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SIGGRAPH Asia 2021 XR最新文献

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Exploration of Visuo-haptic Interactions to Support Learning Leopold's Maneuvers Process in Virtual Reality 虚拟现实中支持学习利奥波德动作过程的视觉-触觉交互探索
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487615
S. Chun, J. Seo, Caleb Kicklighter, Elizabeth Wells-Beede, Jack Greene, Tomas Arguello
We present Leopold's Maneuvers VR, a haptic-enabled virtual reality simulation in which a user determines the size, position, and weight of a fetus within a virtual patient by palpating the patient's abdomen. Users of the application receive corresponding haptic cues (force and vibration) as they touch the fetus through the patient's torso. The physical sensations generated by the SenseGlove, paired with the immersive visuals within the virtual environment, support to create a palpation experience similar to the real Leopold's Maneuvers activity. This application addresses a need in nursing education for an immersive virtual reality experience that integrates direct hand manipulation in the learning of assessment skills.
我们介绍了利奥波德的操纵性VR,这是一种触觉虚拟现实模拟,用户可以通过触诊患者的腹部来确定虚拟患者体内胎儿的大小、位置和重量。当应用程序的用户通过患者的躯干触摸胎儿时,他们会收到相应的触觉提示(力和振动)。SenseGlove产生的物理感觉与虚拟环境中的沉浸式视觉效果相结合,支持创建类似于真实利奥波德机动活动的触诊体验。该应用程序解决了护理教育中沉浸式虚拟现实体验的需求,该体验将直接的手部操作整合到评估技能的学习中。
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引用次数: 2
Beat 击败
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487616
Keisuke Itoh, Hiroko Fujioka, Katsutoshi Machiba, T. Ohashi
The Story Incubated from Your heartbeats. Concept: You can share your own heartbeat with a robot, and you can feel its growth together. Main Character: A robot boy called “Maruboro” honest robot, who is not yet familiar with “life”.. He has been left in an old factory quietly. One day, the viewer comes over and gives his/her heart as life to him. Viewers can project themselves into the characters and enjoy the story. Logline: The viewer gives his/her heart to Maruboro and breathes a life into him. Maruboro wants to become friends with another robot called Kakuboro, but Maruboro doesn't know how to interact with others. It makes Kakuboro angry. However, Maruboro desperately wants to make friends and he starts to think from Kakuboro's point of view. Kakuboro finally opens up his heart to Maruboro. Story: “Beat” is a story elaborated from your “Heart”. Viewers can experience the work with their hearts in their hands. The heart in the animation vibrates at the same pace at viewers' heartbeat. The setting of the story is an old factory. Viewers encounter a rusted robot called Maruboro, it was absolutely static. He doesn't have a “heart” to move. Viewers can grant Maruboro a new heart by putting theirs on the robot. He then stands up and starts to move, expressing joy to live out all his strength. Maruboro looks a little lonely. When he finds that other robots open their hearts and connect with each other, he starts to search for friends. However, when Maruboro meets with new robots, he doesn't know how to communicate properly. He tries to open up his heart to another robot called Kakuboro. While in Maruboro's disturbance, Kakuboro dropped an important component of his factory. Kakuboro becomes angry and tries to gets rid of Maruboro. He broke Maruboro's heart accidentally. Maruboro is so depressed, but he tries to work with the viewer to search for the lost component. Finally, Maruboro finds it and give that back to Kakuboro. Kakuboro uses that to run the factory. The factory then starts to operate and sets off big fireworks. The hearts of the two robots eventually come together. Maruboro's heart starts to beat again. “Heart” becomes the key to move the story forward. The story aims to arouse consciousness of “Heart” via the growth of the robot.
从你的心跳中孵化的故事。概念:你可以和机器人分享自己的心跳,一起感受它的成长。主角:一个名叫“Maruboro”的机器人男孩,一个还不熟悉“生活”的诚实机器人……他被安静地留在一家老工厂里。有一天,观众过来把自己的心当作生命交给了他。观众可以将自己投射到角色中,享受故事。旁白:观众将自己的心交给了丸路路,并为他注入了生命。Maruboro想和另一个叫Kakuboro的机器人成为朋友,但Maruboro不知道如何与他人互动。这让Kakuboro很生气。然而,Maruboro迫切地想要交朋友,他开始从Kakuboro的角度思考问题。Kakuboro终于向Maruboro敞开了心扉。故事:“Beat”是一个从你的“心”出发的故事。观众可以用心去感受作品。动画中的心脏以与观众心跳相同的速度振动。故事的背景是一座老工厂。观众会看到一个生锈的机器人,名叫Maruboro,它是绝对静止的。他没有动的“心”。观众可以把自己的心脏放在Maruboro机器人身上,给Maruboro一个新的心脏。然后,他站起来,开始移动,表示高兴活出他所有的力量。Maruboro看起来有点孤独。当他发现其他机器人敞开心扉并相互联系时,他开始寻找朋友。然而,当Maruboro遇到新的机器人时,他不知道如何正确地沟通。他试图向另一个叫Kakuboro的机器人敞开心扉。在丸路路的骚乱中,卡库伯罗丢掉了他工厂的一个重要部件。Kakuboro生气了,想要摆脱Maruboro。他无意中伤了Maruboro的心。丸路路非常沮丧,但他试图与观众一起寻找失去的组成部分。最后,Maruboro找到了它并把它还给了Kakuboro。卡库伯勒用它来经营工厂。然后工厂开始运作,并燃放大型烟花。两个机器人的心脏最终合在了一起。丸路的心又开始跳动。“心”成为推动故事发展的关键。这个故事旨在通过机器人的成长来唤起人们对“心”的意识。
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引用次数: 0
WizardOfVR: An Emotion-Adaptive Virtual Wizard Experience WizardOfVR:一个情感适应的虚拟向导体验
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487628
Kunal Gupta, Yuewei Zhang, Yun Suen Pai, M. Billinghurst
We demonstrate WizardOfVR, a personalized emotion-adaptive Virtual Reality (VR) game akin to a Harry Potter experience, which uses using off-the-shelf physiological sensors to create a real-time biofeedback loop between a user’s emotional state and an adaptive VR environment (VRE). In our demo, the user initially trains the system during a calibration process using Electroencephalogram (EEG), Electrodermal Activity (EDA), and Heart Rate Variability (HRV) physiological signals. After calibration, the user will explore a virtual forest with adapting environmental factors based on a ’SanityMeter’ determined by the user’s real-time emotional state. The overall goal is to provide more balanced, immersive, and optimal emotional virtual experiences.
我们展示了WizardOfVR,一个个性化的情感适应虚拟现实(VR)游戏,类似于哈利波特的体验,它使用现成的生理传感器在用户的情绪状态和自适应虚拟现实环境(VRE)之间创建一个实时的生物反馈回路。在我们的演示中,用户最初在校准过程中使用脑电图(EEG)、皮电活动(EDA)和心率变异性(HRV)生理信号训练系统。校准后,用户将根据用户实时情绪状态确定的“SanityMeter”探索具有适应环境因素的虚拟森林。总体目标是提供更加平衡、沉浸式和最佳的情感虚拟体验。
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引用次数: 6
“Flower and the Youth”: Virtual Narrative and Creative Methods of Oral Performance in China Intangible Cultural Heritage “花与青春”:中国非物质文化遗产中口头表演的虚拟叙事与创作方法
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487623
Yu Lu, Zixiao Liu, Xuning Yan, Shuo Yan
The intangible cultural heritage of China contains many different forms of performing arts, of which oral performance is an important branch. "Hua'er" is the most popular folk performance sung in the Hui ethnic area of Ningxia. Based on technology of virtual reality (VR) and gesture recognition, our work proposes three design methods: interactive performance narrative, metaphorical elements and embodied cognition, applied to the VR performance, "Flower and the Youth". VR can provide audience with a more immersed experience that contributes to the transmission and dissemination of non-heritage performing arts. Our work provides universal design approaches to the creation of content for future intangible cultural heritage performances.
中国的非物质文化遗产包含了许多不同形式的表演艺术,其中口头表演是一个重要的分支。“花儿”是宁夏回族地区最流行的民间表演。基于虚拟现实(VR)和手势识别技术,我们的作品提出了三种设计方法:互动表演叙事、隐喻元素和具身认知,并应用于VR表演《花与青春》。VR可以为观众提供更加身临其境的体验,有助于非遗产表演艺术的传播和传播。我们的工作为未来非物质文化遗产表演的内容创作提供了通用的设计方法。
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引用次数: 2
Virtual Whiskers: Cheek Haptic-Based Spatial Directional Guidance in a Virtual Space 虚拟胡须:基于脸颊触觉的虚拟空间方向引导
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487625
Fumihiko Nakamura, Adrien Verhulst, Kuniharu Sakurada, M. Fukuoka, M. Sugimoto
In spatial navigation, adding haptic cues to visual information lets users understand the spatial information better. Most haptic devices stimulate various body parts, while few devices target our heads that are sensitive to mechanical stimuli. This paper presents Virtual Whiskers, a spatial directional guidance technique using cheek haptics in a virtual space. We created a cheek haptic stimulation device by attaching two tiny robot arms to a Head-Mounted Display. The robot arms trace the cheek with proximity sensors to estimate the cheek surface. Target azimuthal and elevational directions are translated into a point on the cheek surface. The robot arms touch the point to present target directional cues. We demonstrate our technique in two applications.
在空间导航中,在视觉信息的基础上添加触觉线索,可以让用户更好地理解空间信息。大多数触觉设备刺激身体的各个部位,而很少有设备针对对机械刺激敏感的头部。提出了一种在虚拟空间中利用面颊触觉进行空间定向引导的虚拟胡须技术。我们创造了一个脸颊触觉刺激装置,将两个微小的机器人手臂连接到头戴式显示器上。机器人手臂用接近传感器跟踪脸颊以估计脸颊表面。目标的方位角和仰角方向被转换成面颊表面上的一点。机械臂触碰点以显示目标方向提示。我们在两个应用程序中演示了我们的技术。
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引用次数: 3
Indefinately:Indefinately Indefinately: Indefinately
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487626
Chenxin Zhang, Lesi Hu
This work "indefinitely" tells the epitome of the earth and future urban pollution. In contemporary society, high walls have been built between people, and people living in cities are basically replicas. We use VR technology to create a surreal world in VR helmets, focusing on spiritual pollution and environmental pollution. In this ambiguous world, how can people find themselves in the bustling maze of nothingness? Through the three scenes of tomb forest, acid rain wasteland and hazy village, the experimenter uses the handle to understand human diseases, disasters and pollution in the past[Ypsilanti et al., 2018].They also picked up the photo fragments of "Lucas" representing hope and felt the fear of being lost in the spiritual maze. In this scene, they become poor people who are lost and polluted in their souls. At the end of the scene, the experimenter found a door full of hope, picked up all the fragments of Lucas, took a group photo of Lucas and his daughter before departure, and ended the journey.
这个作品“无限”地讲述了地球和未来城市污染的缩影。在当代社会,人与人之间建起了高墙,生活在城市里的人基本上都是复制品。我们用VR技术在VR头盔中创造一个超现实的世界,关注精神污染和环境污染。在这个模糊的世界里,人们如何在虚无的迷宫中找到自己?实验者通过墓林、酸雨荒地和雾蒙蒙的村庄三个场景,用手柄了解过去人类的疾病、灾害和污染[Ypsilanti et al., 2018]。他们也捡起了代表希望的“卢卡斯”的照片碎片,感受到了迷失在精神迷宫中的恐惧。在这个场景中,他们变成了灵魂迷失和被污染的穷人。在场景的最后,实验者找到了一扇充满希望的门,捡起了卢卡斯的所有碎片,在出发前给卢卡斯和他的女儿拍了一张合影,结束了旅程。
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引用次数: 0
GIBSON: AR/VR synchronized city walking system GIBSON: AR/VR同步城市步行系统
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487638
Seiichiro Takeuchi, Kyoko Hashiguchi, Yuki Homma, Kent Kajitani, Shingo Meguro
GIBSON is a novel city walking system that enables distant users to walk together as if they are physically in the same city. The advancement of virtual reality technology has opened the possibility to travel around the world virtually beyond geographical limitations, but there is still room for improvement to make the experience as realistic as real travel. Unlike conventional virtual travel tools and prior multi-user collaborative XR studies, we designed our system to evoke both a sense of co-presence and a sense of being in the real space. For this purpose, we implemented two main functions: (1) function to transfer real-time audio-visual information of the surroundings and (2) function to transfer body movements of users through avatars. We also combined visual positioning system (VPS) and SLAM to align the user locations. We conducted user testing to verify the experience of cross-AR/VR city walking using GIBSON. The result suggests that our system could make people feel as if they were walking together in the city even though they are physically distanced.
GIBSON是一种新颖的城市步行系统,它可以让相距遥远的用户一起行走,就好像他们在同一个城市一样。虚拟现实技术的进步已经开启了超越地理限制环游世界的可能性,但要使这种体验像真实旅行一样逼真,仍有改进的空间。与传统的虚拟旅行工具和之前的多用户协作XR研究不同,我们设计的系统既能唤起共同存在的感觉,也能唤起在真实空间中的感觉。为此,我们实现了两个主要功能:(1)传输周围环境的实时视听信息的功能;(2)通过化身传输用户的身体动作的功能。我们还结合视觉定位系统(VPS)和SLAM来对齐用户位置。我们进行了用户测试,以验证使用GIBSON进行跨ar /VR城市步行的体验。结果表明,我们的系统可以让人们感觉好像他们在城市里一起走,即使他们在身体上有距离。
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引用次数: 1
A Walk Alone: Triggering Fear and Simulating Empathy to Raise Awareness about the Dangers Women Face when Walking Alone at Night: Triggering Fear and Simulating Empathy to Raise Awareness about the Dangers Women Face when Walking Alone at Night 《独自行走:触发恐惧和模拟共情以提高女性夜间独自行走时所面临危险的意识
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487627
Eman Al-Zubeidi, J. Seo, Julia DeLaney, Dominic Nguyen, Jonathan Konderla, Jaime Díaz
A Walk Alone is a virtual reality experience that simulates what it feels like to walk alone at night as a woman. The concept is inspired by the kidnapping and murder of Sarah Everard, a 33-year-old woman who went missing during her walk home from her friend's apartment in March 2021. It is one thing to discuss this universal issue and highlight the precautions women take when walking alone, but it is another thing to experience it. A Walk Alone focuses on displaying the vulnerability of the user by triggering multiple senses in the virtual reality environment. The experience is centered around a linear story involving (1) one night-city environment, (2) the user in first person point-of-view, (3) eerie sound design, and (5) dim street lighting.
“独自行走”是一种虚拟现实体验,它模拟了女性在夜间独自行走的感觉。这个概念的灵感来自于莎拉·埃弗拉德的绑架和谋杀,这名33岁的女子于2021年3月从朋友的公寓步行回家时失踪。讨论这个普遍的问题并强调女性在独自行走时采取的预防措施是一回事,但体验它是另一回事。A Walk Alone侧重于在虚拟现实环境中通过触发多种感官来展示用户的脆弱性。游戏体验围绕线性故事展开,包括(1)夜城环境,(2)用户第一人称视角,(3)怪异的音效设计,(5)昏暗的街灯。
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引用次数: 0
Dementia Eyes: Perceiving Dementia with Augmented Reality 痴呆症的眼睛:用增强现实感知痴呆症
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487617
Ximing Shen, Yun Suen Pai, Dai Kiuchi, Kanoko Oishi, Kehan Bao, Tomomi Aoki, K. Minamizawa
Dementia is a global health crisis, of which there is a need to understand the patients’ perception towards improving their quality of life. We propose Dementia Eyes, a mobile AR experience that simulates common visual symptoms of senile dementia based on the known pathology and caregivers’ actual experience with patients. Leveraging an iPhone and a Head-Mounted Display (HMD), we developed a real-time application which allows users to see the world from the perspective of an Alzheimer’s type of dementia (AD) patient. The experience was validated by professional medical workers in Japan, and the result advocates for the efficacy of the empathy we intended to bring to them.
痴呆症是一种全球性的健康危机,有必要了解患者对改善其生活质量的看法。我们提出痴呆之眼,这是一种基于已知病理和护理人员对患者的实际经验,模拟老年痴呆症常见视觉症状的移动增强现实体验。利用iPhone和头戴式显示器(HMD),我们开发了一个实时应用程序,允许用户从阿尔茨海默氏痴呆症(AD)患者的角度看世界。日本的专业医务人员验证了这一经验,结果证明了我们打算带给他们的同理心的有效性。
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引用次数: 1
Virtual Reality Experience ‘The World of Hiroshige’: An Immersive Virtual Reality Experience of the World that Inspired the Works of the Japanese Artist Utagawa Hiroshige 虚拟现实体验“Hiroshige的世界”:激发日本艺术家Utagawa Hiroshige作品的沉浸式虚拟现实体验
Pub Date : 2021-12-14 DOI: 10.1145/3478514.3487611
A. Weight, Daniel Flood, Dylan Neill
‘The World of Hiroshige’ is an immersive virtual reality experience that allows the participants not only to view the artworks of the Japanese artist Utagawa Hiroshige in 3 dimensions, but also to experience and interact with the Ukiyo or “floating world" that inspired the works.
“Hiroshige的世界”是一种沉浸式的虚拟现实体验,参与者不仅可以在三维空间中观看日本艺术家Utagawa Hiroshige的作品,还可以体验并与激发作品灵感的浮世或“浮动世界”互动。
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引用次数: 2
期刊
SIGGRAPH Asia 2021 XR
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