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Proceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems最新文献

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Remote Synchronous Interaction in Mixed Reality Gaming Worlds 混合现实游戏世界中的远程同步交互
Vlasios Kasapakis, Elena Dzardanova, D. Gavalas, Stella Sylaiou
Mixed-Reality (MR) worlds are created by fusing together real and virtual elements. This paper presents SEaMlESS, a multiuser, long-distance room-scale MR world. SEaMlESS utilizes widespread 3D modelling techniques and object tracking technologies to enable free user movement by providing full-body motion control, accurate real object representation within the virtual world, as well as interaction with real and virtual objects.
混合现实(MR)世界是通过将真实和虚拟元素融合在一起而创建的。本文提出了一个无缝的、多用户的、远距离的房间级MR世界。SEaMlESS利用广泛的3D建模技术和对象跟踪技术,通过提供全身运动控制,在虚拟世界中精确的真实对象表示,以及与真实和虚拟对象的交互,实现用户的自由运动。
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引用次数: 4
Towards Augmented Reality in Quality Assurance Processes 在质量保证过程中实现增强现实
Natalie Hube, Mathias Müller, Jan Wojdziak, Franziska Hannß, Rainer Groh
Augmented reality (AR) has gained exceptional importance in supporting task performance. Particularly, in quality assurance (QA) processes in the automotive sector AR offers a diversity of use cases. In this paper we propose an interface design which projects information as a digital canvas on the surface of vehicle components. Based on a requirement analysis, we discuss design aspects and describe our application in applying the quality assurance process of a luxury automaker. The application includes a personal view on spatial information embedded in a guided interaction process as a design solution that can be applied to enhance QA processes.
增强现实(AR)在支持任务执行方面具有特殊的重要性。特别是,在汽车行业的质量保证(QA)流程中,AR提供了多种用例。本文提出了一种将信息作为数字画布投影到汽车部件表面的界面设计方法。在需求分析的基础上,讨论了设计方面的问题,并描述了我们在某豪华汽车制造商质量保证流程中的应用。该应用程序包括嵌入在引导交互过程中的空间信息的个人视图,作为可用于增强QA过程的设计解决方案。
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引用次数: 4
Uninterruptible Play in Virtual Node-based Virtual Worlds 基于虚拟节点的虚拟世界中的不间断游戏
Bingqing Shen, J. Guo
For scalability, reliability and cost reduction, virtual environment has been evolved from the client-server model, peer-to-peer model, to the virtual node-based hybrid model. When objects are hosted by unreliable nodes, replication is applied for reliability. An important problem is to maintain replica consistency in interaction, while to minimize interaction latency in play. We propose a fast state machine replication model to address this issue. Besides correctness, our simulation shows the achievable high responsiveness. The work can also be applied in augmented and mixed reality systems, where hundreds of users interact with virtual elements on a common platform.
为了提高可伸缩性、可靠性和降低成本,虚拟环境已经从客户端-服务器模型、点对点模型发展到基于虚拟节点的混合模型。当对象驻留在不可靠节点上时,通过复制实现可靠性。一个重要的问题是保持交互中的副本一致性,同时最小化游戏中的交互延迟。我们提出了一个快速状态机复制模型来解决这个问题。除了正确性外,我们的仿真还显示了可实现的高响应性。这项工作也可以应用于增强现实和混合现实系统,在这些系统中,数百名用户在一个共同的平台上与虚拟元素进行交互。
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引用次数: 2
Virtual Transcendence Experiences: Exploring Technical and Design Challenges in Multi-Sensory Environments 虚拟超越体验:探索多感官环境中的技术和设计挑战
V. Wanick, Guilherme Xavier, E. Ekmekcioglu
In this paper1, we introduce the concept of Virtual Transcendence Experience (VTE) as a response to the interactions of several users sharing several immersive experiences through different media channels. For that, we review the current body of knowledge that has led to the development of a VTE system. This is followed by a discussion of current technical and design challenges that could support the implementation of this concept. This discussion has informed the VTE framework (VTEf), which integrates different layers of experiences, including the role of each user and the technical challenges involved. We conclude this paper with suggestions for two scenarios and recommendations for the implementation of a system that could support VTEs.
在本文中,我们引入了虚拟超越体验(VTE)的概念,作为对几个用户通过不同媒体渠道分享几个沉浸式体验的交互的回应。为此,我们回顾了目前导致VTE系统发展的知识体系。接下来是对当前技术和设计挑战的讨论,这些挑战可以支持该概念的实现。这一讨论为VTE框架(VTEf)提供了信息,该框架集成了不同层次的体验,包括每个用户的角色和所涉及的技术挑战。最后,我们对两种场景提出了建议,并对支持vte的系统的实施提出了建议。
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引用次数: 13
Proceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems 第十届沉浸式混合与虚拟环境系统国际研讨会论文集
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引用次数: 0
A DASH-based Mulsemedia Adaptive Delivery Solution 基于dash的多媒体自适应传输解决方案
Ting Bi, A. Pichon, Longhao Zou, Shengyang Chen, G. Ghinea, Gabriel-Miro Muntean
The Dynamic Adaptive Streaming over HTTP (DASH) is a standard designed for adaptive multimedia delivery. This paper describes an adaptive multimedia and mulsemedia delivery system which employs an extension of DASH to support multiple sensorial media. Testing using a real-life test-bed shows how user satisfaction increases when employing the proposed solution which exposes users to multi-sensorial content. The motivation behind this work is the creation the first solution for remote adaptive multi-sensory media (mulsemedia) content delivery in order to enhance user satisfaction and increase their quality of experience. A DASH-based mulsemedia delivery system (DASH-MS) was built and tested. This work focuses on a fundamental issue for remote multi-sensory media systems: synchronization and shows how the proposed DASH-MS addresses it. Results of real life subjective testing indicate that the average levels of user satisfaction when exposed to content with the mulsemedia effects are better or at least equal to those when no such effects were included. Additionally, the highest value of the level of satisfaction corresponds to the case when these effects were correctly synchronized. Finally, users seem to have preferred effects in advance than late effects.
动态自适应HTTP流(Dynamic Adaptive Streaming over HTTP, DASH)是一种为自适应多媒体传输而设计的标准。本文介绍了一种自适应多媒体和多媒体传输系统,该系统采用DASH扩展来支持多种感知媒体。使用现实生活测试平台的测试表明,当采用将用户暴露于多感官内容的建议解决方案时,用户满意度如何提高。这项工作背后的动机是创造远程自适应多感官媒体(多媒体)内容交付的第一个解决方案,以提高用户满意度并提高他们的体验质量。建立并测试了基于dash的多媒体传输系统(DASH-MS)。这项工作的重点是远程多感官媒体系统的一个基本问题:同步,并展示了拟议的DASH-MS如何解决这个问题。现实生活主观测试的结果表明,当用户接触到具有多媒体效果的内容时,用户满意度的平均水平更好,或者至少等于那些没有包含此类效果的内容。此外,满意度的最高值与这些效果正确同步的情况相对应。最后,用户似乎更喜欢提前效果而不是后期效果。
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引用次数: 22
Improving the Quality of 3D Immersive Interactive Cloud Based Services Over Unreliable Network 在不可靠网络上提高3D沉浸式交互式云服务的质量
De-Yu Chen, M. Zarki
Applying cloud technology to 3D interactive multimedia applications is a promising way to provide flexible and cost efficient online high bandwidth immersive services to a large population of end users. One main reason cloud systems are popular among users is the fact that it relaxes the hardware requirements for high-end interactive visual applications. As most of the computational tasks are done on cloud servers, users no longer need to upgrade their hardware frequently to keep up with the ever increasing high end computing requirements of the latest applications. Moreover, cloud systems make it easier for a user to enjoy applications on different platforms, including mobile devices that are usually not powerful enough to run high-end, memory intensive services. In short, applying cloud technology to high end immersive applications has advantages in cost efficiency and flexibility both for the end users and the service providers. In previous work, we proposed a flexible framework that addresses the bandwidth utilization and latency issues by using a combination of collaborative rendering, progressive meshes, and 3D image warping techniques. In this paper, we analyze the performance of our framework for unreliable network environments where packets can be lost during network transmission. The experimental results show that compared to pure video streaming approaches, the proposed system is less sensitive to network conditions as part of the content is generated locally on the client.
将云技术应用于3D交互式多媒体应用程序是一种很有前途的方式,可以为大量终端用户提供灵活且经济高效的在线高带宽沉浸式服务。云系统在用户中受欢迎的一个主要原因是,它放宽了高端交互式可视化应用程序的硬件要求。由于大多数计算任务都是在云服务器上完成的,因此用户不再需要频繁升级硬件以满足最新应用程序不断增长的高端计算需求。此外,云系统使用户更容易在不同的平台上使用应用程序,包括那些通常不够强大,无法运行高端内存密集型服务的移动设备。简而言之,将云技术应用到高端沉浸式应用中,对于最终用户和服务提供商来说,在成本效率和灵活性方面都有优势。在之前的工作中,我们提出了一个灵活的框架,通过使用协作渲染、渐进式网格和3D图像翘曲技术的组合来解决带宽利用率和延迟问题。在本文中,我们分析了我们的框架在网络传输过程中可能丢失数据包的不可靠网络环境中的性能。实验结果表明,与纯视频流方法相比,该系统对网络条件的敏感性较低,因为部分内容是在客户端本地生成的。
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引用次数: 5
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Proceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems
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