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Interfaces for Cloning in Immersive Virtual Environments 沉浸式虚拟环境中的克隆接口
Jing Chen, D. Bowman, John F. Lucas, C. A. Wingrave
Three-dimensional objects in many applications domains, such as architecture and construction, can be extremely complex and can consist of a large number of components. However, many of these complex objects also contain a great deal of repetition. Therefore, cloning techniques, which generate multiple spatially distributed copies of an object to form a repeated pattern, can be used to model these objects more efficiently. Such techniques are important and useful in desktop three-dimensional modeling systems, but we are not aware of any cloning techniques designed for immersive virtual environments (VEs). In this paper, we present an initial effort toward the design and development of such interfaces. We define the design space of the cloning task, and present five novel VE interfaces for cloning, then articulate the design rationale. We have also performed a usability study intended to elicit subjective responses with regard to affordances, feedback, attention, perceived usefulness, ease of use, and ease of learning in these interfaces. The study resulted in four major conclusions. First, slider widgets are better suited for discrete than for continuous numeric input. Second, the attentional requirements of the interface increase with increased degrees-of-freedom associated with widgets. Third, users prefer constrained widget movement, although more degrees-of-freedom allow more efficient parameter setting. Finally, appropriate feedback can reduce the cognitive load. The lessons we learned will influence our continuing design of cloning techniques, and these techniques will ultimately be applied to VE applications for design, construction, and prototyping.
在许多应用领域(如建筑和建筑)中,三维对象可能非常复杂,并且可能由大量组件组成。然而,许多这些复杂的对象也包含大量的重复。因此,克隆技术可以更有效地对这些对象进行建模,克隆技术可以生成一个对象的多个空间分布副本,形成重复的模式。这些技术在桌面三维建模系统中是重要和有用的,但我们还没有意识到为沉浸式虚拟环境(ve)设计的任何克隆技术。在本文中,我们提出了对这种接口的设计和开发的初步努力。我们定义了克隆任务的设计空间,提出了五种新的VE克隆接口,并阐述了设计原理。我们还进行了一项可用性研究,旨在引出关于这些界面的可视性、反馈、注意力、感知有用性、易用性和易学性的主观反应。这项研究得出了四个主要结论。首先,滑块小部件更适合于离散而不是连续的数字输入。其次,界面的注意力需求随着与小部件相关的自由度的增加而增加。第三,用户更喜欢受约束的小部件运动,尽管更多的自由度允许更有效的参数设置。最后,适当的反馈可以减少认知负荷。我们学到的经验教训将影响我们继续设计克隆技术,这些技术最终将应用于VE应用程序的设计、构建和原型。
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引用次数: 19
MANDALA: A Reconfigurable VR Environment for Studying Spatial Navigation in Humans Using EEG MANDALA:一个可重构的虚拟现实环境,用于使用脑电图研究人类空间导航
P. Boulanger, Daniel Torres, W. Bischof
This paper describes a reconfigurable VR environment and a markup language for creating experiments aimed at understanding human spatial navigation. It permits the creation of high-quality virtual environments and the recording of behavioral and brain activity measures while observers navigate these environments. The system is used in studies where the electroencephalographic activity is recorded while observers navigate virtual environments. The results of the study reported here confirmed previous finding that theta oscillations (electroencephalographic activity in the 4-8 Hz band) are linked to the difficulty of spatial navigation. Further, it showed that this activity is likely to occur at points where new rooms come into view, or after navigational mistakes have been realized and are being corrected. This indicates that theta oscillations in humans are related to the encoding and retrieval of spatial information.
本文描述了一个可重构的VR环境和一种用于创建旨在理解人类空间导航的实验的标记语言。它允许创建高质量的虚拟环境,并记录观察者在这些环境中导航时的行为和大脑活动。当观察者在虚拟环境中导航时,该系统被用于记录脑电图活动的研究。这里报告的研究结果证实了先前的发现,即θ波振荡(4-8赫兹波段的脑电图活动)与空间导航的难度有关。此外,它还表明,这种活动很可能发生在新房间进入视野的地方,或者在发现导航错误并正在纠正之后。这表明人类的θ波振荡与空间信息的编码和检索有关。
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引用次数: 0
The DigiTracker, a Three Degrees of Freedom Pointing Device 数码追踪器,一个三自由度指向装置
F. Martinot, P. Plénacoste, C. Chaillou
For a variety of reasons, only a few computer devices allow to achieve pointing, tracking and selecting tasks in a precise, fast and intuitive way in 3D workspaces. This article presents the ergonomic and technical principles that have conditioned the proposal of a desktop input device called "DigiTracker". The user controls the position of a virtual object by grasping an isotonic end-effector between the thumb and the forefinger while his forearm is laying on the desk. This equivalent to an absolute three degrees of freedom mouse is especially suitable for closed virtual workspaces. The low technological cost of this solution could provide a really worth alternative to complex VR tracking systems. Possible applications are remote positioning tasks or CAD in simultaneous use with a device dedicated to rotations control.
由于各种原因,只有少数计算机设备允许在3D工作空间中以精确,快速和直观的方式实现指向,跟踪和选择任务。这篇文章提出了人体工程学和技术原则,这些原则已经成为一种被称为“DigiTracker”的桌面输入设备的提议的条件。当用户的前臂放在桌子上时,用户通过在拇指和食指之间抓住一个等压末端执行器来控制虚拟物体的位置。这种相当于绝对三自由度的鼠标特别适用于封闭的虚拟工作空间。这种解决方案的低技术成本可以为复杂的VR跟踪系统提供真正有价值的替代方案。可能的应用是远程定位任务或CAD与专用的旋转控制设备同时使用。
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引用次数: 7
Live Tuning of Virtual Environments: The VR-Tuner 虚拟环境的实时调优:vr调优器
Stefan Conrad, H. Krüger, Matthias Haringer
This paper describes a solution for the modification of virtual environment (VE) applications while being immersed in the application scenario inside of an immersive projection environment. We propose an infrastructure which enables developers to adjust object properties and change the structure of the scene graph and data flow between nodes using a tablet PC. The interface consists of a two dimensional graphical user interface (2D GUI) brought on a spacial aware touch screen computer, accompanied by a mixer console with motor faders. We discuss the usability of the combination of different interaction modalities for the task of tuning of VE applications.
本文介绍了一种在沉浸式投影环境中对虚拟环境(VE)应用程序进行修改的解决方案。我们提出了一种基础架构,使开发人员能够使用平板电脑调整对象属性,改变场景图的结构和节点之间的数据流。界面由一个二维图形用户界面(2D GUI)带来了一个空间感知的触摸屏计算机,伴随着一个带有电机调频器的调音台。我们讨论了不同交互模式组合在VE应用程序调优任务中的可用性。
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引用次数: 2
Authoring of Mixed Reality Applications including Multi-Marker Calibration for Mobile Devices 编写混合现实应用,包括移动设备的多标记校准
J. Zauner, Michael Haller
Creative and innovative people have good ideas for new kinds of Mixed Reality applications. Applications designed by artists for example enrich the exhibitions of modern museums. Developing such an MR application is a complex task, which nowadays is realized by software engineers. We have developed an authoring tool, which integrates a user-friendly and intuitive calibration tool for developing MR applications.
有创造力和创新精神的人对新型混合现实应用有很好的想法。例如,艺术家设计的应用程序丰富了现代博物馆的展览。开发这样的核磁共振应用程序是一项复杂的任务,目前由软件工程师来实现。我们开发了一个创作工具,它集成了一个用户友好和直观的校准工具,用于开发MR应用程序。
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引用次数: 3
Optical Tracking using Line Pencil Fiducials 使用线笔基准的光学跟踪
A. V. Rhijn, J. D. Mulder
In this paper, a new pattern based optical tracking method is presented for the recognition and pose estimation of input devices for virtual or augmented reality environments. The method is based on pencils of linefiducials, which reduces occlusion problems and allows for single camera pattern recognition and orientation estimation. Pattern recognition is accomplished using a projective invariant property of line pencils: the cross ratio. Orientation is derived from single camera line-plane correspondences, and position estimation is achieved using multiple cameras. The method is evaluated against a related point based tracking approach. Results show our method has lower latency and comparable accuracy, and is less sensitive to occlusion.
本文提出了一种新的基于模式的光学跟踪方法,用于虚拟或增强现实环境中输入设备的识别和姿态估计。该方法基于线基准的铅笔,减少了遮挡问题,并允许单相机模式识别和方向估计。模式识别是利用线铅笔的射影不变性:交叉比率完成的。方向由单个摄像机的线平面对应得到,位置估计由多个摄像机实现。根据相关的基于点的跟踪方法对该方法进行评估。结果表明,该方法具有较低的延迟和相当的精度,并且对遮挡的敏感性较低。
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引用次数: 12
A Tele-immersive System Based On Binocular View Interpolation 基于双目视角插值的远距沉浸式系统
P. Boulanger, M. Benitez, Winston Wong
The main idea behind tele-immersive environment is to create an immersive virtual environment that connect people across networks and enable them to interact not only with each other, but also with various other forms of shared digital data (video, 3D models, images, text, etc.). Tele-immersive environments may eventually replace current video and telephone conferencing, and enable for a better and more intuitive way to communicate between people and computer systems. To accomplish this, participants to a meeting has to be represented digitally with a high degree of accuracy in order to keep a sense of immersion. Tele-immersive environments should have the same "feel" as a real meeting. Interactions among people should be natural. In other to create such a system, we need to solve the key problem of how to create in real-time new views from a fixed network of cameras that will correspond to new viewpoints. We also need to do this for two virtual cameras corresponding to the inter-ocular distance of each participant. In this paper, we will describe a new binocular view interpolation method based on a re-projection technique using calibrated cameras. We will discuss the various aspects of this new algorithm and of the hardware systems necessary to perform these operations in real-time. We will also present early experimental results illustrating the various advantages of this algorithm.
远程沉浸式环境背后的主要思想是创造一个沉浸式的虚拟环境,通过网络将人们连接起来,使他们不仅可以相互交互,还可以与各种其他形式的共享数字数据(视频,3D模型,图像,文本等)进行交互。远程沉浸式环境可能最终取代目前的视频和电话会议,并使人与计算机系统之间的通信成为一种更好、更直观的方式。为了实现这一点,会议的参与者必须以高度精确的数字方式表示,以保持沉浸感。远程沉浸式环境应该具有与真实会议相同的“感觉”。人与人之间的互动应该是自然的。另一方面,为了创建这样一个系统,我们需要解决一个关键问题,即如何从一个固定的摄像机网络中实时创建新的视图,这些视图将与新的视点相对应。我们还需要为每个参与者的眼间距离对应的两个虚拟摄像机这样做。在本文中,我们将描述一种新的基于重新投影技术的双目视角插值方法。我们将讨论这种新算法的各个方面以及实时执行这些操作所需的硬件系统。我们还将展示早期的实验结果,说明该算法的各种优点。
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引用次数: 0
The Interaction Table - a New Input Device Designed for Interaction in Immersive Large Display Environments 交互表——一种为沉浸式大型显示环境中的交互而设计的新型输入设备
M. Hachet, P. Guitton
Large display systems such as Reality Centers or Powerwalls, allow several users to be immersed in a virtual environment while being located in the same physical space. The characteristics of such systems induce new problems and new constraints as far as it concerns the interaction. According to the lack of input devices well adapted to large displays, we are developing a new interactor: The Interaction Table. This device, composed of a movable tray fixed on a pillar, offers 6 DOFs and uses both isotonic and isometric information. The table top offers a 2D plane on which the position of a pen can be recovered. Many 2D and 3D interaction techniques can be used to accomplish the different interaction tasks (navigation, manipulation, selection, system control) dealing with different space ranges. The design of the Interaction Table makes it accurate and easy to use without any effort. Its auto-supported aspect makes it a non constraining tool, which can be shared by all co-located users. We illustrate the utility of the Interaction Table through a real application of 3D geomarketing.
大型显示系统,如现实中心或Powerwalls,允许多个用户沉浸在虚拟环境中,而位于相同的物理空间。这些系统的特点就其相互作用而言产生了新的问题和新的约束。由于缺乏适合大型显示器的输入设备,我们正在开发一种新的交互器:交互表。该装置由固定在支柱上的可移动托盘组成,提供6个自由度,并使用等压和等距信息。桌面提供了一个二维平面,在这个平面上可以恢复笔的位置。许多2D和3D交互技术可用于完成处理不同空间范围的不同交互任务(导航、操作、选择、系统控制)。交互表的设计使其准确,易于使用,无需任何努力。它的自动支持方面使它成为一个无约束的工具,可以由所有共享位置的用户共享。我们通过一个三维地理营销的实际应用来说明交互表的效用。
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引用次数: 30
Avatar Markup Language 头像标记语言
S. Kshirsagar, N. Magnenat-Thalmann, Anthony Guye-Vuillème, D. Thalmann, Kaveh Richard Kamyab Tehrani, E. Mamdani
Synchronization of speech, facial expressions and body gestures is one of the most critical problems in realistic avatar animation in virtual environments. In this paper, we address this problem by proposing a new high-level animation language to describe avatar animation. The Avatar Markup Language (AML), based on XML, encapsulates the Text to Speech, Facial Animation and Body Animation in a unified manner with appropriate synchronization. We use low-level animation parameters, defined by the MPEG-4 standard, to demonstrate the use of the AML. However, the AML itself is independent of any low-level parameters as such. AML can be effectively used by intelligent software agents to control their 3D graphical representations in the virtual environments. With the help of the associated tools, AML also facilitates to create and share 3D avatar animations quickly and easily. We also discuss how the language has been developed and used within the SoNG project framework. The tools developed to use AML in a real-time animation system incorporating intelligent agents and 3D avatars are also discussed subsequently.
语音、面部表情和肢体动作的同步是虚拟环境中逼真化身动画的关键问题之一。在本文中,我们通过提出一种新的高级动画语言来描述化身动画来解决这个问题。基于XML的角色标记语言(AML)以统一的方式封装了文本到语音、面部动画和身体动画,并进行了适当的同步。我们使用MPEG-4标准定义的低级动画参数来演示AML的使用。然而,AML本身是独立于任何低级参数的。AML可以被智能软件代理有效地用于控制其在虚拟环境中的三维图形表示。在相关工具的帮助下,AML还可以快速轻松地创建和共享3D角色动画。我们还讨论了如何在SoNG项目框架内开发和使用该语言。随后还讨论了用于在包含智能代理和3D化身的实时动画系统中使用AML的工具。
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引用次数: 64
Virtual Prints: Leaving trails in Virtual Environments 虚拟打印:在虚拟环境中留下痕迹
Dimitris Grammenos, M. Filou, P. Papadakos, C. Stephanidis
In this paper the concept of Virtual Prints (ViPs) is introduced and alternative ways in which they can be used are suggested. The design and required functionality of a software mechanism for creating and interacting with ViPs in Virtual Environments are presented along with techniques and methods for overcoming related issues. Finally, the findings of an explorative study of the concept and pilot implementation are discussed.
本文介绍了虚拟打印(ViPs)的概念,并提出了虚拟打印的几种应用方法。介绍了在虚拟环境中创建vip并与之交互的软件机制的设计和所需功能,以及克服相关问题的技术和方法。最后,对概念和试点实施的探索性研究结果进行了讨论。
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引用次数: 28
期刊
International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
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