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2015 IEEE Virtual Reality (VR)最新文献

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Towards a high fidelity simulation of the kidney biopsy procedure 对肾脏活检过程的高保真模拟
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223360
Gareth Henshall, S. Pop, Marc R. Edwards, L. A. Cenydd, N. John
Work in progress for the development of a novel virtual training environment for training a kidney biopsy procedure is presented. Our goal is to provide an affordable high fidelity simulation through the integration of some of the latest off-the-shelf technology components. The range of forces that are encountered during this procedure have been recorded using a custom designed force sensitive glove and then applied within the simulation.
工作进展的发展,一个新的虚拟培训环境,培训肾活检程序提出。我们的目标是通过集成一些最新的现成技术组件来提供经济实惠的高保真仿真。在此过程中遇到的力的范围已使用定制设计的力敏感手套进行记录,然后在模拟中应用。
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引用次数: 5
Presentation of virtual liquid by modeling vibration of a Japanese sake bottle 通过对日本清酒瓶振动的建模来展示虚拟液体
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223430
S. Ikeno, Ryuta Okazaki, Taku Hachisu, H. Kajimoto
It is known that visual, auditory, and tactile modalities affect the experiences of eating and drinking. One such example is the “glug” sound and vibration from a Japanese sake bottle when pouring liquid. Our previous studies have modeled the wave of the vibration by summation of two decaying sinusoidal waves with different frequencies. In this paper, to enrich expression of various types of liquid, we included two new properties of liquid: the viscosity and the residual amount of liquid, both based on recorded data.
众所周知,视觉、听觉和触觉模式会影响饮食体验。其中一个例子是日本清酒瓶倒酒时发出的“咕咕”声和震动。我们以前的研究是通过两个不同频率的衰减正弦波的总和来模拟振动的波动。在本文中,为了丰富各种类型液体的表达,我们在记录数据的基础上增加了液体的两个新性质:粘度和液体残留量。
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引用次数: 1
Registration and projection method of tumor region projection for breast cancer surgery 乳腺癌手术中肿瘤区域投影的配准与投影方法
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223365
Motoko Kanegae, Jun Morita, S. Shimamura, Yuji Uema, Maiko Takahashi, M. Inami, T. Hayashida, M. Sugimoto
This paper introduces a registration and projection method for directly projecting the tumor region for breast cancer surgery assistance based on the breast procedure of our collaborating doctor. We investigated the steps of the breast cancer procedure of our collaborating doctor and how it can be applied for tumor region projection. We propose a novel way of MRI acquisition so we may correlate the MRI coordinates to the patient in the real world. By calculating the transformation matrix from the MRI coordinates and the coordinates from the markers that is on the patient, we are able to register the acquired MRI data to the patient. Our registration and presentation method of the tumor region was then evaluated by medical doctors.
本文以合作医生的乳房手术为基础,介绍了一种直接投影肿瘤区域的配准投影方法,用于乳腺癌手术辅助。我们研究了合作医生的乳腺癌手术步骤,以及如何将其应用于肿瘤区域投影。我们提出了一种新的MRI采集方法,使我们可以将MRI坐标与现实世界中的患者相关联。通过计算来自MRI坐标和来自患者身上标记的坐标的变换矩阵,我们能够将获得的MRI数据注册到患者身上。我们的肿瘤区域的登记和呈现方法,然后由医生评估。
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引用次数: 1
Preliminary evaluation of a virtual needle insertion training system 虚拟插针训练系统的初步评估
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223388
Duc Van Nguyen, Safa Ben Lakhal, A. Chellali
Inserting a needle to perform a biopsy requires a high haptic sensitivity. The traditional learning methods based on observation and training on real patients are questionable. In this paper, we present a preliminary evaluation of a VR trainer for needle insertion tasks. The system aims to replicate an existing physical setup while overcoming some of its limitations. Results permit to validate some design choices and suggest some UI improvements.
插入针头进行活检需要高度的触觉灵敏度。传统的基于对真实患者的观察和训练的学习方法存在问题。在本文中,我们提出了一个初步评估的虚拟现实训练器插入针的任务。该系统旨在复制现有的物理设置,同时克服其一些局限性。结果允许验证一些设计选择并提出一些UI改进建议。
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引用次数: 10
Third person's footsteps enhanced moving sensation of seated person 第三人称的脚步声增强了坐着的人的运动感
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223390
Yujiro Okuya, Y. Ikei, Tomohiro Amemiya, K. Hirota
The present paper describes the system to present a pseudo-walking sensation to a sitting participant. The vibration was added to the heel and toe to imitate cutaneous sensation of the sole during walking. The sound of footsteps was also provided to the participant through headphones simultaneously. In this sound presentation, we used a spatial sound of footsteps of another walker as well as own footstep sound. Another walker's sound was moved along several trajectories in a VR space. We conducted an experiment to elucidate the effect of third person's footstep sound moved differently on the walking sensation of a participant. The result showed that third person's sound enhanced not only walking sensation but also translational sensation of a sitting participant. Furthermore, the effect was the highest when third person's sound came from front to backward of the participant in a VR space.
本论文描述了一个系统来呈现一个伪步行的感觉给一个坐着的参与者。震动被添加到鞋跟和脚趾模仿皮肤的感觉鞋底在走路。脚步声也同时通过耳机提供给参与者。在这个声音展示中,我们使用了另一个步行者的空间脚步声以及自己的脚步声。另一名步行者的声音在虚拟现实空间中沿着几个轨迹移动。我们进行了一项实验,以阐明第三人脚步声的不同移动对参与者行走感觉的影响。结果表明,第三人称的声音不仅增强了坐着的参与者的行走感觉,而且增强了他们的平移感觉。此外,在虚拟现实空间中,当第三人称的声音从参与者的前面到后面传来时,效果是最高的。
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引用次数: 1
BlenderVR: Open-source framework for interactive and immersive VR BlenderVR:交互式和沉浸式VR的开源框架
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223366
B. Katz, Dalai Felinto, Damien Touraine, David Poirier-Quinot, P. Bourdot
BlenderVR is an open-source project framework for interactive and immersive applications based on an extension of the Blender Game Engine to Virtual Reality applications. BlenderVR is a generalization of the BlenderCAVE project, accounting for alternate platforms (e.g., HMD, video-walls). The goal is to provide a flexible and easy to use framework for the creation of VR applications for various platforms, making use of the existing power of the BGE's graphics rendering and physics engine. Compatible with 3 major Operating Systems, BlenderVR has been developed by VR researchers with support from the Blender Community. BlenderVR currently handles multi-screen/multi-user tracked stereoscopic rendering through efficient low-level master/slave synchronization process with multimodal interactions via OSC and VRPN protocols.
BlenderVR是一个基于Blender游戏引擎扩展到虚拟现实应用程序的交互式和沉浸式应用程序的开源项目框架。BlenderVR是BlenderCAVE项目的概括,考虑到其他平台(例如,HMD,视频墙)。目标是提供一个灵活且易于使用的框架,用于创建各种平台的VR应用程序,利用BGE的图形渲染和物理引擎的现有功能。与3个主要的操作系统兼容,BlenderVR已经由VR研究人员在Blender社区的支持下开发。BlenderVR目前处理多屏幕/多用户跟踪立体渲染,通过OSC和VRPN协议的多模态交互,通过高效的低级主/从同步过程。
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引用次数: 21
Cooperation in virtual environments with individual views 在具有个人视图的虚拟环境中进行合作
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223372
Vincent Küszter, G. Brunnett, Daniel Pietschmann
When users are interacting collaboratively in a virtual environment it cannot be guaranteed that every user has the same input device or that they have access to the same information. Our research aims at understanding the effects of such asymmetries on the user embodiment in collaborative virtual environments (CVEs). In order to do this, we have developed a prototyping platform for cooperative interaction between two users. To change the information a user has, we are incorporating “special views”[1] for each person. Also, an easily expandable array of input devices is supported, e.g. Mouse/Keyboard, Novint Falcon, Razer Hydra, ART Flightstick, Leap Motion, etc. Those devices can provide additional information to a user, like haptic feedback, but they can also be used to restrain a user, for example by providing a device with less degrees of freedom.
当用户在虚拟环境中进行协作交互时,不能保证每个用户都有相同的输入设备,或者他们可以访问相同的信息。我们的研究旨在理解这种不对称对协作虚拟环境(CVEs)中用户体现的影响。为了做到这一点,我们开发了一个原型平台,用于两个用户之间的协作交互。为了改变用户拥有的信息,我们为每个人加入了“特殊视图”[1]。此外,还支持易于扩展的输入设备阵列,例如鼠标/键盘,Novint Falcon, Razer Hydra, ART Flightstick, Leap Motion等。这些设备可以为用户提供额外的信息,比如触觉反馈,但它们也可以用来限制用户,例如,通过提供自由度较小的设备。
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引用次数: 0
Image-space illumination for augmented reality in dynamic environments 动态环境中增强现实的图像空间照明
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223334
Lukas Gruber, Jonathan Ventura, D. Schmalstieg
We present an efficient approach for probeless light estimation and coherent rendering of Augmented Reality in dynamic scenes. This approach can handle dynamically changing scene geometry and dynamically changing light sources in real time with a single mobile RGB-D sensor and without relying on an invasive lightprobe. We jointly filter both in-view dynamic geometry and outside-view static geometry. The resulting reconstruction provides the input for efficient global illumination computation in image-space. We demonstrate that our approach can deliver state-of-the-art Augmented Reality rendering effects for scenes that are more scalable and more dynamic than previous work.
提出了一种有效的增强现实动态场景无探测光估计和相干渲染方法。这种方法可以通过单个移动RGB-D传感器实时处理动态变化的场景几何和动态变化的光源,而不依赖于侵入性光探头。我们联合过滤视图内动态几何和视图外静态几何。重建结果为图像空间中高效的全局照明计算提供了输入。我们证明,我们的方法可以为场景提供最先进的增强现实渲染效果,比以前的工作更具可扩展性和动态性。
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引用次数: 30
Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality 在虚拟现实中比较自然、半自然和非自然运动技术的性能
Pub Date : 2015-03-23 DOI: 10.1109/3DUI.2015.7131717
Mahdi Nabiyouni, Ayshwarya Saktheeswaran, D. Bowman, Ambika Karanth
One of the goals of much virtual reality (VR) research is to increase realism. In particular, many techniques for locomotion in VR attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques affects user task performance. We performed an experiment to compare a semi-natural locomotion technique (based on the Virtusphere device) with a traditional, non-natural technique (based on a game controller) and a fully natural technique (real walking). We found that the Virtusphere technique was significantly slower and less accurate than both of the other techniques. Based on this result and others in the literature, we speculate that locomotion techniques with moderate interaction fidelity will often have performance inferior to both high-fidelity techniques and well-designed low-fidelity techniques. We argue that our experimental results are an effect of interaction fidelity, and perform an analysis of the fidelity of the three locomotion techniques to support this argument.
许多虚拟现实(VR)研究的目标之一是提高真实感。特别是,VR中的许多运动技术试图近似真实世界的行走。然而,它还没有完全理解如何设计更现实的运动技术影响用户的任务性能。我们进行了一项实验,将半自然运动技术(基于Virtusphere设备)与传统的非自然运动技术(基于游戏控制器)和完全自然的运动技术(真实行走)进行比较。我们发现,与其他两种技术相比,虚拟球技术明显更慢,准确性也更低。基于这一结果和其他文献,我们推测具有中等交互保真度的运动技术的性能通常低于高保真度技术和设计良好的低保真度技术。我们认为我们的实验结果是相互作用保真度的影响,并执行三种运动技术的保真度分析来支持这一论点。
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引用次数: 93
Touching sounds: Perception of the curvature of auditory virtual surfaces 触摸声音:听觉虚拟表面曲率的感知
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223341
Eric O. Boyer, Lucyle Vandervoorde, Frédéric Bevilacqua, S. Hanneton
In this study, we investigated the ability of blindfolded adults to discriminate between concave and convex auditory virtual surfaces. We used a Leap MotionTM device to measure the movements of the hand and fingers. Participants were asked to explore the space above the device with the palm of one hand and an auditory feedback was produced only when the palm was moving into the boundaries of the surface. In order to demonstrate that curvature direction was correctly perceived by our participants, we estimated their discrimination thresholds with a psychophysical staircase procedure. Two groups of participants were fed with two different sonification of the surface. Results showed that most of the participants were able to learn the task. The best results were obtained with an auditory feedback related to the component of the hand velocity tangential to the virtual surface. This work proposes a contribution to the introduction in virtual reality of auditory virtual objects.
在这项研究中,我们调查了蒙上眼睛的成年人区分凹和凸听觉虚拟表面的能力。我们使用Leap motion™设备来测量手和手指的运动。参与者被要求用一只手的手掌探索设备上方的空间,只有当手掌移动到表面的边界时才会产生听觉反馈。为了证明曲率方向被我们的参与者正确地感知,我们用心理物理阶梯程序估计了他们的区分阈值。两组参与者被喂食两种不同的表面声音。结果显示,大多数参与者都能学会这个任务。在与虚拟表面相切的手速度分量相关的听觉反馈中,获得了最佳效果。这项工作为虚拟现实中听觉虚拟对象的引入做出了贡献。
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引用次数: 5
期刊
2015 IEEE Virtual Reality (VR)
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