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2016 IEEE Symposium on 3D User Interfaces (3DUI)最新文献

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3D sketching on interactively unfolded vascular structures for treatment planning 用于治疗计划的交互式展开血管结构的3D草图
Pub Date : 2016-03-19 DOI: 10.1109/3DUI.2016.7460073
P. Saalfeld, S. Glaßer, O. Beuing, Mandy Grundmann, B. Preim
In clinical practice, sketches support physicians in treatment planning. For example, they are employed as direct annotations in medical image data. However, this approach leads to occlusions in case of spatially complex 3D representations of anatomical structures such as vascular systems. To overcome this limitation, we developed a framework which enables the physician to create annotations by freely sketching in 3D environment. We solve the problem of occlusions by an animated representation of the original and unfolded vascular structure with interactive unfolding. For this, we use a semi-immersive stereoscopic display and a stylus with ray-based interaction techniques.
在临床实践中,草图支持医生制定治疗计划。例如,它们被用作医学图像数据的直接注释。然而,这种方法导致闭塞的情况下,解剖结构的空间复杂的三维表示,如血管系统。为了克服这一限制,我们开发了一个框架,使医生能够通过在3D环境中自由绘制草图来创建注释。我们解决闭塞的问题,通过一个动画表示的原始和展开血管结构与互动展开。为此,我们使用半沉浸式立体显示器和基于光线交互技术的触控笔。
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引用次数: 2
Usability and cognitive benefits of a mobile tracked display in virtual laboratories for engineering education 工程教育虚拟实验室中移动跟踪显示器的可用性和认知效益
Pub Date : 2016-03-19 DOI: 10.1109/3DUI.2016.7460074
E. Tanner, S. Savadatti, Benjamin Manning, K. Johnsen
We present the design of a novel educational virtual reality application to aid undergraduate engineering students in understanding the basic principles of fluid mechanics. In addition, we report results from a field study evaluating the usability and cognitive benefits of a mobile tracked display (MTD) for this application.
我们设计了一个新颖的教育虚拟现实应用程序,以帮助工科本科生理解流体力学的基本原理。此外,我们报告了一项实地研究的结果,该研究评估了该应用程序的移动跟踪显示(MTD)的可用性和认知益处。
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引用次数: 3
Designing extreme 3D user interfaces for augmented live performances 为增强现场表演设计极限3D用户界面
Pub Date : 2016-03-19 DOI: 10.1109/3DUI.2016.7460048
K. Ponto, D. Lisowski, S. Fan
This paper presents a proof-of-concept system that enables the integrated virtual and physical traversal of a space through locomotion, automatic treadmill, and stage based flying system. The automatic treadmill enables the user to walk or run without manual intervention while the flying system enables the user to control their height above the stage using a gesture-based control scheme. The system is showcased through a live performance event that demonstrates the ability to put the actor in active control of the performance. This approach enables a new performance methodology with exciting new options for theatrical storytelling, educational training, and interactive entertainment.
本文提出了一个概念验证系统,该系统可以通过运动、自动跑步机和基于舞台的飞行系统来实现空间的虚拟和物理综合穿越。自动跑步机使用户能够在没有人工干预的情况下行走或跑步,而飞行系统使用户能够使用基于手势的控制方案来控制他们在舞台上方的高度。该系统通过现场表演活动展示了让演员主动控制表演的能力。这种方法为戏剧叙事、教育培训和互动娱乐提供了一种令人兴奋的新表演方法。
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引用次数: 2
Curvature manipulation techniques in redirection using haptic cues 曲率操纵技术在重定向使用触觉线索
Pub Date : 2016-03-19 DOI: 10.1109/3DUI.2016.7460038
Keigo Matsumoto, Yuki Ban, Takuji Narumi, T. Tanikawa, M. Hirose
This paper proposes a method for improving the effects of redirected walking (RDW) by using haptic cues, particularly for the discrimination of path curvature. Some research has shown that users can be redirected on a circular arc with a radius of at least 22 m without being able to detect the inconsistency by showing a straight path in the virtual world. However, this is still too large to enable the presentation of a demonstration in a restricted space. We develop an RDW system, which displays a visual representation of a flat wall and users virtually walk straight along it although, in reality, users walk along a convex surface wall with touching it. Using this system, we conduct an experiment, and the results show that our method reduced the amount of perceived curvature in RDW down to 62% as compared to an only visual method.
本文提出了一种利用触觉线索改善重定向行走(RDW)效果的方法,特别是在路径曲率识别方面。一些研究表明,用户可以在半径至少为22米的圆弧上重新定向,而不会通过在虚拟世界中显示一条直线路径来检测不一致。然而,这仍然太大,无法在有限的空间内展示演示。我们开发了一个RDW系统,它显示了一个平面墙的视觉表示,用户几乎沿着它直线行走,尽管在现实中,用户沿着一个凸面墙行走,触摸它。使用该系统,我们进行了实验,结果表明,与仅使用视觉方法相比,我们的方法将RDW中的感知曲率量减少了62%。
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引用次数: 26
Scale matters! Analysis of dominant scale estimation in the presence of conflicting cues in multi-scale collaborative virtual environments 规模很重要!多尺度协同虚拟环境中存在冲突线索时的优势尺度估计分析
Pub Date : 2016-03-19 DOI: 10.1109/3DUI.2016.7460054
E. Langbehn, G. Bruder, Frank Steinicke
Multi-scale collaborative virtual environments (MCVEs) provide an important platform for many 3D application domains as they allow several users to cooperate in a virtual environment (VE) at different scale levels, ranging from magnified detail views to minified overall views. However, in such MCVEs, the natural relations between a user's self-representation, i. e., her virtual body, and the environment in terms of size, scale, proportion, capabilities, or affordances are subject to change during the interaction. In this paper we describe how the type of the environment, virtual self-representation of our body, as well as presence of other avatars affects our estimation of dominant scale, i. e., the scale level relative to which we make spatial judgments, plan actions and interpret other users' actions in MCVEs. We present a pilot study, which highlights the problem domain, and two psychophysical experiments, in which we analyzed how the different factors in MCVEs affect the estimation of dominant scale and thus shape perception and action in MCVEs. Our results show an effect of the above-mentioned aspects on the estimation of dominant scale. In particular, our results show interpersonal differences as well as a group effect, which reveals that participants estimated the common scale level of a group of other avatars as dominant scale, even if the participant's own scale or the environment scale deviated from the other avatars' common scale. We discuss implications and guidelines for the development of MCVEs.
多尺度协同虚拟环境(mcve)为许多3D应用领域提供了一个重要的平台,因为它们允许多个用户在不同规模级别的虚拟环境(VE)中进行合作,从放大的细节视图到缩小的整体视图。然而,在这样的mcve中,用户的自我表征(即虚拟身体)与环境在大小、规模、比例、能力或能力方面的自然关系在交互过程中会发生变化。在本文中,我们描述了环境的类型、我们身体的虚拟自我表现以及其他化身的存在如何影响我们对主导尺度的估计,即我们在mcve中做出空间判断、计划行动和解释其他用户行动的相对尺度水平。我们提出了一个突出问题域的试点研究和两个心理物理实验,我们分析了mcve中的不同因素如何影响对优势尺度的估计,从而影响mcve的感知和行动。结果表明,上述因素对优势尺度的估计有一定的影响。特别是,我们的结果显示了人际差异和群体效应,这表明即使参与者自己的量表或环境量表偏离其他avatar的共同量表,参与者也会将一组其他avatar的共同量表水平估计为主导量表。我们讨论了mcve发展的意义和指导方针。
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引用次数: 21
Supporting computational thinking through gamification 通过游戏化支持计算思维
Pub Date : 2016-03-19 DOI: 10.1109/3DUI.2016.7460062
Joseph Isaac, Sabarish V. Babu
Video games have grown in popularity since the 1980's. The largest consumers of video games are youth populations. Previous research has shown cognitive development and learning principles in video games. As a result, there is an increasing interest in games being teaching tools. Gamification is the use of video game elements in non-game applications. In this paper, I proposed a design to a study of applying gamification to a computer programming software, VENVI, in order to promote motivation, engagement, and computational thinking.
自20世纪80年代以来,电子游戏越来越受欢迎。电子游戏的最大消费者群体是年轻人。之前的研究显示了电子游戏的认知发展和学习原理。因此,人们对将游戏作为教学工具越来越感兴趣。游戏化是指在非游戏应用中使用电子游戏元素。在本文中,我提出了一个将游戏化应用于计算机编程软件VENVI的研究设计,以促进动机、参与和计算思维。
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引用次数: 6
Evaluating the effects of image persistence on dynamic target acquisition in low frame rate virtual environments 评估低帧率虚拟环境下图像持久性对动态目标获取的影响
Pub Date : 2016-03-19 DOI: 10.1109/3DUI.2016.7460043
David J. Zielinski, M. Sommer, H. Rao, L. G. Appelbaum, Nicholas D. Potter, Regis Kopper
User performance in virtual environments with degraded visual conditions due to low frame rates is an interesting area of inquiry. Visual content shown in a low frame rate simulation has the quality of the original image, but persists for an extended period until the next frame is displayed (so-called high persistence-HP). An alternative, called low persistence (LP), involves displaying the rendered frame for a single display frame and blanking the screen while waiting for the next frame to be generated. Previous research has evaluated the usefulness of the LP technique in low frame rate simulations during a static target acquisition task. To gain greater knowledge about the LP technique, we have conducted a user study to evaluate user performance and learning during a dynamic target acquisition task. The acquisition task was evaluated under a high frame rate, (60 fps) condition, a traditional low frame rate HP condition (10 fps), and the experimental low frame rate LP technique. The task involved the acquisition of targets moving along several different trajectories, modeled after a shotgun trap shooting task. The results of our study indicate the LP condition approaches high frame rate performance within certain classes of target trajectories. Interestingly we also see that learning is consistent across conditions, indicating that it may not always be necessary to train under a visually high frame rate system to learn a particular task. We discuss implications of using the LP technique to mitigate low frame rate issues as well as its potential usefulness for training in low frame rate virtual environments.
由于低帧率导致视觉条件下降的虚拟环境中的用户性能是一个有趣的研究领域。在低帧率模拟中显示的视觉内容具有原始图像的质量,但会持续一段较长的时间,直到显示下一帧(所谓的高持久性hp)。另一种方法称为低持久性(LP),它涉及为单个显示帧显示已呈现的帧,并在等待生成下一帧时使屏幕空白。先前的研究已经评估了LP技术在静态目标捕获任务中的低帧率模拟中的实用性。为了获得更多关于LP技术的知识,我们进行了一项用户研究,以评估用户在动态目标获取任务中的表现和学习情况。在高帧率(60 fps)、传统低帧率HP (10 fps)和实验低帧率LP技术下对采集任务进行了评估。该任务包括获取沿几种不同轨迹移动的目标,模仿猎枪陷阱射击任务。我们的研究结果表明,LP条件在某些类别的目标轨迹内接近高帧率性能。有趣的是,我们还发现学习在不同条件下是一致的,这表明在视觉高帧率系统下学习特定任务可能并不总是必要的。我们讨论了使用LP技术来缓解低帧率问题的含义,以及它在低帧率虚拟环境中训练的潜在用途。
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引用次数: 3
Indirect touch manipulation for interaction with stereoscopic displays 间接触摸操作与立体显示器的交互
Pub Date : 2016-03-19 DOI: 10.1109/3DUI.2016.7460025
A. Simeone
Research on 3D interaction has explored the application of multi-touch technologies to 3D stereoscopic displays. However, the ability to perceive 3D objects at different depths (in front or behind the screen surface) conflicts with the necessity of expressing inputs on the screen surface. Touching the screen increases the risk of causing the vergence-accommodation conflict which can lead to the loss of the stereoscopic effect or cause discomfort. In this work, we present two studies evaluating a novel approach based on the concept of indirect touch interaction via an external multi-touch device. We compare indirect touch techniques to two state-of-the-art 3D interaction techniques: DS3 and the Triangle Cursor. The first study offers a quantitative and qualitative study of direct and indirect interaction on a 4 DOF docking task. The second presents a follow-up experiment focusing on a 6 DOF docking task. Results show that indirect touch interaction techniques provide a more comfortable viewing experience than both techniques. It also shows that there are no drawbacks when switching to indirect touch, as their performances in terms of net manipulation times are comparable.
三维交互研究探索了多点触控技术在三维立体显示中的应用。然而,感知不同深度(屏幕前面或后面)的3D物体的能力与在屏幕表面上表达输入的必要性相冲突。触摸屏幕会增加引起视线调节冲突的风险,这会导致失去立体感或引起不适。在这项工作中,我们提出了两项研究,评估了一种基于外部多点触摸设备间接触摸交互概念的新方法。我们将间接触摸技术与两种最先进的3D交互技术进行比较:DS3和三角光标。第一项研究对四自由度对接任务的直接和间接相互作用进行了定量和定性研究。第二部分是针对6自由度对接任务的后续实验。结果表明,间接触摸交互技术比这两种技术提供了更舒适的观看体验。它还表明,切换到间接触摸时没有缺点,因为它们在净操作时间方面的性能是相当的。
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引用次数: 13
Proactive haptic articulation for intercommunication in collaborative virtual environments 协同虚拟环境中交流的主动触觉衔接
Pub Date : 2016-03-19 DOI: 10.1109/3DUI.2016.7460036
Victor Adriel de Jesus Oliveira, L. Nedel, Anderson Maciel
In this paper, we look upon elements present in speech articulation to introduce proactive haptic articulation as a novel approach for communication in Collaborative Virtual Environments. We defend the hypothesis that elements present in natural language, when added to the design of the vibrotactile vocabulary, should provide an expressive medium for intercommunication. Moreover, the ability to render tactile cues to a teammate should encourage users to extrapolate a given vocabulary while using it. We implemented a collaborative puzzle task to observe the use of such vocabulary. Results show that participants autonomously adapted it to attend their communication needs during the assembly.
在本文中,我们着眼于语音发音中存在的元素,以引入主动触觉发音作为协作虚拟环境中沟通的新方法。我们支持这样的假设,即自然语言中存在的元素,当被添加到振动触觉词汇的设计中时,应该为相互交流提供一种表达媒介。此外,向队友呈现触觉线索的能力应该鼓励用户在使用它时推断给定的词汇。我们实施了一个协作谜题任务来观察这些词汇的使用。结果表明,参与者在集会期间自主地适应了它来满足他们的沟通需求。
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引用次数: 5
Full-body tracking using a sensor array system and laser-based sweeps 利用传感器阵列系统和激光扫描进行全身追踪
Pub Date : 2016-03-19 DOI: 10.1109/3DUI.2016.7460034
S. Islam, B. Ionescu, C. Gadea, D. Ionescu
The increased availability of consumer-grade virtual reality (VR) head-mounted displays (HMD) has created significant demand for affordable and reliable 3D input devices that can be used to control 3D user interfaces. Accurate positioning of a user's body within the virtual environment is essential in order to provide users with convincing and interactive VR experiences. Existing full-body motion tracking systems from academia and industry have suffered from problems of occlusion and accumulated sensor error while often lacking absolute positional tracking. This paper describes a wireless Sensor Array System that uses multiple inertial measurement units (IMUs) for calculating the complete pose of a user's body. The system corrects gyroscope errors by using magnetic sensor data. The Sensor Array System is augmented by a positional tracking system that consists of a rotary-laser base station and a photodiode-based tracked object worn on the user's torso. The base station emits horizontal and vertical laser lines that sweep across the environment in sequence. With the known configuration of the photodiode constellation, the position and orientation of the tracked object can be determined with high accuracy, low latency, and low computational overhead. As will be shown, the sensor fusion algorithms used result with a full-body tracking system that can be applied to a wide variety of 3D applications and interfaces.
随着消费级虚拟现实(VR)头戴式显示器(HMD)的日益普及,对可用于控制3D用户界面的价格合理且可靠的3D输入设备产生了巨大需求。为了给用户提供令人信服的交互式VR体验,在虚拟环境中准确定位用户的身体是必不可少的。学术界和工业界现有的全身运动跟踪系统存在遮挡和传感器误差累积的问题,而且往往缺乏绝对的位置跟踪。本文介绍了一种使用多个惯性测量单元(imu)计算用户身体完整姿态的无线传感器阵列系统。该系统利用磁传感器数据对陀螺仪误差进行校正。传感器阵列系统由位置跟踪系统增强,该系统由旋转激光基站和佩戴在用户躯干上的基于光电二极管的跟踪对象组成。基站发射水平和垂直的激光线,按顺序扫过整个环境。利用已知的光电二极管星座结构,可以以高精度、低延迟和低计算开销确定被跟踪对象的位置和方向。如图所示,传感器融合算法所使用的结果与一个全身跟踪系统,可以应用于各种各样的3D应用程序和接口。
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引用次数: 10
期刊
2016 IEEE Symposium on 3D User Interfaces (3DUI)
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