首页 > 最新文献

2015 IEEE Virtual Reality (VR)最新文献

英文 中文
“Never Blind VR” enhancing the virtual reality headset experience with augmented virtuality “永不失明VR”通过增强虚拟技术增强虚拟现实头戴设备的体验
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223438
David Nahon, G. Subileau, Benjamin Capel
In this demo, we share our findings in building real-time 3D experiences with consumer headsets so as to go beyond the first person shooter gaming usage for which they are designed. We address the key problems of such user experiences which are to isolate the user from his own body, have him lose contact with other people in the room and with the real world. To solve those issues we use an off-the-shelf Kinect for Windows v2 to inject some reality in the virtuality. A video describing the demo is available here [1].
在这个演示中,我们将分享我们在使用消费者头显构建实时3D体验方面的发现,从而超越它们设计的第一人称射击游戏的使用范围。我们解决了这种用户体验的关键问题,即将用户与自己的身体隔离开来,让他与房间里的其他人和现实世界失去联系。为了解决这些问题,我们在Windows v2上使用了现成的Kinect,在虚拟中注入了一些真实感。这里有一个描述演示的视频[1]。
{"title":"“Never Blind VR” enhancing the virtual reality headset experience with augmented virtuality","authors":"David Nahon, G. Subileau, Benjamin Capel","doi":"10.1109/VR.2015.7223438","DOIUrl":"https://doi.org/10.1109/VR.2015.7223438","url":null,"abstract":"In this demo, we share our findings in building real-time 3D experiences with consumer headsets so as to go beyond the first person shooter gaming usage for which they are designed. We address the key problems of such user experiences which are to isolate the user from his own body, have him lose contact with other people in the room and with the real world. To solve those issues we use an off-the-shelf Kinect for Windows v2 to inject some reality in the virtuality. A video describing the demo is available here [1].","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131845725","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 26
Extending touch-less interaction on vision based wearable device 扩展基于视觉的可穿戴设备的非触摸交互
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223380
Zhihan Lv, Shengzhong Feng, Liangbing Feng, Haibo Li
A touch-less interaction technology on vision based wearable device is designed and evaluated. Users interact with the application with dynamic hands/feet gestures in front of the camera. Several proof-of-concept prototypes with eleven dynamic gestures are developed based on the touch-less interaction. At last, a comparing user study evaluation is proposed to demonstrate the usability of the touch-less approach, as well as the impact on user's emotion, running on a wearable framework or Google Glass.
设计并评估了一种基于视觉的可穿戴设备的非触摸交互技术。用户在摄像头前通过动态的手/脚手势与应用程序交互。基于非触摸交互,开发了几种具有11种动态手势的概念验证原型。最后,提出了一项比较用户研究评估,以证明非触摸方法的可用性,以及在可穿戴框架或谷歌眼镜上运行对用户情感的影响。
{"title":"Extending touch-less interaction on vision based wearable device","authors":"Zhihan Lv, Shengzhong Feng, Liangbing Feng, Haibo Li","doi":"10.1109/VR.2015.7223380","DOIUrl":"https://doi.org/10.1109/VR.2015.7223380","url":null,"abstract":"A touch-less interaction technology on vision based wearable device is designed and evaluated. Users interact with the application with dynamic hands/feet gestures in front of the camera. Several proof-of-concept prototypes with eleven dynamic gestures are developed based on the touch-less interaction. At last, a comparing user study evaluation is proposed to demonstrate the usability of the touch-less approach, as well as the impact on user's emotion, running on a wearable framework or Google Glass.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115401843","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 96
User cohabitation in multi-stereoscopic immersive virtual environment for individual navigation tasks 用户在多立体沉浸式虚拟环境中共同完成个人导航任务
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223323
Weiya Chen, Nicolas Ladevèze, C. Clavel, D. Mestre, P. Bourdot
In a Multi-stereoscopic immersive system, several users sharing the same restricted workspace, e.g. a CAVE, may need to perform independent navigation to achieve loosely coupled collaboration tasks for a complex scenario. In this context, a proper navigation paradigm should provide users both an efficient control of virtual navigation and a guarantee of users' safety in the real workspace relative to the display system and between users. In this aim, we propose several alterations of the human joystick metaphor by introducing implicit adaptive control to allow safe individual navigation for multiple users. We conducted a user study with an object-finding task in a double-stereoscopic CAVE-like system to evaluate both users' navigation performance in the virtual world and their behavior in the real workspace under different conditions. The results highlight that the improved paradigm allows two users to navigate independently despite physical system limitations.
在多立体沉浸式系统中,共享相同受限工作空间(例如CAVE)的多个用户可能需要执行独立导航,以实现复杂场景中的松耦合协作任务。在这种情况下,一个合适的导航范式既可以为用户提供对虚拟导航的有效控制,又可以保证用户在真实工作空间中相对于显示系统和用户之间的安全。在这个目标中,我们通过引入隐式自适应控制来提出人类操纵杆隐喻的几种改变,以允许多个用户安全的单独导航。我们在双立体类洞穴系统中进行了一项目标寻找任务的用户研究,以评估不同条件下用户在虚拟世界中的导航性能和在真实工作空间中的行为。结果强调,改进的范式允许两个用户独立导航,尽管物理系统的限制。
{"title":"User cohabitation in multi-stereoscopic immersive virtual environment for individual navigation tasks","authors":"Weiya Chen, Nicolas Ladevèze, C. Clavel, D. Mestre, P. Bourdot","doi":"10.1109/VR.2015.7223323","DOIUrl":"https://doi.org/10.1109/VR.2015.7223323","url":null,"abstract":"In a Multi-stereoscopic immersive system, several users sharing the same restricted workspace, e.g. a CAVE, may need to perform independent navigation to achieve loosely coupled collaboration tasks for a complex scenario. In this context, a proper navigation paradigm should provide users both an efficient control of virtual navigation and a guarantee of users' safety in the real workspace relative to the display system and between users. In this aim, we propose several alterations of the human joystick metaphor by introducing implicit adaptive control to allow safe individual navigation for multiple users. We conducted a user study with an object-finding task in a double-stereoscopic CAVE-like system to evaluate both users' navigation performance in the virtual world and their behavior in the real workspace under different conditions. The results highlight that the improved paradigm allows two users to navigate independently despite physical system limitations.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115899757","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 21
Eπıλoγη∗ in Crisis∗∗ Eπıλoγη *在危机中*
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223440
M. Santorineos, Stavroula Zoi, N. Dimitriadi, Taxiarchis Diamantopoulos, John Bardakos, Christina Chrysanthopoulou, I. Mavridou, Annalise Meli, Nikos Papadopoulos, Argyro Papathanasiou, Maria Velaora
“Eπıλoγη in Crisis” is a work in progress that has been developed by the research group of the Greek-French Master entitled "Art, virtual reality and multiuser systems of artistic expression", in a collaboration between the Athens School of Fine Arts and the University Paris8 Saint-Denis. It concerns an interactive project which is in-between a research tool and experimental game, that takes place in a virtual reality environment. It aims to immerse the player inside a system in crisis, so that he is not a mere spectator but feels that he shares responsibility for the crisis and has to act to resolve it. The actions of the player are measured and “judged” (by the game mechanism itself), thus determining the stability or instability of the system.
“Eπıλoγη in Crisis”是由希腊-法国大师的研究小组开发的一项正在进行的工作,名为“艺术,虚拟现实和艺术表达的多用户系统”,由雅典美术学院和巴黎圣德尼大学合作。它涉及一个介于研究工具和实验游戏之间的互动项目,发生在虚拟现实环境中。它的目的是让玩家沉浸在一个危机系统中,这样他就不仅仅是一个旁观者,而是觉得他对危机负有责任,必须采取行动来解决它。玩家的行动被衡量和“判断”(游戏机制本身),从而决定了系统的稳定性或不稳定性。
{"title":"Eπıλoγη∗ in Crisis∗∗","authors":"M. Santorineos, Stavroula Zoi, N. Dimitriadi, Taxiarchis Diamantopoulos, John Bardakos, Christina Chrysanthopoulou, I. Mavridou, Annalise Meli, Nikos Papadopoulos, Argyro Papathanasiou, Maria Velaora","doi":"10.1109/VR.2015.7223440","DOIUrl":"https://doi.org/10.1109/VR.2015.7223440","url":null,"abstract":"“Eπıλoγη in Crisis” is a work in progress that has been developed by the research group of the Greek-French Master entitled \"Art, virtual reality and multiuser systems of artistic expression\", in a collaboration between the Athens School of Fine Arts and the University Paris8 Saint-Denis. It concerns an interactive project which is in-between a research tool and experimental game, that takes place in a virtual reality environment. It aims to immerse the player inside a system in crisis, so that he is not a mere spectator but feels that he shares responsibility for the crisis and has to act to resolve it. The actions of the player are measured and “judged” (by the game mechanism itself), thus determining the stability or instability of the system.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114622809","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Validation of SplitVector encoding and stereoscopy for quantitative visualization of quantum physics data in virtual environments 虚拟环境中量子物理数据定量可视化的SplitVector编码和立体验证
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223347
Jian Chen, Wesley Griffin, Henan Zhao, J. Terrill, G. Bryant
We designed and evaluated SplitVector, a new vector field display approach to help scientists perform new discrimination tasks on scientific data shown in virtual environments (VEs). Our empirical study compared the SplitVector approach with three other approaches of direct linear representation, log, and text display common in information-rich VEs or IRVEs. Our results suggest the following: (1) SplitVectors improve the accuracy by about 10 times compared to the linear mapping and by 4 times to log in discrimination tasks; (2) SplitVectors lead to no significant differences from the IRVE text display approach, yet reduce the clutter; and (3) SplitVector improved task performance in both mono and stereoscopy conditions.
我们设计并评估了SplitVector,这是一种新的矢量场显示方法,可以帮助科学家对虚拟环境(VEs)中显示的科学数据进行新的识别任务。我们的实证研究将SplitVector方法与其他三种在信息丰富的ve或irve中常见的直接线性表示、日志和文本显示方法进行了比较。结果表明:(1)与线性映射相比,SplitVectors的准确率提高了约10倍,在登录识别任务上提高了4倍;(2) SplitVectors与IRVE文本显示方法无显著差异,但减少了杂乱;(3) SplitVector提高了单眼和立体条件下的任务性能。
{"title":"Validation of SplitVector encoding and stereoscopy for quantitative visualization of quantum physics data in virtual environments","authors":"Jian Chen, Wesley Griffin, Henan Zhao, J. Terrill, G. Bryant","doi":"10.1109/VR.2015.7223347","DOIUrl":"https://doi.org/10.1109/VR.2015.7223347","url":null,"abstract":"We designed and evaluated SplitVector, a new vector field display approach to help scientists perform new discrimination tasks on scientific data shown in virtual environments (VEs). Our empirical study compared the SplitVector approach with three other approaches of direct linear representation, log, and text display common in information-rich VEs or IRVEs. Our results suggest the following: (1) SplitVectors improve the accuracy by about 10 times compared to the linear mapping and by 4 times to log in discrimination tasks; (2) SplitVectors lead to no significant differences from the IRVE text display approach, yet reduce the clutter; and (3) SplitVector improved task performance in both mono and stereoscopy conditions.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"109 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115116920","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Dynamic 3D interaction using an optical See-through HMD 使用光学透明头戴式显示器的动态3D交互
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223444
Nozomi Sugiura, T. Komuro
We propose a system that enables dynamic 3D interaction with real and virtual objects using an optical see-through head-mounted display and an RGB-D camera. The virtual objects move according to physical laws. The system uses a physics engine for calculation of the motion of virtual objects and collision detection. In addition, the system performs collision detection between virtual objects and real objects in the three-dimensional scene obtained from the camera which is dynamically updated. A user wears the device and interacts with virtual objects in a seated position. The system gives users a great sense of reality through an interaction with virtual objects.
我们提出了一个系统,使动态3D交互与真实和虚拟对象使用光学透明头戴式显示器和RGB-D相机。虚拟物体根据物理规律运动。该系统使用物理引擎进行虚拟物体的运动计算和碰撞检测。此外,该系统还可以在动态更新的相机获取的三维场景中进行虚拟物体与真实物体的碰撞检测。用户佩戴该设备并与坐着的虚拟物体进行交互。该系统通过与虚拟物体的交互,给用户一种强烈的真实感。
{"title":"Dynamic 3D interaction using an optical See-through HMD","authors":"Nozomi Sugiura, T. Komuro","doi":"10.1109/VR.2015.7223444","DOIUrl":"https://doi.org/10.1109/VR.2015.7223444","url":null,"abstract":"We propose a system that enables dynamic 3D interaction with real and virtual objects using an optical see-through head-mounted display and an RGB-D camera. The virtual objects move according to physical laws. The system uses a physics engine for calculation of the motion of virtual objects and collision detection. In addition, the system performs collision detection between virtual objects and real objects in the three-dimensional scene obtained from the camera which is dynamically updated. A user wears the device and interacts with virtual objects in a seated position. The system gives users a great sense of reality through an interaction with virtual objects.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117270667","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
A procedure for accurate calibration of a tabletop haploscope AR environment 一个程序精确校准桌面单倍镜AR环境
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223394
Nate Phillips, J. Swan
In previous papers, a novel haploscope-based AR environment was implemented [1, 3]. In that system, a participant looks through a set of reflective lenses onto a real-world environment. However, at the same time, there are monitors to the side displaying a virtual object. This object is reflected onto the lenses and is thus, from the viewpoint of the participant, overlaid onto the real environment. In Hua [1], some initial work was done designing a calibration procedure for this haploscope-based AR environment. The current work seeks to modify and expand Hua's original calibration procedure to make it both more effective and more efficient. As part of developing this new calibration procedure, this paper examines potential sources of error and recommends processes and steps for reducing or eliminating these potential error sources.
在之前的论文中,实现了一种新的基于单倍体的AR环境[1,3]。在这个系统中,参与者通过一组反射透镜观察现实世界的环境。然而,与此同时,旁边有显示器显示一个虚拟对象。这个物体被反射到镜头上,因此,从参与者的角度来看,覆盖在真实的环境上。Hua[1]为这种基于单倍镜的AR环境设计了一个校准程序,完成了一些初步工作。目前的工作旨在修改和扩展华的原始校准程序,使其更有效和更高效。作为开发这个新的校准程序的一部分,本文检查了潜在的误差来源,并推荐了减少或消除这些潜在误差来源的过程和步骤。
{"title":"A procedure for accurate calibration of a tabletop haploscope AR environment","authors":"Nate Phillips, J. Swan","doi":"10.1109/VR.2015.7223394","DOIUrl":"https://doi.org/10.1109/VR.2015.7223394","url":null,"abstract":"In previous papers, a novel haploscope-based AR environment was implemented [1, 3]. In that system, a participant looks through a set of reflective lenses onto a real-world environment. However, at the same time, there are monitors to the side displaying a virtual object. This object is reflected onto the lenses and is thus, from the viewpoint of the participant, overlaid onto the real environment. In Hua [1], some initial work was done designing a calibration procedure for this haploscope-based AR environment. The current work seeks to modify and expand Hua's original calibration procedure to make it both more effective and more efficient. As part of developing this new calibration procedure, this paper examines potential sources of error and recommends processes and steps for reducing or eliminating these potential error sources.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116798236","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Blind in a virtual world: Using sensory substitution for generically increasing the accessibility of graphical virtual environments 虚拟世界中的盲人:使用感官替代来增加图形虚拟环境的可访问性
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223381
S. Maidenbaum, S. Abboud, Galit Buchs, A. Amedi
Graphical virtual environments are currently far from accessible to the blind as most of their content is visual. While several previous environment-specific tools have indeed increased accessibility to specific environments they do not offer a generic solution. This is especially unfortunate as such environments hold great potential for the blind, e.g., for safe orientation and learning. Visual-to-audio Sensory Substitution Devices (SSDs) can potentially increase their accessibility in such a generic fashion by sonifying the on-screen content regardless of the specific environment. Using SSDs also taps into the skills gained from using these same SSDs for completely different tasks, including in the real world. However, whether congenitally blind users will be able to use this information to perceive and interact successfully virtually is currently unclear. We tested this using the EyeMusic SSD, which conveys shape and color information, to perform virtual tasks otherwise not possible without vision. We show that these tasks can be accomplished by the congenitally blind.
目前,图形虚拟环境还远远不能让盲人接触到,因为它们的大部分内容都是视觉化的。虽然以前的一些特定于环境的工具确实增加了对特定环境的可访问性,但它们并没有提供通用的解决方案。这是特别不幸的,因为这样的环境对盲人来说有很大的潜力,例如,安全定向和学习。视觉到音频的感官替代设备(ssd)可以通过将屏幕上的内容发出声音而不考虑特定环境,从而潜在地以这种通用的方式增加其可访问性。使用ssd还可以利用在完全不同的任务中使用相同的ssd所获得的技能,包括在现实世界中。然而,目前尚不清楚先天失明的用户是否能够利用这些信息成功地感知和互动。我们用EyeMusic固态硬盘测试了这一点,它可以传递形状和颜色信息,执行虚拟任务,否则没有视觉是不可能的。我们证明先天失明的人也能完成这些任务。
{"title":"Blind in a virtual world: Using sensory substitution for generically increasing the accessibility of graphical virtual environments","authors":"S. Maidenbaum, S. Abboud, Galit Buchs, A. Amedi","doi":"10.1109/VR.2015.7223381","DOIUrl":"https://doi.org/10.1109/VR.2015.7223381","url":null,"abstract":"Graphical virtual environments are currently far from accessible to the blind as most of their content is visual. While several previous environment-specific tools have indeed increased accessibility to specific environments they do not offer a generic solution. This is especially unfortunate as such environments hold great potential for the blind, e.g., for safe orientation and learning. Visual-to-audio Sensory Substitution Devices (SSDs) can potentially increase their accessibility in such a generic fashion by sonifying the on-screen content regardless of the specific environment. Using SSDs also taps into the skills gained from using these same SSDs for completely different tasks, including in the real world. However, whether congenitally blind users will be able to use this information to perceive and interact successfully virtually is currently unclear. We tested this using the EyeMusic SSD, which conveys shape and color information, to perform virtual tasks otherwise not possible without vision. We show that these tasks can be accomplished by the congenitally blind.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130020545","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Exploring the effects of image persistence in low frame rate virtual environments 探索低帧率虚拟环境中图像持久性的影响
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223319
David J. Zielinski, H. Rao, M. Sommer, Regis Kopper
In virtual reality applications, there is an aim to provide real time graphics which run at high refresh rates. However, there are many situations in which this is not possible due to simulation or rendering issues. When running at low frame rates, several aspects of the user experience are affected. For example, each frame is displayed for an extended period of time, causing a high persistence image artifact. The effect of this artifact is that movement may lose continuity, and the image jumps from one frame to another. In this paper, we discuss our initial exploration of the effects of high persistence frames caused by low refresh rates and compare it to high frame rates and to a technique we developed to mitigate the effects of low frame rates. In this technique, the low frame rate simulation images are displayed with low persistence by blanking out the display during the extra time such image would be displayed. In order to isolate the visual effects, we constructed a simulator for low and high persistence displays that does not affect input latency. A controlled user study comparing the three conditions for the tasks of 3D selection and navigation was conducted. Results indicate that the low persistence display technique may not negatively impact user experience or performance as compared to the high persistence case. Directions for future work on the use of low persistence displays for low frame rate situations are discussed.
在虚拟现实应用中,有一个目标是提供以高刷新率运行的实时图形。然而,在许多情况下,由于模拟或渲染问题,这是不可能的。当以低帧率运行时,用户体验的几个方面都会受到影响。例如,每一帧都显示一段较长的时间,从而产生高持久性的图像伪影。这种伪影的效果是运动可能会失去连续性,图像会从一帧跳到另一帧。在本文中,我们讨论了我们对低刷新率引起的高持久性帧的影响的初步探索,并将其与高帧率和我们开发的减轻低帧率影响的技术进行了比较。在该技术中,通过在图像显示的额外时间内消隐显示,低帧率模拟图像的显示持久性较低。为了隔离视觉效果,我们为不影响输入延迟的低持久性和高持久性显示构建了一个模拟器。进行了一项对照用户研究,比较了三维选择和导航任务的三种条件。结果表明,与高持久性相比,低持久性显示技术可能不会对用户体验或性能产生负面影响。讨论了在低帧率情况下使用低持久性显示的未来工作方向。
{"title":"Exploring the effects of image persistence in low frame rate virtual environments","authors":"David J. Zielinski, H. Rao, M. Sommer, Regis Kopper","doi":"10.1109/VR.2015.7223319","DOIUrl":"https://doi.org/10.1109/VR.2015.7223319","url":null,"abstract":"In virtual reality applications, there is an aim to provide real time graphics which run at high refresh rates. However, there are many situations in which this is not possible due to simulation or rendering issues. When running at low frame rates, several aspects of the user experience are affected. For example, each frame is displayed for an extended period of time, causing a high persistence image artifact. The effect of this artifact is that movement may lose continuity, and the image jumps from one frame to another. In this paper, we discuss our initial exploration of the effects of high persistence frames caused by low refresh rates and compare it to high frame rates and to a technique we developed to mitigate the effects of low frame rates. In this technique, the low frame rate simulation images are displayed with low persistence by blanking out the display during the extra time such image would be displayed. In order to isolate the visual effects, we constructed a simulator for low and high persistence displays that does not affect input latency. A controlled user study comparing the three conditions for the tasks of 3D selection and navigation was conducted. Results indicate that the low persistence display technique may not negatively impact user experience or performance as compared to the high persistence case. Directions for future work on the use of low persistence displays for low frame rate situations are discussed.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130200085","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 34
Multiple devices as windows for virtual environment 多个设备作为虚拟环境的窗口
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223374
Jooyoung Lee, Hasup Lee, Boyu Gao, Hyungseok Kim, Jee-In Kim
We introduce a method for using multiple devices as windows for interacting with 3-D virtual environment. Motivation of our work has come from generating collaborative workspace with multiple devices which can be found in our daily lives, like desktop PC and mobile devices. Provided with life size virtual environment, each device shows a scene of 3-D virtual space on its position and direction, and users would be able to perceive virtual space in more immersive way with it. By adopting mobile device to our system, users not only see outer space of stationary screen by relocating their mobile device, but also have personalized view in working space. To acquiring knowledge of device's pose and orientation, we adopt vision-based approaches. For the last, we introduce an implementation of a system for managing multiple device and letting them have synchronized performance.
介绍了一种利用多设备作为窗口与三维虚拟环境进行交互的方法。我们工作的动力来自于在我们日常生活中可以找到的多种设备,如台式电脑和移动设备,产生协同工作空间。每个设备都提供了真人大小的虚拟环境,在其位置和方向上显示出三维虚拟空间的场景,用户可以更身临其境地感知虚拟空间。通过将移动设备应用到我们的系统中,用户不仅可以通过移动设备的移动位置看到固定屏幕的外部空间,还可以在工作空间中拥有个性化的视图。为了获取设备的姿态和方向信息,我们采用了基于视觉的方法。最后,我们介绍了一个管理多台设备并使其性能同步的系统的实现。
{"title":"Multiple devices as windows for virtual environment","authors":"Jooyoung Lee, Hasup Lee, Boyu Gao, Hyungseok Kim, Jee-In Kim","doi":"10.1109/VR.2015.7223374","DOIUrl":"https://doi.org/10.1109/VR.2015.7223374","url":null,"abstract":"We introduce a method for using multiple devices as windows for interacting with 3-D virtual environment. Motivation of our work has come from generating collaborative workspace with multiple devices which can be found in our daily lives, like desktop PC and mobile devices. Provided with life size virtual environment, each device shows a scene of 3-D virtual space on its position and direction, and users would be able to perceive virtual space in more immersive way with it. By adopting mobile device to our system, users not only see outer space of stationary screen by relocating their mobile device, but also have personalized view in working space. To acquiring knowledge of device's pose and orientation, we adopt vision-based approaches. For the last, we introduce an implementation of a system for managing multiple device and letting them have synchronized performance.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132875151","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
2015 IEEE Virtual Reality (VR)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1