首页 > 最新文献

2015 IEEE Virtual Reality (VR)最新文献

英文 中文
Perceiving mass in mixed reality through pseudo-haptic rendering of Newton's third law 通过牛顿第三定律的伪触觉渲染来感知混合现实中的质量
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223322
Paul Issartel, F. Guéniat, S. Coquillart, M. Ammi
In mixed reality, real objects can be used to interact with virtual objects. However, unlike in the real world, real objects do not encounter any opposite reaction force when pushing against virtual objects. The lack of reaction force during manipulation prevents users from perceiving the mass of virtual objects. Although this could be addressed by equipping real objects with force-feedback devices, such a solution remains complex and impractical. In this work, we present a technique to produce an illusion of mass without any active force-feedback mechanism. This is achieved by simulating the effects of this reaction force in a purely visual way. A first study demonstrates that our technique indeed allows users to differentiate light virtual objects from heavy virtual objects. In addition, it shows that the illusion is immediately effective, with no prior training. In a second study, we measure the lowest mass difference (JND) that can be perceived with this technique. The effectiveness and ease of implementation of our solution provides an opportunity to enhance mixed reality interaction at no additional cost.
在混合现实中,真实的物体可以用来与虚拟物体进行交互。然而,与现实世界不同的是,真实物体在推动虚拟物体时不会遇到任何相反的反作用力。在操作过程中缺乏反作用力会阻碍用户感知虚拟物体的质量。虽然这可以通过在真实物体上装备力反馈装置来解决,但这种解决方案仍然复杂且不切实际。在这项工作中,我们提出了一种在没有任何主动力反馈机制的情况下产生质量错觉的技术。这是通过以纯粹的视觉方式模拟这种反作用力的效果来实现的。第一项研究表明,我们的技术确实允许用户区分轻的虚拟物体和重的虚拟物体。此外,它表明,错觉是立即有效的,没有事先的训练。在第二项研究中,我们测量了用这种技术可以感知到的最低质量差(JND)。我们的解决方案的有效性和易于实现提供了在不增加成本的情况下增强混合现实交互的机会。
{"title":"Perceiving mass in mixed reality through pseudo-haptic rendering of Newton's third law","authors":"Paul Issartel, F. Guéniat, S. Coquillart, M. Ammi","doi":"10.1109/VR.2015.7223322","DOIUrl":"https://doi.org/10.1109/VR.2015.7223322","url":null,"abstract":"In mixed reality, real objects can be used to interact with virtual objects. However, unlike in the real world, real objects do not encounter any opposite reaction force when pushing against virtual objects. The lack of reaction force during manipulation prevents users from perceiving the mass of virtual objects. Although this could be addressed by equipping real objects with force-feedback devices, such a solution remains complex and impractical. In this work, we present a technique to produce an illusion of mass without any active force-feedback mechanism. This is achieved by simulating the effects of this reaction force in a purely visual way. A first study demonstrates that our technique indeed allows users to differentiate light virtual objects from heavy virtual objects. In addition, it shows that the illusion is immediately effective, with no prior training. In a second study, we measure the lowest mass difference (JND) that can be perceived with this technique. The effectiveness and ease of implementation of our solution provides an opportunity to enhance mixed reality interaction at no additional cost.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"5 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":"129729599","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: 19
A GPU-based adaptive algorithm for non-rigid surface registration 一种基于gpu的非刚性曲面配准自适应算法
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223409
A. Souza, Márcio C. F. Macedo, A. Apolinario
Non-rigid surface registration is fundamental when accurate tracking or reconstruction of 3D deformable shapes is desirable. However, the majority of non-rigid registration methods are not as fast as the ones developed in the field of rigid registration. Fast methods for non-rigid surface registration are particularly interesting for markerless augmented reality applications, in which the object being used as marker can support non-rigid user interaction. In this paper, we present an adaptive algorithm for non-rigid surface registration. Taking advantage from this adaptivity and the parallelism of the GPU, we show that the proposed algorithm is capable to achieve near real-time performance with an approach as accurate as the ones proposed in the literature.
当需要精确跟踪或重建3D可变形形状时,非刚性表面配准是基本的。然而,大多数非刚性配准方法的速度都不如刚性配准领域发展起来的方法快。非刚性表面配准的快速方法对于无标记增强现实应用特别有趣,其中用作标记的对象可以支持非刚性用户交互。本文提出了一种非刚性曲面配准的自适应算法。利用这种自适应性和GPU的并行性,我们证明了所提出的算法能够以与文献中提出的方法一样精确的方法实现接近实时的性能。
{"title":"A GPU-based adaptive algorithm for non-rigid surface registration","authors":"A. Souza, Márcio C. F. Macedo, A. Apolinario","doi":"10.1109/VR.2015.7223409","DOIUrl":"https://doi.org/10.1109/VR.2015.7223409","url":null,"abstract":"Non-rigid surface registration is fundamental when accurate tracking or reconstruction of 3D deformable shapes is desirable. However, the majority of non-rigid registration methods are not as fast as the ones developed in the field of rigid registration. Fast methods for non-rigid surface registration are particularly interesting for markerless augmented reality applications, in which the object being used as marker can support non-rigid user interaction. In this paper, we present an adaptive algorithm for non-rigid surface registration. Taking advantage from this adaptivity and the parallelism of the GPU, we show that the proposed algorithm is capable to achieve near real-time performance with an approach as accurate as the ones proposed in the literature.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"95 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":"126269908","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
Connected touch tables for remote collaboration 用于远程协作的连接触摸表
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223461
Jean-Baptiste de la Rivière, Julien Castet
In most of today projects, the digital data, knowledge and expertise required are so large that a single person is far from enough to achieve the best decisions. Many critical processes now require several people to share the project specific information as well as their own views to collectively converge towards a right conclusion. Touch tables are promising collaborative work interfaces, but require the development of specific functionalities related to their horizontal format. An especially important element is the remote collaboration one, which should ensure distant teams can work together as efficiently as if they were working close to each other. To bring such interfaces out of the lab and into real-world industrial processes, we have developed several solutions which should ease the integration of such tables in existing data and systems.
在当今的大多数项目中,所需的数字数据、知识和专业知识是如此之多,以至于一个人远远不足以实现最佳决策。现在,许多关键过程需要几个人分享项目的具体信息以及他们自己的观点,以便共同得出正确的结论。触摸表是很有前途的协作工作界面,但需要开发与其水平格式相关的特定功能。一个特别重要的元素是远程协作,它应该确保远程团队可以像彼此靠近一样高效地一起工作。为了将这样的接口从实验室带到现实世界的工业过程中,我们开发了几个解决方案,可以简化这些表在现有数据和系统中的集成。
{"title":"Connected touch tables for remote collaboration","authors":"Jean-Baptiste de la Rivière, Julien Castet","doi":"10.1109/VR.2015.7223461","DOIUrl":"https://doi.org/10.1109/VR.2015.7223461","url":null,"abstract":"In most of today projects, the digital data, knowledge and expertise required are so large that a single person is far from enough to achieve the best decisions. Many critical processes now require several people to share the project specific information as well as their own views to collectively converge towards a right conclusion. Touch tables are promising collaborative work interfaces, but require the development of specific functionalities related to their horizontal format. An especially important element is the remote collaboration one, which should ensure distant teams can work together as efficiently as if they were working close to each other. To bring such interfaces out of the lab and into real-world industrial processes, we have developed several solutions which should ease the integration of such tables in existing data and systems.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"11 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":"128003269","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
Transparent cockpit using telexistence 透明驾驶舱使用远程存在
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223420
Takura Yanagi, C. Fernando, M. Y. Saraiji, K. Minamizawa, S. Tachi, N. Kishi
We propose an indirect-vision, video-see-through augmented reality (AR) cockpit that uses telexistence technology to provide an AR enriched, virtually transparent view of the surroundings through monitors instead of windows. Such a virtual view has the potential to enhance driving performance and experience above conventional glass as well as head-up display equipped cockpits by combining AR overlays with images obtained by future image sensors that are superior to human eyes. As a proof of concept, we replaced the front windshield of an experimental car by a large stereoscopic monitor. A robotic stereo camera pair that mimics the driver's head motions provides stereoscopic images with seamless motion parallax to the monitor. Initial driving tests at moderate speeds on roads within our research facility confirmed the illusion of transparency. We will conduct human factors evaluations after implementing AR functions in order to show whether it is possible to achieve an overall benefit over conventional cockpits in spite of possible conceptual issues like latency, shift of viewpoint and short distance between driver and display.
我们提出了一种间接视觉,视频透视增强现实(AR)驾驶舱,它使用远程存在技术,通过显示器而不是窗户提供丰富的AR,几乎透明的周围环境视图。这种虚拟视角将AR叠加与未来的图像传感器获得的图像相结合,有可能提高驾驶性能和体验,超越传统的玻璃和配备平视显示器的驾驶舱。作为概念验证,我们用一个大型立体显示器取代了一辆实验车的前挡风玻璃。一组模仿驾驶员头部运动的机器人立体摄像机向显示器提供具有无缝运动视差的立体图像。在我们的研究设施内,以中速在道路上进行的初步驾驶测试证实了这种透明的错觉。我们将在实现AR功能后进行人为因素评估,以显示在可能存在延迟、视角转移以及驾驶员与显示器之间距离较短等概念问题的情况下,AR是否有可能实现优于传统驾驶舱的整体优势。
{"title":"Transparent cockpit using telexistence","authors":"Takura Yanagi, C. Fernando, M. Y. Saraiji, K. Minamizawa, S. Tachi, N. Kishi","doi":"10.1109/VR.2015.7223420","DOIUrl":"https://doi.org/10.1109/VR.2015.7223420","url":null,"abstract":"We propose an indirect-vision, video-see-through augmented reality (AR) cockpit that uses telexistence technology to provide an AR enriched, virtually transparent view of the surroundings through monitors instead of windows. Such a virtual view has the potential to enhance driving performance and experience above conventional glass as well as head-up display equipped cockpits by combining AR overlays with images obtained by future image sensors that are superior to human eyes. As a proof of concept, we replaced the front windshield of an experimental car by a large stereoscopic monitor. A robotic stereo camera pair that mimics the driver's head motions provides stereoscopic images with seamless motion parallax to the monitor. Initial driving tests at moderate speeds on roads within our research facility confirmed the illusion of transparency. We will conduct human factors evaluations after implementing AR functions in order to show whether it is possible to achieve an overall benefit over conventional cockpits in spite of possible conceptual issues like latency, shift of viewpoint and short distance between driver and display.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"69 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":"122816831","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: 5
What can we feel on the back of the tablet? — A thin mechanism to display two dimensional motion on the back and its characteristics 我们在平板电脑的背面能感觉到什么?-一个薄的机构,显示二维运动的背后和它的特点
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223371
I. Kumazawa, M. Takao, Y. Sasaki, Shunsuke Ono
The front surface 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 holding the tablet constantly touch it and feel the feedback steadily. In this paper, a slim design of tactile feedback mechanism that can be easily installed on the back of existing tablets is given and its mechanical performance regarding electricity consumption, latency and force is evaluated. Human capability in perceiving the tactile information on the display is also evaluated.
平板式智能手机或电脑的前表面以触摸屏为主。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,因为拿着平板电脑的手指会不断地触摸它并稳定地感受反馈。本文给出了一种易于安装在现有平板电脑背面的超薄触觉反馈机制设计,并对其功耗、延迟和受力等机械性能进行了评估。人类感知显示器上的触觉信息的能力也进行了评估。
{"title":"What can we feel on the back of the tablet? — A thin mechanism to display two dimensional motion on the back and its characteristics","authors":"I. Kumazawa, M. Takao, Y. Sasaki, Shunsuke Ono","doi":"10.1109/VR.2015.7223371","DOIUrl":"https://doi.org/10.1109/VR.2015.7223371","url":null,"abstract":"The front surface 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 holding the tablet constantly touch it and feel the feedback steadily. In this paper, a slim design of tactile feedback mechanism that can be easily installed on the back of existing tablets is given and its mechanical performance regarding electricity consumption, latency and force is evaluated. Human capability in perceiving the tactile information on the display is also evaluated.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"79 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":"122887423","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
Binocular interface: Interaction techniques considering binocular parallax for a large display 双目界面:考虑大型显示器的双目视差的交互技术
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223422
Keigo Yoshimura, T. Ogawa
There have been many studies on intuitive user interfaces for large displays by using pointing movements. However, if a user cannot reach a display, object manipulations on the display are difficult because the user will see duplicate fingers due to binocular parallax. We propose Binocular Interface, which enables interactions with an object by using two pseudo fingers. In a prototype, pointing positions on the display are estimated on the basis of the positions of eyes and a finger detected by an RGB-D camera. We implemented three basic operations (select, move, and resize) using duplicate fingers and evaluated each operation.
在大型显示器的直观用户界面上,已经有很多研究使用指向运动。然而,如果用户无法接触到显示器,则由于双眼视差,用户将看到重复的手指,因此很难在显示器上操作物体。我们提出双目接口,它可以通过使用两个假手指与物体进行交互。在原型中,显示器上的指向位置是根据RGB-D相机检测到的眼睛和手指的位置来估计的。我们使用重复的手指实现了三个基本操作(选择、移动和调整大小),并对每个操作进行了评估。
{"title":"Binocular interface: Interaction techniques considering binocular parallax for a large display","authors":"Keigo Yoshimura, T. Ogawa","doi":"10.1109/VR.2015.7223422","DOIUrl":"https://doi.org/10.1109/VR.2015.7223422","url":null,"abstract":"There have been many studies on intuitive user interfaces for large displays by using pointing movements. However, if a user cannot reach a display, object manipulations on the display are difficult because the user will see duplicate fingers due to binocular parallax. We propose Binocular Interface, which enables interactions with an object by using two pseudo fingers. In a prototype, pointing positions on the display are estimated on the basis of the positions of eyes and a finger detected by an RGB-D camera. We implemented three basic operations (select, move, and resize) using duplicate fingers and evaluated each operation.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"288 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":"115249974","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: 3
Using interactive virtual characters in social neuroscience 在社会神经科学中使用交互式虚拟角色
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223359
Joanna Hale, Xueni Pan, A. Hamilton
In recent years, the use of Virtual Characters in experimental studies has opened new research avenues in social neuroscience. In this paper, we present the design, implementation, and preliminary results of two case studies exploring different types of social cognition using interactive Virtual Characters animated with motion captured data.
近年来,虚拟人物在实验研究中的应用为社会神经科学开辟了新的研究途径。在本文中,我们介绍了两个案例研究的设计、实现和初步结果,这些案例研究使用带有动作捕捉数据的交互式虚拟角色动画来探索不同类型的社会认知。
{"title":"Using interactive virtual characters in social neuroscience","authors":"Joanna Hale, Xueni Pan, A. Hamilton","doi":"10.1109/VR.2015.7223359","DOIUrl":"https://doi.org/10.1109/VR.2015.7223359","url":null,"abstract":"In recent years, the use of Virtual Characters in experimental studies has opened new research avenues in social neuroscience. In this paper, we present the design, implementation, and preliminary results of two case studies exploring different types of social cognition using interactive Virtual Characters animated with motion captured data.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"43 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":"115329515","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: 2
Collaborative telepresence workspaces for space operation and science 空间操作和科学的协同远程呈现工作空间
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223402
D. Roberts, Arturo S. García, J. Dodiya, R. Wolff, Allen J. Fairchild, T. Fernando
We introduce the collaborative telepresence workspaces for SPACE operation and science that are under development in the European research project CROSS DRIVE. The vision is to give space mission controllers and scientists the impression of “beaming” to the surface of Mars, along with simulations of the environment and equipment, to step out together where a robot has or may move. We briefly overview the design and describe the state of the demonstrator. The contribution of the publication is to give an example of how collaborative Virtual Reality research is being taken up in space science.
我们介绍了欧洲研究项目CROSS DRIVE正在开发的用于空间操作和科学的协作远程呈现工作空间。其愿景是给太空任务控制者和科学家一种“传送”到火星表面的印象,同时模拟环境和设备,一起走出机器人已经或可能移动的地方。我们简要概述了设计并描述了演示器的状态。该出版物的贡献是给出一个例子,说明协作式虚拟现实研究是如何在空间科学中被采用的。
{"title":"Collaborative telepresence workspaces for space operation and science","authors":"D. Roberts, Arturo S. García, J. Dodiya, R. Wolff, Allen J. Fairchild, T. Fernando","doi":"10.1109/VR.2015.7223402","DOIUrl":"https://doi.org/10.1109/VR.2015.7223402","url":null,"abstract":"We introduce the collaborative telepresence workspaces for SPACE operation and science that are under development in the European research project CROSS DRIVE. The vision is to give space mission controllers and scientists the impression of “beaming” to the surface of Mars, along with simulations of the environment and equipment, to step out together where a robot has or may move. We briefly overview the design and describe the state of the demonstrator. The contribution of the publication is to give an example of how collaborative Virtual Reality research is being taken up in space science.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"8 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":"115291613","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: 15
Location, location, location. An exercise in cost and waste reduction using Augmented Reality in composite layup manufacturing 位置,位置,位置。运用增强现实技术在复合材料叠层制造中降低成本和浪费
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223458
C. Freeman, Rab Scott, R. Krain
An Augmented Reality (AR) composite layup tool was created using low cost, off the shelf components and software to prove and demonstrate the application of AR in a manufacturing environment. The project tested different tracking technologies in order to ascertain their practicality within an industrial environment. By developing an understanding of the challenges faced in implementing such an application, the project further demonstrates the potential for cost and waste reduction. The experimental setup is at a lower price point than existing all in one solutions, thus increasing access to the technology. The research leading to these results has received funding from the European Union Seventh Framework Programme (FP7/2007-2013) under grant agreement n° [283336] - REFORM.
使用低成本、现成的组件和软件创建了增强现实(AR)复合叠加工具,以证明和演示AR在制造环境中的应用。该项目测试了不同的跟踪技术,以确定它们在工业环境中的实用性。通过了解实施此类应用程序所面临的挑战,该项目进一步展示了降低成本和减少浪费的潜力。与现有的一体化解决方案相比,实验装置的价格更低,从而增加了对该技术的使用。导致这些结果的研究获得了欧盟第七框架计划(FP7/2007-2013)的资助协议n°[283336]- REFORM。
{"title":"Location, location, location. An exercise in cost and waste reduction using Augmented Reality in composite layup manufacturing","authors":"C. Freeman, Rab Scott, R. Krain","doi":"10.1109/VR.2015.7223458","DOIUrl":"https://doi.org/10.1109/VR.2015.7223458","url":null,"abstract":"An Augmented Reality (AR) composite layup tool was created using low cost, off the shelf components and software to prove and demonstrate the application of AR in a manufacturing environment. The project tested different tracking technologies in order to ascertain their practicality within an industrial environment. By developing an understanding of the challenges faced in implementing such an application, the project further demonstrates the potential for cost and waste reduction. The experimental setup is at a lower price point than existing all in one solutions, thus increasing access to the technology. The research leading to these results has received funding from the European Union Seventh Framework Programme (FP7/2007-2013) under grant agreement n° [283336] - REFORM.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"16 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":"128335378","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: 2
I'm There! The influence of virtual reality and mixed reality environments combined with two different navigation methods on presence 我就在这里!虚拟现实和混合现实环境结合两种不同的导航方式对存在感的影响
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223376
Mario Lorenz, Marc Busch, Loukas Rentzos, M. Tscheligi, Philipp Klimant, Peter Fröhlich
For various VR/MR/AR applications, such as virtual usability studies, it is very important that the participants have the feeling that they are really in the environment. This feeling of “being” in a mediated environment is described as presence. Two important factors that influence presence are the level of immersion and the navigation method. We developed two navigation methods to simulate natural walking using a Wii Balance Board and a Kinect Sensor. In this preliminary study we examined the effects of these navigation methods and the level of immersion on the participants' perceived presence in a 2×2 factorial between-subjects study with 32 participants in two different VEs (Powerwall and Mixed-Reality-See-Through-Glasses). The results indicate that reported presence is higher for the Kinect navigation and Powerwall for some facets of presence.
对于各种VR/MR/AR应用,例如虚拟可用性研究,让参与者有一种真正置身于环境中的感觉是非常重要的。这种在中介环境中“存在”的感觉被描述为在场。影响存在感的两个重要因素是沉浸程度和导航方法。我们开发了两种导航方法,使用Wii平衡板和Kinect传感器来模拟自然行走。在这项初步研究中,我们在一项2×2受试者间因子研究中检验了这些导航方法和沉浸水平对参与者感知存在的影响,该研究有32名参与者在两种不同的虚拟现实(Powerwall和混合现实-透视眼镜)中。结果表明,Kinect导航和Powerwall在某些方面的临场感更高。
{"title":"I'm There! The influence of virtual reality and mixed reality environments combined with two different navigation methods on presence","authors":"Mario Lorenz, Marc Busch, Loukas Rentzos, M. Tscheligi, Philipp Klimant, Peter Fröhlich","doi":"10.1109/VR.2015.7223376","DOIUrl":"https://doi.org/10.1109/VR.2015.7223376","url":null,"abstract":"For various VR/MR/AR applications, such as virtual usability studies, it is very important that the participants have the feeling that they are really in the environment. This feeling of “being” in a mediated environment is described as presence. Two important factors that influence presence are the level of immersion and the navigation method. We developed two navigation methods to simulate natural walking using a Wii Balance Board and a Kinect Sensor. In this preliminary study we examined the effects of these navigation methods and the level of immersion on the participants' perceived presence in a 2×2 factorial between-subjects study with 32 participants in two different VEs (Powerwall and Mixed-Reality-See-Through-Glasses). The results indicate that reported presence is higher for the Kinect navigation and Powerwall for some facets of presence.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"12 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":"131119708","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: 33
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