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2014 International Workshop on Collaborative Virtual Environments (3DCVE)最新文献

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An interaction abstraction model for seamless avatar exchange in CVET CVET中虚拟角色无缝交换的交互抽象模型
Pub Date : 2014-03-30 DOI: 10.1109/3DCVE.2014.7160933
Rozenn Bouville Berthelot, Thomas Lopez, Florian Nouviale, V. Gouranton, B. Arnaldi
Collaboration and interaction between users and virtual humans in virtual environments is a crucial challenge, notably for Collaborative Virtual Environments for Training (CVET). A training procedure, indeed, often involves several actors: trainees, teammates and many times a trainer. Yet, a major benefit of CVET is to propose to users to be trained even if the required number of person needed by the procedure is not available. Therefore, almost every CVET use autonomous virtual humans to replace the missing person. In this paper, we present the main results of our project that aims at improving the effective collaboration between users and virtual humans involved in a complex task within CVET. Using an entity called the ”Shell”, we are able to wrap the features common to both users and virtual humans. It gives us an abstraction level to pool the management of the main processes useful to control an avatar, interact with the environment and gather knowledge from a CVET. Besides, the Shell allows seamless exchange of avatars during a procedure. Thanks to the Shell, the exchange can be carried out at any time during a task while preserving all the data associated to a role in a procedure.
在虚拟环境中,用户和虚拟人之间的协作和交互是一个至关重要的挑战,特别是对于培训的协作虚拟环境(CVET)。实际上,一个训练过程通常涉及几个参与者:受训人员、队友,很多时候还有一个教练。然而,CVET的一个主要好处是,即使程序所需的人员数量不足,也可以建议用户接受培训。因此,几乎每一个CVET都使用自主的虚拟人来代替失踪的人。在本文中,我们展示了我们的项目的主要结果,该项目旨在改善用户和虚拟人之间的有效协作,这些虚拟人参与了CVET中的复杂任务。使用一个名为“Shell”的实体,我们能够包装用户和虚拟人共同的特性。它为我们提供了一个抽象层次,以汇集对控制虚拟角色、与环境交互以及从CVET收集知识有用的主要过程的管理。此外,Shell允许在过程中无缝交换化身。由于Shell,可以在任务期间的任何时间执行交换,同时保留与过程中角色相关的所有数据。
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引用次数: 0
From 3d bimanual toward distant collaborative interaction techniques: an awareness issue 从3d手工到远程协作交互技术:一个意识问题
Pub Date : 2014-03-30 DOI: 10.1109/3DCVE.2014.7160929
Morgan Le Chénéchal, B. Arnaldi, Thierry Duval, V. Gouranton, J. Royan
This paper aims to raise the question : ”How much 3D bimanual interaction techniques can be useful to the design of collaborative interaction techniques in the field of Collaborative Virtual Environment (CVE)?”. Indeed, CVE involve the use of complex interaction techniques based on specific collaborative metaphors. The design of these metaphors may be a difficult task because it has to deal with collaborative issues that came from sparse research areas (Human-Computer Interfaces, Human-Human Interactions, Networking, Physiology and Social Psychology). Metaphors for bimanual interactions have been developed for a while essentially because it is a widely spread area of interest for common tasks. Bimanual interactions involve the use of both hands of the user in a collaborative way in order to achieve a goal with better performances compared to uni-manual interactions thanks to a natural skill that is proprioception. This collaborative aspect could certainly be a helpful entry point in the design of efficient collaborative interaction techniques extended from improved bimanual metaphors. However, the proprioceptive sense cannot be considered in the same way, and additional features must be proposed to be able to collaborate efficiently. Thus, awareness is a key to let CVE be usable and the availability of collaborative feedbacks is essential to extend bimanual interactions toward collaborative ones. In this paper, we based our study on existing work on bimanual and collaborative interaction techniques trying to draw similarities between them. We emphasize common points between both fields that could be useful to better design both metaphors and awareness in CVE.
本文旨在提出一个问题:“三维人机交互技术对协同虚拟环境(CVE)领域协同交互技术的设计有多大帮助?”事实上,CVE涉及到基于特定协作隐喻的复杂交互技术的使用。这些隐喻的设计可能是一项艰巨的任务,因为它必须处理来自稀疏研究领域(人机界面,人机交互,网络,生理学和社会心理学)的协作问题。人工交互的隐喻已经发展了一段时间,主要是因为它是一个广泛传播的共同任务感兴趣的领域。双手交互涉及以协作的方式使用用户的双手,以便实现与单手交互相比具有更好性能的目标,这要归功于本体感觉的自然技能。在设计从改进的双手隐喻扩展而来的高效协作交互技术时,这种协作方面当然可以成为一个有用的切入点。然而,本体感觉不能以同样的方式考虑,并且必须提出能够有效协作的附加功能。因此,意识是让CVE可用的关键,而协作反馈的可用性对于将手工交互扩展到协作交互至关重要。在本文中,我们基于对现有的手工和协作交互技术的研究,试图找出它们之间的相似之处。我们强调了这两个领域之间的共同点,这些共同点可能有助于更好地设计CVE中的隐喻和意识。
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引用次数: 2
Measuring the collaboration degree in immersive 3D collaborative virtual environments 沉浸式三维协同虚拟环境中协作度的度量
Pub Date : 2014-03-30 DOI: 10.1109/3DCVE.2014.7160931
Wilson J. Sarmiento, Anderson Maciel, L. Nedel, C. Collazos
Collaborative virtual environments (CVE) are usually evaluated according to the following aspects: cohesion between team members, implicit communication, and task performance. The degree of user awareness is another important aspect that deserves attention, especially when the CVE is 3D and immersive. 3DCVEs have the main goal of attaining a high degree of teamwork by exposing the team members to a suitable level of immersion that normally involves the stimulus of more than one sense, normally vision, hearing and touch. In this work, we present and discuss a new approach to measure the collaboration degree in immersive 3DCVEs. User awareness is measured by monitoring the use of the interaction and visualization schemes provided by the VE from different points of view, such as self awareness in a collaborative team, awareness of the other, and awareness of the work group. We conducted a case study where two users simultaneously immersed in the same VE were invited to walk together, assuming different roles. One user was invited to guide his colleague and, afterwards, the roles were swapped to guarantee equal participation, individual responsibility and positive interdependence, which are all mandatory features in a collaborative task.
协作虚拟环境通常从团队成员之间的凝聚力、隐式沟通和任务绩效三个方面进行评价。用户意识程度是另一个值得关注的重要方面,特别是当CVE是3D和沉浸式的时候。3dcve的主要目标是通过将团队成员暴露在适当程度的沉浸感中来实现高度的团队合作,这种沉浸感通常涉及不止一种感官的刺激,通常是视觉、听觉和触觉。在这项工作中,我们提出并讨论了一种新的方法来衡量沉浸式3dcve中的协作程度。用户意识是通过从不同的角度监控VE提供的交互和可视化方案的使用情况来衡量的,例如协作团队中的自我意识、对他人的意识和对工作组的意识。我们做了一个案例研究,邀请两个用户同时沉浸在同一个VE中,扮演不同的角色。一个用户被邀请去指导他的同事,之后,角色互换,以保证平等参与、个人责任和积极的相互依存,这些都是协作任务的强制性特征。
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引用次数: 8
A survey of communication and awareness in collaborative virtual environments 协作虚拟环境中通信和意识的调查
Pub Date : 2014-03-30 DOI: 10.1109/3DCVE.2014.7160928
Thi Thuong Huyen Nguyen, Thierry Duval
In the domain of Collaborative Virtual Environments (CVEs), many virtual worlds, frameworks and techniques are built based on a specific and direct purpose. There is not a general and still good and efficient enough solution for all the collaborative systems. Depending on the purpose of the collaborative work, the techniques of interaction and of manipulation change from one application to another. Despite this difference between interaction techniques, they always benefit greatly from awareness features that help in explicating implicit knowledge related to one's own and others' working activities as well as to virtual workspace. In addition, people in CVEs also use communication channels to negotiate shared understandings of task goals, of task decomposition and of task progress. Therefore, awareness and communication are usually considered as “instruments” to complete collaborative tasks in the environment. However, few research work have been devoted to improving the awareness and the communication channels in CVEs for a better collaboration between users. In this paper, we will study the importance of awareness and communication in collaborative virtual environments. We will investigate different kinds of awareness which need to be carefully designed. We will also discuss different communication means and how to cope with this diversity, so we can benefit from the availability of different peripheral devices and can find an effective communication means to work together. Finally, we will make some propositions to overcome these actual limitations of CVEs.
在协作虚拟环境(CVEs)领域,许多虚拟世界、框架和技术都是基于特定和直接的目的而构建的。对于所有的协作系统,还没有一个通用的、仍然足够好的、有效的解决方案。根据协作工作的目的,交互和操作技术在不同的应用程序之间也会发生变化。尽管交互技术之间存在这种差异,但它们总是从意识特征中受益匪浅,这些特征有助于解释与自己和他人的工作活动以及虚拟工作空间相关的隐性知识。此外,cve中的人还利用沟通渠道来协商对任务目标、任务分解和任务进度的共同理解。因此,意识和沟通通常被认为是完成环境中协作任务的“工具”。然而,关于如何提高cve的意识和沟通渠道以促进用户之间更好地协作的研究工作却很少。在本文中,我们将研究意识和沟通在协作虚拟环境中的重要性。我们将研究需要精心设计的不同种类的意识。我们还将讨论不同的通信手段以及如何应对这种多样性,这样我们就可以受益于不同外围设备的可用性,并可以找到一种有效的通信手段来协同工作。最后,我们将提出一些建议来克服cve的这些实际局限性。
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引用次数: 40
A 3D collaborative virtual environment to integrate immersive virtual reality into factory planning processes 3D协同虚拟环境,将沉浸式虚拟现实集成到工厂规划流程中
Pub Date : 2014-03-30 DOI: 10.1109/3DCVE.2014.7160934
S. Pick, Sascha Gebhardt, B. Weyers, B. Hentschel, T. Kuhlen
In the recent past, efforts have been made to adopt immersive virtual reality (IVR) systems as a means for design reviews in factory layout planning. While several solutions for this scenario have been developed, their integration into existing planning workflows has not been discussed yet. From our own experience of developing such a solution, we conclude that the use of IVR systems-like CAVEs-is rather disruptive to existing workflows. One major reason for this is that IVR systems are not available everywhere due to their high costs and large physical footprint. As a consequence, planners have to travel to sites offering such systems which is especially prohibitive as planners are usually geographically dispersed. In this paper, we present a concept for integrating IVR systems into the factory planning process by means of a 3D collaborative virtual environment (3DCVE) without disrupting the underlying planning workflow. The goal is to combine non-immersive and IVR systems to facilitate collaborative walkthrough sessions. However, this scenario poses unique challenges to interactive collaborative work that to the best of our knowledge have not been addressed so far. In this regard, we discuss approaches to viewpoint sharing, telepointing and annotation support that are geared towards distributed heterogeneous 3DCVEs.
在最近的过去,已经努力采用沉浸式虚拟现实(IVR)系统作为工厂布局规划设计审查的手段。虽然已经为这个场景开发了几个解决方案,但是还没有讨论将它们集成到现有的计划工作流中。根据我们自己开发这种解决方案的经验,我们得出结论,使用IVR系统(如cave)对现有的工作流程具有相当大的破坏性。造成这种情况的一个主要原因是,由于IVR系统的高成本和巨大的物理占用,它并不是在任何地方都可用。因此,规划人员必须前往提供这种系统的地点,这尤其令人望而却步,因为规划人员通常在地理上分散。在本文中,我们提出了一个概念,通过3D协作虚拟环境(3DCVE)将IVR系统集成到工厂规划过程中,而不会破坏底层规划工作流程。目标是结合非沉浸式和IVR系统,以促进协作演练会话。然而,这种情况对交互式协作工作提出了独特的挑战,据我们所知,到目前为止还没有解决这个问题。在这方面,我们讨论了面向分布式异构3dcve的观点共享、远程指示和注释支持的方法。
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引用次数: 13
Collaborative virtual environments for ergonomics: embedding the design engineer role in the loop 人机工程学的协作虚拟环境:在循环中嵌入设计工程师的角色
Pub Date : 2014-03-30 DOI: 10.1109/3DCVE.2014.7160930
C. Pontonnier, Thierry Duval, G. Dumont
The aim of this paper is to define the role and duties of a design engineer involved in a collaborative ergonomic design session supported by a 3D collaborative virtual environment. For example, such a session can be used to adapt the manual task an operator must achieve in the context of an industrial assembly line. We first present the interest of such collaborative sessions. Then we present a related work explaining the need of proper 3DCVE and metaphors to obtain efficient collaborative ergonomic design sessions. Then, after a short definition of the role of the engineer in such sessions, we propose a use case highlighting the type of metaphor such engineers need to have to be efficient in such a framework. Discussion and future works ends the paper.
本文的目的是定义设计工程师在三维协同虚拟环境支持下的协同人体工程学设计会议中的角色和职责。例如,这样的会话可用于调整操作员在工业装配线上下文中必须完成的手动任务。我们首先介绍这种合作会议的兴趣。然后,我们提出了一项相关的工作,解释了适当的3DCVE和隐喻的必要性,以获得有效的协同人体工程学设计会议。然后,在对工程师在此类会议中的角色进行简短定义之后,我们提出一个用例,强调工程师需要在此类框架中高效使用的隐喻类型。论文的最后讨论和后续工作。
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引用次数: 7
Avatar motion adaptation for AR based 3D tele-conference 基于AR的三维远程会议的角色运动适应
Pub Date : 2014-03-30 DOI: 10.1109/3DCVE.2014.7160932
Dongsik Jo, Ki-Hong Kim, G. Kim
With the advent of inexpensive depth sensors and more viable methods for human tracking, traditional 2D tele-conference systems are evolving into one that is AR and 3D teleportation based. Compared to the traditional tele-conference systems which offer only flat 2D upper body imageries and mostly a fixed view point (and inconsistent gaze directions), an AR tele-conference with 3D teleported avatars would be more natural and realistic, and can give an enhanced and immersive communication experience. This paper presents an AR based 3D tele-conference prototype with a method to adapt the motion of the teleported avatar to the physical configuration of the other site. The adaptation is needed due to the differences in the physical environments between two sites where the human controller is interacting at one (e.g. sitting on a low chair) and the avatar is being displayed at the other (e.g. augmented on a high chair). The adaptation technique is based on preserving a particular spatial property among the avatar and its interaction objects between the two sites. The spatial relationship is pre-established between the important joint positions of the user/avatar and carefully selected points on the environment interaction objects. The motions of the user transmitted to the other site are then modified in real time considering the “changed” environment object and by preserving the spatial relationship as much as possible. We have developed a test prototype to demonstrate our approach using the Kinect-based human tracking and a video see-through head-mounted display.
随着廉价的深度传感器和更可行的人体跟踪方法的出现,传统的2D远程会议系统正在演变为基于AR和3D传送的远程会议系统。传统的远程会议系统只提供平面的2D上半身图像和固定的视点(以及不一致的凝视方向),相比之下,具有3D传送化身的AR远程会议将更加自然和真实,并且可以提供增强的沉浸式通信体验。本文提出了一种基于AR的三维远程会议原型,并提出了一种方法,使远程传送的虚拟人物的运动适应另一个站点的物理配置。由于两个地点之间的物理环境存在差异,因此需要进行调整,其中人类控制器在一个地点进行交互(例如坐在矮椅子上),而虚拟角色在另一个地点显示(例如在高椅子上增强)。这种自适应技术是基于在虚拟角色及其交互对象之间保留特定的空间属性。用户/角色的重要关节位置与环境交互对象上精心选择的点之间的空间关系是预先建立的。然后,考虑到“改变”的环境对象,并通过尽可能多地保留空间关系,实时修改用户传输到另一个站点的运动。我们已经开发了一个测试原型来演示我们的方法,使用基于kinect的人体跟踪和视频透明头戴式显示器。
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引用次数: 8
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2014 International Workshop on Collaborative Virtual Environments (3DCVE)
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