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Proceedings of the 15th ACM Symposium on Applied Perception最新文献

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Learning to feel words: a comparison of learning approaches to acquire haptic words 感受词汇的学习:触觉词汇学习方法的比较
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3225174
Jennifer Chen, Robert G. Turcott, Pablo Castillo, W. Setiawan, Frances Lau, A. Israr
Recent studies have shown that decomposing spoken or written language into phonemes and transcribing each phoneme into a unique vibrotactile pattern enables people to receive lexical messages on the arm. A potential barrier to adopting this new communication system is the time and effort required to learn the association between phonemes and vibrotactile patterns. Therefore, in this study, we compared the learnability and generalizability of different learning approaches, including guided learning, self-guided learning, and a mnemonic device. We found that after 65 minutes of learning spread across 3 days, 67% of participants, including both native and non-native English speakers, following the guided learning could identify 100 haptic words with over 90% accuracy, while only 20% of participants using the self-guided learning paradigm could do so.
最近的研究表明,将口语或书面语分解成音素,并将每个音素转录成独特的振动触觉模式,使人们能够在手臂上接收词汇信息。采用这种新的交流系统的一个潜在障碍是需要时间和精力来学习音素和振动触觉模式之间的联系。因此,在本研究中,我们比较了不同学习方法的可学习性和泛化性,包括引导学习、自主学习和助记器。我们发现,经过3天65分钟的学习,67%的参与者(包括英语母语和非英语母语的人)能够识别100个触觉单词,准确率超过90%,而使用自我引导学习范式的参与者只有20%能做到这一点。
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引用次数: 10
Assessing vignetting as a means to reduce VR sickness during amplified head rotations 评估视晕作为在头部放大旋转期间减少VR疾病的一种手段
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3225162
Nahal Norouzi, G. Bruder, G. Welch
Redirected and amplified head movements have the potential to provide more natural interaction with virtual environments (VEs) than using controller-based input, which causes large discrepancies between visual and vestibular self-motion cues and leads to increased VR sickness. However, such amplified head movements may also exacerbate VR sickness symptoms over no amplification. Several general methods have been introduced to reduce VR sickness for controller-based input inside a VE, including a popular vignetting method that gradually reduces the field of view. In this paper, we investigate the use of vignetting to reduce VR sickness when using amplified head rotations instead of controller-based input. We also investigate whether the induced VR sickness is a result of the user's head acceleration or velocity by introducing two different modes of vignetting, one triggered by acceleration and the other by velocity. Our dependent measures were pre and post VR sickness questionnaires as well as estimated discomfort levels that were assessed each minute of the experiment. Our results show interesting effects between a baseline condition without vignetting, as well as the two vignetting methods, generally indicating that the vignetting methods did not succeed in reducing VR sickness for most of the participants and, instead, lead to a significant increase. We discuss the results and potential explanations of our findings.
与使用基于控制器的输入相比,重定向和放大的头部运动有可能提供与虚拟环境(ve)更自然的交互,后者会导致视觉和前庭自我运动线索之间的巨大差异,并导致VR疾病的增加。然而,这种放大的头部运动也可能加剧VR病的症状。有几种常用的方法可以减少VE内部基于控制器输入的VR眩晕感,包括一种流行的逐渐缩小视野的渐晕方法。在本文中,我们研究了当使用放大的头部旋转而不是基于控制器的输入时,使用渐晕来减少VR眩晕。我们还通过引入两种不同的渐晕模式(一种由加速度触发,另一种由速度触发)来研究诱发的VR疾病是否是用户头部加速度或速度的结果。我们的依赖措施是VR前和VR后的疾病问卷,以及每分钟评估一次的估计不适程度。我们的研究结果显示,在没有渐晕的基线条件下,以及两种渐晕方法之间存在有趣的影响,通常表明渐晕方法并没有成功地减少大多数参与者的VR疾病,相反,会导致显着增加。我们讨论了结果和我们发现的潜在解释。
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引用次数: 35
Analysis of neural correlates of saccadic eye movements 跳眼运动的神经关联分析
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3225164
J. Tauscher, F. W. Schottky, S. Grogorick, M. Magnor, Maryam Mustafa
In a concurrent electroencephalography (EEG) and eye-tracking study, we explore the specific neural responses associated with saccadic eye movements. We hypothesise that there is a distinct saccade-related neural response that occurs well before a physical saccade and that this response is different for free, natural saccades versus forced saccades. Our results show a distinct and measurable brain response approximately 200 ms before a physical saccade actually occurs. This response is distinctly different for free saccades versus forced saccades. Our results open up possibilities of predicting saccades based on neural data. This is of particular relevance for creating effective gaze guidance mechanisms within a virtual reality (VR) environment and for creating faster brain computer interfaces (BCI).
在一项同时进行的脑电图(EEG)和眼动追踪研究中,我们探讨了与跳眼运动相关的特定神经反应。我们假设,在物理扫视之前,有一个明显的与扫视相关的神经反应,这种反应在自由、自然的扫视和强迫的扫视中是不同的。我们的研究结果显示,在物理扫视发生前大约200毫秒,大脑会有一个明显的、可测量的反应。这种反应在自由扫视和强迫扫视中明显不同。我们的研究结果开辟了基于神经数据预测扫视的可能性。这对于在虚拟现实(VR)环境中创建有效的凝视引导机制以及创建更快的脑机接口(BCI)尤其重要。
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引用次数: 2
Virtual shadows for real humans in a CAVE: influence on virtual embodiment and 3D interaction 洞穴中真实人类的虚拟阴影:对虚拟化身和3D交互的影响
Pub Date : 2018-08-10 DOI: 10.1145/3225153.3225165
G. Cortes, F. Argelaguet, É. Marchand, A. Lécuyer
In immersive projection systems (IPS), the presence of the user's real body limits the possibility to elicit a virtual body ownership illusion. But, is it still possible to embody someone else in an IPS even though the users are aware of their real body? In order to study this question, we propose to consider using a virtual shadow in the IPS, which can be similar or different from the real user's morphology. We have conducted an experiment (N=27) to study the users' sense of embodiment whenever a virtual shadow was or was not present. Participants had to perform a 3D positioning task in which accuracy was the main requirement. The results showed that users widely accepted their virtual shadow (agency and ownership) and felt more comfortable when interacting with it (compare to no virtual shadow). Yet, due to the awareness of their real body, the users have less acceptance of the virtual shadow whenever the shadow gender differs from their own. Furthermore, the results showed that virtual shadows increase the users' spatial perception of the virtual environment by decreasing the inter-penetrations between the user and the virtual objects. Taken together, our results promote the use of dynamic and realistic virtual shadows in IPS and pave the way for further studies on "virtual shadow ownership" illusion.
在沉浸式投影系统(IPS)中,用户真实身体的存在限制了引发虚拟身体所有权错觉的可能性。但是,即使用户意识到自己的真实身体,是否仍然有可能在IPS中体现其他人呢?为了研究这个问题,我们建议考虑在IPS中使用虚拟阴影,它可以与真实用户的形态相似或不同。我们进行了一个实验(N=27)来研究当虚拟阴影存在或不存在时用户的化身感。参与者必须完成一项3D定位任务,其中精度是主要要求。结果表明,用户广泛接受他们的虚拟影子(代理和所有权),并且在与之互动时感到更舒适(与没有虚拟影子相比)。然而,由于对自己真实身体的认知,当阴影性别与自己不同时,用户对虚拟阴影的接受程度就会降低。此外,研究结果表明,虚拟阴影通过减少用户与虚拟物体之间的相互穿透,增加了用户对虚拟环境的空间感知。综上所述,我们的研究结果促进了动态和逼真的虚拟阴影在IPS中的应用,并为进一步研究“虚拟阴影所有权”错觉铺平了道路。
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引用次数: 9
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Proceedings of the 15th ACM Symposium on Applied Perception
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