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The Rise of Allocentric Interfaces and the Collapse of the Virtuality Continuum 非中心界面的兴起和虚拟连续体的崩溃
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3278470
G. Welch
The popular concepts of Virtual Reality (VR) and Augmented Reality (AR) arose from our ability to interact with objects and environments that appear to be real, but are not. One of the most powerful aspects of these paradigms is the ability of virtual entities to embody a richness of behavior and appearance that we perceive as compatible with reality, and yet unconstrained by reality. The freedom to be or do almost anything helps to reinforce the notion that such virtual entities are inherently distinct from the real world---as if they were magical. This independent magical status is reinforced by the typical need for the use of "magic glasses" (head-worn displays) and "magic wands" (spatial interaction devices) that are ceremoniously bestowed on a chosen few. For those individuals, the experience is inherently egocentric in nature---the sights and sounds effectively emanate from the magic glasses, not the real world, and unlike the magic we are accustomed to from cinema, the virtual entities are unable to affect the real world. This separation of real and virtual is also inherent in our related conceptual frameworks, such as Milgram's Virtuality Continuum, where the real and virtual are explicitly distinguished and mixed. While these frameworks are indeed conceptual, we often feel the need to position our systems and research somewhere in the continuum, further reinforcing the notion that real and virtual are distinct. The very structures of our professional societies, our research communities, our journals, and our conferences tend to solidify the evolutionary separation of the virtual from the real. However, independent forces are emerging that could reshape our notions of what is real and virtual, and transform our sense of what it means to interact with technology. First, even within the VR/AR communities, as the appearance and behavioral realism of virtual entities improves, virtual experiences will become more real. Second, as domains such as artificial intelligence, robotics, and the Internet of Things (IoT) mature and permeate throughout our lives, experiences with real things will become more virtual. The convergence of these various domains has the potential to transform the egocentric magical nature of VR/AR into more pervasive allocentric magical experiences and interfaces that interact with and can affect the real world. This transformation will blur traditional technological boundaries such that experiences will no longer be distinguished as real or virtual, and our sense for what is natural will evolve to include what we once remember as cinematic magic.
虚拟现实(VR)和增强现实(AR)的流行概念源于我们与看似真实但并非真实的物体和环境进行交互的能力。这些范式最强大的方面之一是虚拟实体能够体现丰富的行为和外观,我们认为这些行为和外观与现实兼容,但不受现实的约束。做任何事或做任何事的自由有助于强化这样一种观念,即这些虚拟实体与现实世界本质上是不同的——就好像它们是魔法一样。这种独立的魔法地位因使用“魔法眼镜”(头戴式显示器)和“魔法棒”(空间交互设备)的典型需求而得到加强,这些设备被庄严地授予少数人。对于这些人来说,这种体验本质上是以自我为中心的——视觉和声音实际上来自魔法眼镜,而不是现实世界,与我们从电影中习惯的魔法不同,虚拟实体无法影响现实世界。这种真实和虚拟的分离也存在于我们相关的概念框架中,例如米尔格拉姆的虚拟连续体,其中真实和虚拟被明确区分和混合。虽然这些框架确实是概念性的,但我们经常觉得有必要将我们的系统和研究定位在连续体的某个地方,从而进一步强化真实和虚拟是不同的概念。我们的专业协会、我们的研究团体、我们的期刊和我们的会议的结构都倾向于巩固虚拟与现实的分离。然而,独立的力量正在出现,它们可能重塑我们对真实和虚拟的概念,并改变我们对与技术互动的意义的认识。首先,即使在VR/AR社区内,随着虚拟实体的外观和行为现实性的提高,虚拟体验也会变得更加真实。其次,随着人工智能、机器人和物联网(IoT)等领域的成熟并渗透到我们的生活中,真实事物的体验将变得更加虚拟。这些不同领域的融合有可能将VR/AR的自我中心魔法本质转变为更普遍的非中心魔法体验和界面,与现实世界互动并影响现实世界。这种转变将模糊传统的技术界限,这样的体验将不再被区分为真实或虚拟,我们对自然的感觉将进化到包括我们曾经记忆中的电影魔法。
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引用次数: 1
Fusing Interfaces with Matter, Humans and Machines 融合物质、人类和机器的界面
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3279948
A. Olwal
Advances in the past century have resulted in unprecedented access to empowering technology, with user interfaces that typically provide clear distinction and separation between environments, technology and people. The progress in recent decades indicates, however, inevitable developments where sensing, display, actuation and computation will seek to integrate more intimately with matter, humans and machines. This talk will explore some of the radical new challenges and opportunities that these advancements imply for next-generation interfaces.
过去一个世纪的进步使人们前所未有地获得了授权技术,用户界面通常在环境、技术和人之间提供了明确的区分和分离。然而,最近几十年的进展表明,传感、显示、驱动和计算将寻求与物质、人类和机器更密切地结合在一起,这是不可避免的发展。本讲座将探讨这些进步对下一代接口所带来的一些全新挑战和机遇。
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引用次数: 0
Effects of VE Transition Techniques on Presence, Illusion of Virtual Body Ownership, Efficiency, and Naturalness 虚拟身体转换技术对在场、虚拟身体所有权幻觉、效率和自然性的影响
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267787
S. Oberdörfer, Martin Fischbach, Marc Erich Latoschik
Several transition techniques (TTs) exist for Virtual Reality (VR) that allow users to travel to a new target location in the vicinity of their current position. To overcome a greater distance or even move to a different Virtual Environment (VE) other TTs are required that allow for an immediate, quick, and believable change of location. Such TTs are especially relevant for VR user studies and storytelling in VR, yet their effect on the experienced presence, illusion of virtual body ownership (IVBO), and naturalness as well as their efficiency is largely unexplored. In this paper we thus identify and compare three metaphors for transitioning between VEs with respect to those qualities: an in-VR head-mounted display metaphor, a turn around metaphor, and a simulated blink metaphor. Surprisingly, the results show that the tested metaphors did not affect the experienced presence and IVBO. This is especially important for researchers and game designers who want to build more natural VEs.
虚拟现实(VR)中存在几种过渡技术(tt),允许用户在当前位置附近旅行到新的目标位置。为了克服更大的距离,甚至移动到不同的虚拟环境(VE),需要其他的tt,允许立即,快速和可信的位置变化。这样的tt与VR用户研究和VR故事特别相关,但它们对体验存在、虚拟身体所有权幻觉(IVBO)、自然性以及它们的效率的影响在很大程度上尚未被探索。因此,在本文中,我们识别并比较了虚拟现实之间转换的三种隐喻:虚拟现实中的头戴式显示器隐喻、转身隐喻和模拟眨眼隐喻。令人惊讶的是,实验结果显示,隐喻并不影响经验在场和IVBO。这对于想要创造更自然ve的研究人员和游戏设计师来说尤其重要。
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引用次数: 21
Multiple Pointing Method with Smartphone Gyro Sensor 智能手机陀螺仪传感器的多点指向方法
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274677
Koki Sato, Shigeo Kitamura, Mitsunori Matsushita
This paper proposes a pointing method named the Bring Your Own Pointer (BYOP). The BYOP enables an additional participation in a shared display collaboration and allows the users to point at the display simultaneously by using their own smartphones. A sticker application is developed to demonstrate the BYOP.
本文提出了一种名为自带指针(BYOP)的指向方法。BYOP允许额外参与共享显示协作,并允许用户通过使用自己的智能手机同时指向显示器。开发了一个贴纸应用程序来演示BYOP。
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引用次数: 1
Development of a Wearable Haptic Device that Presents the Haptic Sensation Corresponding to Three Fingers on the Forearm 一种可穿戴式触觉装置的研制,可呈现前臂上三个手指对应的触觉感觉
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267795
Taha K. Moriyama, Takuto Nakamura, H. Kajimoto
Numerous methods have been proposed for presenting tactile sensations from objects in virtual environments. In particular, wearable tactile displays for the fingers, such as fingertip-type and glove-type displays, have been intensely studied. However, the weight and size of these devices typically hinder the free movement of the fingers, especially in a multi-finger scenario. To cope with this issue, we have proposed a method of presenting the haptic sensation of the fingertip to the forearm, including the direction of force. In this study, we extended the method to three fingertips (thumb, index finger and middle finger) and three locations on the forearm using a five-bar linkage mechanism. We tested whether all of the tactile information presented by the device could be discriminated, and confirmed that the discrimination ability was about 90%. Then we conducted an experiment to present the grasping force in a virtual environment, confirming that the realism of the experience was improved by our device, compared with the conditions with no haptic or with vibration cues.
已经提出了许多方法来呈现虚拟环境中物体的触觉。特别是手指的可穿戴触觉显示器,如指尖型和手套型显示器,已经得到了广泛的研究。然而,这些设备的重量和尺寸通常会阻碍手指的自由运动,特别是在多指场景中。为了解决这个问题,我们提出了一种将指尖的触觉呈现给前臂的方法,包括力的方向。在这项研究中,我们将该方法扩展到三个指尖(拇指,食指和中指)和前臂的三个位置,使用五杆连杆机构。我们测试了设备呈现的所有触觉信息是否都能被识别,确认识别能力在90%左右。然后我们进行了一个实验,在虚拟环境中呈现抓取力,证实与没有触觉或有振动提示的情况相比,我们的设备提高了体验的真实感。
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引用次数: 6
Improving Spatial Orientation in Immersive Environments 改善沉浸式环境中的空间定向
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267792
Joseph Kotlarek, I-Chen Lin, K. Ma
In this paper, we present a comparative evaluation of three different approaches to improving users' spatial awareness in virtual reality environments, and consequently their user experience and productivity. Using a scientific visualization task, we test the performance of 21 participants to navigate around a virtual immersive environment. Our results suggest that using landmarks, a 3D minimap, and waypoint navigation all contribute to improved spatial orientation, while the macroscopic view of the environment provided by the 3D minimap has the greatest positive impact on spatial orientation. Users also prefer the 3D minimap for usability and immersion by a wide margin over the other techniques.
在本文中,我们对三种不同的方法进行了比较评估,以提高用户在虚拟现实环境中的空间意识,从而提高他们的用户体验和生产力。使用科学的可视化任务,我们测试了21名参与者在虚拟沉浸式环境中导航的表现。我们的研究结果表明,使用地标、3D小地图和航路点导航都有助于改善空间定向,而3D小地图提供的宏观环境视图对空间定向的积极影响最大。与其他技术相比,用户更喜欢3D小地图的可用性和沉浸感。
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引用次数: 8
A Look at the Effects of Handheld and Projected Augmented-reality on a Collaborative Task 手持式和投影式增强现实技术对协作任务的影响
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267793
Eva Mackamul, Augusto Esteves
This paper presents a comparative study between two popular AR systems during a collocated collaborative task. The goal of the study is to start a body of knowledge that describes the effects of different AR approaches in users' experience and performance; i.e., to look at AR not as a single entity with uniform characteristics. Pairs of participants interacted with a game of Match Pairs in both hand-held and project AR conditions, and their engagement, preference, task completion time, and number of game moves was recorded. Participants were also video-recorded during play for additional insights. No significant differences were found between users' self-reported engagement, and 56.25% of participants described a preference for the hand-held experience. On the other hand, participants completed the task significantly faster in the projected condition, despite having performed more game moves (card flips). We conclude the paper by discussing the effect of these two AR prototypes in participants' communication strategies, and how to design hand-held interfaces that could elicit the benefits of projected AR.
本文对两种流行的AR系统在协同任务中的应用进行了比较研究。该研究的目标是建立一个知识体系,描述不同的AR方法对用户体验和性能的影响;也就是说,不要将AR视为具有统一特征的单一实体。参与者在手持和项目AR条件下进行配对配对游戏,记录他们的参与度、偏好、任务完成时间和游戏移动次数。参与者还在游戏过程中被录像,以获得更多的见解。用户自我报告的参与度没有显著差异,56.25%的参与者描述了对手持体验的偏好。另一方面,参与者在预期条件下完成任务的速度明显更快,尽管他们进行了更多的游戏动作(掷牌)。最后,我们讨论了这两种AR原型对参与者沟通策略的影响,以及如何设计手持界面,以获得投影AR的好处。
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引用次数: 5
Flying a Broom in a Hybrid Reality Room: Eliciting Physical Interaction 在混合现实房间里飞扫帚:引发身体互动
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274683
Nurit Kirshenbaum, Dylan Kobayashi, Ryan Theriot, Kari Noe, J. Leigh
We describe a flying broom application inspired by the Harry Potter world that we developed for the Destiny-class CyberCANOE - a surround screen hybrid reality environment (HRE). This application uses a broom shaped tangible controller that allows the player to use their body to steer. Our intention with this work is to encourage users to fully engage with the 320° surround view the Destiny environment offers.
我们描述了一个飞行扫帚应用程序,灵感来自于我们为命运级赛博独木舟开发的哈利波特世界——一个环绕屏幕混合现实环境(HRE)。这个应用程序使用了一个扫帚形状的有形控制器,允许玩家使用他们的身体来操纵。我们做这项工作的目的是鼓励用户充分参与命运环境提供的320°环绕视图。
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引用次数: 1
Pocket6: A 6DoF Controller Based On A Simple Smartphone Application Pocket6:一个基于简单智能手机应用的6DoF控制器
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267785
Teo Babic, Harald Reiterer, M. Haller
We propose, implement and evaluate the use of a smartphone application for real-time six-degrees-of-freedom user input. We show that our app-based approach achieves high accuracy and goes head-to-head with expensive externally tracked controllers. The strength of our application is that it is simple to implement and is highly accessible --- requiring only an off-the-shelf smartphone, without any external trackers, markers, or wearables. Due to its inside-out tracking and its automatic remapping algorithm, users can comfortably perform subtle 3D inputs everywhere (world-scale), without any spatial or postural limitations. For example, they can interact while standing, sitting or while having their hands down by their sides. Finally, we also show its use in a wide range of applications for 2D and 3D object manipulation, thereby demonstrating its suitability for diverse real-world scenarios.
我们提出,实施和评估使用智能手机应用程序的实时六自由度用户输入。我们表明,基于应用程序的方法实现了高精度,并与昂贵的外部跟踪控制器针锋相对。我们的应用程序的优势在于它易于实现并且高度可访问-只需要一个现成的智能手机,不需要任何外部跟踪器,标记或可穿戴设备。由于其由内而外的跟踪和自动重新映射算法,用户可以轻松地在任何地方(世界尺度)执行微妙的3D输入,而没有任何空间或姿势限制。例如,他们可以站着、坐着或双手放在身体两侧时进行互动。最后,我们还展示了它在2D和3D对象操作的广泛应用中的使用,从而展示了它对不同现实世界场景的适用性。
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引用次数: 29
Identification of Out-of-View Objects in Virtual Reality 虚拟现实中视线外物体的识别
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274678
Uwe Gruenefeld, Rieke von Bargen, Wilko Heuten
Current Virtual Reality (VR) devices have limited fields-of-view (FOV). A limited FOV amplifies the problem of objects receding from view. In previous work, different techniques have been proposed to visualize the position of objects out of view. However, these techniques do not allow to identify these objects. In this work, we compare three different ways of identifying out-of-view objects. Our user study shows that participants prefer to have the identification always visible.
当前的虚拟现实(VR)设备具有有限的视场(FOV)。有限的视场放大了物体从视野中消失的问题。在以前的工作中,已经提出了不同的技术来可视化物体在视野之外的位置。然而,这些技术不允许识别这些对象。在这项工作中,我们比较了三种不同的识别视线外物体的方法。我们的用户研究表明,参与者更喜欢始终可见的标识。
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引用次数: 1
期刊
Proceedings of the 2018 ACM Symposium on Spatial User Interaction
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