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Proceedings of the 2018 ACM Symposium on Spatial User Interaction最新文献

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Cubic Keyboard for Virtual Reality 虚拟现实立体键盘
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274687
Naoki Yanagihara, B. Shizuki
We developed a cubic keyboard to exploit the three-dimensional (3D) space of virtual reality (VR) environments. The user enters a word by drawing a stroke with the controller. The keyboard consists of 27 keys arranged in a 3 x 3 x 3 (vertical, horizontal, and depth) 3D array; all 26 letters of the alphabet are assigned to 26 keys; the center key is blank. The user moves the controller to the key of a letter of the word and then selects that key by slowing movement.
我们开发了一个立方体键盘,以利用虚拟现实(VR)环境的三维空间。用户通过用控制器绘制笔画来输入一个单词。键盘由27个键组成,排列成3 × 3 × 3(垂直、水平和深度)的3D数组;字母表中的26个字母对应26个键;中间键为空。用户将控制器移动到单词的一个字母的键上,然后通过减速移动来选择该键。
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引用次数: 11
Injecting Nonverbal Mimicry with Hybrid Avatar-Agent Technologies: A Naïve Approach 注入非语言模仿与混合Avatar-Agent技术:Naïve方法
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267791
D. Roth, David Mal, Christian Felix Purps, Peter Kullmann, Marc Erich Latoschik
Humans communicate to a large degree through nonverbal behavior. Nonverbal mimicry, i.e., the imitation of another's behavior can positively affect the social interactions. In virtual environments, user behavior can be replicated to avatars, and agent behaviors can be artificially constructed. By combining both, hybrid avatar-agent technologies aim at actively mediating virtual communication to foster interpersonal understanding and rapport. We present a naïve prototype, the "Mimicry Injector", that injects artificial mimicry in real-time virtual interactions. In an evaluation study, two participants were embodied in a Virtual Reality (VR) simulation, and had to perform a negotiation task. Their virtual characters either a) replicated only the original behavior or b) displayed the original behavior plus induced mimicry. We found that most participants did not detect the modification. However, the modification did not have a significant impact on the perception of the communication.
人类在很大程度上通过非语言行为进行交流。非语言模仿,即对他人行为的模仿,对社会交往有积极的影响。在虚拟环境中,用户行为可以复制到虚拟人物中,代理行为可以人工构建。通过两者的结合,混合化身代理技术旨在积极调解虚拟交流,以促进人际理解和融洽关系。我们提出了一个naïve原型,“Mimicry Injector”,它在实时虚拟交互中注入人工模仿。在一项评估研究中,两名参与者被体现在虚拟现实(VR)模拟中,并必须执行谈判任务。他们的虚拟角色要么a)只复制原始行为,要么b)展示原始行为并诱导模仿。我们发现大多数参与者没有察觉到修改。然而,修改并没有对沟通的感知产生显著影响。
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引用次数: 12
Air Maestros: A Multi-User Audiovisual Experience Using MR 空中大师:使用MR的多用户视听体验
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274685
Ryu Nakagawa, Ryo Komatsubara, Taku Ota, Hidefumi Ohmura
Extended reality (XR) technology challenges practitioners to update the method of representation in art, which our laboratory has been working on as well [2]. Thus, in this demonstration, we present Air Maestros (AM), a multi-user audiovisual experience in mixed reality (MR) space using Microsoft HoloLens. The purpose of AM is to expand an ordinary music sequencer method into a three-dimensional (3D) space and a multi-user system. In this case, the users place 3D note objects into the MR space and, with a certain gesture, shoot a glowing ball at them. When their shots hit the 3D note objects, audiovisual effects appear at the objects' spatial positions.
扩展现实(XR)技术挑战实践者更新艺术表现的方法,我们的实验室也一直在研究这个问题。因此,在本次演示中,我们展示了Air Maestros (AM),这是一种使用微软HoloLens在混合现实(MR)空间中的多用户视听体验。AM的目的是将普通的音乐定序器方法扩展到三维空间和多用户系统。在这种情况下,用户将3D笔记对象放入MR空间,并以特定手势向它们发射发光球。当他们的镜头击中3D音符对象时,在对象的空间位置出现视听效果。
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引用次数: 1
Exploring the Potential and Challenges of VR Prototyping in Fashion Design 探索VR原型在服装设计中的潜力和挑战
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274768
Jamil Joundi, Peter D. Conradie, Jelle Saldien, L. Marez
This paper explores the possibilities of Virtual Reality (VR) as a tool for prototyping iterative design and development in the fashion industry. Subsequently, the system was evaluated by using two qualitative test protocols. Our results highlight how professional (fashion)designers view VR and what their expectations are.
本文探讨了虚拟现实(VR)作为时尚行业原型迭代设计和开发工具的可能性。随后,采用两种定性测试方案对该系统进行了评估。我们的研究结果强调了专业(时尚)设计师是如何看待VR的,以及他们的期望是什么。
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引用次数: 0
Performance Benefits of High-Fidelity Passive Haptic Feedback in Virtual Reality Training 高保真被动触觉反馈在虚拟现实训练中的性能优势
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3267790
Anton Franzluebbers, K. Johnsen
This work investigated how a tracked, real golf club, used for high-fidelity passive haptic feedback in virtual reality, affected performance relative to using tracked controllers for a golf putting task. The primary hypothesis evaluated in this work was that overall accuracy would be improved through various inertial advantages in swinging a real club as well as additional alignment and comfort advantages from placing the putter on the floor. We also expected higher user preference for the technique and correlation with putting performance in the real environment. To evaluate these prospective advantages, a user study with a cross-over design was conducted with 20 participants from the local population. Results confirmed performance advantages as well as preference for the tracked golf club over the controller, but we were not able to confirm a correlation with real-world putting. Future work will investigate means to strengthen this aspect, while evaluating new research opportunities presented by study findings.
这项工作调查了一个追踪的、真实的高尔夫球杆,在虚拟现实中用于高保真被动触觉反馈,相对于使用追踪控制器进行高尔夫推杆任务,它是如何影响性能的。在这项工作中评估的主要假设是,整体精度将通过挥动真实球杆的各种惯性优势以及将推杆放在地板上的额外对准和舒适优势来提高。我们还期望更高的用户对该技术的偏好以及与实际环境中放置性能的相关性。为了评估这些潜在的优势,我们对20名当地居民进行了一项交叉设计的用户研究。结果证实了性能优势,以及对跟踪高尔夫球杆的偏好,但我们无法证实与现实世界的推杆之间的相关性。未来的工作将探讨加强这方面的方法,同时评估研究结果带来的新的研究机会。
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引用次数: 33
Haptic Interface Using Tendon Electrical Stimulation: Evaluation of the Effectiveness on Multimodal Presentation 使用肌腱电刺激的触觉界面:对多模态呈现效果的评估
Pub Date : 2018-10-13 DOI: 10.1145/3267782.3274684
Akifumi Takahashi, K. Tanabe, H. Kajimoto
Our previous studies [1] have shown that electrical stimulation from the skin surface to the tendon region (Tendon Electrical Stimulation: TES) can elicit a force sensation. TES is thought to present a proprioceptive force sensation by stimulating receptors or sensory nerves responsible for recognizing the magnitude of the muscle contraction existing inside the tendon. While TES can induce such a force sensation, it has several limitations such as difficulty in presenting a momentary strong sensation, such as a collision. In order to address these issues and produce a more realistic and natural sensation, we constructed a multimodal presentation system that gives the users multiple cues about a situation where a force is applied to the user. In this study, we used TES as the part to present proprioception, vibration to present a cutaneous sensation, and a visual head mounted display (HMD) system to present simultaneous images (Figure 1). We adopted a damped sine wave vibration often used for the expression of collision [2]. Using this system, we investigated whether TES could contribute to the reproduction of haptics in a way that was similar to other modalities even if it is momentary collision situation. We also evaluated the efficacy of TES itself and that of the multimodal system involving TES.
我们之前的研究[1]表明,从皮肤表面到肌腱区域的电刺激(肌腱电刺激:TES)可以引起力感。TES被认为是通过刺激负责识别肌腱内部肌肉收缩幅度的受体或感觉神经来呈现本体感觉力感觉。虽然TES可以诱导这种力感,但它有一些局限性,比如难以呈现瞬间的强烈感觉,比如碰撞。为了解决这些问题并产生更真实和自然的感觉,我们构建了一个多模态呈现系统,在对用户施加力的情况下为用户提供多个线索。在本研究中,我们使用TES作为本体感受的呈现部分,使用振动来呈现皮肤感觉,使用视觉头戴式显示器(HMD)系统来呈现同步图像(图1)。我们采用了经常用于表达碰撞的阻尼正弦波振动[2]。使用该系统,我们研究了TES是否能够以类似于其他模式的方式重现触觉,即使是在瞬间碰撞的情况下。我们还评估了TES本身和涉及TES的多模式系统的功效。
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引用次数: 0
Proceedings of the 2018 ACM Symposium on Spatial User Interaction 2018年ACM空间用户交互研讨会论文集
Pub Date : 2018-10-13 DOI: 10.1145/3267782
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引用次数: 0
期刊
Proceedings of the 2018 ACM Symposium on Spatial User Interaction
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