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

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Merging environments for shared spaces in mixed reality 混合现实中共享空间的融合环境
Ben J. Congdon, Tuanfeng Y. Wang, A. Steed
In virtual reality a real walking interface limits the extent of a virtual environment to our local walkable space. As local spaces are specific to each user, sharing a virtual environment with others for collaborative work or games becomes complicated. It is not clear which user's walkable space to prefer, or whether that space will be navigable for both users. This paper presents a technique which allows users to interact in virtual reality while each has a different walkable space. With this method mappings are created between pairs of environments. Remote users are then placed in the local environment as determined by the corresponding mapping. A user study was conducted with 38 participants. Pairs of participants were invited to collaborate on a virtual reality puzzle-solving task while in two different virtual rooms. An avatar representing the remote user was mapped into the local user's space. The results suggest that collaborative systems can be based on local representations that are actually quite different.
在虚拟现实中,一个真实的行走界面将虚拟环境的范围限制在我们当地的可行走空间。由于本地空间对每个用户都是特定的,因此与其他人共享虚拟环境以进行协作工作或游戏变得非常复杂。目前还不清楚用户更喜欢哪一个可行走的空间,或者该空间是否对两个用户都可导航。本文提出了一种允许用户在虚拟现实中交互的技术,而每个用户都有不同的可行走空间。使用此方法可以在环境对之间创建映射。然后根据相应的映射将远程用户放置在本地环境中。对38名参与者进行了一项用户研究。成对的参与者被邀请在两个不同的虚拟房间里合作完成一个虚拟现实谜题解决任务。代表远程用户的化身被映射到本地用户的空间中。结果表明,协作系统可以基于实际上非常不同的局部表示。
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引用次数: 14
Learning-based word segmentation for reliable text document retrieval and augmentation 基于学习的分词,用于可靠的文本文档检索和增强
Jean-Pierre Lomaliza, Hanhoon Park
Imagine that one may have access to a part of a text document, say a page, and from that would want to identify the document to which it belongs. In such cases, there is a need to perform a content-based document retrieval in a large database.
想象一下,一个人可以访问文本文档的一部分,比如一个页面,并希望从中识别它所属的文档。在这种情况下,需要在大型数据库中执行基于内容的文档检索。
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引用次数: 0
Preliminary study on angular properties of spatial awareness of human in virtual space 虚拟空间中人空间意识的角度特性初探
Y. Ishihara, M. Ishihara
This manuscript describes an investigation into human's spatial awareness in a virtual space. In the experiment, the subject is asked to see a short video clip of moving through the curved passage, and then fill a questionnaire about how much the passage is curved. As a result, it was found that people would recognize a curved path in virtual space as a smaller degree curved one.
这篇手稿描述了一个关于人在虚拟空间中的空间意识的调查。在实验中,受试者被要求观看一段在弯曲通道中移动的视频片段,然后填写一份关于通道弯曲程度的问卷。结果发现,人们会将虚拟空间中的弯曲路径识别为较小程度的弯曲路径。
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引用次数: 0
Ramen spoon eraser: CNN-based photo transformation for improving attractiveness of ramen photos 拉面勺擦:基于cnn的照片变换,提高拉面照片的吸引力
Daichi Horita, Jaehyeong Cho, Takumi Ege, Keiji Yanai
In recent years, a large number of food photos are being posted globally on SNS. To obtain many views or "likes", attractive photos should be posted. However, some casual foods are served with utensils on a plate or a bowl at restaurants, which spoils attractiveness of meal photos. Especially in Japan where ramen noodle is the most popular casual food, ramen is usually served with a ramen spoon in a ramen bowl in a ramen noodle shop. This is a big problem for SNS photographers, because a ramen spoon soaked in a ramen bowl extremely degrades the appearance of ramen photos. Then, in this paper, we propose anapplication called "ramen spoon eraser" that erases a spoon from ramen photos with spoons using a CNN-based Image-to-Image translation network. In this application, it is possible to automatically erase ramen spoons from ramen photos, which extremely improve the attractiveness of ramen photos. In the experiment, we train models in two ways as CNN-based Image-to-Image translation networks with the dataset consisting of ramen images with / without spoons collected from the Web.
近年来,全球社交网络上出现了大量的美食照片。为了获得更多的点击或点赞,应该发布有吸引力的照片。然而,在餐馆里,一些随意的食物是用餐具盛在盘子或碗里的,这破坏了用餐照片的吸引力。特别是在日本,拉面是最受欢迎的休闲食品,在拉面店里,拉面通常是用拉面勺盛在拉面碗里。这对SNS摄影师来说是个大问题,因为泡在拉面碗里的拉面勺会极大地降低拉面照片的外观。然后,在本文中,我们提出了一个名为“拉面勺子擦除器”的应用,该应用使用基于cnn的图像到图像翻译网络,用勺子擦除拉面照片中的勺子。在这个应用程序中,可以自动擦除拉面照片中的拉面勺子,这极大地提高了拉面照片的吸引力。在实验中,我们以两种方式训练模型作为基于cnn的图像到图像翻译网络,数据集由从网络上收集的带/不带勺子的拉面图像组成。
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引用次数: 1
Effect of accompanying onomatopoeia to interaction sound for altering user perception in virtual reality 虚拟现实中伴声拟声对用户感知的影响
Hyeonah Choi, Jiwon Oh, Minwook Chang, G. Kim
Onomatopoeia refers to a word that phonetically imitates, resembles the sound, or depict an event at hand. In languages like Korean and Japanese, it is used in everyday conversation to emphasize certain situation and enrich the prose. In this poster, we explore if the use of onomatopoeia, visualized and added to the usual sound feedback, could be taken advantage to increase or alter the perceived realism of the sound feedback itself, and furthermore of the situation at hand in virtual reality. A pilot experiment was run to compare the user's subjective perceived realism and experience under four test conditions of presenting a simple physical interaction, accompanying it with: (1) just the "as-is" sound (baseline), (2) "as-is" sound and onomatopoeia, (3) a representative sound sample (e.g. one for all different collision conditions), and (4) a representative sound sample and onomatopoeia. Our pilot study has found that the use of onomatopoeia can alter and add on to the perceived realism/naturalness of the virtual situation such that the experiences of the single representative sound added with the onomatopoeia and "as-is" sound were deemed similar.
拟声词是指在语音上模仿、类似声音或描绘手边事件的词。在像韩语和日语这样的语言中,它被用于日常对话中,以强调某些情况并丰富散文。在这张海报中,我们探索了拟声词的使用,将其可视化并添加到通常的声音反馈中,是否可以利用它来增加或改变声音反馈本身的感知真实感,进而改变虚拟现实中的情况。我们进行了一项试点实验,比较了用户在四种测试条件下的主观感知真实感和体验,即呈现简单的物理交互,伴随着:(1)只有“原样”声音(基线),(2)“原样”声音和拟声词,(3)代表性声音样本(例如,一个用于所有不同碰撞条件),以及(4)代表性声音样本和拟声词。我们的初步研究发现,拟声词的使用可以改变和增加虚拟情境的真实感/自然性,这样,添加了拟声词的单一代表性声音和“as-is”声音的体验被认为是相似的。
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引用次数: 1
Prototyping impossible objects with VR 用VR制作不可能的物体原型
G. Hori
Impossible objects are three-dimensional objects that give the impression that it is impossible for such objects to exist in the actual three-dimensional space when observed from a specific view point. The purpose of the present study is to develop a system for prototyping impossible objects with VR, which can be used for prototyping impossible objects as well as evaluating how sure the expected illusions occur when we observe the real objects with naked eyes before molding the impossible objects using 3D printers. We have implemented our prototyping system with Unity and C# programming language for use with Oculus Go. The advantage of employing VR in prototyping impossible objects is that we can take into account the scale effect when we evaluate how sure the expected illusions occur.
不可能的物体是三维的物体,当从一个特定的角度观察时,它给人的印象是这些物体不可能存在于实际的三维空间中。本研究的目的是开发一个虚拟现实不可能物体的原型系统,该系统可以用于不可能物体的原型制作,以及在使用3D打印机成型不可能物体之前,评估我们用肉眼观察真实物体时预期的错觉发生的确定性。我们已经使用Unity和c#编程语言实现了我们的原型系统,用于Oculus Go。在制作不可能的物体原型时使用VR的优势在于,当我们评估预期幻觉发生的确定性时,我们可以考虑到规模效应。
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引用次数: 1
Step aside: an initial exploration of gestural input for lateral movement during walking-in-place locomotion 退到一边:在原地行走运动中对横向运动的手势输入的初步探索
Congzhi Wang, Oana A. Dogaru, Patrick L. Strandholt, N. C. Nilsson, R. Nordahl, S. Serafin
Walking-in-place (WIP) techniques provide users with a relatively natural way of walking in virtual reality. However, previous research has primarily focused on WIP during forward movement and tasks involving turning. Thus, little is known about what gestures to use in combination with WIP in order to enable sidestepping. This paper presents two user studies comparing three different types of gestures based on movement of the hip, leaning of the torso, and actual sidesteps. The first study focuses on purely lateral movement while the second involves both forward and lateral movement. The results of both studies suggest that leaning yielded significantly more natural walking experiences and this gesture also produced significantly less positional drift.
原地行走(WIP)技术为用户在虚拟现实中提供了一种相对自然的行走方式。然而,先前的研究主要集中在前进运动和涉及转弯的任务中的在制品。因此,对于在WIP中使用什么手势来实现回避,我们知之甚少。本文介绍了两项用户研究,比较了基于臀部运动、躯干倾斜和实际回避的三种不同类型的手势。第一项研究只关注横向运动,而第二项研究同时涉及向前和横向运动。这两项研究的结果都表明,倾斜的姿势会产生更自然的行走体验,而且这种姿势也会显著减少位置漂移。
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引用次数: 8
HFX studio: haptic editor for full-body immersive experiences HFX studio:用于全身沉浸式体验的触觉编辑器
F. Danieau, P. Guillotel, Olivier Dumas, Thomas Lopez, Bertrand Leroy, N. Mollet
Current virtual reality systems enable users to explore virtual worlds, fully embodied in avatars. This new type of immersive experience requires specific authoring tools. The traditional ones used in the movie and the video games industries were modified to support immersive visual and audio content. However, few solutions exist to edit haptic content, especially when the whole user's body is involved. To tackle this issue we propose HFX Studio, a haptic editor based on haptic perceptual models. Three models of pressure, vibration and temperature were defined to allow the spatialization of haptic effects on the user's body. These effects can be designed directly on the body (egocentric approach), or specified as objects of the scene (allocentric approach). The perceptual models are also used to describe capabilities of haptic devices. This way the created content is generic, and haptic feedback is rendered on the available devices. The concept has been implemented with the Unity®game engine, a tool already used in VR production. A qualitative pilot user study was conducted to analyze the usability of our tool with expert users. Results shows that the edition of haptic feedback is intuitive for these users.
当前的虚拟现实系统使用户能够探索虚拟世界,完全体现在化身中。这种新型的沉浸式体验需要特定的创作工具。在电影和电子游戏行业中使用的传统方法被修改为支持沉浸式的视觉和音频内容。然而,很少有解决方案可以编辑触觉内容,特别是当用户的整个身体都参与其中时。为了解决这个问题,我们提出HFX Studio,一个基于触觉感知模型的触觉编辑器。定义了压力、振动和温度三个模型,以允许用户身体上的触觉效果的空间化。这些效果可以直接设计在身体上(自我中心方法),或者指定为场景的对象(非中心方法)。感知模型也用于描述触觉设备的功能。这样创建的内容是通用的,触觉反馈呈现在可用的设备上。这个概念已经通过Unity®游戏引擎实现,这是一个已经在VR制作中使用的工具。进行了定性试点用户研究,以分析我们的工具与专家用户的可用性。结果表明,对于这些用户来说,触觉反馈的版本是直观的。
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引用次数: 12
BoatAR
Yishuo Liu, Yichuan Zhang, Shiliang Zuo, W. Fu
Augmented Reality (AR) allows virtual object projection with an unblocked view of the physical world which provides reference and other people. The mixed scene provides an agile platform for communication and collaboration, especially on a product that would be difficult or expensive to present otherwise. In the boating industry, high customization leaves dealers with a high cost on inventory, financially and spatially. In this work, we present BoatAR, a multi-user AR boat configuration system designed for addressing these issues. A prototype system was implemented using HoloLens with shared experience, and demonstrated to a group of boat dealers and received positive feedback. BoatAR provided an example of how a multi-user AR system could help in the conventional industry.
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引用次数: 4
An evaluation of smartphone-based interaction in AR for constrained object manipulation 基于智能手机的AR约束对象操作交互评估
Kristoffer Waldow, Martin Mišiak, Ursula Derichs, Olaf Clausen, Arnulph Fuhrmann
In Augmented Reality, interaction with the environment can be achieved with a number of different approaches. In current systems, the most common are hand and gesture inputs. However experimental applications also integrated smartphones as intuitive interaction devices and demonstrated great potential for different tasks. One particular task is constrained object manipulation, for which we conducted a user study. In it we compared standard gesture-based approaches with a touch-based interaction via smartphone. We found that a touch-based interface is significantly more efficient, although gestures are being subjectively more accepted. From these results we draw conclusions on how smartphones can be used to realize modern interfaces in AR.
在增强现实中,与环境的交互可以通过许多不同的方法来实现。在当前的系统中,最常见的是手势输入。然而,实验应用也将智能手机集成为直观的交互设备,并展示了不同任务的巨大潜力。一个特别的任务是约束对象操作,为此我们进行了一个用户研究。在这篇文章中,我们比较了标准的基于手势的方法和通过智能手机进行的基于触摸的交互。我们发现,触控界面的效率明显更高,尽管人们主观上更接受手势操作。从这些结果中,我们得出了智能手机如何在AR中实现现代界面的结论。
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引用次数: 4
期刊
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
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