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2015 IEEE Virtual Reality (VR)最新文献

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The effect of head mounted display weight and locomotion method on the perceived naturalness of virtual walking speeds 头戴式显示器重量和运动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.2015.7223389
N. C. Nilsson, S. Serafin, R. Nordahl
This poster details a study investigating the effect of Head Mounted Display (HMD) weight and locomotion method (Walking-In-Place and treadmill walking) on the perceived naturalness of virtual walking speeds. The results revealed significant main effects of movement type, but no significant effects of HMD weight were identified.
这张海报详细介绍了一项研究,该研究调查了头戴式显示器(HMD)的重量和运动方式(原地行走和跑步机行走)对虚拟行走速度的感知自然性的影响。结果显示,运动类型对运动的主要影响显著,而HMD体重对运动的主要影响不显著。
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引用次数: 14
Towards a high resolution grip measurement device for orthopaedics 一种用于骨科的高分辨率握力测量装置
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223427
Marc R. Edwards, P. Vangorp, N. John
We are developing a novel device for measuring hand power grip using frustrated total internal reflection of light in acrylic. Our method uses a force sensitive resistor to calibrate the force of a power grip as a function of the area and light intensity. This research is work in progress but results so far augur well for its applicability in medical and other application areas. The grip measurement device allows the patient and doctor to see the change in grip over time and projects this information directly onto the back of the patient's hand.
我们正在开发一种新颖的装置来测量手握的力量,利用亚克力受挫的全内反射光。我们的方法使用一个力敏感电阻来校准电源握把的力作为面积和光强度的函数。这项研究还在进行中,但到目前为止的结果预示着它在医学和其他应用领域的适用性。抓地力测量装置可以让病人和医生看到随着时间的推移抓地力的变化,并将这些信息直接投射到病人的手背上。
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引用次数: 0
Towards context-sensitive reorientation for real walking in virtual reality 在虚拟现实中实现真实行走的上下文敏感定向
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223357
Timofey Grechkin, Mahdi Azmandian, M. Bolas, Evan A. Suma
Redirected walking techniques have been introduced to overcome physical limitations for natural locomotion in virtual reality. Although subtle perceptual manipulations are helpful to keep users within relatively small tracked spaces, it is inevitable that users will approach critical boundary limits. Current solutions to this problem involve breaks in presence by introducing distractors, or freezing the virtual world relative to the user's perspective. We propose an approach that integrates into the virtual world narrative to draw users' attention and to cause them to temporarily alter their course to avoid going off bounds. This method ties together unnoticeable translation, rotation, and curvature gains, efficiently reorienting the user while maintaining the user's sense of immersion. We also discuss how this new method can be effectively used in conjunction with other reorientation techniques.
重定向行走技术的引入是为了克服虚拟现实中自然运动的物理限制。尽管微妙的感知操作有助于将用户保持在相对较小的跟踪空间内,但用户将不可避免地接近关键边界限制。目前解决这个问题的方法包括通过引入干扰物来中断存在,或者相对于用户的视角冻结虚拟世界。我们提出了一种方法,集成到虚拟世界的叙述,以吸引用户的注意力,并使他们暂时改变他们的路线,以避免越界。这种方法将不明显的平移、旋转和曲率增益联系在一起,有效地重新定向用户,同时保持用户的沉浸感。我们还讨论了这种新方法如何有效地与其他重新定向技术结合使用。
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引用次数: 10
Various forms of tactile feedback displayed on the back of the tablet: Latency minimized by using audio signal to control actuators 各种形式的触觉反馈显示在平板电脑的背面:通过使用音频信号来控制执行器来最小化延迟
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223432
I. Kumazawa, Kyohei Sugiyama, Tsukasa Hayashi, Yasuhiro Takatori, Shunsuke Ono
The front face of the tablet style smartphone or computer is dominated by a touch screen. As a finger operation on the touch screen disturbs its visibility, it is assumed a finger touches the screen instantly. Under such restriction, use of the rear surface of the tablet for tactile display is promising as the fingers constantly touch the back face and feel the tactile information. In our presentation, various tactile feedback mechanisms implemented on the back face are demonstrated and the latency of the feedback and its effect on the usability are evaluated for different communication means to control actuators such as wireless LAN, Bluetooth and audio signals. It is shown that the audio signal is promising to generate quick tactile feedback.
平板式智能手机或电脑的正面以触摸屏为主。由于手指在触摸屏上的操作会干扰其可视性,因此假设手指立即触摸屏幕。在这种限制下,使用平板电脑的后表面进行触觉显示是有希望的,因为手指不断地触摸后表面,感受触觉信息。在我们的报告中,展示了在背面实现的各种触觉反馈机制,并评估了反馈的延迟及其对可用性的影响,以不同的通信手段来控制执行器,如无线局域网,蓝牙和音频信号。实验结果表明,该音频信号有望产生快速的触觉反馈。
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引用次数: 0
A building-wide indoor tracking system for augmented reality 用于增强现实的全楼室内跟踪系统
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223348
S. Côté, F. Rheault, J. Barnard
Buildings require regular maintenance, and augmented reality (AR) could advantageously be used to facilitate the process. However, such AR systems would require accurate tracking to meet the needs of engineers, and work accurately in entire buildings. Popular tracking systems based on visual features cannot easily be applied in such situations, because of the limited number of visual features indoor, and of the high degree of similarity between rooms. In this project, we propose a hybrid system combining low accuracy radio-based tracking, and high accuracy tracking using depth images. Results show tracking accuracy that would be compatible with AR applications.
建筑物需要定期维护,增强现实(AR)可以有利地用于促进这一过程。然而,这种增强现实系统需要精确的跟踪,以满足工程师的需求,并在整个建筑物中准确工作。由于室内的视觉特征数量有限,并且房间之间高度相似,因此基于视觉特征的流行跟踪系统不容易应用于这种情况。在这个项目中,我们提出了一种结合低精度无线电跟踪和高精度深度图像跟踪的混合系统。结果表明,跟踪精度将与AR应用程序兼容。
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引用次数: 0
Can living in virtual environments alter reality? 生活在虚拟环境中会改变现实吗?
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223467
Melanie Buset
Technology has made some of the once unimaginable a reality. The invention of the computer has inspired some of the most useful inventions that we heavily rely on today. Computers were first given tasks to solve complex calculations and usually consisted of a simple command line interface. Overtime people started to see the potential that computers can have on our personal lives which lead to the more user friendly, graphical user interface (GUI). The GUI was one of many interfaces that came from this growth in technology and the use of computers for personal reasons. Having access to personal computers brought forth many possibilities and applications. Today, staying connected is one of the most influential and heavily used applications of the personal computer. People rely on social networking sites such as Twitter and Facebook to keep ties with one another when far away or even close by. Research has shown that there are some negative side effects of this constant cyber connectivity in regards to our social lives and interactions. A more recent invention has received some popularity as the possibility for social interaction within it is currently being explored. This invention is known as virtual reality (VR). I am interested in researching how VR could affect people if used similar to social networking platforms we already use and how it could influence society and possibly change our social interactions. We live so much in a cyber world that we have even invented an acronym (IRL) to decipher between online/cyber life and real life. Throughout this paper I will refer to real life by using the newly invented acronym, IRL.
科技让一些曾经无法想象的事情变成了现实。计算机的发明激发了我们今天严重依赖的一些最有用的发明。计算机最初被赋予解决复杂计算的任务,通常由一个简单的命令行界面组成。随着时间的推移,人们开始看到计算机在我们个人生活中的潜力,这导致了更友好的用户界面,图形用户界面(GUI)。GUI是众多界面中的一个,这些界面来自于技术的发展和个人对计算机的使用。个人电脑的使用带来了许多可能性和应用。今天,保持联系是个人电脑最具影响力和最广泛使用的应用之一。人们依靠像Twitter和Facebook这样的社交网站来保持彼此之间的联系,无论距离远近。研究表明,这种持续的网络连接对我们的社交生活和互动有一些负面影响。最近的一项发明受到了一些欢迎,因为人们正在探索在其中进行社交互动的可能性。这项发明被称为虚拟现实(VR)。我感兴趣的是研究VR如何影响人们,如果使用类似于我们已经使用的社交网络平台,以及它如何影响社会,并可能改变我们的社交互动。我们在网络世界中生活得如此之多,以至于我们甚至发明了一个缩写词(IRL)来区分网络生活和现实生活。在本文中,我将使用新发明的首字母缩略词IRL来指代现实生活。
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引用次数: 0
3D heterogeneous interactive web mapping application 3D异构交互式web地图应用程序
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223426
Quoc-Dinh Nguyen, A. Devaux, M. Brédif, N. Paparoditis
The internet browsers nowadays show incredible possibilities with HTML5. It makes it possible to use all the power of your device such as the GPU and all its sensors, GPS, accelerometer, camera, etc. The ability to put hardware-accelerated 3D content in the browser provides a way for the creation of new web based applications that were previously the exclusive domain of the desktop environment. This paper introduces a novel implementation of a 3D GIS WebGL-based navigation system which allows end-users to navigate in a 3D realistic and immersive urban scene, to interact with different spatial data such as panoramic image, laser, 3D-city model, and vector data with modern functionalities such as using your smartphone as a remote, render for 3D screen and make the scene dynamic.
如今的互联网浏览器通过HTML5展现了不可思议的可能性。它可以使用设备的所有功能,如GPU及其所有传感器,GPS,加速度计,摄像头等。将硬件加速的3D内容放入浏览器的能力为创建新的基于web的应用程序提供了一种方式,而这些应用程序以前是桌面环境的专属领域。本文介绍了一种基于webgl的3D GIS导航系统的新实现,该系统允许最终用户在3D逼真的沉浸式城市场景中导航,与不同的空间数据(如全景图像、激光、3D城市模型和矢量数据)进行交互,并具有现代功能,如使用智能手机作为遥控器,为3D屏幕渲染并使场景动态。
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引用次数: 5
Virtual reality toolbox for experimental psychology — Research demo 实验心理学的虚拟现实工具箱-研究演示
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223445
Madis Vasser, Markus Kängsepp, Kalver Kilvits, Taavi Kivisik, Jaan Aru
We present a general toolbox for virtual reality (VR) research in the field of psychology. Our aim is to simplify the generation and setup of complicated VR scenes for researchers. Various study protocols about perception, attention, cognition and memory can be constructed using our toolbox. Here we specifically showcase a fully functional demo for change blindness phenomena. Video-http://youtu.be/xG1hUYTQQbk.
我们为心理学领域的虚拟现实(VR)研究提供了一个通用工具箱。我们的目标是为研究人员简化复杂VR场景的生成和设置。使用我们的工具箱,可以构建关于感知、注意、认知和记忆的各种研究方案。在这里,我们特别展示了一个针对变化盲视现象的全功能演示。Video-http: / / youtu.be / xG1hUYTQQbk。
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引用次数: 5
Distance estimation in large immersive projection systems, revisited 大型沉浸式投影系统中的距离估计
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223320
G. Bruder, F. Sanz, A. Olivier, A. Lécuyer
When walking within an immersive projection environment, accommodation distance, parallax and angular resolution vary according to the distance between the user and the projection walls which can influence spatial perception. As CAVE-like virtual environments get bigger, accurate spatial perception within the projection setup becomes increasingly important for application domains that require the user to be able to naturally explore a virtual environment by moving through the physical interaction space. In this paper we describe an experiment which analyzes how distance estimation is biased when the distance to the screen and parallax vary. The experiment was conducted in a large immersive projection setup with up to ten meter interaction space. The results showed that both the screen distance and parallax have a strong asymmetric effect on distance judgments. We found an increased distance underestimation for positive parallax conditions. In contrast, we found less distance overestimation for negative and zero parallax conditions. We conclude the paper discussing the results with view on future large immersive projection environments.
当在沉浸式投影环境中行走时,可调节距离、视差和角分辨率会根据用户与投影墙之间的距离而变化,从而影响空间感知。随着类似cave的虚拟环境变得越来越大,投影设置中的精确空间感知对于要求用户能够通过物理交互空间自然地探索虚拟环境的应用领域变得越来越重要。本文描述了一个实验,分析了当到屏幕的距离和视差变化时距离估计的偏差。实验是在一个大型沉浸式投影装置中进行的,该装置具有长达十米的交互空间。结果表明,屏幕距离和视差对距离判断都有很强的不对称影响。我们发现,对于正视差条件,距离低估增加。相比之下,我们发现在负视差和零视差条件下距离高估较少。最后,我们对研究结果进行了讨论,并展望了未来大型沉浸式投影环境。
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引用次数: 37
Desktop versions of the string-based haptic interface — SPIDAR 桌面版本的基于字符串的触觉界面- SPIDAR
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223364
A. Jayasiri, Shuhan Ma, Yihan Qian, K. Akahane, Makoto Sato
There is a vast development and significant involvement of haptic interfaces in the world for virtual reality applications. In this paper, we introduce the research and development of desktop versions of friendly human interface called SPIDAR haptic interfaces on the Sato Makoto Laboratory in the Tokyo Institute of Technology. This haptic interface can be used in various types of virtual reality applications for simple pick and place tasks to more complicated physical interactions in virtual worlds.
在虚拟现实应用中,触觉界面有了巨大的发展和重要的参与。本文介绍了东京工业大学佐藤Makoto实验室在桌面版的友好人机界面SPIDAR触觉界面的研究和开发。这种触觉界面可以用于各种类型的虚拟现实应用程序,从简单的拾取和放置任务到虚拟世界中更复杂的物理交互。
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引用次数: 7
期刊
2015 IEEE Virtual Reality (VR)
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