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Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)最新文献

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Cybersickness: an experimental study to isolate the effects of rotational scene oscillations 晕屏:一项分离旋转场景振荡影响的实验研究
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756957
R. So, W. Lo
Head-coupled virtual reality systems can cause symptoms of sickness (cybersickness). A study has been conducted to investigate the effects of scene oscillations on the level and types of cybersickness. Sixteen male subjects participated in the experiments. They were exposed to four 20-minute virtual simulation sessions, in a balanced order with 10 days separation. The 4 simulation sessions exposed the subjects to similar visual scene oscillation in different axis: pitch axis, yaw axis, roll axis and no oscillation (speed: 30/spl deg//s, range: +/-60/spl deg/). Verbal ratings of nausea level were taken at 5-minute intervals and sickness symptoms were measured before and after the exposure using the Simulator Sickness Questionnaire (SSQ). Significant differences were found between the no oscillation condition and the oscillating conditions. With scene oscillation, nausea ratings increased significantly after 5-minute exposure for all the oscillation axes (pitch, yaw, and roll axes). Total sickness scores were obtained from the SSQ and their profiles with different scene oscillation axes were presented.
头戴式虚拟现实系统会引起晕机症状。一项研究调查了场景振荡对晕机程度和类型的影响。16名男性受试者参加了实验。他们被暴露在四个20分钟的虚拟模拟会议中,以平衡的顺序,间隔10天。在4个模拟阶段中,受试者在俯仰轴、偏航轴、横滚轴和无振荡(速度:30/spl度//s,范围:+/-60/spl度//)的不同轴上经历相似的视觉场景振荡。每隔5分钟对恶心程度进行口头评分,并使用模拟恶心问卷(SSQ)测量暴露前后的恶心症状。无振荡条件和振荡条件之间存在显著差异。随着场景振荡,所有振荡轴(俯仰、偏航和横滚轴)曝光5分钟后,恶心评分显著增加。从SSQ中获得了总病态得分,并给出了不同场景振荡轴的病态得分曲线。
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引用次数: 53
Directions in Modeling, Virtual Environments and Simulation (MOVES) 建模、虚拟环境和仿真方向(MOVES)
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756925
M. Zyda
The Naval Postgraduate School has spent the last two years developing a new degree program called the Modeling, Virtual Environments and Simulation (MOVES) curriculum. That curriculum has turned into an Academic Group, a department-like structure, and a research center. We discuss the composition of that curriculum and the directions for the MOVES Research Center. Background The Naval Postgraduate School has had a successful research program in virtual environments for the last twelve years under the aegis of the NPSNET Research Group (http://www.npsnet.nps.navy.mil). Students attached to the NPSNET group have typically graduated with an MS in Computer Science, with a specialization in Computer Graphics and Visual Simulation. About two years ago, we desired to expand our course offerings in the virtual environment field, particularly with respect to human-computer interaction, physically-based modeling, and modeling and simulation. Within the confines of the defined Computer Science MS program, we found no room for expansion and decided to explore the potential for developing our own degree program. We found great sponsor interest in the development of that program and rapidly designed a new degree. The desire of the sponsors of MOVES was for students who understood applied computer visual simulation technology, and the application of quantitative analyses to human-computer interaction in visual simulation technology. We wanted to work from our successes in what we had been doing and add onto that degree program. We constructed a two year, eight quarter program that is roughly 1/2 computer science and 1/2 operations analysis and mathematics. The program looks very much like a double major with a fully packed eight quarters. We educate people in modeling, virtual environments and simulation fundamentals and their application. The MOVES program offers MS degrees in MOVES, with a Ph.D. program under development for consideration by the NPS Academic Council. Initially, we did not create a department but rather a degree program comprised of existing courses from several departments. We are now in the process of forming our own department as our student population has grown from zero to twenty-four in two years and will climb to more than seventy at the end of another two years.
海军研究生院在过去两年中开发了一种新的学位课程,称为建模、虚拟环境和仿真(MOVES)课程。该课程已经变成了一个学术小组,一个类似部门的结构和一个研究中心。我们讨论了该课程的组成和移动研究中心的发展方向。在NPSNET研究小组(http://www.npsnet.nps.navy.mil)的支持下,海军研究生院在过去的12年里成功地开展了虚拟环境研究项目。附属于NPSNET小组的学生通常获得计算机科学硕士学位,主修计算机图形学和视觉模拟。大约两年前,我们希望扩大我们在虚拟环境领域的课程设置,特别是关于人机交互,基于物理的建模,以及建模和仿真。在定义的计算机科学硕士课程的范围内,我们发现没有扩展的空间,并决定探索开发我们自己的学位课程的潜力。我们发现赞助商对这个项目的发展很感兴趣,并迅速设计了一个新的学位。MOVES的发起人希望学生了解应用计算机视觉仿真技术,以及视觉仿真技术中定量分析对人机交互的应用。我们希望从我们已经取得的成功中吸取经验,并将其添加到学位课程中。我们构建了一个两年八个季度的项目,大约一半是计算机科学,一半是操作分析和数学。这个项目看起来很像一个双学位,满是8个季度。我们教育人们建模,虚拟环境和仿真基础及其应用。该计划提供硕士学位的移动,与博士课程正在开发供NPS学术委员会审议。最初,我们没有创建一个系,而是一个由几个系现有课程组成的学位项目。我们现在正在组建自己的系,因为我们的学生人数在两年内从零增加到24人,并将在两年后攀升到70多人。
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引用次数: 3
Evaluating the importance of multi-sensory input on memory and the sense of presence in virtual environments 评估虚拟环境中多感官输入对记忆和存在感的重要性
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756955
H. Q. Dinh, N. Walker, L. Hodges, Chang Song, Akira Kobayashi
322 subjects participated in an experimental study to investigate the effects of tactile, olfactory, audio and visual sensory cues on a participant's sense of presence in a virtual environment and on their memory for the environment and the objects in that environment. Results strongly indicate that increasing the modalities of sensory input in a virtual environment can increase both the sense of presence and memory for objects in the environment. In particular, the addition of tactile, olfactory and auditory cues to a virtual environment increased the user's sense of presence and memory of the environment. Surprisingly, increasing the level of visual detail did not result in an increase in the user's sense of presence or memory of the environment.
322名受试者参加了一项实验研究,以调查触觉、嗅觉、听觉和视觉感官线索对参与者在虚拟环境中的存在感以及他们对环境和环境中物体的记忆的影响。结果强烈表明,增加虚拟环境中感官输入的模式可以增加对环境中物体的存在感和记忆。特别是,在虚拟环境中加入触觉、嗅觉和听觉线索,增加了用户对环境的存在感和记忆。令人惊讶的是,增加视觉细节的水平并没有增加用户对环境的存在感或记忆。
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引用次数: 525
Hand-held windows: towards effective 2D interaction in immersive virtual environments 手持窗口:在沉浸式虚拟环境中实现有效的2D交互
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756952
R. Lindeman, J. Sibert, J. Hahn
The study of human-computer interaction within immersive virtual environments requires us to balance what we have learned from the design and use of desktop interfaces with novel approaches to allow us to work effectively in three dimensions. While some researchers have called for revolutionary interfaces for these new environments, devoid of two-dimensional (2D) desktop widgets, others have taken a more evolutionary approach. Windowing within immersive virtual environments is an attempt to apply 2D interface techniques to three-dimensional (3D) worlds. 2D techniques are attractive because of their proven acceptance and widespread use on the desktop. With current methods environments, however, it is difficult for users of 3D worlds to perform precise manipulations, such as dragging sliders, or precisely positioning or orienting objects. We have developed a testbed designed to take advantage of bimanual interaction, proprioception, and passive-haptic feedback. We present preliminary results from an empirical study of 2D interaction in 3D environments using this system. We use a window registered with a tracked, physical surface, to provide support for precise manipulation of interface widgets displayed in the virtual environment.
沉浸式虚拟环境中人机交互的研究要求我们平衡我们从桌面界面的设计和使用中学到的知识,并采用新颖的方法,使我们能够在三维空间中有效地工作。虽然一些研究人员呼吁为这些新环境提供革命性的界面,不需要二维(2D)桌面部件,但其他人则采取了一种更进化的方法。沉浸式虚拟环境中的窗口是将2D界面技术应用于三维世界的一种尝试。2D技术之所以具有吸引力,是因为它们已被广泛接受并在桌面上得到广泛使用。然而,在当前的方法环境中,3D世界的用户很难执行精确的操作,例如拖动滑块或精确定位或定向对象。我们已经开发了一个测试平台,旨在利用双手交互,本体感觉和被动触觉反馈。我们提出了使用该系统在三维环境中进行二维相互作用的实证研究的初步结果。我们使用一个注册有跟踪的物理表面的窗口,为在虚拟环境中显示的界面小部件的精确操作提供支持。
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引用次数: 147
Avocado: a distributed virtual reality framework Avocado:分布式虚拟现实框架
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756918
H. Tramberend
We present Avocado, our object-oriented framework for the development of distributed, interactive virtual environment applications. Data distribution is achieved by transparent replication of a shared scene graph among the participating processes of a distributed application. A sophisticated group communication system is used to guarantee state consistency even in the presence of late joining and leaving processes. We also describe how the familiar data flow graph found in modern stand-alone 3D-application toolkits extends nicely to the distributed case.
我们介绍了Avocado,我们的面向对象框架,用于开发分布式、交互式虚拟环境应用程序。数据分布是通过在分布式应用程序的参与进程之间透明地复制共享场景图来实现的。使用了一个复杂的组通信系统来保证状态一致性,即使在存在延迟加入和退出过程的情况下。我们还描述了现代独立3d应用程序工具包中常见的数据流图如何很好地扩展到分布式情况。
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引用次数: 308
Sensor spatial distortion, visual latency, and update rate effects on 3D tracking in virtual environments 传感器空间失真、视觉延迟和更新速率对虚拟环境中3D跟踪的影响
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756954
S. Ellis, B. Adelstein, S. Baumeler, G. Jense, R. Jacoby
We examined the effects of human 3D tracking performance of several common defects of immersing virtual environments: spatial sensor distortion, visual latency and low update rates. Results show: removal of relatively small static distortion had minor effects on tracking accuracy; an adapted Cooper-Harper controllability scale proved the most sensitive subjective indicator of simulation degradation; and RMS tracking error and subjective impressions were more influenced by changing visual latency than by update rate.
我们研究了沉浸式虚拟环境的几个常见缺陷对人体3D跟踪性能的影响:空间传感器失真、视觉延迟和低更新率。结果表明:去除相对较小的静态畸变对跟踪精度影响较小;自适应的Cooper-Harper可控性量表是模拟退化最敏感的主观指标;RMS跟踪误差和主观印象受视觉延迟变化的影响大于更新速率的影响。
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引用次数: 67
SEDRIS as a Standard for Interchange Virtual World Data Sets SEDRIS作为交换虚拟世界数据集的标准
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756927
Farid Mamaghani
Generating, representing, and sharing synthetic environments is a key factor in networked simu.lation systems. Because the use of three-dimensional synthetic environments in commercial, educational, and entertainment applications will increase, and because these app1:ications will be connected via local and global networks, it is important to understand how these environmental databases can impact networked systems. There are unique constraints that realtime networked simulation places on the successful creation of these databases. The representation of the information about a particular environment can be drastically different based on the needs of a simulation platform, or the specific application. As an example, creation of electronic (or paper) maps demands a data representation scheme that may not be suitable for a. thermal sight simulator, even though both are intended to depict and operate in the same geographical region. There are many such examples. These diverse computing needs, and how they affect the creation and exchange of environmental databases, have direct impacts on the cost and effectiveness of “virtual reality” systems. The trade-offs in source data selection, geometric representations, the key steps in creation of environmental databases, the management considerations in improving the process, tool development, and achieving quality simulations, as well as issues such as interchange vs. inte:roperability are all critical elements that deserve close examination and attention.
生成、表示和共享合成环境是网络化模拟中的一个关键因素。副调制系统。由于在商业、教育和娱乐应用程序中对三维合成环境的使用将会增加,并且由于这些应用程序将通过本地和全球网络连接,因此了解这些环境数据库如何影响网络系统是很重要的。实时网络化仿真对这些数据库的成功创建有独特的限制。根据仿真平台或特定应用程序的需要,关于特定环境的信息的表示可能会有很大的不同。例如,创建电子(或纸质)地图需要的数据表示方案可能不适合热视模拟器,即使两者都旨在描述和操作在同一地理区域。这样的例子有很多。这些不同的计算需求,以及它们如何影响环境数据库的创建和交换,直接影响到“虚拟现实”系统的成本和效率。源数据选择中的权衡、几何表示、创建环境数据库的关键步骤、改进过程中的管理考虑、工具开发和实现高质量模拟,以及交换与集成可操作性等问题都是值得仔细检查和关注的关键因素。
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引用次数: 2
CORBA platform as support for distributed virtual environments CORBA平台作为分布式虚拟环境的支持
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756917
F. V. Deriggi, M. Kubo, A. Sementille, J. Brega, Simone Garcon dos Santos, C. Kirner
This paper focuses on the use of the CORBA (Common Object Request Broker Architecture) platform as a middleware layer to support distributed virtual environments, particularly those based on the WorldToolKit software. Some results of an application implemented by using the ILU (InterLanguage Unification) software that is compatible with the CORBA platform, are also discussed.
本文的重点是使用CORBA(公共对象请求代理体系结构)平台作为中间件层来支持分布式虚拟环境,特别是基于WorldToolKit软件的虚拟环境。文中还讨论了使用与CORBA平台兼容的ILU (InterLanguage unified)软件实现的应用程序的一些结果。
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引用次数: 21
A framework for fast and accurate collision detection for haptic interaction 一种快速准确的触觉交互碰撞检测框架
Pub Date : 1998-11-03 DOI: 10.1109/VR.1999.756921
Arthur D. Gregory, M. Lin, S. Gottschalk, Russell M. Taylor
We present a framework for fast and accurate collision detection for haptic interaction with polygonal models. Given a model, we pre-compute a hybrid hierarchical representation, consisting of uniform grids and trees of tight-fitting oriented bounding box trees (OBB-Trees). At run time, we use hybrid hierarchical representations and exploit frame-to-frame coherence for fast proximity queries. We describe a new overlap test, which is specialized for intersection of a line segment with an oriented bounding box for haptic simulation and takes 6-36 operations excluding transformation costs. The algorithms have been implemented as part of H-COLLIDE and interfaced with a PHANToM arm and its haptic toolkit, GHOST, and applied to a number of models. As compared to the commercial implementation, we are able to achieve up to 20 times speedup in our experiments and sustain update rates over 1000 Hz on a 400 MHz Pentium II.
我们提出了一个快速准确的多边形模型触觉交互碰撞检测框架。给定一个模型,我们预先计算一个混合层次表示,由均匀网格和紧密拟合的定向包围盒树(OBB-Trees)组成。在运行时,我们使用混合层次表示,并利用帧到帧的一致性进行快速接近查询。我们描述了一种新的重叠测试,该测试专门用于触觉模拟线段与定向边界盒的相交,需要6-36次操作,不包括转换成本。该算法已作为h - collision的一部分实现,并与PHANToM手臂及其触觉工具包GHOST接口,并应用于许多模型。与商业实现相比,我们能够在实验中实现高达20倍的加速,并在400 MHz的Pentium II上保持超过1000 Hz的更新速率。
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引用次数: 159
期刊
Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)
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