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

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Being them: presence of using non-human avatars in immersive virtual environment 成为他们:在沉浸式虚拟环境中使用非人类化身
Dong-Yong Lee, Yong-Hun Cho, In-Kwon Lee
This work examines the differences of the effects between using humanoid and non-humanoid avatars on the user's Illusion of Virtual Body Ownership (IVBO) and experience. We used three kinds of avatars: bipedalism group (human), quadrupedalism group (wolf), and serpentine motion group (snake). The result shows that using non-humanoid avatars feel more sense of change of their body. Users feel more proficient when using the humanoid avatar, but are more pleased with the non-humanoid avatars.
这项工作考察了使用人形和非人形化身对用户虚拟身体所有权幻觉(IVBO)和体验的影响的差异。我们使用了三种虚拟形象:两足行走组(人)、四足行走组(狼)和蛇形运动组(蛇)。实验结果表明,使用非人形虚拟形象能感受到更多的身体变化感。用户在使用人形头像时感觉更熟练,但在使用非人形头像时则更满意。
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引用次数: 0
An evaluation of pupillary light response models for 2D screens and VR HMDs 2D屏幕和VR头显的瞳孔光响应模型评价
Brendan David-John, Pallavi Raiturkar, Arunava Banerjee, Eakta Jain
Pupil diameter changes have been shown to be indicative of user engagement and cognitive load for various tasks and environments. However, it is still not the preferred physiological measure for applied settings. This reluctance to leverage the pupil as an index of user engagement stems from the problem that in scenarios where scene brightness cannot be controlled, the pupil light response confounds the cognitive-emotional response. What if we could predict the light response of an individual's pupil, thus creating the opportunity to factor it out of the measurement? In this work, we lay the groundwork for this research by evaluating three models of pupillary light response in 2D, and in a virtual reality (VR) environment. Our results show that either a linear or an exponential model can be fit to an individual participant with an easy-to-use calibration procedure. This work opens several new research directions in VR relating to performance analysis and inspires the use of eye tracking beyond gaze as a pointer and foveated rendering.
瞳孔直径的变化已被证明是用户参与和各种任务和环境的认知负荷的指示。然而,它仍然不是应用环境的首选生理测量。这种不愿意利用瞳孔作为用户参与度的指标源于这样一个问题,即在场景亮度无法控制的情况下,瞳孔光线反应会混淆认知情绪反应。如果我们能预测个人瞳孔的光响应,从而创造机会将其排除在测量之外,那会怎么样?在这项工作中,我们通过评估二维和虚拟现实(VR)环境下瞳孔光响应的三种模型,为这项研究奠定了基础。我们的结果表明,线性或指数模型都可以适合于个体参与者,并且易于使用校准程序。这项工作开辟了VR中与性能分析相关的几个新的研究方向,并激发了眼球追踪的使用,而不仅仅是凝视作为指针和注视点渲染。
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引用次数: 18
VirtualHaus: a collaborative mixed reality application with tangible interface VirtualHaus:一个具有有形界面的协作式混合现实应用程序
Jean-Philippe Farrugia
We present VirtualHaus, a collaborative mixed reality application allowing two participants to recreate Mozart's apartment as it used to be by interactively placing furniture. Each participant has a different role and therefore uses a different application: the visitor uses an immersive virtual reality application, while the supervisor uses an augmented reality application. The two applications are wirelessly synchronised and display the same information with distinct viewpoints and tools.
我们展示了VirtualHaus,这是一个协作式的混合现实应用程序,允许两名参与者通过互动放置家具来重现莫扎特的公寓。每个参与者都有不同的角色,因此使用不同的应用程序:访客使用沉浸式虚拟现实应用程序,而主管使用增强现实应用程序。这两个应用程序是无线同步的,并以不同的视角和工具显示相同的信息。
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引用次数: 3
Tracking projection mosaicing by synchronized high-speed optical axis control 同步高速光轴控制跟踪投影拼接
Masashi Nitta, Tomohiro Sueishi, M. Ishikawa
Projectors, as information display devices, have improved substantially and to achieve both the wide range and high resolution is desired for the dynamic human gaze. However, a fixed projector has a trade-off between the angle of projection and a resolution with limited pixels. Conventional methods with dynamic optical axis control lack the potential speed of the devices. We propose a tracking projection mosaicing with a high-speed projector and a high-speed optical axis controller for a randomly moving position, such as the gaze. We also propose a synchronization strategy by queuing and alternating operations to reduce motion-based artifacts, which realize a high-quality static image projection during the dynamic optical axis control. We have experimentally validated the geometric and temporal consistency of the proposed synchronization method and have attempted a demonstration of the tracking projection mosaicing for the dynamically moving bright spot of a laser pointer.
投影仪作为一种信息显示设备,已经有了很大的发展,人们需要实现对动态人眼的宽范围和高分辨率的要求。然而,固定投影仪需要在投影角度和有限像素的分辨率之间进行权衡。传统的动态光轴控制方法缺乏器件的潜在速度。我们提出了一种利用高速投影仪和高速光轴控制器对随机移动位置(如凝视)进行跟踪投影拼接的方法。我们还提出了一种通过排队和交替操作来减少运动伪影的同步策略,从而在动态光轴控制过程中实现高质量的静态图像投影。实验验证了所提出的同步方法的几何一致性和时间一致性,并对激光笔动态运动亮点的跟踪投影拼接进行了演示。
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引用次数: 0
Am I in the theater?: usability study of live performance based virtual reality 我在剧院吗?:基于虚拟现实的现场表演可用性研究
Linjia He, Hongsong Li, Tong Xue, Deyuan Sun, Shoulun Zhu, Gangyi Ding
Duplicating the audience experience of an art performance with VR technology is a promising VR application, which is considered to provide better viewer experience than the conventional video. As various forms of art performances are recorded by the panoramic camera and broadcasted on the Internet, the impact of this new VR-based media to the viewers needs to be systematically studied. In this work, a two-level usability framework is proposed, which combines the traditional concepts of presence and the quality evaluation of art performances, aiming to systematically study the usability of such VR application. Both the conventional video and the panoramic video of a theatre performance were captured simultaneously, and were replayed to two groups of viewers in a cinematic setup and through an HMD respectively. The psychological measurement methods, including the questionnaire and the interview, as well as the psychophysical measurement methods, including the EEG and the motion capture techniques were both used in the study. The results show that the such VR application duplicates the live performance better by providing a higher sense of presence, higher engagement levels, and stronger desire to see live performance. For visual intensive performance contents, the new VR-based media can provide a better user experience. The future development of the new media forms based on the panoramic video technique could benefit from this work.
用VR技术复制艺术表演的观众体验是一种很有前途的VR应用,它被认为比传统视频提供更好的观众体验。随着各种形式的艺术表演被全景摄像机记录下来并在互联网上播出,这种基于vr的新媒体对观众的影响需要系统研究。本文提出了一个两级可用性框架,将传统的临场感概念与艺术表演的质量评价相结合,旨在系统地研究这种VR应用的可用性。剧院表演的传统视频和全景视频同时被捕获,并分别在电影设置和通过HMD向两组观众重播。本研究采用问卷调查和访谈等心理测量方法,以及脑电图和动作捕捉等心理物理测量方法。结果表明,这种虚拟现实应用程序通过提供更高的存在感,更高的参与度和更强烈的观看现场表演的愿望,更好地复制了现场表演。对于视觉密集型的性能内容,新的基于vr的媒体可以提供更好的用户体验。基于全景视频技术的新媒体形式的未来发展将受益于这项工作。
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引用次数: 18
Investigating different modalities of directional cues for multi-task visual-searching scenario in virtual reality 研究虚拟现实中多任务视觉搜索场景中方向线索的不同模式
Taizhou Chen, Yi-Shiun Wu, Kening Zhu
In this study, we investigated and compared the effectiveness of visual, auditory, and vibrotactile directional cues on multiple simultaneous visual-searching tasks in an immersive virtual environment. Effectiveness was determined by the task-completion time, the range of head movement, the accuracy of the identification task, and the perceived workload. Our experiment showed that the on-head vibrotactile display can effectively guide users towards virtual visual targets, without affecting their performance on the other simultaneous tasks, in the immersive VR environment. These results can be applied to numerous applications (e.g. gaming, driving, and piloting) in which there are usually multiple simultaneous tasks, and the user experience and performance could be vulnerable.
在这项研究中,我们调查并比较了在沉浸式虚拟环境中,视觉、听觉和振动触觉方向线索在多个同时进行的视觉搜索任务中的有效性。有效性由任务完成时间、头部运动范围、识别任务的准确性和感知工作量决定。我们的实验表明,在沉浸式VR环境中,头戴式振动触觉显示器可以有效地引导用户走向虚拟视觉目标,而不会影响他们在其他同步任务上的表现。这些结果可以应用于许多应用程序(例如游戏,驾驶和驾驶),其中通常有多个同时执行的任务,并且用户体验和性能可能很脆弱。
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引用次数: 12
JamGesture JamGesture
Souta Mizuno, Tetsuro Kitahara, Shun Shiramatsu, Shugo Ichinose
The physical gestures promote musical comprehension because they can provide visual information of musical performance for others. Melodic outlines especially have a high affinity with intuitive physical gestures. We propose methods for recognizing physical gestures using motion sensor cameras and smartphone sensors, and we have developed an improvisation support system, JamGesture, by integrating a method for recognizing physical gestures using smartphones and JamSketch, a system for melody generation based on melodic outlines. JamGesture enables users to improvise music by using the input from their intuitive physical gestures with the melody-generation function of JamSketch.
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引用次数: 0
Haptic around: multiple tactile sensations for immersive environment and interaction in virtual reality Haptic around:虚拟现实中沉浸式环境和交互的多重触觉感受
Ping-Hsuan Han, Yang-Sheng Chen, Kong-Chang Lee, Hao-Cheng Wang, Chiao-En Hsieh, Jui-Chun Hsiao, C. Chou, Y. Hung
In this paper, we present Haptic Around, a hybrid-haptic feedback system, which utilizes fan, hot air blower, mist creator and heat light to recreate multiple tactile sensations in virtual reality for enhancing the immersive environment and interaction. This system consists of a steerable haptic device rigged on the top of the user head and a handheld device also with haptics feedbacks to simultaneously provide tactile sensations to the users in a 2m x 2m space. The steerable haptic device can enhance the immersive environment for providing full body experience, such as heat in the desert or cold in the snow mountain. Additionally, the handheld device can enhance the immersive interaction for providing partial body experience, such as heating the iron or quenching the hot iron. With our system, the users can perceive visual, auditory and haptic when they are moving around in virtual space and interacting with virtual object. In our study, the result has shown the potential of the hybrid-haptic feedback system, which the participants rated the enjoyment, realism, quality, immersion higher than the other.
在本文中,我们提出了一种混合触觉反馈系统Haptic Around,该系统利用风扇,热风吹风机,雾发生器和热光在虚拟现实中重现多种触觉感觉,以增强沉浸式环境和互动。该系统由安装在用户头部顶部的可操纵触觉设备和一个手持设备组成,该设备也具有触觉反馈,同时在2m x 2m的空间内为用户提供触觉感觉。可操控的触觉设备可以增强身临其境的环境,提供全身体验,如沙漠中的炎热或雪山中的寒冷。此外,手持设备可以增强沉浸式交互,提供局部身体体验,例如加热熨斗或淬火热熨斗。通过我们的系统,当用户在虚拟空间中移动并与虚拟物体交互时,可以感知视觉,听觉和触觉。在我们的研究中,结果显示了混合触觉反馈系统的潜力,参与者对乐趣、真实感、质量和沉浸感的评价高于其他系统。
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引用次数: 38
User-centric classification of virtual reality locomotion 以用户为中心的虚拟现实运动分类
J. Albert, Kelvin Sung
Traveling in a virtual world, while confined in the real world requires a virtual reality locomotion (VRL) method. VRL remains an issue because of three fundamental challenges, sickness, presence, and fatigue. We propose a User-Centric Classification (UCC) of VRL methods based on a method's ability to address these challenges. UCC provides a framework to discuss and compare different VRL methods and to examine performance trade-offs. We designed and implemented a testbed to study several VRL methods, and initial results demonstrated the effectiveness of the UCC framework [1].
在虚拟世界中行走而又局限于现实世界需要一种虚拟现实运动(VRL)方法。VRL仍然是一个问题,因为有三个基本的挑战,疾病,存在和疲劳。基于解决这些挑战的能力,我们提出了VRL方法的以用户为中心的分类(UCC)。UCC提供了一个框架来讨论和比较不同的VRL方法,并检查性能权衡。我们设计并实现了一个测试平台来研究几种VRL方法,初步结果证明了UCC框架的有效性[1]。
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引用次数: 9
Extending recreational environments with a landscape-superimposed display using mixed reality 通过混合现实的景观叠加显示扩展娱乐环境
Mamoru Hatanaka, R. Hamakawa
Herein, we describe a system that extends recreational experiences by overlaying a virtual landscape of a remote place over the currently experienced real landscape using mixed reality (MR) technology and displaying avatars of other users. There are many recreational activities that can be performed outdoors. However, such activities usually involve some traveling costs, preparation time, and require schedule adjustments. To reduce the impact of these factors, we implemented a system that extends recreational environments, thereby allowing free movement through the manipulation of the visual information using MR.
在这里,我们描述了一个系统,通过使用混合现实(MR)技术将偏远地区的虚拟景观覆盖在当前体验的真实景观上,并显示其他用户的化身,从而扩展娱乐体验。有许多娱乐活动可以在户外进行。然而,这样的活动通常涉及一些旅行费用,准备时间,并需要调整时间表。为了减少这些因素的影响,我们实施了一个扩展娱乐环境的系统,从而通过使用MR来操纵视觉信息,从而允许自由运动。
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引用次数: 1
期刊
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
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