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2015 IEEE Virtual Reality (VR)最新文献

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Collaborative table-top VR display for neurosurgical planning 用于神经外科计划的协同桌面VR显示
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223349
R. Eagleson, P. Wucherer, P. Stefan, Yaroslav Duschko, S. Ribaupierre, C. Vollmar, P. Fallavollita, Nassir Navab
We present a prototype of a system in development for pre-operative planning. The proposed NeuroTable uses a combination of traditional rendering and novel visualization techniques rendered to facilitate real-time collaboration between neurosurgeons during intervention planning. A set of multimodal 2D and 3D renderings convey the relation between the region of interest and the surrounding anatomical structures. A haptic device is used for interaction with the NeuroTable to facilitate immersive control over the 3D cursor and navigation modes for the neurosurgeons during their discourse of planning. A pilot experimental study was conducted to assess the performance of users in targeting points within the preoperative 3D scan. Then, two clinicians participated in the evaluation of the table in discussing and planning a case. Results indicate that the NeuroTable facilitated the discourse and we discuss the results of the speed and accuracy for the specification of entry and target points.
我们提出了一个正在开发的用于术前计划的系统原型。提出的NeuroTable结合了传统的渲染和新颖的可视化技术,以促进神经外科医生在干预计划期间的实时协作。一组多模态2D和3D渲染图传达了感兴趣的区域与周围解剖结构之间的关系。触觉设备用于与NeuroTable进行交互,以促进神经外科医生在规划过程中对3D光标和导航模式的沉浸式控制。进行了一项试点实验研究,以评估用户在术前3D扫描中定位点的性能。然后,两名临床医生在讨论和计划一个病例时参与评估表。结果表明,神经表促进了话语,我们讨论了入口点和目标点指定的速度和准确性的结果。
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引用次数: 4
Elastic-Arm: Human-scale passive haptic feedback for augmenting interaction and perception in virtual environments 弹性臂:在虚拟环境中增强交互和感知的人类尺度被动触觉反馈
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223325
Merwan Achibet, Adrien Girard, Anthony Talvas, M. Marchal, A. Lécuyer
Haptic feedback is known to improve 3D interaction in virtual environments but current haptic interfaces remain complex and tailored to desktop interaction. In this paper, we introduce the “Elastic-Arm”, a novel approach for incorporating haptic feedback in immersive virtual environments in a simple and cost-effective way. The Elastic-Arm is based on a body-mounted elastic armature that links the user's hand to her shoulder. As a result, a progressive resistance force is perceived when extending the arm. This haptic feedback can be incorporated with various 3D interaction techniques and we illustrate the possibilities offered by our system through several use cases based on well-known examples such as the Bubble technique, Redirected Touching and pseudo-haptics. These illustrative use cases provide users with haptic feedback during selection and navigation tasks but they also enhance their perception of the virtual environment. Taken together, these examples suggest that the Elastic-Arm can be transposed in numerous applications and with various 3D interaction metaphors in which a mobile hap-tic feedback can be beneficial. It could also pave the way for the design of new interaction techniques based on “human-scale” egocentric haptic feedback.
触觉反馈被认为可以改善虚拟环境中的3D交互,但目前的触觉界面仍然很复杂,只适合桌面交互。在本文中,我们介绍了“弹性臂”,一种新颖的方法,以一种简单而经济的方式在沉浸式虚拟环境中结合触觉反馈。弹性手臂是基于一个安装在身体上的弹性电枢,将用户的手连接到她的肩膀上。因此,当伸展手臂时,会感觉到一个渐进的阻力。这种触觉反馈可以与各种3D交互技术相结合,我们通过基于气泡技术,重定向触摸和伪触觉等众所周知的例子的几个用例来说明我们的系统提供的可能性。这些说明性用例为用户在选择和导航任务中提供触觉反馈,但也增强了他们对虚拟环境的感知。综上所述,这些例子表明弹性臂可以在许多应用中转换,并具有各种3D交互隐喻,其中移动触觉反馈是有益的。它还可以为设计基于“人类尺度”的自我中心触觉反馈的新交互技术铺平道路。
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引用次数: 72
Flexible, dynamic VR simulation of a future river lock facilitates prevention through design in occupational safety and health 灵活、动态的虚拟现实模拟未来的河流水闸,通过职业安全与健康设计促进预防
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223457
P. Nickel, Eugen Pröger, Andy Lungfiel, Rolf Kergel
Industry and services have a growing interest in prevention through design with regard to safety of machinery to avoid redesign after construction. A VR planning model of a future river lock has been developed and investigated for risk assessment support. Inspections using the model in 1:1 scale promoted safety analyses of the operational concept, identified hazards and planning flaws, and triggered measures for reducing risks of the future lock. VR simulation contributed to occupational safety and health early in machinery design while saving effort and time.
工业和服务业对通过机械安全设计来预防越来越感兴趣,以避免在建造后重新设计。开发并研究了未来河闸的虚拟现实规划模型,为风险评估提供支持。使用1:1比例的模型进行检查,促进了对操作概念的安全分析,识别了危险和规划缺陷,并触发了降低未来船闸风险的措施。虚拟现实仿真在机械设计早期就为职业安全和健康做出了贡献,同时节省了精力和时间。
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引用次数: 6
The effects of olfaction on training transfer for an assembly task 嗅觉对装配任务训练迁移的影响
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223383
Alec G. Moore, Nicolas S. Herrera, Tyler Hurst, Ryan P. McMahan, Sandra Poeschl
Context-dependent memory studies have indicated that olfaction, the sense of smell, has a special odor memory that can significantly improve recall in some cases. Virtual reality (VR), which has been investigated as a training tool, could feasibly benefit from odor memory by incorporating olfactory stimuli. There have been a few studies on this concept for semantic learning, but not for procedural training. To address this gap in knowledge, we investigated the effects of olfaction on the transfer of knowledge from training to next-day execution for building a complex LEGO jet-plane model. Our results indicate that the pleasantness of an odor significantly affects training transfer more than whether the encoding and recall contexts match.
情境依赖记忆研究表明,嗅觉,即嗅觉,具有一种特殊的气味记忆,在某些情况下可以显著提高记忆力。作为一种训练工具,虚拟现实(VR)可以通过结合嗅觉刺激从气味记忆中获益。这一概念在语义学习方面有一些研究,但在程序训练方面还没有。为了解决这一知识差距,我们研究了嗅觉对构建一个复杂的乐高喷气式飞机模型的知识从训练到第二天执行的转移的影响。我们的研究结果表明,气味的愉悦性显著影响训练迁移,而不是编码和回忆上下文是否匹配。
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引用次数: 3
A multi-layer approach of interactive path planning for assisted manipulation in virtual reality 一种面向虚拟现实辅助操作的多层交互路径规划方法
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223344
Simon Cailhol, P. Fillatreau, J. Fourquet, Yingshen Zhao
This work considers Virtual Reality (VR) applications dealing with objects manipulation (such as industrial product assembly, disassembly or maintenance simulation). For such applications, the operator performing the simulation can be assisted by path planning techniques from the robotics research field. A novel automatic path planner involving geometrical, topological and semantic information of the environment is proposed for the guidance of the user through a haptic device. The interaction allows on one hand, the automatic path planner providing assistance to the human operator, and on the other hand, the human operator to reset the whole planning process suggesting a better suited path. Control sharing techniques are used to improve the assisted manipulation ergonomics by dynamically balancing the automatic path planner authority according to the operator involvement in the task, and by predicting user's intent to integrate it as early as possible in the planning process.
这项工作考虑了虚拟现实(VR)应用程序处理对象操作(如工业产品组装,拆卸或维护模拟)。对于这样的应用,执行模拟的操作员可以通过机器人研究领域的路径规划技术来辅助。提出了一种包含环境几何、拓扑和语义信息的自动路径规划器,用于通过触觉装置引导用户。这种交互一方面允许自动路径规划器为人类操作员提供帮助,另一方面允许人类操作员重置整个规划过程,建议更适合的路径。利用控制共享技术,根据操作者对任务的参与动态平衡自动路径规划器的权限,并在规划过程中尽早预测用户的意图,从而提高辅助操作的人机工程性能。
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引用次数: 1
Virtual proxemics: Locomotion in the presence of obstacles in large immersive projection environments 虚拟体感学:在大型沉浸式投影环境中存在障碍物的运动
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223327
F. Argelaguet, A. Olivier, G. Bruder, J. Pettré, A. Lécuyer
In this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users when avoiding real and virtual static obstacles. In order to generalize our study, we consider both anthropomorphic and inanimate objects, each having his virtual and real counterpart. The results showed that users exhibit different locomotion behaviors in the presence of real and virtual obstacles, and in the presence of anthropomorphic and inanimate objects. Precisely, the results showed a decrease of walking speed as well as an increase of the clearance distance (i. e., the minimal distance between the walker and the obstacle) when facing virtual obstacles compared to real ones. Moreover, our results suggest that users act differently due to their perception of the obstacle: users keep more distance when the obstacle is anthropomorphic compared to an inanimate object and when the orientation of anthropomorphic obstacle is from the profile compared to a front position. We discuss implications on future large shared immersive projection spaces.
在本文中,我们研究了在一个大型沉浸式投影装置中真实行走时的避障行为。我们分析了用户在避开真实和虚拟静态障碍物时的行走行为。为了概括我们的研究,我们考虑拟人化和无生命的物体,每一个都有它的虚拟和现实的对应物。结果表明,用户在真实障碍物和虚拟障碍物、拟人化物体和无生命物体面前表现出不同的运动行为。确切地说,研究结果表明,与真实障碍物相比,在面对虚拟障碍物时,行走速度降低,而间隙距离(即步行者与障碍物之间的最小距离)增加。此外,我们的研究结果表明,由于用户对障碍物的感知不同,用户的行为也不同:当障碍物是拟人化的时,用户与无生命物体的距离更大;当拟人化障碍物的方向是侧面的时,用户与前方的距离更大。我们讨论了对未来大型共享沉浸式投影空间的影响。
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引用次数: 90
Augmented reality for maintenance application on a mobile platform 增强现实在移动平台上的维护应用
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223442
N. S. Lakshmprabha, S. Kasderidis, Panagiotis G. Mousouliotis, L. Petrou, O. Beltramello
Pose estimation is a major requirement for any augmented reality (AR) application. Cameras and inertial measurement units (IMUs) have been used for pose estimation not only in AR but also in many other fields. The level of accuracy and pose update required in an AR application is more demanding than in any other field. In certain AR applications, (maintenance for example) a small change in pose can cause a huge deviation in the rendering of the virtual content. This misleads the user in terms of an object location and can display incorrect information. Further, the huge amount of processing power required for the camera based pose estimation results in a bulky system. This reduces the mobility and ergonomics of the system. This demonstration shows a fast pose estimation using a camera and an IMU on a mobile platform for augmented reality in a maintenance application.
姿态估计是任何增强现实(AR)应用程序的主要要求。相机和惯性测量单元(imu)不仅在AR中被用于姿态估计,而且在许多其他领域也被用于姿态估计。AR应用程序所需的精度和姿态更新水平比任何其他领域都要苛刻。在某些AR应用程序中,(例如维护)姿势的微小变化可能会导致虚拟内容渲染的巨大偏差。这会在对象位置方面误导用户,并可能显示不正确的信息。此外,基于相机的姿态估计所需的大量处理能力导致系统体积庞大。这降低了系统的机动性和人体工程学。本演示展示了在维护应用程序中使用移动平台上的相机和IMU进行快速姿态估计,以增强现实。
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引用次数: 4
Implementation of on-site virtual time machine for mobile devices 移动设备现场虚拟时间机的实现
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223387
Jun'ichi Nakano, Takuji Narumi, T. Tanikawa, M. Hirose
In this study, we developed a system for mobile devices designed to provide a virtual experience of past scenery depicted in old photographs by superimposing them on landscapes in video see-through frames. A user is asked to capture a photograph of a landscape to be used as a keyframe and enter correspondence points between the new and old photos. The old photograph is deformed by projective transform with homography computed based on correspondence points. We then superimpose of the old photograph onto video see-through frames of current landscape. To achieve real-time and robust superimposition on mobile devices, both motion-sensor-based pose information and camera-image-keypoint-tracking-based pose information is used for device's camera pose tracking.
在这项研究中,我们为移动设备开发了一个系统,旨在通过将旧照片叠加在视频透明框架中的风景上,为旧照片中描绘的过去风景提供虚拟体验。用户被要求捕捉一张风景照片作为关键帧,并输入新旧照片之间的对应点。对旧照片进行投影变换,根据对应点计算单应性。然后,我们将旧照片叠加到当前风景的视频透明框架上。为了实现移动设备上的实时鲁棒叠加,采用基于运动传感器的姿态信息和基于相机图像关键点跟踪的姿态信息对设备的相机姿态进行跟踪。
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引用次数: 6
Nested immersion: Describing and classifying augmented virtual reality 嵌套沉浸:增强虚拟现实的描述和分类
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223466
William E. Marsh, F. Mérienne
We present a system, intended for automotive design review use cases, that incorporates a tracked tablet in a CAVE, where both the tablet and the CAVE provide different views and interaction possibilities within the same virtual scene. At its core, this idea is not novel. However, the literature reveals few examples of this paradigm in which virtual information is presented on a second physical device to augment an immersive virtual environment. Similarly, it is unclear where the system should be positioned within existing augmented/mixed/virtual reality taxonomies. We argue that interactions occur within a nesting of virtual and physical contexts, and that formalizing these relationships is important when attempting to understand perceptual issues. The goal of this paper is, thus, to describe the new system by proposing a scheme to formally identify sources of bias and then adapting an existing taxonomy to classify such systems.
我们提出了一个用于汽车设计审查用例的系统,该系统在CAVE中集成了跟踪平板电脑,其中平板电脑和CAVE在同一虚拟场景中提供不同的视图和交互可能性。从本质上讲,这个想法并不新颖。然而,文献揭示了这种范式的几个例子,其中虚拟信息呈现在第二个物理设备上,以增强沉浸式虚拟环境。同样,目前还不清楚该系统应该在现有的增强/混合/虚拟现实分类法中处于什么位置。我们认为,交互发生在虚拟和物理环境的嵌套中,当试图理解感知问题时,形式化这些关系是很重要的。因此,本文的目标是通过提出一种方案来描述新系统,以正式识别偏见来源,然后采用现有的分类法对此类系统进行分类。
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引用次数: 3
Portable-Spheree: A portable 3D perspective-corrected interactive spherical scalable display portable - spheree:一种便携式3D视角校正交互式球形可伸缩显示器
Pub Date : 2015-03-23 DOI: 10.1109/VR.2015.7223343
M. Cabral, F. Ferreira, Olavo Belloc, G. Miller, C. Kurashima, R. Lopes, I. Stavness, J. C. A. Silva, S. Fels, M. Zuffo
In this poster we present Portable-Spheree, an interactive spherical rear-projected 3D-content-display that provides perspective-corrected views according to the user's head position, to provide parallax, shading and occlusion depth cues. Portable-Spheree is an evolution of the Spheree and it is developed in a smaller form factor, using more projectors and a dark-translucent screen with increased contrast. We present some preliminary results of this new configuration as well as applications with spatial interaction that might benefit from this new form factor.
在这张海报中,我们展示了Portable-Spheree,这是一种交互式球形后投影3d内容显示器,可根据用户的头部位置提供视角校正视图,以提供视差,阴影和遮挡深度线索。Portable-Spheree是Spheree的升级版,它的外形更小,使用了更多的投影仪和深色半透明屏幕,对比度更高。我们介绍了这种新配置的一些初步结果,以及可能受益于这种新形式因素的具有空间交互的应用程序。
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引用次数: 4
期刊
2015 IEEE Virtual Reality (VR)
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