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

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Automatic transfer of musical mood into virtual environments 自动将音乐情绪转移到虚拟环境中
Sangyoon Han, Amit Bhardwaj, Seungmoon Choi
This paper presents a method that automatically transforms a virtual environment (VE) according to the mood of input music. We use machine learning to extract a mood from the music. We then select images exhibiting the mood and transfer their styles to the textures of objects in the VE photorealistically or artistically. Our user study results indicate that our method is effective in transferring valence-related aspects, but not arousal-related ones. Our method can still provide novel experiences in virtual reality and speed up the production of VEs by automating its procedure.
本文提出了一种根据输入音乐的情绪自动转换虚拟环境的方法。我们用机器学习从音乐中提取情绪。然后,我们选择表现情绪的图像,并将其风格转移到VE中逼真或艺术的物体纹理上。我们的用户研究结果表明,我们的方法在转移与价相关的方面是有效的,而不是与唤醒相关的方面。该方法可以为虚拟现实提供新颖的体验,并通过自动化过程加快虚拟现实的生产速度。
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引用次数: 0
Tap-tap menu: body touching for virtual interactive menus 点击菜单:身体触摸虚拟交互菜单
Takumi Azai, Syunsuke Ushiro, Junlin Li, M. Otsuki, F. Shibata, Asako Kimura
Virtual and mixed realities make it possible to view and interact with virtual objects in 3D space. However, where to position menus in 3D space and how to interact with them are often problems. Existing studies developed methods of displaying a menu on the hand or arm. In this study, we proposed a menu system that appears at various body parts. By placing the menu on the body, it enables the user to operate the menus comfortably through kinesthesia, and perceive tactile feedback. Furthermore, displaying the menu not only in the hands and arms but also in the upper legs and the abdomen, the menu display area can be expanded. In this study, we developed a modeling application and introduced a proposed menu design for that application.
虚拟现实和混合现实使得在3D空间中观看虚拟物体并与之交互成为可能。然而,在3D空间中如何定位菜单以及如何与它们交互往往是问题。现有的研究开发了在手或手臂上显示菜单的方法。在这项研究中,我们提出了一个出现在身体各个部位的菜单系统。通过将菜单放置在身体上,它使用户能够通过动觉舒适地操作菜单,并感知触觉反馈。此外,不仅可以在手和手臂上显示菜单,还可以在大腿和腹部显示菜单,从而可以扩大菜单显示区域。在本研究中,我们开发了一个建模应用程序,并介绍了该应用程序的建议菜单设计。
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引用次数: 9
High color-fidelity display using a modified projector 使用改进的投影仪显示高色彩保真度
Yuqi Li
A high color-fidelity display provides accurate spectral reproduction to reduce observer metamerism. In this poster, we implement a multispectral projection display using a modified projector. The modification only requires adding a lens array on the projection optical path to creates multiple copies of images and using color filters to create new primaries. To produce the new primaries with high throughput and low correlation, we proposed a volume maximization-based filter selection approach. We also present an efficient multispectral rendering algorithm to compute the input values of each primary. The experiments show that our multispectral display can accurately approximate desired multispectral images and effectively reduce observer metamerism when compared with the original three primaries projection display.
一个高色彩保真度的显示器提供准确的光谱再现,以减少观察者的异谱现象。在这张海报中,我们使用改进的投影仪实现了一个多光谱投影显示。这种修改只需要在投影光路上增加一个透镜阵列来创建图像的多个副本,并使用滤色器来创建新的原色。为了产生高通量和低相关性的新原色,我们提出了一种基于体积最大化的滤波器选择方法。我们还提出了一种高效的多光谱绘制算法来计算每个原色的输入值。实验表明,与原三基色投影显示相比,该多光谱显示能准确地逼近所需的多光谱图像,有效地降低了观察者的异谱现象。
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引用次数: 0
Multi-view augmented reality with a drone 无人机多视角增强现实
Aaron Hitchcock, Kelvin Sung
This paper presents some early results from an exploration into Augmented Reality (AR) applications where users have access to controllable alternative viewing positions based on a camera mounted unmanned aerial vehicle (UAV). These results include a system specification that defines and identifies the requirements of multi-view AR; and a demo application where the user can switch between the traditional first person and third person view. While being an initial step in the investigation, the results do illustrate practical applications for multi-view AR functionality. The paper concludes with a discussion on the next steps for the investigation.
本文介绍了对增强现实(AR)应用探索的一些早期结果,其中用户可以访问基于安装在无人机(UAV)上的摄像头的可控替代观看位置。这些结果包括定义和识别多视图AR需求的系统规范;还有一个演示应用程序,用户可以在传统的第一人称视角和第三人称视角之间切换。虽然这只是调查的第一步,但结果确实说明了多视图AR功能的实际应用。最后,对今后的调查工作进行了讨论。
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引用次数: 8
Can we perceive changes in our moving speed: a comparison between directly and indirectly powering the locomotion in virtual environments 我们能否感知移动速度的变化:在虚拟环境中直接和间接驱动运动的比较
T. Q. Tran, Thanh Dat Ngoc Tran, Duy-Tam Nguyen, H. Regenbrecht, Minh-Triet Tran
Many categories of the illusion of self-motion have been widely studied with the potential support of virtual reality. However, the effects of directly and indirectly powering the movement on the possibility of perceiving changes in moving speed and their relationship with sensory feedback on users' speed change perception have not been investigated before. In this paper, we present the results of our user study on the difference in perceiving changes in moving speed between two different movement techniques: "pedaling" and "throttling". We also explore the effects of different velocity gains, accelerations and speeds of airflow, and their interactions with the movement techniques on users' perception of speed changes in addition to user performance and perception. We built a bike simulator that supports both of the movement techniques and provides sensory feedback. In general, "pedaling" gave users more possibility to perceive changes in moving velocity than "throttling".
在虚拟现实的潜在支持下,许多类别的自我运动错觉已经得到了广泛的研究。然而,直接和间接驱动运动对感知移动速度变化可能性的影响及其与用户速度变化感知的感官反馈的关系尚未得到研究。在本文中,我们提出了我们的用户研究的结果,在感知移动速度变化的差异两种不同的运动技术:“踩踏板”和“节流”。我们还探讨了不同的速度增益、加速度和气流速度的影响,以及它们与运动技术的相互作用对用户对速度变化的感知以及用户的表现和感知的影响。我们建立了一个自行车模拟器,支持这两种运动技术,并提供感官反馈。总的来说,与“节流”相比,“踩踏板”让用户更有可能感知到移动速度的变化。
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引用次数: 7
Perceptual model optimized efficient foveated rendering 感知模型优化高效注视点渲染
Zipeng Zheng, Zhuo Yang, Yinwei Zhan, Yuqing Li, Wenxin Yu
Higher resolution, wider FOV and increasing frame rate of HMD are demanding more VR computing resources. Foveated rendering is a key solution to these challenges. This paper introduces a perceptual model optimized foveated rendering. Tessellation levels and culling areas are adaptively adjusted based on visual sensitivity. We improve rendering performance while satisfying visual perception.
更高的分辨率、更宽的视场和不断提高的帧率对VR计算资源提出了更高的要求。注视点渲染是应对这些挑战的关键解决方案。介绍了一种优化注视点渲染的感知模型。镶嵌水平和剔除区域根据视觉灵敏度自适应调整。我们在满足视觉感知的同时提高了渲染性能。
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引用次数: 4
Balloonygen
Soichiro Toyohara, Toshiki Sato, H. Koike
Balloonygen, an extended tabletop display embedded with a balloon-like deformable spherical screen, is a display that can seamlessly expose a spherical screen for three-dimensional contents, such as omnidirectional images, in a conventional flat display. By continuously morphing between a two-dimensional shape called tabletop and a three-dimensional shape called sphere, we render the benefits of a flat display and a spherical display to coexist and propose a smoother approach for information sharing. Balloonygen dynamically provides an optimal way to display the contents by inflating the rubber membrane installed at the center of a tabletop display and morphing between the two- and three-dimensional shapes. In this study, by prototyping and designing the application scenario, we discuss the advantages and disadvantages of this display and possible interactions involved.
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引用次数: 4
Acquiring short range 4D light transport with synchronized projector camera system 采用同步投影摄像系统实现近距离四维光传输
Takafumi Iwaguchi, Hiroyuki Kubo, Takuya Funatomi, Y. Mukaigawa, S. Narasimhan
Light interacts with a scene in various ways. For scene understanding, a light transport is useful because it describes a relationship between the incident light ray and the result of the interaction. Our goal is to acquire the 4D light transport between the projector and the camera, focusing on direct and short-range transport that include the effect of the diffuse reflections, subsurface scattering, and inter-reflections. The acquisition of the light transport is challenging since the acquisition of the full 4D light transport requires a large number of measurement. We propose an efficient method to acquire short range light transport, which is dominant in the general scene, using synchronized projector-camera system. We show the transport profile of various materials, including uniform or heterogeneous subsurface scattering.
光以各种方式与场景相互作用。对于场景理解,光传输是有用的,因为它描述了入射光线和相互作用结果之间的关系。我们的目标是获得投影仪和相机之间的4D光传输,重点关注直接和短程传输,包括漫反射,次表面散射和间反射的影响。光输运的获取具有挑战性,因为获取全4D光输运需要大量的测量。本文提出了一种利用同步投影-摄像机系统获取在一般场景中占主导地位的近距离光传输的有效方法。我们展示了各种材料的传输剖面,包括均匀或非均匀的地下散射。
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引用次数: 1
System of delivering virtual object to user in remote place by handing gestures 通过手势向远程用户传递虚拟对象的系统
M. Irie, T. Shibata
In order to communicate with a person in a remote place, there are many means such as sending sentences, making a phone call, chatting by video. A contact system with a distant person becomes a communication tool through an avatar by a virtual reality system, and we feel that there is a barrier to reality. So, we build a system to deliver virtual objects to a user in remote place by behaving as if handing the objects. Remote and present space views are projected on a wall using video chat, and each virtual object is handed over by using an Augmented Reality (AR) marker. The system promotes communication by feeling the connection of the space in a remote place.
为了与一个人在一个遥远的地方沟通,有很多手段,如发送句子,打电话,通过视频聊天。与远方的人的联系系统被虚拟现实系统变成了通过化身的交流工具,我们感到现实存在障碍。因此,我们建立了一个系统,通过像处理对象一样的行为,将虚拟对象传递给远程用户。远程和当前的空间视图通过视频聊天投射在墙上,每个虚拟对象都通过增强现实(AR)标记传递。该系统通过在一个遥远的地方感受空间的联系来促进交流。
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引用次数: 0
Deep face rotation in the wild 深脸在野外旋转
Shohei Morikawa, S. Saito
Generating face images in various directions from an image will be useful to create avatars in VR. In this paper, we introduce a new deep generative model to generate turnaround face images from an image via a latent code space with a parameter. The model was learned with a large scale image dataset annotated with attributes but not including exact target images.
从图像中生成不同方向的人脸图像将有助于在VR中创建化身。在本文中,我们引入了一种新的深度生成模型,通过带有参数的潜在代码空间从图像生成周转人脸图像。该模型是用标注了属性但不包含精确目标图像的大规模图像数据集学习的。
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引用次数: 0
期刊
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
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