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Ethics and Privacy in Mixed Reality 混合现实中的伦理与隐私
Pub Date : 2020-03-01 DOI: 10.1109/VRW50115.2020.0-269
D. Hosfelt, Divine Maloney, Kent Bye, Taylor Beck, E. Southgate, Peter P. Swire
Spatial computing capabilities introduce new ethical and privacy dilemmas, and as MR technologies emerge into the mainstream, these issues become more pressing. This panel will explore the many implications of biometric and derived data, virtual embodiment, and integration of physical world data. It will also address the many intersections with other technologies such as AI and applications ranging from ethics in education to its use in hiring processes. It is important that we address these now instead of attempting to retrofit solutions later on. This panel will address current privacy problems and anticipate future problems and solutions with experts in the field.
空间计算能力带来了新的伦理和隐私困境,随着MR技术成为主流,这些问题变得更加紧迫。该小组将探讨生物识别和衍生数据、虚拟体现和物理世界数据集成的许多含义。它还将解决与人工智能等其他技术和应用的许多交叉点,从教育伦理到招聘流程中的使用。重要的是,我们现在就解决这些问题,而不是试图在以后改进解决方案。该小组将讨论当前的隐私问题,并与该领域的专家一起预测未来的问题和解决方案。
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引用次数: 1
Developing Embodied Interactive Virtual Characters for Human-Subjects Studies 开发具身互动虚拟人物用于人-受试者研究
Pub Date : 2020-03-01 DOI: 10.1109/VRW50115.2020.0-270
Kangsoo Kim, A. Erickson, Nahal Norouzi
Embodied interactive virtual characters, such as virtual humans or animals, have been actively used for various Virtual/Augmented / Mixed Reality (VAMR) applications, and researchers have developed different types of embodied virtual characters and studied their effects on the user’s perception and behavior. This tutorial aims to provide the audience with background knowledge on research in embodied interactive virtual characters and how to develop such interactive characters for their specific applications, particularly focusing on human-in-the-loop systems (Wizard of Oz paradigm). The tutorial will first explore the prior interactive virtual character research focusing on the social influence of these entities over the users, e.g., the sense of social presence, trust, collaboration, while discussing the recent trend of the convergence among IVAs, MR, and Internet of Things (IoT) in the scope of virtual characters interacting with the physical surroundings. We will also share our recent research findings and some lessons from our 5+ years of experience in researching interactive virtual characters and user studies at the Synthetic Reality Lab (SREAL), University of Central Florida (UCF). The tutorial will explain how to develop virtual characters in Unity using 3rd party assets and plugins, such as Mixamo and Rogo Digital’s LipSync. The audience will follow the step-by-step instructions with provided materials and eventually have a simple interactive virtual character that they can control through conventional 2D user interfaces, considering human-in-the-loop studies. The tutorial will also explain how to develop a sensing module to understand the current state of the surrounding environment, which can make a realistic connection between the physical and the virtual worlds. For example, an Arduino board with a couple of sensors, e.g., a wind sensor, can be used to detect the wind in the real environment and trigger the coherent events in the virtual environment, such as blowing a virtual ball on a table.
虚拟人或虚拟动物等具身交互虚拟角色已被广泛应用于虚拟/增强/混合现实(VAMR)的各种应用中,研究者开发了不同类型的具身虚拟角色,并研究了它们对用户感知和行为的影响。本教程旨在为读者提供有关具身互动虚拟角色研究的背景知识,以及如何为其特定应用开发这种互动角色,特别是关注人在环系统(绿野仙踪范例)。本教程将首先探讨之前的交互式虚拟角色研究,重点关注这些实体对用户的社会影响,例如,社会存在感,信任,协作,同时讨论IVAs, MR和物联网(IoT)在虚拟角色与物理环境交互范围内的融合趋势。我们还将分享我们最近的研究成果,以及我们在中佛罗里达大学(UCF)合成现实实验室(SREAL)研究交互式虚拟角色和用户研究5年以上的经验教训。本教程将解释如何使用第三方资产和插件(如Mixamo和Rogo Digital的LipSync)在Unity中开发虚拟角色。观众将按照提供的材料一步一步的说明,最终有一个简单的交互式虚拟角色,他们可以通过传统的2D用户界面控制,考虑到人在环研究。本教程还将解释如何开发一个传感模块来了解周围环境的当前状态,这可以在物理世界和虚拟世界之间建立现实的联系。例如,Arduino板带有一对传感器,例如风传感器,可以用来检测真实环境中的风,并触发虚拟环境中的相干事件,例如在桌子上吹一个虚拟球。
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引用次数: 0
NIDIT: Workshop on Novel Input Devices and Interaction Techniques NIDIT:新型输入设备和交互技术研讨会
Pub Date : 2020-03-01 DOI: 10.1109/VRW50115.2020.0-271
Robert J. Teather, F. Ortega, A. Simeone
Virtual reality has finally become a mainstream technology. Recent advances in commercial VR hardware have led to high-resolution, ergonomic, — and critically — low cost head-mounted displays. Advances in commercial input devices and interaction techniques have arguably not kept pace with advances in displays. For instance, most HMDs include a tracked input device: “wands” that are not dissimilar to the earliest examples of 3D controllers used in the VR systems of the 1980s. Interaction in commercial VR systems has similarly lagged; despite many advances in 3D interaction in the past three decades of VR research, interaction in commercial systems largely relies on classical techniques like the virtual hand, or raycasting. This full-day workshop will bring together researchers and industry practitioners to discuss and experience the future of input devices for VR, AR, and 3D User Interfaces, and help chart a course for the future of 3D interaction techniques. In addition to a presentation at the workshop, authors of all accepted submissions will be strongly encouraged to demonstrate their novel input device and interaction techniques in an interactive demo format following presentations.
虚拟现实终于成为一项主流技术。商业虚拟现实硬件的最新进展导致了高分辨率,符合人体工程学,以及关键的低成本头戴式显示器。商业输入设备和交互技术的进步可以说没有跟上显示技术的进步。例如,大多数头戴式显示器都包含一个跟踪输入设备:“摇杆”,这与20世纪80年代VR系统中使用的最早的3D控制器没有什么不同。商业VR系统的交互性也同样滞后;尽管在过去三十年的虚拟现实研究中,3D交互取得了许多进展,但商业系统中的交互主要依赖于虚拟手或光线投射等经典技术。这个为期一整天的研讨会将汇集研究人员和行业从业者,讨论和体验VR, AR和3D用户界面的输入设备的未来,并帮助制定未来3D交互技术的课程。除了在研讨会上的演讲外,我们强烈鼓励所有被接受的作品的作者在演讲后以互动演示的形式展示他们的新颖输入设备和交互技术。
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引用次数: 0
A Low-cost Arm Based Motion Restriction Haptics for VR 基于低成本手臂的VR运动限制触觉
Pub Date : 1900-01-01 DOI: 10.1109/VRW52623.2021.00198
M. LokeshKumarV.
Virtual reality requires high-level haptics in order to achieve a feeling of realism. In this paper, we present a low-cost device that can provide motion restriction haptics. The device is a wearable, arm based flexible exoskeleton made using cable/zip ties, which are actuated based on VR interaction. It restricts arm motion beyond a point using the cable tie’s tensile strength, analogous to how our arm works.
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引用次数: 1
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VR Workshops
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