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Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology最新文献

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Measuring physical exertion in virtual reality exercise games 在虚拟现实运动游戏中测量体力消耗
Nikesh Mishra, Eelke Folmer
We demonstrate a novel method of applying the capabilities of mobile virtual reality technology to the health sciences by measuring physical exertion in a VR exercise game. By measuring changes in heart rate in a thirteen person user study, we find evidence to suggest that virtual reality exercise is able to induce a moderate to high level of physical exertion and produce an immersive an intriguing experience.
我们展示了一种将移动虚拟现实技术应用于健康科学的新方法,通过测量VR运动游戏中的体力消耗。在一项13人的用户研究中,通过测量心率的变化,我们发现有证据表明,虚拟现实运动能够诱导中度到高水平的体力消耗,并产生一种身临其境的有趣体验。
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引用次数: 3
Walking into ancient paintings with virtual candles 带着虚拟蜡烛走进古画
Wei Ma, Qiuyuan Wang, Danqing Shi, Shuo Liu, Congxin Cheng, Q. Shi, Qiong Li, Tong Li, Ying-Qing Xu
Taking a famous Chinese painting for a case study, the paper presents a virtual exhibition platform. Through the platform, users can walk into the scenes in the painting with virtual candles in hands, know the scenes which are endowed vitality by attaching actor performances, and see every detail of the artwork. The scenes change their light, shades and shadows in real time by the candles, just as real scenes. For real-time candle-moving and light-changing interaction, in implementation, we render the light effects at densely sampled user positions offline, and extract the light, shades and shadows as masks; during online processing, the system merges the artwork with masks chosen by the positions of candles. The system, novel in both design and techniques, has been partially used in the Palace Museum (Beijing).
本文以一幅中国名画为例,提出了一个虚拟展览平台。通过该平台,用户可以手持虚拟蜡烛走进画作中的场景,通过附加演员表演了解被赋予生命力的场景,看到艺术品的每一个细节。场景通过蜡烛实时改变光线、阴影和阴影,就像真实的场景一样。对于实时的蜡烛移动和光变化交互,在实现中,我们在密集采样的用户位置离线渲染灯光效果,并提取光,阴影和阴影作为遮罩;在在线处理过程中,系统将艺术品与蜡烛位置选择的面具合并在一起。该系统在设计和技术上都很新颖,已经在北京故宫博物院部分使用。
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引用次数: 0
Hybrid orbiting-to-photos in 3D reconstructed visual reality 混合轨道到照片的三维重建视觉现实
B. Nuernberger, Tobias Höllerer, M. Turk
Virtually navigating through photos from a 3D image-based reconstruction has recently become very popular in many applications. In this paper, we consider a particular virtual travel maneuver that is important for this type of virtual navigation---orbiting to photos that can see a point-of-interest (POI). The main challenge with this particular type of orbiting is how to give appropriate feedback to the user regarding the existence and information of each photo in 3D while allowing the user to manipulate three degrees-of-freedom (DoF) for orbiting around the POI. We present a hybrid approach that combines features from two baselines---proxy plane and thumbnail approaches. Experimental results indicate that users rated our hybrid approach more favorably for several qualitative questionnaire statements, and that the hybrid approach is preferred over both baselines for outdoor scenes.
从基于3D图像重建的照片中进行虚拟导航最近在许多应用中变得非常流行。在本文中,我们考虑了一种特殊的虚拟旅行机动,它对这种类型的虚拟导航很重要——绕轨道运行到可以看到兴趣点(POI)的照片。这种特殊类型的轨道的主要挑战是如何在允许用户操纵三个自由度(DoF)围绕POI轨道运行的同时,向用户提供关于3D照片的存在和信息的适当反馈。我们提出了一种混合方法,结合了两个基线的特征——代理平面和缩略图方法。实验结果表明,在几个定性问卷陈述中,用户对我们的混合方法的评价更有利,并且在室外场景中,混合方法优于两个基线。
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引用次数: 1
Hand motion prediction for just-in-time thermo-haptic feedback 即时热触觉反馈的手部运动预测
G. Chernyshov, Kirill Ragozin, Cedric Caremel, K. Kunze
This paper presents two innovative design solutions for thermal feedback displays in virtual environments. First solution is aiming to eliminate or decrease the time delay between the user action and onset of the thermal feedback using Machine Learning for user motion prediction. Second is the design of compact but efficient water cooling system necessary to provide cold sensations using peltier elements. Presented thermal display is wearable and battery powered.
本文提出了虚拟环境中热反馈显示器的两种创新设计方案。第一个解决方案旨在消除或减少用户动作和热反馈开始之间的时间延迟,使用机器学习进行用户运动预测。其次是紧凑而高效的水冷却系统的设计,这是使用珀尔帖元件提供冷感所必需的。所展示的热显示器是可穿戴和电池供电的。
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引用次数: 4
plARy
Emi Seki, Sho Kamei, Hisakazu Hada
The authors of this paper explored the possibility of enhancing reality interpretation by synchronizing real-life situation with videogame soundtrack. "plARy" is a music based augmented reality application that immerses users in a world of video games with playing soundtracks, enhancing user's interpretation of the real world. By playing known game music according to the locations of individual users, they will recall the scenes and emotions experienced while playing the game based on users' previous learning. The authors of this paper implemented a system that uses Apple iBeacon for proximity detection and evaluated it through experiment. From participants reviews, many people answered that they felt they had imagined a world of the game, and felt that the background music became associated with locations.
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引用次数: 0
Experience the dougong construction in virtual reality 在虚拟现实中体验斗拱建设
Jie Zhang, Hengxin Chen, Jiahui Wang, Mingqi Gao
Dougong is a unique culture in Chinese traditional architecture. In University, the Architectural students usually use video, pictures, and even handmade craft to learn the knowledge and culture about Dougong. However, making these complicated Dougong components by hands requires a lot of facilities. To solve these problems, this paper builds a learning application using Virtual Reality (VR) technology, where students can master how to construct Dougong by interacting with the virtual models. In addition to learning module, the application creates a simulated scene showing students the great charm and design ideas of ancient Chinese buildings. The comparison experiments indicate that the students learning via VR-based application identify more Dougong components and their placement than those learning via conventional teaching.
斗拱是中国传统建筑中独特的文化。在大学里,建筑系的学生通常使用视频,图片,甚至手工制作来学习有关斗拱的知识和文化。然而,手工制作这些复杂的斗拱部件需要大量的设备。为了解决这些问题,本文利用虚拟现实(VR)技术构建了一个学习应用程序,学生可以通过与虚拟模型的交互来掌握如何构建斗拱。除了学习模块,该应用程序还创建了一个模拟场景,向学生展示中国古代建筑的巨大魅力和设计理念。对比实验表明,通过虚拟现实应用学习的学生比通过传统教学学习的学生能识别出更多的斗拱成分及其位置。
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引用次数: 3
Effects of haptic texture rendering modalities on realism 触觉纹理渲染方式对真实感的影响
Sunghwan Shin, Seungmoon Choi
In haptics, two major modalities, force and vibration, are used to model real textures and recreate them in a virtual environment. This paper compares the perceptual advantages and disadvantages between the two approaches by a user study. In particular, the perceptual similarity of a virtual texture to a real texture is rated using five criteria of geometry, roughness, hardness, friction and overall similarity. These categorical comparisons allowed us to provide general guidelines to appropriate uses of the two approaches.
在触觉学中,两种主要的模式,力和振动,被用来模拟真实的纹理,并在虚拟环境中重建它们。本文通过对用户的研究,比较了这两种方法在感知上的优缺点。特别是,虚拟纹理与真实纹理的感知相似性使用几何,粗糙度,硬度,摩擦和整体相似性五个标准进行评级。这些分类比较使我们能够提供适当使用这两种方法的一般指导方针。
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引用次数: 7
Sublime: a hands-free virtual reality menu navigation system using a high-frequency SSVEP-based brain-computer interface Sublime:一个免提的虚拟现实菜单导航系统,使用基于高频ssvep的脑机接口
Alexandre Armengol-Urpi, S. Sarma
In this work we present Sublime, a new concept of Steady-State Visually Evoked Potential (SSVEP) based Brain-Computer Interface (BCI) where brain-computer communication occurs by capturing imperceptible visual stimuli integrated in the virtual scene and effortlessly conveying subliminal information to a computer. The technology was tested in a Virtual Reality (VR) environment, where the subject could navigate between the different menus by just gazing at them. The ratio between the stimuli frequencies and the refresh rate of the VR display creates an undesired perception of beats for which different solutions are proposed. To inform the user of target activation, real-time feedback in the form of loading bars is incorporated under each selectable object. We conducted experiments with several subjects and though the system is slower than a conventional joystick, users reported a satisfactory overall experience, in part due to the unexpected responsiveness of the system, as well as due to the fact that virtual objects flickered at a rate that did not cause annoyance. Since the imperceptible visual stimuli can be integrated unobtrusively to any element of the virtual world, we conclude that the potential applications of Sublime are extensive, especially in situations where knowing user's visual focus can be relevant.
在这项工作中,我们提出了Sublime,一个基于稳态视觉诱发电位(SSVEP)的脑机接口(BCI)的新概念,其中脑机通信通过捕获集成在虚拟场景中的难以察觉的视觉刺激并毫不费力地将潜意识信息传递给计算机来实现。这项技术在虚拟现实(VR)环境中进行了测试,受试者只需盯着不同的菜单就可以在不同的菜单之间导航。刺激频率和VR显示器的刷新率之间的比率产生了不希望的节拍感知,因此提出了不同的解决方案。为了通知用户目标的激活,在每个可选择的对象下都以加载条的形式进行实时反馈。我们对几个实验对象进行了实验,尽管该系统比传统的操纵杆慢,但用户报告了令人满意的总体体验,部分原因是该系统的响应速度出乎意料,以及虚拟物体以不会引起烦恼的速度闪烁。由于难以察觉的视觉刺激可以不显眼地集成到虚拟世界的任何元素中,我们得出结论,Sublime的潜在应用是广泛的,特别是在了解用户视觉焦点的情况下。
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引用次数: 19
Performer vs. observer: whose comfort level should we consider when examining the social acceptability of input modalities for head-worn display? 表演者vs.观察者:在检查头戴式显示器输入方式的社会可接受性时,我们应该考虑谁的舒适程度?
F. Alallah, Ali Neshati, Y. Sakamoto, Khalad Hasan, E. Lank, Andrea Bunt, Pourang Irani
The popularity of head-worn displays (HWD) technologies such as Virtual Reality (VR) and Augmented Reality (AR) headsets is growing rapidly. To predict their commercial success, it is essential to understand the acceptability of these new technologies, along with new methods to interact with them. In this vein, the evaluation of social acceptability of interactions with these technologies has received significant attention, particularly from the performer's (i.e., user's) viewpoint. However, little work has considered social acceptability concerns from observers' (i.e., spectators') perspective. Although HWDs are designed to be personal devices, interacting with their interfaces are often quite noticeable, making them an ideal platform to contrast performer and observer perspectives on social acceptability. Through two studies, this paper contrasts performers' and observers' perspectives of social acceptability interactions with HWDs under different social contexts. Results indicate similarities as well as differences, in acceptability, and advocate for the importance of including both perspectives when exploring social acceptability of emerging technologies. We provide guidelines for understanding social acceptability specifically from the observers' perspective, thus complementing our current practices used for understanding the acceptability of interacting with these devices.
虚拟现实(VR)和增强现实(AR)头显等头戴式显示器(HWD)技术的普及正在迅速增长。为了预测它们的商业成功,有必要了解这些新技术的可接受性,以及与它们交互的新方法。在这种情况下,对与这些技术交互的社会可接受性的评估受到了极大的关注,特别是从执行者(即用户)的角度来看。然而,很少有工作从观察者(即观众)的角度考虑社会可接受性。虽然hwd被设计为个人设备,但与它们的界面交互通常非常明显,使它们成为对比表演者和观察者对社会可接受性的观点的理想平台。本文通过两项研究,对比了不同社会背景下,表现者和观察者对高残障者社会可接受性互动的看法。结果表明了可接受性的相似性和差异性,并提倡在探索新兴技术的社会可接受性时包括两种观点的重要性。我们提供了从观察者的角度来理解社会可接受性的指导方针,从而补充了我们目前用于理解与这些设备交互的可接受性的实践。
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引用次数: 39
Dynamic HDR environment capture for mixed reality 混合现实的动态HDR环境捕获
David R. Walton, A. Steed
Rendering accurate and convincing virtual content into mixed reality (MR) scenes requires detailed illumination information about the real environment. In existing MR systems, this information is often captured using light probes [1, 8, 9, 17, 19--21], or by reconstructing the real environment as a preprocess [31, 38, 54]. We present a method for capturing and updating a HDR radiance map of the real environment and tracking camera motion in real time using a self-contained camera system, without prior knowledge about the real scene. The method is capable of producing plausible results immediately and improving in quality as more of the scene is reconstructed. We demonstrate how this can be used to render convincing virtual objects whose illumination changes dynamically to reflect the changing real environment around them.
将准确且令人信服的虚拟内容呈现到混合现实(MR)场景中需要有关真实环境的详细照明信息。在现有的MR系统中,通常使用光探针捕获这些信息[1,8,9,17,19 -21],或者通过重建真实环境作为预处理[31,38,54]。我们提出了一种方法,用于捕获和更新真实环境的HDR辐射地图,并使用一个独立的相机系统实时跟踪相机运动,而无需事先了解真实场景。该方法能够立即产生可信的结果,并且随着场景重构的增加,质量也在提高。我们演示了如何使用它来渲染令人信服的虚拟对象,其照明动态变化以反映周围不断变化的真实环境。
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引用次数: 5
期刊
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
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