu style offers the best overall compromise for practical use. In this context, the paper proposes to evaluate different menus for hand interaction in XR. In this work, we propose and evaluate three different design menus, each tested with hand-tracking and controller input (1-Radial Wrist Menu, 2-Radial Motion Menu, 3-Mobile Phone Menu, see in section III), using Aratall's1 prototype application for 3D urban planning, PassageXR as a case study. A user study was conducted to evaluate the three proposals regarding selection speed, responsiveness, and overall user satisfaction. Our results show that while the Mobile Phone Menu offers the fastest selection times, Radial Menus are preferred overall due to their comfort, ease of use, and potential for muscle memory.

    2025
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    高被引作者

    作者引用发文
    Pierre Dupont4208
    Jose Oncina4116
    Rafael C. Carrasco3412
    Andreas Stolcke3391
    Stephen Omohundro3391
    Alexander Clark33510
    Kevin J. Lang3121
    Barak A. Pearlmutter3121
    Remi Eyraud3059
    Sicco E. Verwer28811

    高产作者

    作者引用发文
    Maximino Bessa10921
    Miguel Otavio Barreto Campelo de Melo9719
    Colin de la Higuera25815
    Daniel Gonçalves 00021612
    Sicco E. Verwer28811
    Menno Van Zaanen16111
    Francois Coste22610
    Gonçalves Guilherme3710
    Alexander Clark33510
    Rui Nobrega379

    相关期刊

    Spatial User Interaction
    Symposium on Virtual and Augmented Reality
    ACM International Conference on Interactive Surfaces and Spaces
    Visual Information Communication and Interaction
    Brazilian Symposium on Games and Digital Entertainment
    Cyberworlds
    Artificial Intelligence and Virtual Reality
    International Symposium on Mixed and Augmented Reality
    International Symposium on Mixed and Augmented Reality : (ISMAR) [proceedings]
    International Conference Virtual and Augmented Reality Simulations