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2015 IEEE Virtual Reality (VR)最新文献

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Blind in a virtual world: Mobility-training virtual reality games for users who are blind 虚拟世界中的盲人:为盲人用户提供的移动训练虚拟现实游戏
Pub Date : 2015-08-27 DOI: 10.1109/VR.2015.7223435
S. Maidenbaum, A. Amedi
One of the main challenges facing the practical utilization of new assistive technology for the blind is the process of training. This is true both for mastering the device and even more importantly for learning to use it in specific environments. Such training usually requires external help which is not always available, can be costly, and attempts to navigate without such preparation can be dangerous. Here we will demonstrate several games which were developed in our lab as part of the training programs for the EyeCane, which augments the traditional White-Cane with additional distance and angles. These games avoid the above-mentioned problems of availability, cost and safety and additionally utilize gamification techniques to boost the training process. Visitors to the demonstration will use these devices to perform simple in-game virtual tasks such as finding the exit from a room or avoiding obstacles while wearing blindfolds.
实际应用新的盲人辅助技术所面临的主要挑战之一是培训过程。无论是掌握设备,还是学习在特定环境中使用它,都是如此。这种训练通常需要外部帮助,但这种帮助并不总是可用的,而且代价高昂,没有这种准备就试图导航可能是危险的。在这里,我们将演示几个游戏,这些游戏是在我们的实验室开发的,作为eye - ane培训计划的一部分,它增加了传统的白手杖的额外距离和角度。这些游戏避免了上述的可用性、成本和安全性问题,并利用游戏化技术来促进培训过程。参观者将使用这些设备执行简单的游戏内虚拟任务,比如找到房间的出口,或者戴着眼罩避开障碍物。
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引用次数: 9
GPU-accelerated attention map generation for dynamic 3D scenes gpu加速的注意力地图生成动态3D场景
Pub Date : 2015-08-27 DOI: 10.1109/VR.2015.7223393
Thies Pfeiffer, Cem Memili
Measuring visual attention has become an important tool during product development. Attention maps are important qualitative visualizations to communicate results within the team and to stakeholders. We have developed a GPU-accelerated approach which allows for real-time generation of attention maps for 3D models that can, e.g., be used for on-the-fly visualizations of visual attention distributions and for the generation of heat-map textures for offline high-quality renderings. The presented approach is unique in that it works with monocular and binocular data, respects the depth of focus, can handle moving objects and is ready to be used for selective rendering.
视觉注意力的测量已经成为产品开发过程中的重要工具。注意图是重要的定性可视化,用于在团队内部和与利益相关者沟通结果。我们已经开发了一种gpu加速的方法,可以实时生成3D模型的注意力地图,例如,用于视觉注意力分布的实时可视化,以及为离线高质量渲染生成热图纹理。所提出的方法的独特之处在于它适用于单目和双目数据,尊重焦点深度,可以处理移动物体,并准备用于选择性渲染。
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引用次数: 6
‘IXV-trajectory’ and ‘IXV-asset’: Virtual reality applications for the aerothermodynamics analysis of IXV “IXV轨迹”和“IXV资产”:用于IXV空气热力学分析的虚拟现实应用
Pub Date : 2015-08-27 DOI: 10.1109/VR.2015.7223463
Agata Marta Soccini, M. Marello, N. Balossino, V. Basso
Design and engineering of space vehicles involve several different disciplines, each of which have specific research methodologies and software tools. Interaction among the physical analysis tools, as well as collaboration among teams, is a delicate and difficult subject of collaborative engineering research topics. This paper presents a solution based on a new technical and interaction design. We encourage the development of Virtual Reality 3D applications to interface the tools that perform the quantitative physical analysis of given space vehicles, as this approach improves productivity and communication effectiveness and brings consisting benefits to the engineering and design collaborative processes. As an evaluation of this method, we report the design and implementation of two Virtual Reality Applications specifically developed for the European Space Agency's space vehicle IXV. This evaluation showed that users found the Virtual Reality interface easy to use and likely to be useful in their own work. The benefits underlined by this method brought to the acquirement of this approach as the new future standard methodology in pre-launch phases of space vehicles.
空间飞行器的设计和工程涉及几个不同的学科,每个学科都有特定的研究方法和软件工具。物理分析工具之间的相互作用,以及团队之间的协作,是协作工程研究课题中一个微妙而困难的主题。本文提出了一种基于新技术和交互设计的解决方案。我们鼓励开发虚拟现实3D应用程序,为执行给定航天器定量物理分析的工具提供接口,因为这种方法提高了生产力和通信效率,并为工程和设计协作过程带来了广泛的好处。作为对这种方法的评估,我们报告了专门为欧洲航天局的空间飞行器IXV开发的两个虚拟现实应用程序的设计和实现。这次评估表明,用户发现虚拟现实界面易于使用,并且可能在他们自己的工作中有用。这种方法所强调的好处是使这种方法成为空间飞行器发射前阶段新的未来标准方法。
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引用次数: 1
Effects and applicability of rotation gain in CAVE-like environments 旋转增益在类cave环境中的作用和适用性
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223354
Sebastian Freitag, B. Weyers, T. Kuhlen
In this work, we report on a pilot study we conducted, and on a study design, to examine the effects and applicability of rotation gain in CAVE-like virtual environments. The results of the study will give recommendations for the maximum levels of rotation gain that are reasonable in algorithms for enlarging the virtual field of regard or redirected walking.
在这项工作中,我们报告了我们进行的一项试点研究,以及一项研究设计,以检查旋转增益在类cave虚拟环境中的影响和适用性。研究结果将给出最大旋转增益水平的建议,这是合理的算法,以扩大虚拟领域的关注或重定向行走。
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引用次数: 0
An experimental study on the virtual representation of children 儿童虚拟表象的实验研究
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223367
Ranchida Khantong, Xueni Pan, M. Slater
Is it their movements or appearance that helps us to identify a child as a child? In this work we created four video clips with a Virtual Character walking, but with different combinations of either child or adult animation applied on either a child or adult body. An experimental study was conducted with 53 participants who viewed all four videos in random orders. The results show that participants could easily identify the consistent video clips (child animation with child body, and adult animation with adult body). With the inconsistent video clips, both animation and body shape had an effect on participants' judgments. They also reported higher level of empathy, care, and feeling of protection towards the child character as compared to the adult character. Finally, compared to appearance, animation seems to be playing a bigger role in invoking participants' emotional responses.
是他们的动作或外表帮助我们识别一个孩子是孩子吗?在这项工作中,我们创建了四个视频剪辑与虚拟角色行走,但与儿童或成人动画应用于儿童或成人身体的不同组合。研究人员对53名参与者进行了一项实验研究,他们按随机顺序观看了这四段视频。结果表明,被试能够很容易地识别出一致性的视频片段(儿童动画与儿童身体、成人动画与成人身体)。在视频片段不一致的情况下,动画和体型对参与者的判断都有影响。他们还报告说,与成人角色相比,他们对儿童角色有更高的同理心、关怀和保护感。最后,与外表相比,动画似乎在激发参与者的情绪反应方面发挥着更大的作用。
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引用次数: 0
Self-characterstics and sound in immersive virtual reality — Estimating avatar weight from footstep sounds 沉浸式虚拟现实中的自我特征和声音——从脚步声中估计化身的重量
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223406
Erik Sikström, Amalia de Götzen, S. Serafin
This experiment aimed to investigate whether a user controlling a full body avatar via real time motion tracking in an immersive virtual reality setup, would estimate the weight of the virtual avatar differently if the footstep sounds are manipulated using three different audio filter settings. The visual appearance of the avatar was available in two sizes. The subjects performed six walks with each audio configuration active once over two ground types. After completing each walk, the participants were asked to estimate the weight of the virtual avatar and the suitability of the audio feedback. The results indicate that the filters amplifying the two lower center frequencies altered the subjects estimates of the weight of the avatar body towards being heavier than when compared with the filter with the higher center frequency. There were no significant differences between the weight estimates of the two groups using the different avatar bodies.
本实验旨在研究在沉浸式虚拟现实设置中,如果使用三种不同的音频过滤器设置来操纵脚步声,用户是否会通过实时运动跟踪来控制全身虚拟角色,以不同的方式估计虚拟角色的重量。虚拟形象的视觉外观有两种尺寸。受试者进行了六次散步,每种音频配置在两种地面类型上激活一次。在完成每次行走后,参与者被要求估计虚拟化身的重量和音频反馈的适用性。结果表明,与具有较高中心频率的滤波器相比,放大两个较低中心频率的滤波器使受试者对虚拟角色身体重量的估计更重。使用不同化身身体的两组之间的体重估计没有显著差异。
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引用次数: 9
3D node localization from node-to-node distance information using cross-entropy method 利用交叉熵方法从节点到节点的距离信息进行三维节点定位
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223416
Shohei Ukawa, Tatsuya Shinada, M. Hashimoto, Yuichi Itoh, T. Onoye
This paper proposes a 3D node localization method that uses cross-entropy method for the 3D modeling system. The proposed localization method statistically estimates the most probable positions overcoming measurement errors through iterative sample generation and evaluation. The generated samples are evaluated in parallel, and then a significant speedup can be obtained. We also demonstrate that the iterative sample generation and evaluation performed in parallel are highly compatible with interactive node movement.
提出了一种基于交叉熵的三维建模系统节点定位方法。提出的定位方法通过迭代的样本生成和评估,克服测量误差,统计估计出最可能的位置。对生成的样本进行并行评估,从而获得显著的加速。我们还证明了并行执行的迭代样本生成和评估与交互式节点移动高度兼容。
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引用次数: 3
Live streaming system for omnidirectional video 全向视频直播系统
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223439
D. Ochi, Y. Kunita, A. Kameda, Akira Kojima, Shinnosuke Iwaki
NTT Media Intelligence Laboratories and DWANGO Co., Ltd. have jointly developed a virtual reality system that enables users to have an immersive experience visiting a remote site. This system makes it possible for users to watch video content wherever they want to watch it by using interactive streaming technology that selectively streams the user's watching section at a high bitrate in a limited network bandwidth. Applying this technology to omnidirectional video allows users to experience feelings of presence through the use of an intuitive head mount display. The system has also been released on a commercial platform and successfully streamed a real-time event. A demonstration is planned in which the details of the system and the streaming service results obtained with it will be presented.
NTT媒体智能实验室和DWANGO有限公司联合开发了一种虚拟现实系统,使用户能够在访问远程站点时获得身临其境的体验。该系统利用交互式流媒体技术,在有限的网络带宽下,有选择地以高比特率流式传输用户的观看部分,使用户可以随时随地观看视频内容。将这项技术应用于全方位视频,用户可以通过使用直观的头戴式显示器来体验临场感。该系统还在一个商业平台上发布,并成功地流式传输了一个实时事件。计划在演示中介绍系统的细节和使用它获得的流媒体服务结果。
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引用次数: 32
Augmented reality maintenance demonstrator and associated modelling 增强现实维护演示和相关建模
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223429
Vincent Havard, D. Baudry, A. Louis, B. Mazari
Augmented reality allows to add virtual object in real scene. It has an increasing interest last years since mobile device becomes performant and cheap. The augmented reality is used in different domains, like maintenance, training, education, entertainment or medicine. The demonstrator we show is focused on maintenance operations. A step by step process is presented to the operator in order to maintain an element of a system. Based on this demonstration, we will explain the modelling we propose allowing describing an entire maintenance process with augmented reality. Indeed it is still difficult creating augmented reality application without computer programming skills. The proposed model will allow to create an authoring tool - or to plug to an existing one - in order to create augmented reality process without deep computer programming skills.
增强现实允许在真实场景中添加虚拟对象。随着移动设备性能的提高和价格的降低,它在去年引起了越来越多的关注。增强现实技术被用于不同的领域,比如维修、培训、教育、娱乐或医疗。我们展示的演示集中在维护操作上。为了维护系统的一个元素,一个一步一步的过程被呈现给操作员。基于此演示,我们将解释我们提出的建模,允许使用增强现实描述整个维护过程。事实上,如果没有计算机编程技能,创建增强现实应用程序仍然很困难。提出的模型将允许创建一个创作工具——或者插入一个现有的工具——以便在没有深厚的计算机编程技能的情况下创建增强现实过程。
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引用次数: 18
Design of portable and accessible platform in charge of wheelchair feedback immersion 便携式无障碍轮椅反馈沉浸平台的设计
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223459
S. Richir, Samuel Pineau, É. Monacelli, Frédéric Goncalves, Benjamin Malafosse, C. Dumas, Alain Schmid, J. Perret
Rewarded at Laval Virtual 2014, the AccesSim project aims to develop a wheelchair simulator based on Virtual Reality (VR) and a dynamic force-feedback platform, which allows to experience and to evaluate the accessibility in complex urban or property environment. In order to address this issue, the dynamic force-feedback platform should provide haptic and vestibular feedback to various user profiles: from town-planners to wheelchair users. The platform needs to be modular and adjustable to each of these profiles. This article focuses on the dynamic force-feedback platform and specifically on the force-feedback systems used.
AccesSim项目旨在开发基于虚拟现实(VR)和动态力反馈平台的轮椅模拟器,以体验和评估复杂城市或物业环境中的可达性。为了解决这个问题,动态力反馈平台应该为各种用户提供触觉和前庭反馈:从城市规划者到轮椅使用者。该平台需要模块化,并可根据这些配置文件进行调整。本文重点介绍了动态力反馈平台,特别是所使用的力反馈系统。
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引用次数: 7
期刊
2015 IEEE Virtual Reality (VR)
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