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2010 IEEE Virtual Reality Conference (VR)最新文献

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Avatar self-embodiment enhances distance perception accuracy in non-photorealistic immersive virtual environments 化身自我体现增强了非真实感沉浸式虚拟环境中距离感知的准确性
Pub Date : 2010-03-20 DOI: 10.1109/VR.2010.5444802
Lane Phillips, B. Ries, Michael Kaeding, V. Interrante
Non-photorealistically rendered (NPR) immersive virtual environments (IVEs) can facilitate conceptual design in architecture by enabling preliminary design sketches to be previewed and experienced at full scale, from a first-person perspective. However, it is critical to ensure the accurate spatial perception of the represented information, and many studies have shown that people typically underestimate distances in most IVEs, regardless of rendering style. In previous work we have found that while people tend to judge distances more accurately in an IVE that is a high-fidelity replica of their concurrently occupied real environment than in an IVE that it is a photorealistic representation of a real place that they've never been to, significant distance estimation errors re-emerge when the replica environment is represented in a NPR style. We have also previously found that distance estimation accuracy can be improved, in photo-realistically rendered novel virtual environments, when people are given a fully tracked, high fidelity first person avatar self-embodiment. In this paper we report the results of an experiment that seeks to determine whether providing users with a high-fidelity avatar self-embodiment in a NPR virtual replica environment will enable them to perceive the 3D spatial layout of that environment more accurately. We find that users who are given a first person avatar in an NPR replica environment judge distances more accurately than do users who experience the NPR replica room without an embodiment, but not as accurately as users whose distance judgments are made in a photorealistically rendered virtual replica room. Our results provide a partial solution to the problem of facilitating accurate distance perception in NPR virtual environments, while supporting and expanding the scope of previous findings that giving people a realistic avatar self-embodiment in an IVE can help them to interpret what they see through an HMD in a way that is more similar to how they would interpret a corresponding visual stimulus in the real world.
非真实感渲染(NPR)沉浸式虚拟环境(IVEs)可以通过第一人称视角预览和体验初步设计草图,从而促进建筑概念设计。然而,确保所表示信息的准确空间感知是至关重要的,许多研究表明,无论渲染风格如何,人们通常都会低估大多数图像中的距离。在之前的工作中,我们发现,虽然人们倾向于在他们同时占据的真实环境的高保真复制品中比在他们从未去过的真实地方的逼真再现的IVE中更准确地判断距离,但当复制环境以NPR风格表示时,会再次出现显著的距离估计错误。我们之前也发现,在逼真的新虚拟环境中,当人们被赋予一个完全跟踪的、高保真的第一人称化身时,距离估计的准确性可以得到提高。在本文中,我们报告了一项实验的结果,该实验旨在确定在NPR虚拟复制环境中为用户提供高保真的化身自我体现是否会使他们更准确地感知该环境的3D空间布局。我们发现,在NPR复制环境中获得第一人称化身的用户比在没有化身的情况下体验NPR复制房间的用户更准确地判断距离,但不如在逼真渲染的虚拟复制房间中进行距离判断的用户准确。我们的研究结果为在NPR虚拟环境中促进准确距离感知的问题提供了部分解决方案,同时支持和扩展了之前的研究结果,即在IVE中给人们一个真实的化身自我体现,可以帮助他们以一种更类似于他们如何解释现实世界中相应的视觉刺激的方式来解释他们通过HMD看到的东西。
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引用次数: 37
On error bound estimation for motion prediction 运动预测的误差界估计
Pub Date : 2010-03-20 DOI: 10.1109/VR.2010.5444795
Rynson W. H. Lau, Kenneth Lee
A collaborative virtual environment (CVE) allows remote users to access and modify shared data through networks, such as the Internet. However, when the users are connected via the Internet, the network latency problem may become significant and affect the performance of user interactions. Existing works to address the network latency problem mainly focus on developing motion prediction methods that appear statistically accurate for certain applications. However, it is often not known how reliable they are in a CVE. In this work, we study the sources of error introduced by a motion predictor and propose to address the errors by estimating the error bounds of each prediction made by the motion predictor. Without loss of generality, we discuss how we may estimate the upper and lower error bounds based on a particular motion predictor. Finally, we evaluate the effectiveness of our method extensively through a number of experiments and show the effectiveness of using the estimated error bound in an area-based visibility culling algorithm for DVE navigation.
CVE (collaborative virtual environment)允许远程用户通过Internet等网络访问和修改共享数据。然而,当用户通过Internet进行连接时,网络延迟问题可能会变得很明显,并影响用户交互的性能。解决网络延迟问题的现有工作主要集中在开发运动预测方法,这些方法在统计上对某些应用是准确的。然而,通常不知道它们在CVE中有多可靠。在这项工作中,我们研究了运动预测器引入的误差来源,并提出通过估计运动预测器所做的每个预测的误差界限来解决误差。在不失一般性的前提下,我们讨论了如何根据一个特定的运动预测器估计误差上限和下限。最后,我们通过大量实验广泛地评估了我们的方法的有效性,并证明了在基于区域的可见性剔除算法中使用估计误差界的有效性。
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引用次数: 2
Change blindness phenomena for stereoscopic projection systems 改变立体投影系统的盲点现象
Pub Date : 2010-03-20 DOI: 10.1109/VR.2010.5444790
Frank Steinicke, G. Bruder, K. Hinrichs, P. Willemsen
In visual perception, change blindness describes the phenomenon that persons viewing a visual scene may apparently fail to detect significant changes in that scene. These phenomena have been observed in both computer generated imagery and real-world scenes. Several studies have demonstrated that change blindness effects occur primarily during visual disruptions such as blinks or saccadic eye movements. However, until now the influence of stereoscopic vision on change blindness has not been studied thoroughly in the context of visual perception research. In this paper we introduce change blindness techniques for stereoscopic projection systems, providing the ability to substantially modify a virtual scene in a manner that is difficult for observers to perceive. We evaluate techniques for passive and active stereoscopic viewing and compare the results to those of monoscopic viewing conditions. For stereoscopic viewing conditions, we found that change blindness phenomena occur with the same magnitude as in monoscopic viewing conditions. Furthermore, we have evaluated the potential of the presented techniques for allowing abrupt, and yet significant, changes of a stereoscopically displayed virtual reality environment.
在视觉感知中,变化盲视描述了一种现象,即人们在观看视觉场景时显然无法察觉到该场景中的重大变化。这些现象已经在计算机生成的图像和现实世界的场景中被观察到。几项研究表明,变化盲效应主要发生在视觉干扰期间,如眨眼或跳眼运动。然而,在视觉感知研究中,立体视觉对变化盲的影响尚未得到深入的研究。在本文中,我们介绍了用于立体投影系统的变化盲视技术,提供了以观察者难以感知的方式大幅修改虚拟场景的能力。我们评估了被动和主动立体观看技术,并将结果与单镜观看条件进行了比较。在立体视觉条件下,我们发现变化盲现象的发生程度与单视条件下相同。此外,我们已经评估了所提出的技术的潜力,允许突然的,但显著的,立体显示的虚拟现实环境的变化。
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引用次数: 26
Breaking the status quo: Improving 3D gesture recognition with spatially convenient input devices 打破现状:利用空间方便的输入设备改进3D手势识别
Pub Date : 2010-03-20 DOI: 10.1109/VR.2010.5444813
Michael Hoffman, Paul Varcholik, J. Laviola
We present a systematic study on the recognition of 3D gestures using spatially convenient input devices. Specifically, we examine the linear acceleration-sensing Nintendo Wii Remote coupled with the angular velocity-sensing Nintendo Wii MotionPlus. For the study, we created a 3D gesture database, collecting data on 25 distinct gestures totalling 8500 gestures samples. Our experiment explores how the number of gestures and the amount of gestures samples used to train two commonly used machine learning algorithms, a linear and AdaBoost classifier, affect overall recognition accuracy. We examined these gesture recognition algorithms with user dependent and user independent training approaches and explored the affect of using the Wii Remote with and without the Wii MotionPlus attachment. Our results show that in the user dependent case, both the Ad-aBoost and linear classification algorithms can recognize up to 25 gestures at over 90% accuracy, with 15 training samples per gesture, and up to 20 gestures at over 90% accuracy, with only five training samples per gesture. In particular, all 25 gestures could be recognized at over 99% accuracy with the linear classifier using 15 training samples per gesture, with the Wii Remote coupled with the Wii MotionPlus. In addition, both algorithms can recognize up to nine gestures at over 90% accuracy using a user independent training database with 100 samples per gesture. The Wii MotionPlus attachment played a significant role in improving accuracy in both the user dependent and independent cases.
我们提出了一个系统的研究识别三维手势使用空间方便的输入设备。具体来说,我们研究了线性加速感应的任天堂Wii遥控器与角速度感应的任天堂Wii MotionPlus。在这项研究中,我们创建了一个3D手势数据库,收集了25种不同手势的数据,总共8500个手势样本。我们的实验探讨了用于训练两种常用机器学习算法(线性分类器和AdaBoost分类器)的手势数量和手势样本数量如何影响整体识别精度。我们通过用户依赖和用户独立的训练方法检查了这些手势识别算法,并探索了使用带有和不带有Wii MotionPlus附件的Wii遥控器的影响。我们的研究结果表明,在用户依赖的情况下,Ad-aBoost和线性分类算法都可以识别多达25个手势,准确率超过90%,每个手势有15个训练样本;在每个手势只有5个训练样本的情况下,识别多达20个手势,准确率超过90%。特别是,所有25个手势都可以用线性分类器识别,每个手势使用15个训练样本,Wii遥控器与Wii MotionPlus相结合,准确率超过99%。此外,这两种算法使用用户独立的训练数据库,每个手势有100个样本,可以识别多达9个手势,准确率超过90%。Wii MotionPlus附件在提高用户依赖和独立情况下的准确性方面发挥了重要作用。
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引用次数: 88
Endoscopic endonasal haptic surgery simulator prototype: A rigid endoscope model 内窥镜鼻内触觉手术模拟器原型:刚性内窥镜模型
Pub Date : 2010-03-20 DOI: 10.1109/VR.2010.5444756
B. Perez-Gutierrez, Diana Marcela Martinez, Oscar Ernesto Rojas
The use of surgical simulators with virtual reality allows surgeons to practice diverse types of procedures for minimizing any risk on patients during the real surgery. This paper describes a prototype for a Minimal Invasive Surgery (MIS) simulator with haptic feedback applied to an endoscopic endonasal surgery. The research is divided in three parts: the simulation of a rigid endoscope device with four degrees of freedom (pitch, yaw, roll and dolly), a simplified model of the nasal tissue for fast haptic rendering and the integration with a virtual reality simulation system with collision detection. The main contribution of the paper is the rigid endoscope model using a simple lever acting as a force transformer pivoting in the nostril. The obtained results show a suitable response of the system for an interactive simulation.
使用带有虚拟现实的手术模拟器,外科医生可以练习不同类型的手术,以最大限度地降低患者在真实手术中的风险。本文介绍了一种具有触觉反馈的微创手术(MIS)模拟器的原型,该模拟器应用于内窥镜鼻内手术。本研究分为三个部分:四自由度(俯仰、偏航、翻滚、移动)刚性内窥镜装置的仿真,用于快速触觉渲染的鼻组织简化模型,以及与具有碰撞检测功能的虚拟现实仿真系统的集成。本文的主要贡献是刚性内窥镜模型,该模型使用简单的杠杆作为在鼻孔中旋转的力转换器。所得结果表明,该系统具有较好的交互仿真响应。
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引用次数: 16
Simulation of genetic inheritance in the generation of virtual characters 模拟虚拟人物的遗传生成
Pub Date : 2010-03-20 DOI: 10.1109/VR.2010.5444803
Roberto C. Cavalcante Vieira, C. Vidal, J. B. C. Neto
Nowadays, applications of virtual reality (VR) and computer games use human characters models with ever-increasing sophistication. Additional challenges are posed by applications, such as life-simulation computer games (The Sims, Spore, etc.), internet-based virtual worlds (Second Life) and animation movies, that require simulation of kinship and interaction between isolated populations with well defined ethnic characteristics. The main difficulty in those situations is to generate models automatically, which are physically similar to a given population or family. In this paper, human reproduction is mimicked to produce character models, which inherit genetic characteristics from their ancestors. Unlike morphing techniques, in our method, it is possible that a genetic characteristic from an ancestor be manifested only after a few generations.
如今,虚拟现实(VR)和电脑游戏的应用使用了越来越复杂的人类角色模型。其他的挑战来自于应用程序,如模拟生活的电脑游戏(模拟人生、孢子等)、基于互联网的虚拟世界(第二人生)和动画电影,它们需要模拟具有明确种族特征的孤立人群之间的亲属关系和互动。在这些情况下的主要困难是自动生成模型,这些模型在物理上与给定的人口或家庭相似。在本文中,模仿人类的繁殖来产生性格模型,这些模型继承了祖先的遗传特征。与变形技术不同,在我们的方法中,来自祖先的遗传特征可能只在几代之后才表现出来。
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引用次数: 10
Evaluation of tracking robustness in real time panorama acquisition 实时全景采集中跟踪鲁棒性评价
Pub Date : 2010-03-20 DOI: 10.1109/VR.2010.5444774
Christopher Coffin, Sehwan Kim, Tobias Höllerer
We present an analysis of four orientation tracking systems used for construction of environment maps. We discuss the analysis necessary to determine the robustness of tracking systems in general. Due to the difficulty inherent in collecting user evaluation data, we then propose a metric which can be used to obtain a relative estimate of these values. The proposed metric will still require a set of input videos with an associated distance to ground truth, but not an additional user evaluation.
本文分析了用于环境地图构建的四种方向跟踪系统。我们讨论了一般情况下确定跟踪系统鲁棒性所需的分析。由于收集用户评价数据固有的困难,我们提出了一个度量,可以用来获得这些值的相对估计。提议的度量仍然需要一组与地面真实距离相关的输入视频,但不需要额外的用户评估。
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引用次数: 2
The effect of tiled display on performance in multi-screen immersive virtual environments 平铺显示对多屏幕沉浸式虚拟环境性能的影响
Pub Date : 2010-03-20 DOI: 10.1109/VR.2010.5444781
A. Agana, Megha Davalath, Ann McNamara, F. Parke
New immersive display systems are emerging, providing new platforms to present 3D data and virtual worlds [7][12]. However, little effort has been spent evaluating these systems, or providing guiding design principles from a human factors point of view. The objective of the proposed work is to compare performance and user interaction across two immersive displays. The goal is to compare a low-cost, multi-screen, spatially immersive visualization facility to a more expensive system. The low cost system is designed using off-the-shelf components and constructed by arranging LCD displays in a tiled semi-circle [7]. The more expensive system is a semi-rigid, rear projected, continuous curved screen, designed by Rockwell Collins [8]. Our hypothesis is that low-cost systems present a perceptually equivalent visual experience, despite image seams introduced by the connecting display screens. Psychophysical experimentation will compare the two systems through human judgements based on performance. The outcomes, through knowledge gained from the experiments, should make availability of immersive visualization systems possible in areas currently unable to afford such systems or justify the expense.
新的沉浸式显示系统正在兴起,为呈现3D数据和虚拟世界提供了新的平台[7][12]。然而,很少有人花时间评估这些系统,或者从人为因素的角度提供指导设计原则。本研究的目的是比较两种沉浸式显示器的性能和用户交互。目标是将低成本、多屏幕、空间沉浸式可视化设施与更昂贵的系统进行比较。该低成本系统使用现成的组件进行设计,并通过将LCD显示器排列成平铺的半圆来构建[7]。较为昂贵的系统是由罗克韦尔柯林斯公司设计的半刚性、后投影、连续曲面屏幕[8]。我们的假设是,低成本的系统提供了感知上等效的视觉体验,尽管连接的显示屏引入了图像接缝。心理物理实验将通过人类基于表现的判断来比较这两个系统。通过从实验中获得的知识,结果应该使沉浸式可视化系统的可用性在目前无法负担此类系统或证明费用合理的地区成为可能。
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引用次数: 0
An augmented reality view on mirror world content, with Image Space 镜像世界内容的增强现实视图,带有图像空间
Pub Date : 2010-03-20 DOI: 10.1109/VR.2010.5444761
David J. Murphy, M. Kahari, Ville-Veikko Mattila
We present a prototype mobile augmented reality client addition to the ¿Image Space¿ mixed reality media sharing service. We have explored how the real world aligned "mirror world" content from that service can be interacted with in-situ and identified two different use scenarios - geospatial media sharing and social connection. Since both the existing web based mirror world modality and the additional mobile augmented reality modality intersect at the common data, the combined service is as an example of how mirror worlds can be used to bridge the real and the virtual, and allow for interaction from either side of the reality continuum.
我们为“图像空间”混合现实媒体共享服务提供了一个原型移动增强现实客户端。我们探索了现实世界中来自该服务的“镜像世界”内容如何与现场交互,并确定了两种不同的使用场景——地理空间媒体共享和社交连接。由于现有的基于web的镜像世界模式和附加的移动增强现实模式都在公共数据上相交,因此合并后的服务可以作为镜像世界如何用于连接真实和虚拟的一个例子,并允许现实连续体的任何一方进行交互。
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引用次数: 6
Multimodal virtual reality application for the study of unilateral spatial neglect 多模态虚拟现实在单侧空间忽略研究中的应用
Pub Date : 2010-03-20 DOI: 10.1109/VR.2010.5444800
I. Tsirlin, E. Dupierrix, S. Chokron, T. Ohlmann, S. Coquillart
In the present paper, we describe a virtual reality application developed for the study of unilateral spatial neglect, a post-stroke neurological disorder that results in failure to respond to stimuli presented contralaterally to the damaged hemisphere. Recently, it has been proposed that patients with unilateral spatial neglect experience sensorimotor decorrelation in the affected space. Consequently, it is possible that since the sensorimotor experience in the affected space is perturbed, patients avoid this space, which results in neglect behavior. Here, we evaluate this hypothesis using a virtual reality application built on the base of the Stringed Haptic Workbench, a large-scale visuo-haptic system. The results provide support for the hypothesis and demonstrate that the proposed application is suitable for the envisioned goal.
在本文中,我们描述了一种虚拟现实应用程序,用于研究单侧空间忽视,这是一种中风后神经系统疾病,导致无法对受损半球的对侧刺激做出反应。最近,有人提出单侧空间忽视患者在受影响的空间经历感觉运动去关联。因此,由于受影响空间的感觉运动体验受到干扰,患者可能会避开该空间,从而导致忽视行为。在这里,我们使用基于string Haptic Workbench(一个大型视觉触觉系统)的虚拟现实应用程序来评估这一假设。结果为假设提供了支持,并证明了所提出的应用程序适合预期的目标。
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引用次数: 5
期刊
2010 IEEE Virtual Reality Conference (VR)
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