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2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)最新文献

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Validating Virtual Reality as an Effective Training Medium in the Security Domain 验证虚拟现实作为安全领域有效的培训媒介
Pub Date : 2019-08-15 DOI: 10.1109/VR.2019.8798371
J. Saunders, Steffi Davey, P. Bayerl, P. Lohrmann
Virtual Reality (VR) training simulations are an idea which is being explored in numerous industries and professions. However, evidence purporting to the effectiveness of VR technology in relation to standard real-world exercises is still relatively thin. In this paper, we discuss our approach for validating the effectiveness of a VR training for law enforcement professionals in the context of the AUGGMED project, and present results of the validation study. Our study indicates that realistic VR-based trainings, either by themselves or in combination with the traditional hands-on training, can be as effective as highly resource-intensive practical training sessions.
虚拟现实(VR)训练模拟是许多行业和专业正在探索的一个想法。然而,声称VR技术与标准现实世界练习相关的有效性的证据仍然相对较少。在本文中,我们讨论了在AUGGMED项目背景下验证执法专业人员虚拟现实培训有效性的方法,并介绍了验证研究的结果。我们的研究表明,现实的基于vr的培训,无论是单独进行还是与传统的实践培训相结合,都可以与资源密集型的实践培训课程一样有效。
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引用次数: 16
[DC] Designing VR for Teamwork: The Influence of HMD VR Communication Capabilities on Teamwork Competencies [DC]基于团队合作的VR设计:HMD VR沟通能力对团队合作能力的影响
Pub Date : 2019-08-15 DOI: 10.1109/VR.2019.8798147
Beata-Noemi Balint
With recent technological advancements, Virtual Reality (VR) has been advocated as an effective team training delivery method. However, to date, research has focused on demonstrating its effectiveness at the system level rather than isolating those factors within the system design (e.g. display size) that may influence the development of teamwork competencies. Communication is a significant component of teamwork. However, within Head Mounted Display (HMD)-based VR systems, communication is computer-mediated, resulting in the deprivation of important audio and visual cues. This research project therefore investigates the following question: “How do system design attributes that manipulate communication in HMD VR training systems affect the team's ability for effective performance?”.
随着近年来技术的进步,虚拟现实(VR)已被提倡作为一种有效的团队培训方式。然而,到目前为止,研究的重点是在系统层面证明其有效性,而不是在系统设计中孤立那些可能影响团队合作能力发展的因素(例如显示尺寸)。沟通是团队合作的重要组成部分。然而,在基于头戴式显示器(HMD)的虚拟现实系统中,通信是计算机媒介,导致重要的音频和视觉线索被剥夺。因此,本研究项目调查了以下问题:“在HMD VR培训系统中操纵沟通的系统设计属性如何影响团队有效绩效的能力?”
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引用次数: 1
Collaborative and Competitive Futures for Virtual Reality Music and Sound 虚拟现实音乐和声音的合作和竞争未来
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798166
Rob Hamilton
The histories of virtual reality systems draw heavily from foundational work in telepresence and robotics, cinema and gaming. Across each of these disciplines the roles of “player” and “audience” member vary significantly, as do the rules, affordances and experiential goals put forth by the systems themselves. As such, designers and developers of interactive virtual (here defined as including mixed and augmented) reality systems are faced with a fundamental choice: to create experiences that are inherently collaborative or competitive. While on the surface such a choice might seem a simple articulation of the core design principles for any one given project, the directions in which virtual reality systems are guided and the impacts these choices will have on societal acceptance of VR as a principal component of our technological futures should not be ignored. This paper discusses models of collaboration and competition as put forth within a series of interactive virtual experiences and proposes an ideal future for virtual reality in which interactivity and telepresence leverage collaboration as a core mechanic.
虚拟现实系统的历史在很大程度上借鉴了远程呈现和机器人、电影和游戏的基础工作。在这些规则中,“玩家”和“观众”的角色是不同的,系统本身的规则、功能和体验目标也是不同的。因此,交互式虚拟(这里定义为包括混合和增强)现实系统的设计师和开发者面临着一个基本选择:创造本质上具有协作性还是竞争性的体验。虽然从表面上看,这样的选择似乎是对任何一个给定项目的核心设计原则的简单表述,但虚拟现实系统的指导方向以及这些选择将对VR作为我们技术未来的主要组成部分的社会接受度产生的影响不应被忽视。本文讨论了在一系列交互式虚拟体验中提出的协作和竞争模型,并提出了虚拟现实的理想未来,其中交互性和远程呈现将协作作为核心机制。
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引用次数: 9
Virtual Reality Wound Care Training for Clinical Nursing Education: An Initial User Study 临床护理教育中的虚拟现实伤口护理培训:初步用户研究
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797741
K. Choi
Wound care is an essential nursing competency, where dressing change is an important component. Compliance with aseptic procedures and techniques is necessary to reduce the risk of infection. Proficiency in the skills can be developed through adequate practice. In this paper, use of virtual reality is proposed to provide more practice opportunity. An immersive virtual environment is developed to simulate the steps of changing a simple wound dressing. Positive comments are obtained from an initial user study on usability with an experienced nurse and an undergraduate nursing student. Comprehensive evaluation will be conducted to further improve the simulation.
伤口护理是一项基本的护理能力,其中换药是一个重要组成部分。遵守无菌程序和技术是必要的,以减少感染的风险。通过充分的练习可以熟练掌握这些技能。本文提出利用虚拟现实技术提供更多的实践机会。开发了一个沉浸式虚拟环境来模拟更换简单伤口敷料的步骤。对一名经验丰富的护士和一名本科护理学生进行了初步的可用性用户研究,获得了积极的评价。将进行综合评价,进一步完善仿真。
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引用次数: 11
A Hybrid RTK GNSS and SLAM Outdoor Augmented Reality System RTK GNSS和SLAM混合户外增强现实系统
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798315
Frank Ling, Carmine Elvezio, J. Bullock, Steve Henderson, Steven K. Feiner
In the real world, we are surrounded by potentially important data. For example, military personnel and first responders may need to understand the layout of an environment, including the locations of designated assets, specified in latitude and longitude. However, many augmented reality (AR) systems cannot associate absolute geographic coordinates with the coordinate system in which they track. We describe a simple approach for developing a wide-area outdoor wearable AR system that uses RTK GNSS position tracking to align together and georegister multiple smaller maps from an existing SLAM tracking system.
在现实世界中,我们被潜在的重要数据所包围。例如,军事人员和急救人员可能需要了解环境的布局,包括指定资产的位置,以纬度和经度指定。然而,许多增强现实(AR)系统不能将绝对地理坐标与它们所跟踪的坐标系统相关联。我们描述了一种开发广域户外可穿戴AR系统的简单方法,该系统使用RTK GNSS位置跟踪来对齐并对来自现有SLAM跟踪系统的多个较小地图进行地理注册。
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引用次数: 8
Position Paper: Factors of Perceived Tactile Cue Dominance when Interacting with Moving Virtual Objects 立场文件:感知触觉线索优势的因素,当与移动的虚拟物体互动
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797991
Rajiv Khadka, Amy Banic
Prior work has shown that visual cues are more dominant than tactile cues for static objects. When texture and material properties are added, the reverse is true. However, it is not well understood which cues play a role in perceiving these textures when objects are moving. In this paper, we present an evaluation investigating speed and angular direction mismatch between visual and tactile information while objects are moving. Our results show that when objects are stationary or moving slowly, the sense of touch dominates visual cues; but as the speed increases, visual cues dominate tactile cues. When tactile and visual cues were not matching for moving virtual objects, visual cues were more dominant when the virtual objects moved at angles less than 30 degrees different than the tactile feedback in either direction. Therefore, potentially a 1D directional haptic device with physical texture substitutions may be able to convey sufficient realism when touching virtual objects that are moving faster than 4-8cm/s and with a difference in angular direction of 30 degrees or less. In this paper, we also present the limitations of this work and outline a research agenda for future investigation of visual and tactile cue dominance for perceiving textures of virtual objects moving in a virtual environment.
先前的研究表明,对于静态物体,视觉线索比触觉线索更占优势。当添加纹理和材料属性时,情况正好相反。然而,当物体移动时,哪些线索在感知这些纹理中起作用,目前还不清楚。在本文中,我们提出了一种评估方法,用于研究物体运动时视觉和触觉信息之间的速度和角方向不匹配。我们的研究结果表明,当物体静止或缓慢移动时,触觉主导视觉线索;但随着速度的增加,视觉线索主导了触觉线索。当触觉和视觉提示在移动虚拟物体时不匹配时,当虚拟物体以小于30度的角度移动时,视觉提示比触觉反馈在任何方向上都更占优势。因此,当触摸移动速度超过4-8cm/s且角方向差异小于30度的虚拟物体时,具有物理纹理替换的1D定向触觉设备可能能够传达足够的真实感。在本文中,我们还提出了这项工作的局限性,并概述了未来研究视觉和触觉线索优势的研究议程,以感知虚拟环境中移动的虚拟物体的纹理。
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引用次数: 1
Motivation to Select Point of View in Cinematic Virtual Reality 电影虚拟现实中视点选择的动机
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798184
A. S. Won, Tanja Aitamurto, Byungdoo Kim, Sukolsak Sakshuwong, C. Kircos, Yasamin Sadeghi
This paper examines the effects of participants' preferred point of view of two protagonists, and their motivation for this preference, on two viewings of a cinematic 360-degree video filmed from the first person perspective. Before watching the film, which dramatized gender bias in a STEM workplace, participants were asked to state whether they preferred to view the film from the point of view (POV) of a male protagonist, a female protagonist, or make no selection. They were then asked why they held this preference. Their answers were predictive. Participants' tracked head movements, and the events participants recalled from the film, differed according to their pre-stated preference and motivation.
这篇论文考察了参与者对两个主角的偏好视角的影响,以及他们对这种偏好的动机,对从第一人称视角拍摄的电影360度视频的两次观看的影响。在观看这部戏剧化了STEM工作场所性别偏见的电影之前,参与者被要求说明他们更喜欢从男性主角的角度来看这部电影,还是从女性主角的角度来看这部电影,或者不做选择。然后他们被问及为什么有这种偏好。他们的回答具有预测性。参与者被追踪到的头部运动,以及他们从电影中回忆起的事件,根据他们预先设定的偏好和动机而有所不同。
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引用次数: 1
[DC] Multi-user (Social) Virtual Reality Commnunication [DC]多用户(社交)虚拟现实通信
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797877
S. Gunkel
Virtual Reality (VR) applications are currently suffering several gaps to allow a full breakthrough in the consumer market. One aspect is the social isolation. Many VR experiences do not represent yourself or other users, making it lonely rather than a shared experience. VR applications that do offer a user representation mostly use artificial avatars. These applications may not be well suited for all communication use cases (e.g. at work or with your family). In this paper I present our current work, at TNO and in my PhD research, to create Social VR experiences where both the user and the environment are represented in photo-realistic quality. The aim is not only to allow users to experience VR together, but also to allow new ways of natural communication within VR, with an extended presence and immersion. My PhD research focuses on 3 aspects that are building a Social VR system: capture and processing, transmission and client composition. The main goal of my research is to move processing from the capture and orchestration into the cloud (and particularly into the edge network) to allow Social VR with a large set of users (100+) in one session and to support mobile end devices while maximizing the QoS and QoE.
虚拟现实(VR)应用目前正在经历几个空白,以便在消费市场取得全面突破。一方面是社会孤立。许多VR体验并不代表你自己或其他用户,这使得它变得孤独,而不是一种共享的体验。提供用户表现的VR应用程序大多使用人工化身。这些应用程序可能并不适合所有的通信用例(例如,在工作中或与您的家人)。在本文中,我介绍了我们目前的工作,在TNO和我的博士研究中,创造社交VR体验,其中用户和环境都以照片般的质量表现出来。其目的不仅是让用户一起体验VR,而且还允许在VR中使用新的自然交流方式,延长存在感和沉浸感。我的博士研究主要集中在构建Social VR系统的三个方面:捕获和处理,传输和客户端组成。我研究的主要目标是将处理从捕获和编排转移到云中(特别是进入边缘网络),以允许社交VR在一次会话中拥有大量用户(100+),并在最大限度地提高QoS和QoE的同时支持移动终端设备。
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引用次数: 2
Quick Estimation of Detection Thresholds for Redirected Walking with Method of Adjustment 基于调整法的重定向行走检测阈值快速估计
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798146
Weiya Chen, Yangliu Hu, Nicolas Ladevèze, P. Bourdot
A method that allows quick estimation of Redirection Detection Thresholds (RDTs) is not only useful for identifying factors that contribute to the detection of redirections, but can also provide timely inputs for personalized redirected walking control. In aim to achieve quick RDT estimation, we opted for a classical psychophysical method - the Method of Adjustment (MoA), and compared it against commonly used method for RDT estimation (i.e. MCS-2AFC) to see their difference. Preliminary results show that MoA allows to save about 33% experiment time when compared with MCS-2AFC while getting overall similar RDT estimations on the same population.
一种允许快速估计重定向检测阈值(RDTs)的方法不仅有助于识别有助于重定向检测的因素,而且还可以为个性化重定向行走控制提供及时的输入。为了实现快速的RDT估计,我们选择了一种经典的心理物理学方法——调整法(MoA),并将其与常用的RDT估计方法(即MCS-2AFC)进行了比较。初步结果表明,与MCS-2AFC相比,MoA可以节省约33%的实验时间,同时在相同人群上获得总体相似的RDT估计。
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引用次数: 3
Real-Time Rendering of Stereo-Consistent Contours 立体一致轮廓的实时渲染
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797990
Dejing He, Rui Wang, H. Bao
Line drawing is an important and concise method to depict the shape of an object. Stereo line drawing, a combination of line drawing and stereo rendering, not only efficiently conveys shape but also provides users with a visual experience of a stereoscopic 3D world. Contours are the most important lines to draw. However, contours must be rendered consistently for two eyes because of their view-dependent nature; otherwise, they cause binocular rivalry and viewing discomfort. This paper proposes a novel solution to draw stereo-consistent contours in real time. First, we extend the concept of epipolar-slidability and derive a new criterion to check epipolar-slidability by the monotonicity of the trajectory of the viewpoints of contour points. Then, we design an algorithm to test the epipolar-slidability of contours by conducting an image space search rather than sampling multiple viewpoints. Results show that the proposed method has a much lower cost than that of previous works, therefore enables the real-time rendering and editing of stereo-consistent contours for users, such as changing camera viewpoints, editing object geometry, tweaking parameters to show contours with different details, etc.
线条画是描绘物体形状的一种重要而简洁的方法。立体线条绘制是线条绘制和立体渲染的结合,不仅能有效地传达形状,还能为用户提供立体3D世界的视觉体验。等高线是最重要的线条。然而,轮廓必须一致地呈现两只眼睛,因为他们的视图依赖的性质;否则,它们会引起双眼竞争和观看不适。本文提出了一种实时绘制立体一致轮廓的新方法。首先,我们扩展了等值线点视点轨迹的单调性概念,推导了等值线点视点轨迹单调性检验等值线点可滑动性的新准则。然后,我们设计了一种算法,通过进行图像空间搜索而不是采样多个视点来测试轮廓的极滑脱性。结果表明,该方法比以往的方法成本低得多,因此可以为用户实时绘制和编辑立体一致的轮廓,如改变摄像机视点、编辑物体几何形状、调整参数以显示不同细节的轮廓等。
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引用次数: 2
期刊
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
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