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2018 IEEE Workshop on Augmented and Virtual Realities for Good (VAR4Good)最新文献

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Degraded Reality: Using VR/AR to simulate visual impairments 退化现实:使用VR/AR模拟视觉障碍
Pub Date : 2018-12-13 DOI: 10.1109/VAR4GOOD.2018.8576885
Pete R. Jones, G. Ometto
The effects of eye disease cannot be depicted accurately using traditional media. Consequently, public understanding of eye disease is often poor. We present a VR/AR system for simulating common visual impairments, including disability glare, spatial distortions (Metamorphopsia), the selective blurring and filling-in of information across the visual field, and color vision deficits. Unlike most existing simulators, the simulations are informed by patients’ self-reported symptoms, can be quantitatively manipulated to provide custom disease profiles, and support gaze-contingent presentation (i.e., when using a VR/AR headset that contains eye-tracking technology, such as the Fove0). Such a simulator could be used as a teaching/empathy aid, or as a tool for evaluating the accessibility of new products and environments.
使用传统媒体无法准确描述眼病的影响。因此,公众对眼病的认识往往很差。我们提出了一个虚拟现实/增强现实系统,用于模拟常见的视觉障碍,包括残疾眩光,空间扭曲(变形),选择性模糊和填充整个视野的信息,以及色觉缺陷。与大多数现有的模拟器不同,模拟是根据患者自我报告的症状进行的,可以进行定量操作以提供定制的疾病概况,并支持随目光变化的呈现(例如,当使用包含眼球追踪技术的VR/AR耳机时,例如Fove0)。这样的模拟器可以用作教学/移情辅助,或作为评估新产品和环境的可访问性的工具。
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引用次数: 23
Future Agriculture Farm Management using Augmented Reality 使用增强现实的未来农业农场管理
Pub Date : 2018-03-18 DOI: 10.1109/VAR4GOOD.2018.8576887
Mingze Xi, Matt Adcock, John McCulloch
Augmented reality (AR) technology is blooming in the past few years with a growing number of low-cost AR devices becoming available to the general public. AR techniques have demonstrated the capacity to optimise task efficiency in a broad range of industries and provide engaging entertainment and education experiences. However, the potential of AR has not yet been fully explored. One of the extremely underexplored areas is its application in broad agriculture sector. As a major source of food, agriculture has always been a national priority. Agriculture farming is highly labour-intensive and heavily relies on individual farmer’s expertise, resulting in challenging farm management issues. We argue that AR can make critical contributions to the optimum management of agriculture farms. We take aquaculture ponds as an example, and presented three use cases to show how AR can potentially support more efficient farm management activities: water quality management, remote collaboration, and boardroom discussion.
增强现实(AR)技术在过去几年中蓬勃发展,越来越多的低成本AR设备向公众开放。增强现实技术已经证明了在广泛的行业中优化任务效率的能力,并提供了引人入胜的娱乐和教育体验。然而,AR的潜力尚未得到充分挖掘。它在广泛的农业部门的应用是一个极不充分开发的领域。作为粮食的主要来源,农业一直是国家的优先事项。农业是高度劳动密集型的,严重依赖农民个人的专业知识,导致了具有挑战性的农场管理问题。我们认为,AR可以为农业农场的优化管理做出重要贡献。我们以水产养殖池塘为例,提出了三个用例来展示增强现实如何潜在地支持更有效的农场管理活动:水质管理、远程协作和董事会讨论。
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引用次数: 21
Development of a Multi-Sensory Virtual Reality Training Simulator for Airborne Firefighters Supervising Aerial Wildfire Suppression 空中消防队员多感官虚拟现实训练模拟器的研制
Pub Date : 2018-03-18 DOI: 10.1109/VAR4GOOD.2018.8576892
Rory M. S. Clifford, Humayun Khan, S. Hoermann, M. Billinghurst, R. Lindeman
Wildfire firefighting is difficult to train for in the real world due to a variety of reasons, cost and environmental impact being the major barriers to effective training. Virtual Reality offers greater training opportunities to practice crucial skills, difficult to obtain without experiencing the actual environment. Situation Awareness (SA) is a critical aspect of Air Attack Supervision (AAS). Timely decisions need to be made by the AAS based on the information gathered while airborne. The type of display used in virtual reality training systems afford different levels of SA due to factors such as field of view, as well as presence within the virtual environment and the system. We conducted a study with 36 participants to evaluate SA acquisition and immersion in three display types: a high-definition TV (HDTV), an Oculus Rift Head-Mounted Display (HMD) and a 270° cylindrical projection system (SimPit). We found a significant difference between the HMD and the HDTV, as well as with the SimPit and the HDTV for SA levels. Preference was given more to the HMD for immersion and portability, but the SimPit gave the best environment for the actual role.
由于各种原因,野火灭火难以在现实世界中进行培训,成本和环境影响是有效培训的主要障碍。虚拟现实为练习关键技能提供了更多的培训机会,如果不体验实际环境,这些技能很难获得。态势感知(SA)是空袭监督(AAS)的一个重要方面。AAS需要根据空中收集的信息及时做出决策。虚拟现实训练系统中使用的显示器类型由于诸如视场以及在虚拟环境和系统中的存在等因素而提供不同级别的SA。我们对36名参与者进行了一项研究,以评估三种显示类型:高清电视(HDTV)、Oculus Rift头戴式显示器(HMD)和270°圆柱形投影系统(SimPit)下的SA获取和沉浸感。我们发现HMD和HDTV之间存在显著差异,SimPit和HDTV的SA水平也存在显著差异。在沉浸感和便携性方面,HMD更受青睐,但SimPit为实际角色提供了最佳环境。
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引用次数: 19
Can Lucid Dreaming Research Guide Self-Transcendent Experience Design in Virtual Reality? 清醒梦研究能否指导虚拟现实中的自我超越体验设计?
Pub Date : 2018-03-18 DOI: 10.1109/VAR4GOOD.2018.8576889
Alexandra Kitson, B. Riecke
As virtual reality designers, we aim to create technological experiences to better human connection and well-being in hopes of helping humankind and society in a positive way. It is therefore important to ground the frameworks we use in genuine human experience rather than mindlessly apply models that do not account for highly personal and profound experiences. One type of experience that could help create positive connection and decrease self-saliency is self-transcendence. However, currently there does not exist a concrete model for designing self-transcendent experiences for virtual reality. Lucid dreaming, being conscious one is dreaming while in the dream, has the potential to induce self-transcendence; it is essentially the ultimate virtual reality. If lucid dreaming and virtual reality are so similar, then can we research self-transcendent experiences in lucid dreaming and apply that knowledge to virtual reality? In this paper we argue that lucid dreaming could indeed act as a guide for designing transcendent experiences in virtual reality.
作为虚拟现实设计师,我们的目标是创造更好的人际关系和福祉的技术体验,希望以积极的方式帮助人类和社会。因此,重要的是将我们使用的框架建立在真实的人类经验中,而不是盲目地应用那些不考虑高度个人和深刻经验的模型。一种有助于建立积极联系并减少自我显著性的体验是自我超越。然而,目前还没有一个具体的模型来设计虚拟现实的自我超越体验。清醒梦,当一个人在梦中意识到自己在做梦时,具有诱导自我超越的潜力;它本质上是终极的虚拟现实。如果清醒梦和虚拟现实如此相似,那么我们是否可以研究清醒梦中的自我超越体验,并将这些知识应用于虚拟现实?在本文中,我们认为清醒梦确实可以作为在虚拟现实中设计超越体验的指南。
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引用次数: 2
Augmented Visual Instruction for Surgical Practice and Training 增强视觉教学外科实践和培训
Pub Date : 2018-03-18 DOI: 10.1109/VAR4GOOD.2018.8576884
Daniel Andersen, Chengyuan Lin, V. Popescu, E. Munoz, Maria Eugenia Cabrera, Brian H. Mullis, B. Zarzaur, Sherri Marley, J. Wachs
This paper presents two positions about the use of augmented reality (AR) in healthcare scenarios, informed by the authors’ experience as an interdisciplinary team of academics and medical practicioners who have been researching, implementing, and validating an AR surgical telementoring system. First, AR has the potential to greatly improve the areas of surgical telementoring and of medical training on patient simulators. In austere environments, surgical telementoring that connects surgeons with remote experts can be enhanced with the use of AR annotations visualized directly in the surgeon’s field of view. Patient simulators can gain additional value for medical training by overlaying the current and future steps of procedures as AR imagery onto a physical simulator. Second, AR annotations for telementoring and for simulator-based training can be delivered either by video see-through tablet displays or by AR head-mounted displays (HMDs). The paper discusses the two AR approaches by looking at accuracy, depth perception, visualization continuity, visualization latency, and user encumbrance. Specific advantages and disadvantages to each approach mean that the choice of one display method or another must be carefully tailored to the healthcare application in which it is being used.
本文提出了关于在医疗场景中使用增强现实(AR)的两个立场,根据作者作为一个跨学科的学者和医疗从业者团队的经验,他们一直在研究、实施和验证AR手术远程监控系统。首先,增强现实有潜力极大地改善外科远程监护和病人模拟器的医疗培训领域。在恶劣的环境中,通过使用直接在外科医生视野中可视化的AR注释,可以增强连接外科医生与远程专家的外科远程监控。通过将当前和未来的步骤作为AR图像叠加到物理模拟器上,患者模拟器可以获得额外的医疗培训价值。其次,用于远程监控和基于模拟器的培训的AR注释可以通过视频透明平板显示器或AR头戴式显示器(hmd)提供。本文从准确性、深度感知、可视化连续性、可视化延迟和用户负担等方面讨论了这两种增强现实方法。每种方法的特定优点和缺点意味着选择一种或另一种显示方法必须仔细地根据所使用的医疗保健应用程序进行定制。
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引用次数: 6
Employing Synergistic Interactions of Virtual Reality and Psychedelics in Neuropsychopharmacology 虚拟现实与致幻剂协同作用在神经精神药理学中的应用
Pub Date : 2018-03-18 DOI: 10.1109/VAR4GOOD.2018.8576882
Matthew Moroz, R. Carhart-Harris
The increased prevalence of various psychiatric disorders continue to concern [54], [71], [96]. Promising results are starting to emerge from recent experimental interventions employing VR [32], [81], and psychedelics [14], [69] individually. We propose that for certain pathologies researchers need not bother themselves as to which medium offers greater hope. Instead, we hypothesize that the most effective interventions shall necessarily come from a composite approach utilizing both.Traditional medicine adopts similar such synergistic strategies. Combining codeine and acetaminophen increases the analgesic effect. While research into the therapeutic effects of novel interventions using VR and psychedelics, independent of one another, is still in its infancy, we believe that the increased utility of a dual approach justifies closer examination without delay. We posit three main benefits from this integrated intervention. Increases in the efficacy of each individual paradigm due to synergistic coupling, and increases in specificity due to the ability to tailor bespoke therapies for particular individuals and groups, are achieved directly. Such increases in efficacy consequently lead to the third benefit of allowing a therapeutic effect to be achieved while using lower doses of a given psychedelic compound [19].
各种精神疾病的患病率持续上升[54],[71],[96]。最近分别使用VR[32]、[81]和致幻剂[14]、[69]的实验干预开始出现有希望的结果。我们建议,对于某些病理,研究人员不必为哪种媒介提供更大的希望而烦恼。相反,我们假设最有效的干预措施必然来自两者的综合方法。传统医学采用类似的协同策略。可待因与对乙酰氨基酚联用可增加镇痛效果。虽然对虚拟现实和致幻剂相互独立的新干预措施的治疗效果的研究仍处于起步阶段,但我们认为,双重方法的效用增加,证明了毫不拖延地进行更密切的检查。我们认为这种综合干预有三个主要好处。由于协同耦合,每个个体范例的功效增加,并且由于能够为特定个体和群体量身定制治疗,特异性增加,这些都是直接实现的。这种疗效的提高导致了第三个好处,即允许在使用较低剂量的致幻剂时达到治疗效果[19]。
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引用次数: 5
VR and Empathy: The Bad, the Good, and the Paradoxical VR和移情:坏的、好的和矛盾的
Pub Date : 2018-03-18 DOI: 10.1109/VAR4GOOD.2018.8576883
Matthew Moroz, Kat Krol
Virtual reality (VR) is cited as offering the ultimate empathy machine [31]. This theory makes sense intuitively since VR enables a user to step in to another’s shoes and experience the world as they do. We define this specific class of mental state as ‘emotional empathy’ [49].The ability of VR to evoke emotional empathy is widely lauded as a good thing [18], [35], [43]. In this paper we invite labels such as ‘Luddites’ and ‘technophobes’ as we question the soundness of such claims. We instead offer warnings regarding employing VR is this manner and urge caution. Rather than dismiss the usefulness of VR in this realm we offer alternative implementation techniques in order to evoke more positive results in users.VR offers much utility for psychologists, psychiatrists, and neu-roscientists due to the ability it affords to alter cognition. While promoting the medium in general, we offer warnings regarding potential short and long term neurological impacts. We encourage increased research focus on the underlying neural mechanisms that underpin VR’s successful multisensory hijack.
虚拟现实(VR)被认为是提供终极移情机器[31]。这个理论从直觉上讲是有道理的,因为VR使用户能够站在别人的立场上,像他们一样体验这个世界。我们将这种特殊的心理状态定义为“情感共情”。VR唤起情感共鸣的能力被广泛称赞为一件好事[18],[35],[43]。在本文中,我们邀请诸如“勒德分子”和“技术恐惧症”等标签,因为我们质疑这些说法的合理性。相反,我们以这种方式对使用虚拟现实提出警告,并敦促谨慎行事。为了在用户中唤起更积极的结果,我们提供了替代的实现技术,而不是忽视VR在这个领域的有用性。由于VR能够改变认知,它为心理学家、精神病学家和神经科学家提供了很多实用工具。在推广这种媒介的同时,我们对潜在的短期和长期神经影响提出警告。我们鼓励更多的研究关注支持VR成功的多感官劫持的潜在神经机制。
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引用次数: 4
Transformative Experiences Become More Accessible Through Virtual Reality 通过虚拟现实,变革性体验变得更容易获得
Pub Date : 2018-03-18 DOI: 10.1109/VAR4GOOD.2018.8576881
Ekaterina R. Stepanova, Denise T. Quesnel, B. Riecke
Virtual Reality (VR) has immersive powers that can teleport an im-mersant into a virtual world and provide them with an experience of being somewhere that they may not have been able to go to. These powers of VR are most often used for games and entertainment, creating a space for escapism and isolation that may have negative psychological and societal outcomes. In this paper, we argue for an opposing application of VR technology - for promoting wellness and feeling of connectedness with people and the world around us. Such feelings can be elicited as a result of a profound awe-inspiring experience, that expands one’s mental model and consequently leads to a positive behavioral change. Such experiences are described as transformative, or in strong cases ’pivotal’. Unfortunately, these experiences are rare, only accessible by some people, and nearly unavailable for researchers interested in studying this phenomenon. The immersive powers of VR present a unique opportunity to reproduce such experiences in the lab or at home, thus making them accessible both to the public and to the researchers. Having real-time access to an experience of the immersant will allow the researchers to study the progression of the tranformative experiences and understand its effects and precursors. In this paper, we are proposing a framework through which transformative experiences can be studied in VR. Understanding this phenomenon will inform how VR experiences should be designed in order to create a positive impact on our society.
虚拟现实(VR)具有沉浸式的力量,可以将沉浸式的人传送到虚拟世界中,并为他们提供一种他们可能无法到达的地方的体验。VR的这些力量最常用于游戏和娱乐,创造了一个逃避现实和孤立的空间,可能会产生负面的心理和社会后果。在本文中,我们主张VR技术的相反应用-促进健康和与周围人和世界的联系感。这种感觉可以作为一种深刻的令人敬畏的经历的结果,它扩展了一个人的心智模型,从而导致积极的行为改变。这样的经历被描述为变革性的,或者在强烈的情况下是“关键的”。不幸的是,这些经历是罕见的,只有一些人可以获得,而对研究这一现象感兴趣的研究人员几乎无法获得。VR的沉浸式力量提供了一个独特的机会,可以在实验室或家中重现这种体验,从而使公众和研究人员都可以访问它们。实时访问沉浸式体验将使研究人员能够研究变革性体验的进展,并了解其影响和前兆。在本文中,我们提出了一个框架,通过该框架可以研究VR中的变革性体验。了解这一现象将会告诉我们应该如何设计VR体验,以便对我们的社会产生积极的影响。
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引用次数: 12
Using Virtual Reality to Study Health in the Home 利用虚拟现实技术研究家庭健康状况
Pub Date : 2018-03-18 DOI: 10.1109/VAR4GOOD.2018.8576886
R. Tredinnick, G. Casper, Catherine Arnott-Smith, A. Peer, K. Ponto
Managing one’s own healthcare has been progressively changing from occurring at hospitals and healthcare facilities to one’s own day–to–day living environment. Due to this change, studying how people care for themselves becomes more challenging as visiting people in their living environments is intrusive and often logistically challenging. LiDAR scanning technology allows for highly detailed capture and generation of 3D models. With proper rendering software, virtual reality (VR) technology enables the display of LiDAR models in a manner that provides immersion and presence of feeling like one is situated in a scanned model. This document describes the combination of using LiDAR and VR technology to enable the study of health in the home. A research project involving the study of how home context affects diabetic patients’ ability to manage their health information in the home is presented as an example. The document finishes by discussing other potential health care applications that could use similar methodologies as those introduced to improve health in the home for additional chronically ill populations.
管理自己的医疗保健已经逐渐从医院和医疗机构转变为自己的日常生活环境。由于这种变化,研究人们如何照顾自己变得更具挑战性,因为访问人们的生活环境是侵入性的,而且通常在后勤上具有挑战性。激光雷达扫描技术允许高度详细的捕获和生成3D模型。通过适当的渲染软件,虚拟现实(VR)技术能够以一种方式显示激光雷达模型,提供沉浸感和身临其境的感觉,就像置身于扫描模型中一样。本文档描述了使用激光雷达和虚拟现实技术的结合,使家庭健康研究成为可能。一个涉及家庭环境如何影响糖尿病患者在家中管理其健康信息的能力的研究项目作为一个例子。该文件最后讨论了其他潜在的医疗保健应用,这些应用可以使用与用于改善其他慢性病患者家庭健康的方法类似的方法。
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引用次数: 0
Urban future: Unlocking Cycling with VR Applications 城市未来:用VR应用解锁骑行
Pub Date : 2018-03-01 DOI: 10.1109/VAR4GOOD.2018.8576888
S. Bialkova, D. Ettema, M. Dijst
Understanding how infrastructures and urban environments shape the highly differentiated cycling experiences calls for further investigation. The current study addressed this challenge by employing Virtual reality (VR) applications. Quantitative methods were combined with a video simulation approach to model demand for cycling under different scenarios. VR environment mirroring the streetscape of a Dutch city was created. Environment greenness (green vs. no green), Bicycle path width (wide vs. narrow), Traffic volume (low vs. high) were manipulated. Participants had to cycle within the environments created, and thus having VR bike experience translating real world bike ride. VR experiences and cycling behaviour in response to the manipulated factors were measured.The results showed that participants enjoyed cycling most within green environment (than no green), and with wide (than narrow) bicycle lane. It was safer to cycle within wide bicycle path, and within low (than high) traffic volume. The environment was perceived as more aesthetic when cycling within green environment.Regression modelling further explored the relationship between the parameters hypothesised to influence the VR experiences. The better the naturalness and presence were perceived, the higher was the engagement. The higher the engagement was, the more the VR experience was liked.Current outcomes are unambiguous in showing that VR technology opens new avenues in addressing real-life problems with huge societal relevance, like improving urban environment infrastructure to unlock cycling and thus active transport.
了解基础设施和城市环境如何塑造高度差异化的骑行体验需要进一步的研究。目前的研究通过使用虚拟现实(VR)应用来解决这一挑战。将定量方法与视频仿真方法相结合,对不同场景下的骑行需求进行建模。创造了反映荷兰城市街景的VR环境。环境绿化率(绿色vs无绿色),自行车道宽度(宽vs窄),交通量(低vs高)被控制。参与者必须在创造的环境中骑行,因此VR自行车体验转化为现实世界的自行车骑行。测量虚拟现实体验和骑行行为对操纵因素的响应。结果表明,参与者最喜欢在绿色环境(比没有绿色环境)和宽(比窄)的自行车道中骑行。在宽阔的自行车道内,在低(而不是高)交通量内骑自行车更安全。当在绿色环境中骑行时,环境被认为更具美感。回归模型进一步探讨了影响VR体验的假设参数之间的关系。自然和在场的感觉越好,参与程度就越高。用户参与度越高,就越喜欢虚拟现实体验。目前的结果清楚地表明,虚拟现实技术为解决具有巨大社会相关性的现实问题开辟了新的途径,比如改善城市环境基础设施,以解锁自行车和主动交通。
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引用次数: 6
期刊
2018 IEEE Workshop on Augmented and Virtual Realities for Good (VAR4Good)
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