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Towards better quality in virtual environments 在虚拟环境中实现更好的质量
F. Mannuß, André Hinkenjann
This paper describes the work done at our Lab to improve visual and other quality of Virtual Environments. To be able to achieve better quality we built a new Virtual Environments framework called basho. basho is a renderer independent VE framework. Although renderers are not limited to graphics renderers we first concentrated on improving visual quality. Independence is gained from designing basho to have a small kernel and several plugins.
本文介绍了我们实验室为提高虚拟环境的视觉和其他质量所做的工作。为了达到更好的质量,我们建立了一个新的虚拟环境框架,叫做basho。basho是一个独立于渲染器的VE框架。虽然渲染器并不局限于图形渲染器,但我们首先专注于提高视觉质量。通过将basho设计成一个小内核和几个插件,可以获得独立性。
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引用次数: 7
Applications of augmented reality for maintenance training 增强现实技术在维修培训中的应用
Dongdong Weng, Yongtian Wang, Yue Liu
An Augmented Reality system that is designed for maintenance training is introduced. The proposed system adopts a projector to display the augmented video of the components to be repaired. With the augmented video, students can observe not only the real video of the components to be repaired, but also the additional information about the components such as contour, name and inner structure of the key parts etc. In order to accurately track the spatial relationship between the camera and the repaired components, several markers (small infrared LED) are attached with the components to be repaired, which ensure the dependability of the proposed system.
介绍了一种用于维修培训的增强现实系统。该系统采用投影仪显示待修部件的增强视频。通过增强视频,学生不仅可以看到待修复部件的真实视频,还可以看到部件的附加信息,如关键部件的轮廓、名称、内部结构等。为了准确跟踪摄像机与待修复部件之间的空间关系,在待修复部件上附加了多个标记(小型红外LED),保证了系统的可靠性。
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引用次数: 0
Pseudo-physical interaction with a virtual car interior in immersive environments 在沉浸式环境中与虚拟汽车内部的虚拟物理交互
Mathias Moehring, B. Fröhlich
The use of Virtual Reality technology for the product engineering process in the automotive industry has a lot of potential — in particular in the area of usability and reachability studies. We analyzed the manipulation of knobs, controls, flaps, mirrors and other components in a real car and classified them with respect to their constraints. Based on this classification, we developed a set of pseudo-physical direct interaction techniques, which closely approximate the real world behavior without employing a force-feedback device. Our approach uses a hierarchical grasp heuristic to decouple the interaction from the collision of the fingers with the virtual car components. This approach makes the interaction more robust while no haptic feedback is available. A pilot study of our implementation revealed that our direct manipulation techniques are a good step towards more realistic interaction with virtual car interiors.
在汽车工业的产品工程过程中使用虚拟现实技术具有很大的潜力,特别是在可用性和可达性研究领域。我们分析了一辆真实汽车中旋钮、控制器、襟翼、后视镜和其他部件的操作,并根据它们的约束条件对它们进行了分类。基于这种分类,我们开发了一套伪物理直接交互技术,它非常接近真实世界的行为,而不使用力反馈装置。我们的方法使用分层抓取启发式来解耦手指与虚拟汽车组件碰撞的交互。在没有触觉反馈的情况下,这种方法使交互更加稳健。一项试点研究表明,我们的直接操作技术是朝着与虚拟汽车内饰更真实互动迈出的一大步。
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引用次数: 18
Enhanced hand manipulation for efficient and precise positioning and release 增强手操作,有效和精确的定位和释放
Noritaka Osawa
Direct manipulation by hand is important in that it allows users to manipulate 3D virtual objects easily in an immersive virtual reality environment. Although direct hand manipulation is easy to understand and easy to use for approximate positioning, it has been considered unsuitable for making precise adjustments to virtual objects in an immersive environment because it is difficult to hold an unsupported hand in midair and then release an object at a fixed point. This paper therefore proposes automatic methods of adjustment to position and release virtual objects precisely. These methods are position adjustment, virtual hand size adjustment, viewpoint adjustment, and release adjustment. Combinations of these adjustments enable users to accurately manipulate virtual objects. Experimental evaluation revealed that release adjustment significantly increased the completion ratio for tasks and subjective preference for small targets.
直接手工操作很重要,因为它允许用户在沉浸式虚拟现实环境中轻松操作3D虚拟对象。虽然直接的手部操作很容易理解,也很容易用于近似定位,但由于很难在半空中握住无支撑的手,然后在固定点释放物体,因此被认为不适合在沉浸式环境中对虚拟物体进行精确调整。为此,本文提出了一种自动调整虚拟物体位置和精确释放虚拟物体的方法。这些方法包括位置调节、虚拟手大小调节、视点调节和释放调节。这些调整的组合使用户能够准确地操纵虚拟对象。实验评价表明,释放调节显著提高了任务完成率和小目标主观偏好。
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引用次数: 7
Experience of a hybrid information space between an outdoor field and an immersive virtual world 体验户外场地和沉浸式虚拟世界之间的混合信息空间
T. Ogi, T. Fujise
This paper proposes the concept of the hybrid information space that integrates the information seamlessly between the real world and the virtual world, and the prototype system was developed in which the immersive virtual world was constructed from the photograph images that were taken in the outdoor field. In this system, the user can go and come between the real world and the virtual world by using his own cellular phone as an interface device. This system was applied to relive travel experiences.
本文提出了将现实世界与虚拟世界的信息无缝融合的混合信息空间概念,并开发了以野外拍摄的照片图像为基础构建沉浸式虚拟世界的原型系统。在该系统中,用户可以使用自己的手机作为接口设备,在现实世界和虚拟世界之间来回走动。这个系统被用于重温旅行经历。
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引用次数: 0
Running large VR applications on a PC cluster: the flow VR experience 在 PC 集群上运行大型 VR 应用程序:流动 VR 体验
J. Allard, C. Ménier, Edmond Boyer, B. Raffin
In this paper, we present how FlowVR enables the development of modular and high performance VR applications running on a PC cluster. FlowVR is a middleware we specifically developed targeting distributed interactive applications. The goal of the FlowVR design is to favor the application modularity in an attempt to alleviate software engineering issues while taking advantage of this modularity to enable efficient executions on PC clusters. FlowVR relies on an extended data flow model that enables to implement complex message handling functions like collective communications, or bounding box based routing. After a short presentation of FlowVR, we describe a representative application that takes benefit of FlowVR to reach a real time performance running on a PC Cluster.
在本文中,我们介绍了FlowVR如何能够开发在PC集群上运行的模块化和高性能VR应用程序。FlowVR是我们专门针对分布式交互应用开发的中间件。FlowVR设计的目标是支持应用程序模块化,以缓解软件工程问题,同时利用这种模块化来实现PC集群上的高效执行。FlowVR依赖于扩展的数据流模型,该模型能够实现复杂的消息处理功能,如集体通信或基于边界框的路由。在简短介绍FlowVR之后,我们描述了一个典型的应用程序,该应用程序利用FlowVR在PC集群上达到实时性能。
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引用次数: 23
Modeling of trees with 3D gestures and growth simulation 建模树与3D手势和生长模拟
Norishige Murakami, Katsuhiko Onishi, Y. Kitamura, F. Kishino
We propose a modeling system that enables users to create tree models with 3D gesture input. It generates tree models by using growth simulation based on the trunk or silhouette shapes of trees given by user gestures. The system carefully addresses the fragile balance and tradeoff between the freedom of user interaction and the autonomy of tree growth. Users intuitively and easily create tree models that have the exact features of branching structures or the silhouette shape of trees according to user intentions and imagination.
我们提出了一个建模系统,使用户能够使用3D手势输入创建树模型。它通过使用基于用户手势给出的树干或轮廓形状的树木生长模拟来生成树木模型。该系统谨慎地处理了用户交互自由和树木生长自主权之间的脆弱平衡和权衡。用户可以根据自己的意图和想象,直观、轻松地创建出具有确切分支结构特征或树木剪影形状的树模型。
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引用次数: 0
Image-based Techniques for the Creation and Display of Photorealistic Interactive Virtual Environments 基于图像的逼真交互虚拟环境的创建和显示技术
G. Drettakis, M. Roussou, N. Tsingos, A. R. Martinez, Emmanuel Gallo
In this paper we introduce an image-based 3D capture process for the creation and display of photorealistic virtual environments (VEs). The resulting VEs aim to realistically recreate existing real-world scenes that can be displayed in a range of immersive VR systems using a high-quality, view-dependent algorithm and further enhanced using advanced vegetation, shadow display algorithms and 3D sound. The scenes, an archaeological site and an urban environment, were chosen according to real-world applications in the areas of urban planning/architecture and cultural heritage education. The users in each case are able to reconstruct or manipulate elements of the VEs according to their needs, as these have been specified through a detailed user requirements survey. Furthermore, a user task analysis and scenario-based approach has been adopted for the design of the virtual prototypes and the evaluation, which is currently underway. This work is being developed in the context of the EU-funded research project CREATE and the first examples of the prototype system in use are described and demonstrated in this paper.
本文介绍了一种基于图像的三维捕获过程,用于创建和显示逼真的虚拟环境。由此产生的ve旨在真实地重现现有的现实世界场景,这些场景可以使用高质量的视图依赖算法在一系列沉浸式VR系统中显示,并使用先进的植被,阴影显示算法和3D声音进一步增强。这些场景,一个考古遗址和一个城市环境,是根据城市规划/建筑和文化遗产教育领域的实际应用来选择的。每种情况下的用户都能够根据他们的需要重建或操作虚拟企业的元素,因为这些元素已经通过详细的用户需求调查指定。此外,用户任务分析和基于场景的方法已被用于虚拟原型的设计和评估,目前正在进行中。这项工作是在欧盟资助的研究项目CREATE的背景下进行的,本文描述和展示了使用中的原型系统的第一个例子。
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引用次数: 15
Effect of visual cues on human performance in navigating through a virtual maze 视觉线索对人类在虚拟迷宫中导航的影响
Deepak S. Vembar, N. Iyengar, A. Duchowski, Kevin Clark, J. Hewitt, Keith Pauls
Navigation in Virtual Environments (VEs) requires users to develop spatial knowledge of the environment primarily through visual cues provided to the user. Thus, the design and display of visual navigation cues is important for efficient navigation in a VE. In this paper, we report the results of an experiment in which three different visual cues were tested for their benefit toward users' navigation in a 3D virtual maze. The experiment varied the form of visual cue: a 2D map, a 2D map with a directionally ambiguous cue, and a 2D map with a directional cue. Eye tracking data was collected and analyzed to examine the correlation between the type of visual cue presented and the navigational efficiency of the user through the virtual maze. It was observed that the cue type affected performance of the participant in the 3D maze. The directional cue was most effective in the time taken by users to reach the center of the maze. Results of this study have implications for VE design as well as for game development.
虚拟环境(VEs)中的导航要求用户主要通过提供给用户的视觉线索来发展环境的空间知识。因此,视觉导航提示的设计和显示对于VE中的高效导航非常重要。在本文中,我们报告了一个实验的结果,在这个实验中,我们测试了三种不同的视觉线索对用户在3D虚拟迷宫中导航的好处。实验改变了视觉线索的形式:一个2D地图,一个带有方向模糊线索的2D地图,一个带有方向线索的2D地图。收集并分析眼动追踪数据,以检验所呈现的视觉线索类型与用户在虚拟迷宫中导航效率之间的相关性。我们观察到线索类型对参与者在3D迷宫中的表现有影响。方向提示在用户到达迷宫中心所需的时间内是最有效的。这项研究的结果对VE设计和游戏开发都有启示。
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引用次数: 18
Changes in Navigational Behaviour Produced by a Wide Field of View and a High Fidelity Visual Scene 宽视场和高保真视觉场景对导航行为的影响
S. Lessels, R. Ruddle
The difficulties people frequently have navigating in virtual environments (VEs) are well known. Usually these difficulties are quantified in terms of performance (e.g., time taken or number of errors made in following a path), with these data used to compare navigation in VEs to equivalent real-world settings. However, an important cause of any performance differences is changes in people's navigational behaviour. This paper reports a study that investigated the effect of visual scene fidelity and field of view (FOV) on participants' behaviour in a navigational search task, to help identify the thresholds of fidelity that are required for efficient VE navigation. With a wide FOV (144 degrees), participants spent significantly larger proportion of their time travelling through the VE, whereas participants who used a normal FOV (48 degrees) spent significantly longer standing in one place planning where to travel. Also, participants who used a wide FOV and a high fidelity scene came significantly closer to conducting the search "perfectly" (visiting each place once). In an earlier real-world study, participants completed 93% of their searches perfectly and planned where to travel while they moved. Thus, navigating a high fidelity VE with a wide FOV increased the similarity between VE and real-world navigational behaviour, which has important implications for both VE design and understanding human navigation. Detailed analysis of the errors that participants made during their non-perfect searches highlighted a dramatic difference between the two FOVs. With a narrow FOV participants often travelled right past a target without it appearing on the display, whereas with the wide FOV targets that were displayed towards the sides of participants overall FOV were often not searched, indicating a problem with the demands made by such a wide FOV display on human visual attention.
人们在虚拟环境(ve)中导航时经常遇到的困难是众所周知的。通常,这些困难是根据性能来量化的(例如,在遵循路径时所花费的时间或所犯的错误数量),这些数据用于将虚拟现实中的导航与等效的现实环境进行比较。然而,任何性能差异的一个重要原因是人们导航行为的变化。本文报告了一项研究,调查了视觉场景保真度和视场(FOV)对导航搜索任务中参与者行为的影响,以帮助确定有效VE导航所需的保真度阈值。使用宽视场(144度)时,参与者花在VE上的时间明显更多,而使用正常视场(48度)的参与者花在一个地方计划旅行的时间明显更长。此外,使用宽视场和高保真场景的参与者更接近于“完美”地进行搜索(每个地方访问一次)。在早期的一项真实世界的研究中,参与者完美地完成了93%的搜索,并在移动时计划好了旅行地点。因此,导航具有宽视场的高保真度VE增加了VE与现实世界导航行为之间的相似性,这对VE设计和理解人类导航都具有重要意义。对参与者在非完美搜索过程中所犯错误的详细分析强调了两种fov之间的巨大差异。在窄视场中,参与者经常经过目标而不会出现在显示器上,而在宽视场中,目标显示在参与者的侧面,整个视场通常不会被搜索,这表明这种宽视场显示对人类视觉注意力的要求存在问题。
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引用次数: 19
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International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
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