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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
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
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
AR-SSVEP for brain-machine interface: Estimating user's gaze in head-mounted display with USB camera AR-SSVEP脑机接口:通过USB摄像头估算用户在头戴式显示器上的凝视
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223361
S. Horii, S. Nakauchi, M. Kitazaki
We aim to develop a brain-machine interface (BMI) system that estimates user's gaze or attention on an object to pick it up in the real world. In Experiment 1 and 2 we measured steady-state visual evoked potential (SSVEP) using luminance and/or contrast modulated flickers of photographic scenes presented on a head-mounted display (HMD). We applied multiclass SVM to estimate gaze locations for every 2s time-window data, and obtained significantly good classifications of gaze locations with the leave-one-session-out cross validation. In Experiment 3 we measured SSVEP using luminance and contrast modulated flickers of real scenes that were online captured by a USB camera and presented on the HMD. We put AR markers on real objects and made their locations flickering on HMD. We obtained the best performance of gaze classification with highest luminance and contrast modulation (73-91% accuracy at chance level 33%), and significantly good classification with low (25% of the highest) luminance and contrast modulation (42-50% accuracy). These results suggest that the luminance-modulated flickers of real scenes through USB camera can be applied to BMI by using augmented reality technology.
我们的目标是开发一个脑机接口(BMI)系统,它可以估计用户对一个物体的凝视或注意力,从而在现实世界中拾取它。在实验1和2中,我们使用头戴式显示器(HMD)上呈现的摄影场景的亮度和/或对比度调制闪烁来测量稳态视觉诱发电位(SSVEP)。我们采用多类支持向量机对每15个时间窗数据进行凝视位置估计,并通过留一会话交叉验证获得了较好的凝视位置分类。在实验3中,我们使用USB相机在线捕获并在HMD上显示的真实场景的亮度和对比度调制闪烁来测量SSVEP。我们把AR标记放在真实物体上,让它们的位置在HMD上闪烁。我们获得了最高亮度和对比度调制时的最佳分类性能(准确率为73-91%,随机水平为33%),较低亮度和对比度调制(准确率为最高的25%)时的分类效果显著好(准确率为42-50%)。这些结果表明,通过USB摄像头拍摄的真实场景的亮度调制闪烁可以通过增强现实技术应用于BMI。
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引用次数: 7
Using astigmatism in wide angle HMDs to improve rendering 在广角头显中使用散光来改善渲染
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223396
Daniel Pohl, Timo Bolkart, Stefan Nickels, O. Grau
Lenses in modern consumer HMDs introduce distortions like astigmatism: only the center area of the displayed content can be perceived sharp while with increasing distance from the center the image gets out of focus. We show with three new approaches that this undesired side effect can be used in a positive way to save calculations in blurry areas. For example, using sampling maps to lower the detail in areas where the image is blurred through astigmatism, increases performance by a factor of 2 to 3. Further, we introduce a new calibration of user-specific viewing parameters that increase the performance by about 20-75%.
现代消费级头戴式显示器的镜头会导致像散光这样的畸变:只有显示内容的中心区域可以被感知到清晰,而随着距离中心的增加,图像会失去焦点。我们用三种新方法表明,这种不希望的副作用可以以积极的方式使用,以节省模糊区域的计算。例如,使用采样地图来降低图像因散光而模糊的区域的细节,可以将性能提高2到3倍。此外,我们引入了一种新的校准用户特定的观看参数,可将性能提高约20-75%。
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引用次数: 9
Using augmented reality to support situated analytics 使用增强现实来支持定位分析
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223352
Neven A. M. ElSayed, B. Thomas, Ross T. Smith, K. Marriott, J. Piantadosi
We draw from the domains of Visual Analytics and Augmented Reality to support a new form of in-situ interactive visual analysis. We present a Situated Analytics model, a novel interaction, and a visualization concept for reasoning support. Situated Analytics has four primary elements: situated information, abstract information, augmented reality interaction, and analytical interaction.
我们借鉴了视觉分析和增强现实的领域来支持一种新的现场交互式视觉分析形式。我们提出了一种定位分析模型,一种新颖的交互,以及一种用于推理支持的可视化概念。情境分析有四个基本元素:情境信息、抽象信息、增强现实交互和分析交互。
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引用次数: 33
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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