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Näprä: affordable fingertip tracking with ultrasound Näprä:价格实惠的指尖超声跟踪
M. Reunanen, K. Palovuori, T. Ilmonen, Wille Mäkelä
In this paper we present Näprä, a novel tracking device suitable for fine motor interaction. The motivation for building the device was the need to track users' fingertips in an immersive free-hand drawing environment. Such tracking offers significant benefits for fine-grained artwork. Out of the numerous tracking methods ultrasound was chosen because of its affordability and low computational requirements. The design and implementation of both the hardware and software are discussed in detail in their respective sections. The device was evaluated in practice by two user tests, the first involving ten professional artists and the latter seven ordinary users. The results obtained in the tests are presented to reader as well as some directions for future work.
在本文中,我们提出Näprä,一种新的跟踪装置,适用于精细运动交互。制作该设备的动机是需要在沉浸式手绘环境中跟踪用户的指尖。这种跟踪为细粒度的艺术品提供了显著的好处。在众多的跟踪方法中,我们选择了超声,因为它的经济性和较低的计算要求。硬件和软件的设计和实现在各自的章节中进行了详细的讨论。该设备在实践中通过两次用户测试进行评估,第一次涉及10名专业艺术家,后一次涉及7名普通用户。本文给出了测试结果,并对今后的工作提出了一些建议。
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引用次数: 7
Augmented reality interaction for semiautomatic volume classification 用于半自动卷分类的增强现实交互
Á. Río, J. Fischer, M. Köbele, D. Bartz, W. Straßer
In the visualization of 3D medical data, the appropriateness of the achieved result is highly dependent on the application. Therefore, an intuitive interaction with the user is of utter importance in order to determine the particular aim of the visualization. In this paper, we present a novel approach for the visualization of 3D medical data with volume rendering combined with AR-based user interaction. The utilization of augmented reality (AR), with the assistance of a set of simple tools, allows the direct manipulation in 3D of the rendered data. The proposed method takes into account regions of interest defined by the user and employs this information to automatically generate an adequate transfer function. Machine learning techniques are utilized for the automatic creation of transfer functions, which are to be used during the classification stage of the rendering pipeline. The validity of the proposed approach for medical applications is illustrated.
在三维医学数据的可视化中,所获得结果的适当性在很大程度上取决于应用。因此,为了确定可视化的特定目标,与用户的直观交互是非常重要的。在本文中,我们提出了一种将体绘制与基于ar的用户交互相结合的3D医疗数据可视化的新方法。利用增强现实(AR),在一组简单工具的帮助下,可以在3D中直接操作渲染数据。该方法考虑了用户定义的感兴趣区域,并利用该信息自动生成适当的传递函数。机器学习技术用于自动创建传递函数,这些传递函数将在渲染管道的分类阶段使用。说明了该方法在医学应用中的有效性。
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引用次数: 9
Evaluation of collaborative construction in mixed reality 混合现实中协同建设的评价
Breght R. Boschker, J. D. Mulder
Collaborative virtual and augmented reality are an active area of research and many systems supporting collaboration have been presented. Just like there are many different systems for VR and AR, there are many different types of collaboration. In some cases, virtual reality is used to enhance an existing collaborative process. In other cases, it enables new types of collaboration that previously were not possible (e.g. distributed VR). Other systems support tasks that can be performed either individually as well as collaboratively. While these tasks may allow to be performed collaboratively, little has been said on what the benefit is in doing so. We present a user study of a collaborative construction task in a shared physical workspace virtual reality environment under various degrees of interaction in collaboration. Our results show that, for this type of task, a pair of subjects concurrently interacting can be significantly more effective, even though individual user performance decreases. Our results further show that there is no significant benefit in giving only verbal and non-verbal assistance over a single user performing the task.
协作虚拟和增强现实是一个活跃的研究领域,许多支持协作的系统已经出现。就像有许多不同的VR和AR系统一样,也有许多不同类型的协作。在某些情况下,虚拟现实被用来增强现有的协作过程。在其他情况下,它可以实现以前不可能实现的新型协作(例如分布式VR)。其他系统支持的任务既可以单独执行,也可以协同执行。虽然这些任务可能允许协作执行,但很少有人说这样做的好处是什么。我们提出了在协作中不同程度交互的共享物理工作空间虚拟现实环境中的协作构建任务的用户研究。我们的结果表明,对于这种类型的任务,即使单个用户的性能下降,一对受试者同时交互也可以显着提高效率。我们的研究结果进一步表明,与单个用户执行任务相比,只提供语言和非语言帮助并没有显著的好处。
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引用次数: 0
Binaural acoustics for CAVE-like environments without headphones 无耳机的洞穴式环境双耳声学
I. Assenmacher, T. Kuhlen, T. Lentz
The human auditory system, in contrast to the human visual system, can perceive input from all directions and has no limited field of view. As such, it provides valuable cues for navigation and orientation in virtual environments. However, audio stimuli are not that common in today's Virtual Reality applications, and this might result from the lack of middleware or user acceptance due to the need for specialized or costly hardware. Surprisingly, the lack of headphone-less near body acoustics is widely accepted, and simple intensity panning approaches that enable plausible spatial audio are used. This paper describes a networked environment for sophisticated binaural synthesis-based audio rendering in visual VR applications for a freely moving listener in a CAVE-like environment without the use of headphones. It describes the binaural acoustics rendering technique and a dynamic crosstalk cancellation system for four loudspeakers. In addition to that, synchronization issues and network coupling together with performance measurements that proof the applicability of the system in interactive Virtual Environments are discussed.
与人类的视觉系统相比,人类的听觉系统可以感知来自各个方向的输入,并且没有视野的限制。因此,它为虚拟环境中的导航和方向提供了有价值的线索。然而,音频刺激在今天的虚拟现实应用中并不常见,这可能是由于缺乏中间件或由于需要专业或昂贵的硬件而导致用户接受的结果。令人惊讶的是,缺乏无耳机的近身声学被广泛接受,并且使用了简单的强度平移方法来实现可信的空间音频。本文描述了一个网络环境,用于视觉VR应用中基于复杂双耳合成的音频渲染,用于在类似洞穴的环境中自由移动的听众,而不使用耳机。它描述了双耳声学渲染技术和一个动态串声消除系统的四个扬声器。除此之外,还讨论了同步问题和网络耦合以及证明系统在交互式虚拟环境中的适用性的性能测量。
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引用次数: 8
A game engine-based multi-projection virtual environment with system-level synchronization 基于游戏引擎的具有系统级同步的多投影虚拟环境
N. Hashimoto, Y. Ishida, Makoto Sato
In multi-projector displays, which surround users with high-resolution images, a PC-Cluster is often used for realistic and real-time image generation. However, developing applications that support parallel processing on the PC-Cluster is quite troublesome. It is also difficult to acquire sufficient rendering performance because of the limited bandwidth of the PC-Cluster. Therefore, we aim to achieve affordable and accessible software environments for the multi-projector displays. In this paper, we describe a self-distributing software environment for inheriting existent game engines which provide basic functions of realizing virtual environments. This environment achieves minimum data communication based on a master-slave model. The communication mechanism is automatically applied to target applications by intercepting APIs. Hence we can directly exploit high-capability of the existing game engines on the multi-projector displays.
在以高分辨率图像环绕用户的多投影机显示器中,PC-Cluster通常用于逼真和实时的图像生成。然而,在PC-Cluster上开发支持并行处理的应用程序是相当麻烦的。由于PC-Cluster的带宽有限,也很难获得足够的渲染性能。因此,我们的目标是为多投影机显示器实现价格合理且易于访问的软件环境。本文描述了一个自分布的软件环境,用于继承现有的游戏引擎,这些引擎提供了实现虚拟环境的基本功能。该环境实现了基于主从模型的最小数据通信。该通信机制通过拦截api自动应用于目标应用程序。因此,我们可以直接利用现有游戏引擎在多投影机显示器上的高性能。
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引用次数: 0
Interacting with molecular structures: user performance versus system complexity 与分子结构交互:用户性能与系统复杂性
R. V. Liere, J. Martens, A. Kok, M. V. Tienen
Effective interaction in a virtual environment requires that the user can adequately judge the spatial relationships between the objects in a 3D scene. In order to accomplish adequate depth perception, existing virtual environments create useful perceptual cues through stereoscopy, motion parallax and (active or passive) haptic feedback. Specific hardware, such as high-end monitors with stereoscopic glasses, head-mounted tracking and mirrors are required to accomplish this. Many potential VR users however refuse to wear cumbersome devices and to adjust to an imposed work environment, especially for longer periods of time. It is therefore important to quantify the repercussions of dropping one or more of the above technologies. These repercussions are likely to depend on the application area, so that comparisons should be performed on tasks that are important and/or occur frequently in the application field of interest. In this paper, we report on a formal experiment in which the effects of different hardware components on the speed and accuracy of three-dimensional (3D) interaction tasks are established. The tasks that have been selected for the experiment are inspired by interactions and complexities, as they typically occur when exploring molecular structures. From the experimental data, we develop linear regression models to predict the speed and accuracy of the interaction tasks. Our findings show that hardware supported depth cues have a significant positive effect on task speed and accuracy, while software supported depth cues, such as shadows and perspective cues, have a negative effect on trial time. The task trial times are smaller in a simple fish-tank like desktop environment than in a more complex co-location enabled environment, sometimes at the cost of reduced accuracy.
虚拟环境中的有效交互要求用户能够充分判断3D场景中物体之间的空间关系。为了实现足够的深度感知,现有的虚拟环境通过立体视觉、运动视差和(主动或被动)触觉反馈来创造有用的感知线索。具体的硬件,如高端显示器与立体眼镜,头戴式跟踪和镜子需要实现这一点。然而,许多潜在的虚拟现实用户拒绝佩戴笨重的设备,也拒绝适应强加的工作环境,尤其是长时间的工作。因此,必须量化放弃上述一项或多项技术的影响。这些影响可能取决于应用程序领域,因此应该对重要的和/或在感兴趣的应用程序领域中经常出现的任务进行比较。在本文中,我们报告了一个正式的实验,其中不同的硬件组件对三维(3D)交互任务的速度和精度的影响。为实验选择的任务受到相互作用和复杂性的启发,因为它们通常发生在探索分子结构时。根据实验数据,我们建立了线性回归模型来预测交互任务的速度和准确性。研究结果表明,硬件支持的深度线索对任务速度和准确性有显著的正向影响,而软件支持的深度线索(如阴影和透视线索)对测试时间有负向影响。在简单的像鱼缸一样的桌面环境中,任务测试时间比在更复杂的支持协同定位的环境中要短,有时以降低准确性为代价。
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引用次数: 19
Dynamic bounding volume hierarchies for occlusion culling 遮挡剔除的动态边界体层次结构
V. Kovalcík, P. Tobola
We present an algorithm for rendering complex scenes using occlusion queries to resolve visibility. To organize objects in the scene, the algorithm uses a ternary tree which is dynamically modified according to the current view and positions of the objects in the scene. Aside from using heuristic techniques to estimate unnecessary queries, the algorithm uses several new features to estimate the set of visible objects more precisely while still retaining the conservativeness. The algorithm is suitable for both static and dynamic scenes with huge number of moving objects.
我们提出了一种使用遮挡查询来解决可见性的复杂场景渲染算法。为了组织场景中的物体,该算法使用了一个三叉树,该三叉树根据物体在场景中的当前视图和位置进行动态修改。除了使用启发式技术来估计不必要的查询外,该算法还使用了几个新的特征来更精确地估计可见对象集,同时仍保持保守性。该算法既适用于静态场景,也适用于具有大量运动物体的动态场景。
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引用次数: 0
Feature tracking in VR for cumulus cloud life-cycle studies 在VR特征跟踪的积云生命周期研究
E. J. Griffith, F. Post, M. Koutek, T. Heus, H. Jonker
Feature tracking in large data sets is traditionally an off-line, batch processing operation while virtual reality typically focuses on highly interactive tasks and applications. This paper presents an approach that uses a combination of off-line preprocessing and interactive visualization in VR to simplify and speed up the identification of interesting features for further study. We couch the discussion in terms of our collaborative research on using virtual reality for cumulus cloud life-cycle studies, where selecting suitable clouds for study is simple for the skilled observer but difficult to formalize. The preprocessing involves identifying individual clouds within the data set through a 4D connected components algorithm, and then saving isosurface, bounding box, and volume information. This information is then interactively visualized in our VR Cloud Explorer with various tools and information displays to identify the most interesting clouds. In a small pilot study, reasonable performance, both in the preprocessing phase and the visualization phase, has been measured.
大型数据集的特征跟踪传统上是离线的批处理操作,而虚拟现实通常侧重于高度交互的任务和应用程序。本文提出了一种将虚拟现实中的离线预处理和交互式可视化相结合的方法,以简化和加快对有趣特征的识别以供进一步研究。我们将讨论我们在使用虚拟现实进行积云生命周期研究方面的合作研究,其中选择合适的云进行研究对于熟练的观察者来说很简单,但很难形式化。预处理包括通过4D连接组件算法识别数据集中的单个云,然后保存等值面、边界框和体信息。这些信息然后在我们的VR云资源管理器与各种工具和信息显示交互可视化,以识别最有趣的云。在一个小型的试点研究中,在预处理阶段和可视化阶段都测量了合理的性能。
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引用次数: 12
Optical tracking and calibration of tangible interaction devices 有形交互装置的光学跟踪与校准
A. V. Rhijn, J. D. Mulder
In this paper, a novel optical tracking and object calibration system is presented for the recognition and pose estimation of tangible interaction devices for virtual and augmented reality systems. The calibration system allows a user to automatically generate models of the relative positions of point-shaped markers attached to interaction devices, simply by moving them in front of the cameras. There are virtually no constraints on the shape of interaction devices. The tracking method takes the calibrated models as input, and recognizes devices by subgraph matching. Both the calibration and tracking methods can handle partial occlusion. Results show the proposed techniques are efficient, accurate, and robust.
本文针对虚拟现实和增强现实系统中实体交互设备的识别和姿态估计,提出了一种新型的光学跟踪和目标标定系统。校准系统允许用户自动生成附着在交互设备上的点状标记的相对位置模型,只需在相机前移动它们。实际上,交互设备的形状没有任何限制。该跟踪方法以标定后的模型为输入,通过子图匹配对设备进行识别。校准和跟踪方法都可以处理部分遮挡。结果表明,该方法具有高效、准确、鲁棒性好等优点。
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引用次数: 24
Language learning in virtual environments: 'bobo and apples' 虚拟环境中的语言学习:“波波和苹果”
H. Holmen, F. Nielsen
'Bobo and Apples' is one of the prototype games within SAME4KIDS (Speech-based,Animated, Multilingual,Educational games for Kids, http://same4kids.sourceforge.net/), a multi-language and multi-purpose games project for young kids of age 3-5 years. The main goal of SAME4KIDS is to expose young learners to multi-module games in various available platforms. In the prototype of 'Bobo and Apples', the game is designed to teach multiple languages and simple math within a frame of virtual environment, using mainly visual images, animation and sound. In this paper we introduce the main design concept and architecture for the prototype, as well as the envisioned VR conversion of the game, based on the Animarium system.
“波波和苹果”是SAME4KIDS(基于语音,动画,多语言,儿童教育游戏,http://same4kids.sourceforge.net/)的原型游戏之一,SAME4KIDS是一个针对3-5岁幼儿的多语言和多用途游戏项目。SAME4KIDS的主要目标是让年轻的学习者接触到各种可用平台上的多模块游戏。在“波波和苹果”的原型中,游戏被设计成在虚拟环境框架内教授多种语言和简单的数学,主要使用视觉图像,动画和声音。在本文中,我们介绍了原型的主要设计理念和架构,以及基于Animarium系统的游戏VR转换的设想。
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引用次数: 0
期刊
International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
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