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2015 IEEE Virtual Reality (VR)最新文献

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"I Built It!" — Exploring the effects of customizable virtual humans on adolescents with ASD “是我造的!”-探索可定制虚拟人对自闭症青少年的影响
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223382
Chao Mei, L. Mason, J. Quarles
Virtual Reality (VR) training games have many potential benefits for autism spectrum disorder (ASD) therapy, such as increasing motivation and improving the abilities of performing daily living activities. Persons with ASD often have deficits in hand-eye coordination, which makes many activities of daily living difficult. A VR game that trains hand-eye coordination could help users with ASD improve their quality of life. Moreover, incorporating users' interests into the game could be a good way to build a motivating game for users with ASD. We propose a Customizable Virtual Human (CVH) which enables users with ASD to easily customize a virtual human and then interact with the CVH in a 3D task. Specifically, we investigated the effects of CVHs with a VR hand-eye coordination training game - Imagination Soccer - and conducted a user study on adolescents with high functioning ASD. We compared the differences of participants' 3D interaction performances, game performances and user experiences (i.e. presence, involvement, and flow) under CVH and Non-customizable Virtual Human (NCVH) conditions. The results indicate that CVHs could effectively improve performance in 3D interaction tasks (i.e., blocking a soccer ball) for users with ASD, motivate them to play the game more, and offer a better user experience.
虚拟现实(VR)训练游戏对自闭症谱系障碍(ASD)治疗有许多潜在的好处,比如增加动机和提高日常生活活动的能力。患有自闭症谱系障碍的人通常有手眼协调的缺陷,这使得许多日常生活活动变得困难。一款训练手眼协调能力的VR游戏可以帮助自闭症患者提高生活质量。此外,将用户的兴趣融入到游戏中可能是为ASD用户创造一款激励游戏的好方法。我们提出了一个可定制的虚拟人(CVH),它使具有ASD的用户能够轻松地自定义虚拟人,然后在3D任务中与CVH交互。具体来说,我们通过VR手眼协调训练游戏《想象足球》研究了CVHs的影响,并对高功能ASD青少年进行了用户研究。我们比较了CVH和非可定制虚拟人(NCVH)条件下参与者的3D交互表现、游戏表现和用户体验(即在场、参与和心流)的差异。结果表明,CVHs可以有效提高ASD用户在3D交互任务(如阻挡足球)中的表现,激励他们更多地玩游戏,并提供更好的用户体验。
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引用次数: 6
Incorporating D3.js information visualization into immersive virtual environments 将D3.js信息可视化融入沉浸式虚拟环境
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223358
Wesley Griffin, Danny Catacora, S. Satterfield, J. Bullard, J. Terrill
We have created an integrated interactive visualization and analysis environment that can be used immersively or on the desktop to study a simulation of microstructure development during hydration or degradation of cement pastes and concrete. Our environment combines traditional 3D scientific data visualization with 2D information visualization using D3.js running in a web browser. By incorporating D3.js, our visualization allowed the scientist to quickly diagnose and debug errors in the parallel implementation of the simulation.
我们已经创建了一个集成的交互式可视化和分析环境,可以浸入式或在桌面上使用,以研究水泥浆和混凝土水化或降解过程中微观结构发展的模拟。我们的环境结合了传统的3D科学数据可视化和2D信息可视化,使用D3.js在web浏览器中运行。通过结合D3.js,我们的可视化使科学家能够快速诊断和调试并行仿真实现中的错误。
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引用次数: 2
Coupled-clay: Physical-virtual 3D collaborative interaction environment 耦合粘土:物理-虚拟三维协同交互环境
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223392
K. Özacar, Takuma Hagiwara, Jiawei Huang, Kazuki Takashima, Y. Kitamura
We propose Coupled-clay, a bi-directional 3D collaborative interactive environment that supports the 3D modeling work between groups of users at remote locations. Coupled-clay consists of two network-connected workspaces, the Physical Interaction Space and the Virtual Interaction Space. The physical interaction space allows a user to directly manipulate a physical object whose shape and position are precisely tracked. This tracked 3D information is transferred to the virtual interaction space in real time. The virtual interaction space is made of an interactive multi-user stereoscopic 3D tabletop, or other 3D displays with adequate interaction device. The users at the virtual interaction space observe the virtual 3D object which corresponds to the physical object and manipulate its geometrical attributes (e.g., translation, rotation and scaling). Additionally, they can control the graphical attributes of the virtual object such as color and texture. Information about changes in geometrical and graphical attributes are sent back to the physical interaction space in real time and reflected to the object in the physical interaction space by a robotic arm and a top-mounted projector. Coupled-clay can be used to remotely collaborate on 3D modeling tasks such as between a skilled designer and novice learners. This paper details our Coupled-clay implementation and presents its interaction capabilities.
我们提出了耦合粘土,一个双向3D协作交互环境,支持远程用户组之间的3D建模工作。耦合粘土由物理交互空间和虚拟交互空间两个网络连接的工作空间组成。物理交互空间允许用户直接操作物理对象,其形状和位置被精确跟踪。这些跟踪的三维信息被实时传递到虚拟交互空间中。虚拟交互空间由可交互的多用户立体三维桌面或其他具有适当交互设备的三维显示器构成。用户在虚拟交互空间中观察与物理对象相对应的虚拟三维对象,并操纵其几何属性(如平移、旋转、缩放)。此外,它们还可以控制虚拟对象的图形属性,如颜色和纹理。几何和图形属性的变化信息实时传回物理交互空间,并通过机械臂和顶部安装的投影仪反射到物理交互空间中的物体上。耦合粘土可用于远程协作的3D建模任务,如熟练的设计师和初学者之间的学习者。本文详细介绍了我们的耦合粘土实现,并介绍了它的交互能力。
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引用次数: 2
The effect of visual display properties and gain presentation mode on the perceived naturalness of virtual walking speeds 视觉显示特性和增益呈现方式对虚拟行走速度感知自然度的影响
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223328
N. C. Nilsson, S. Serafin, R. Nordahl
Individuals tend to find realistic walking speeds too slow when relying on treadmill walking or Walking-In-Place (WIP) techniques for virtual travel. This paper details three studies investigating the effects of visual display properties and gain presentation mode on the perceived naturalness of virtual walking speeds: The first study compared three different degrees of peripheral occlusion; the second study compared three different degrees of perceptual distortion produced by varying the geometric field of view (GFOV); and the third study compared three different ways of presenting visual gains. All three studies compared treadmill walking and WIP locomotion. The first study revealed no significant main effects of peripheral occlusion. The second study revealed a significant main effect of GFOV, suggesting that the GFOV size may be inversely proportional to the degree of underestimation of the visual speed. The third study found a significant main effect of gain presentation mode. Allowing participants to interactively adjust the gain led to a smaller range of perceptually natural gains and this approach was significantly faster. However, the efficiency may come at the expense of confidence. Generally the lower and upper bounds of the perceptually natural speeds were higher for treadmill walking than WIP. However, not all differences were statistically significant.
当依靠跑步机行走或原地行走(WIP)技术进行虚拟旅行时,个人往往会发现现实的行走速度太慢。本文详细介绍了三项研究,探讨了视觉显示特性和增益呈现模式对虚拟步行速度感知自然度的影响:第一项研究比较了三种不同程度的外周遮挡;第二项研究比较了几何视场(GFOV)变化所产生的三种不同程度的感知扭曲;第三项研究比较了三种不同的视觉增益呈现方式。所有三项研究都比较了跑步机行走和WIP运动。第一项研究显示外周闭塞无显著的主要影响。第二项研究揭示了GFOV的显著主效应,表明GFOV的大小可能与视觉速度低估的程度成反比。第三项研究发现增益呈现方式的主效应显著。允许参与者互动地调整增益导致感知自然增益的范围更小,这种方法明显更快。然而,效率可能会以信心为代价。一般来说,跑步机步行的感知自然速度的下界和上界都高于WIP。然而,并非所有的差异都具有统计学意义。
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引用次数: 14
Development of a wearable haptic device with pneumatic artificial muscles and MR brake 一种带气动人造肌肉和磁流变制动器的可穿戴触觉装置的研制
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223351
Masakazu Egawa, Takumi Watanabe, Taro Nakamura
Desktop haptic device has been developed in the field of rehabilitation and entertainment. However, the desktop type restrains human's movement. Therefore, it is difficult to receive force sense information, moving to wide range position and posture. In this study, we developed a 1-DOF wearable haptic device with pneumatic artificial muscles and a MR brake. These smart actuators have high power density and change its output force structurally. Therefore, this haptic device can render various force sense such as elasticity, friction and viscosity. In this abstract, we describe two experiments rendering elasticity and friction to evaluate the performance of the device.
台式触觉装置在康复和娱乐领域得到了发展。然而,桌面类型限制了人的运动。因此,难以接收力感信息,移动到大范围的位置和姿势。在这项研究中,我们开发了一种带有气动人造肌肉和MR制动器的1自由度可穿戴触觉装置。这些智能执行器具有高功率密度和结构改变输出力的特点。因此,该触觉装置可以呈现各种力感,如弹性,摩擦和粘度。在这个摘要中,我们描述了两个实验呈现弹性和摩擦来评估设备的性能。
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引用次数: 11
Avatar embodiment realism and virtual fitness training 化身体现现实主义和虚拟健身训练
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223377
Jean-Luc Lugrin, Maximilian Landeck, Marc Erich Latoschik
In this paper we present a preliminary study of the impact of avatar realism on illusion of virtual body ownership (IVBO), when using a full body virtual mirror for fitness training. We evaluated three main types of user representation: realistic and non-realistic avatars as well as no avatar at all. Our results revealed that same-gender realistic human avatar elicited a slightly higher level of illusion and performance. However qualitative analysis of open questions revealed that the feeling of power was higher with non-realistic strong-looking avatars.
在本文中,我们提出了一个初步研究的影响,虚拟现实的虚拟身体所有权幻觉(IVBO),当使用全身虚拟镜子健身训练。我们评估了三种主要类型的用户表示:现实和非现实的化身,以及根本没有化身。我们的研究结果显示,同性现实的人类化身引发了更高水平的幻觉和表现。然而,对开放性问题的定性分析显示,对于非现实的、长相强壮的虚拟角色,人们的权力感更高。
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引用次数: 39
Does vibrotactile intercommunication increase collaboration? 振动触觉交流能促进协作吗?
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223391
Victor Adriel de Jesus Oliveira, Wilson J. Sarmiento, Anderson Maciel, L. Nedel, C. Collazos
Communication is a fundamental process in collaborative work. In natural conditions, communication between team members is multimodal. This allows for redundancy, adaptation to different contexts, and different levels of focus. In collaborative virtual environments, however, hardware limitations and lack of appropriate interaction metaphors reduce the amount of collaboration. In this poster, we propose the design and use of a vibrotactile language to improve user intercommunication in CVE and, consequently, to increase the amount of effective collaboration.
沟通是协作工作的基本过程。在自然条件下,团队成员之间的沟通是多模式的。这允许冗余、适应不同的上下文和不同的关注层次。然而,在协作虚拟环境中,硬件限制和缺乏适当的交互隐喻减少了协作的数量。在这张海报中,我们建议设计和使用一种振动触觉语言来改善CVE中的用户交互,从而增加有效协作的数量。
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引用次数: 4
An evaluation of virtual human appearance fidelity on user's positive and negative affect in human-virtual human interaction 虚拟人外观保真度对人-虚拟人交互中用户正面和负面影响的评价
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223346
H. Chaturvedi, Nathan D. Newsome, Sabarish V. Babu
The effectiveness of visual realism of virtual characters in engaging users and eliciting affective responses has been an open question. We empirically evaluated the effects of realistic vs. non-realistic rendering of virtual humans on the emotional response of participants in a medical virtual reality system that was designed to educate users to recognize the signs and symptoms of patient deterioration. In a between-subjects experiment protocol, participants interacted with one of three different appearances of a virtual patient, namely realistic, non-realistic cartoon-shaded and charcoal-sketch like conditions. Emotional impact of the rendering conditions was measured via a combination of subjective and objective metrics.
虚拟角色的视觉真实感在吸引用户和引发情感反应方面的有效性一直是一个悬而未决的问题。我们通过经验评估了现实与非现实的虚拟人渲染对医疗虚拟现实系统中参与者情绪反应的影响,该系统旨在教育用户识别患者恶化的体征和症状。在受试者之间的实验协议中,参与者与虚拟患者的三种不同外观中的一种进行互动,即现实的,非现实的卡通阴影和木炭素描样的条件。通过主观和客观指标的结合来衡量渲染条件的情感影响。
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引用次数: 4
Dynamic hierarchical virtual button-based hand interaction for wearable AR 基于可穿戴AR的动态分层虚拟按键手交互
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223368
Hyejin Kim, Elisabeth Adelia Widjojo, Jae-In Hwang
This paper presents a novel bare-hand interaction method for wearable AR (augmented reality). The suggested method is using hierarchical virtual buttons which are placed on the image target. Therefore, we can provide precise hand interaction on the image target surface (while using wearable AR). The method operates on a wearable AR system and uses an image target tracker to make occlusion-based interaction button. We introduce the hierarchical virtual button method which is adequate for more precise and faster interaction with augmented objects.
提出了一种新的可穿戴AR(增强现实)徒手交互方法。建议的方法是使用放置在图像目标上的分层虚拟按钮。因此,我们可以在图像目标表面提供精确的手交互(同时使用可穿戴AR)。该方法在可穿戴AR系统上运行,使用图像目标跟踪器制作基于遮挡的交互按钮。我们引入了层次虚拟按钮方法,该方法能够更精确、更快速地与增强对象进行交互。
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引用次数: 8
Mixed reality simulation with physical mobile display devices 混合现实仿真与物理移动显示设备
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223331
M. Rodrigue, A. Waranis, Tim Wood, Tobias Höllerer
This paper presents the design and implementation of a system for simulating mixed reality in setups combining mobile devices and large backdrop displays. With a mixed reality simulator, one can perform usability studies and evaluate mixed reality systems while minimizing confounding variables. This paper describes how mobile device AR design factors can be flexibly and systematically explored without sacrificing the touch and direct unobstructed manipulation of a physical personal MR display. First, we describe general principles to consider when implementing a mixed reality simulator, enumerating design factors. Then, we present our implementation which utilizes personal mobile display devices in conjunction with a large surround-view display environment. Standing in the center of the display, a user may direct a mobile device, such as a tablet or head-mounted display, to a portion of the scene, which affords them a potentially annotated view of the area of interest. The user may employ gesture or touch screen interaction on a simulated augmented camera feed, as they typically would in video-see-through mixed reality applications. We present calibration and system performance results and illustrate our system's flexibility by presenting the design of three usability evaluation scenarios.
本文介绍了一种在移动设备和大背景显示器相结合的环境中模拟混合现实的系统的设计和实现。使用混合现实模拟器,可以执行可用性研究并评估混合现实系统,同时最小化混淆变量。本文描述了如何灵活和系统地探索移动设备的AR设计因素,而不牺牲物理个人MR显示器的触摸和直接无障碍操作。首先,我们描述了实现混合现实模拟器时要考虑的一般原则,列举了设计因素。然后,我们提出了利用个人移动显示设备与大型环视显示环境相结合的实现方案。站在显示器的中心,用户可以将移动设备(如平板电脑或头戴式显示器)引导到场景的一部分,这为他们提供了感兴趣区域的潜在注释视图。用户可以在模拟的增强摄像头馈送上使用手势或触摸屏交互,就像他们通常在视频透明混合现实应用中所做的那样。我们给出了校准和系统性能结果,并通过三个可用性评估场景的设计来说明我们系统的灵活性。
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引用次数: 10
期刊
2015 IEEE Virtual Reality (VR)
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