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

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Haptic Prop: A Tangible Prop for Semi-passive Haptic Interaction 触觉道具:半被动触觉互动的有形道具
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797718
Dimitar Valkov, Andreas Mantler, L. Linsen
In this paper, we present Haptic Prop, a semi-passive, pico-powered, tangible prop, which is able to provide programmable friction for interaction with a tabletop setup, such as interactive workbenches or fish-tank VR. We explore the interaction space, its basic components, and constraints. Haptic Prop can be used to provide haptic feedback to the user at different levels and in different directions. We have conducted a preliminary user study evaluating the users' acceptance for the device and their ability to detect the programmed level of friction for rotation and linear movements. While currently still preliminary, the results demonstrate the utility of our device and outline some promising directions for future work.
在本文中,我们介绍了Haptic Prop,这是一种半被动、微动力、有形的道具,它能够提供可编程摩擦,用于与桌面设置(如交互式工作台或鱼缸VR)进行交互。我们探索交互空间,它的基本组成部分和约束。Haptic Prop可以为用户提供不同层次、不同方向的触觉反馈。我们进行了一项初步的用户研究,评估用户对该设备的接受程度,以及他们检测旋转和直线运动的编程摩擦水平的能力。虽然目前仍处于初步阶段,但结果证明了我们的设备的实用性,并为未来的工作概述了一些有希望的方向。
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引用次数: 1
Deep360Up: A Deep Learning-Based Approach for Automatic VR Image Upright Adjustment Deep360Up:一种基于深度学习的VR图像垂直自动调整方法
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798326
Raehyuk Jung, Aiden Seung Joon Lee, Amirsaman Ashtari, J. Bazin
Spherical VR cameras can capture high-quality immersive VR images with a 360° field of view. However, in practice, when the camera orientation is not straight, the acquired VR image appears tilted when displayed on a VR headset, which diminishes the quality of the VR experience. To overcome this problem, we present a deep learning-based approach that can automatically estimate the orientation of a VR image and return its upright version. In contrast to existing methods, our approach does not require the presence of lines or horizon in the image, and thus can be applied on a wide range of scenes. Extensive experiments and comparisons with state-of-the-art methods have successfully confirmed the validity of our approach.
球形VR相机可以拍摄360°视野的高质量沉浸式VR图像。然而,在实际应用中,当摄像机的方向不垂直时,获取的VR图像在VR头显上显示时会出现倾斜,从而降低了VR体验的质量。为了克服这个问题,我们提出了一种基于深度学习的方法,可以自动估计VR图像的方向并返回其垂直版本。与现有的方法相比,我们的方法不需要在图像中存在线或地平线,因此可以应用于广泛的场景。广泛的实验和与最先进的方法的比较成功地证实了我们的方法的有效性。
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引用次数: 20
A 6-DOF Telexistence Drone Controlled by a Head Mounted Display 一种由头戴式显示器控制的六自由度远程无人机
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797791
Xingyu Xia, Chi-Man Pun, Di Zhang, Yang Yang, Huimin Lu, Hao Gao, Feng Xu
Recently, a new form of telexistence is achieved by recording images with cameras on an unmanned aerial vehicle (UAV) and displaying them to the user via a head mounted display (HMD). A key problem here is how to provide a free and natural mechanism for the user to control the viewpoint and watch a scene. To this end, we propose an improved rate-control method with an adaptive origin update (AOU) scheme. Without the aid of any auxiliary equipment, our scheme handles the self-centering problem. In addition, we present a full 6-DOF viewpoint control method to manipulate the motion of a stereo camera, and we build a real prototype to realize this by utilizing a pan-tilt-zoom (PTZ) which not only provides 2-DOF to the camera but also compensates the jittering motion of the UAV to record more stable image streams.
最近,一种新的远程存在形式是通过无人驾驶飞行器(UAV)上的摄像头记录图像,并通过头戴式显示器(HMD)显示给用户。这里的一个关键问题是如何为用户提供一个自由和自然的机制来控制视点和观看场景。为此,我们提出了一种改进的速率控制方法——自适应原点更新(AOU)方案。本方案在不借助任何辅助设备的情况下,解决了自定心问题。此外,我们提出了一个完整的6自由度视点控制方法来操纵立体相机的运动,并建立了一个真实的原型来实现这一目标,利用平移倾斜变焦(PTZ),不仅为相机提供了2自由度,而且还补偿了无人机的抖动运动,以记录更稳定的图像流。
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引用次数: 8
Creating a Stressful Decision Making Environment for Aerial Firefighter Training in Virtual Reality 虚拟现实中空中消防员训练的压力决策环境构建
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797889
Rory M. S. Clifford, Sungchul Jung, Simon Hoerrnann, M. Billinghurst, R. Lindeman
The decisions made by an Air Attack Supervisor (AAS) helicopter co-pilots in aerial firefighting have critical and immediate impacts. It is difficult to always make fast, high quality decisions due to the mental and physical stress being experienced. Real world training exercises have limitations such as safety, cost, time and difficulty in reproducing events, making frequent training infeasible. Virtual Reality (VR) offers new training opportunities, but it is challenging to create a virtual environment with the analogous level of stress experienced in the real-world. In this paper, we investigate the use of a multi-user, collaborative, multi-sensory (vision, audio, tactile) VR system to produce a realistic training environment for practising aerial firefighting training scenarios. We focus on a comparison between our VR training system, an equivalent real-world field training and an existing radio-only exercise currently in use, where we compare Heart-Rate Variability (HRV) and self reported stress using the Short Stress State Questionnaire (SSSQ). We conducted the study with real trainee AAS firefighters to determine the effectiveness of the system. Our results show that there were no significant differences between the VR training exercise and the real-world exercise in terms of the level of stress, measured by HRV, and no significant difference between VR and radio-only exercises, as reported by the SSSQ.
在空中灭火中,由空中攻击主管(AAS)直升机副驾驶做出的决定具有关键和直接的影响。由于精神和身体上的压力,很难总是做出快速、高质量的决定。现实世界的训练演习有安全、成本、时间和再现事件的困难等限制,使频繁的训练不可行。虚拟现实(VR)提供了新的培训机会,但要创建一个具有类似现实世界中所经历的压力水平的虚拟环境是具有挑战性的。在本文中,我们研究了使用多用户,协作,多感官(视觉,音频,触觉)VR系统来产生一个真实的训练环境,用于练习空中消防训练场景。我们重点比较了我们的VR训练系统,等效的现实世界现场训练和目前使用的现有无线电训练,其中我们使用短压力状态问卷(SSSQ)比较心率变异性(HRV)和自我报告的压力。我们对真实的受训AAS消防员进行了研究,以确定该系统的有效性。我们的研究结果表明,在HRV测量的压力水平方面,VR训练练习和现实世界练习之间没有显著差异,并且在SSSQ报告的VR和仅无线电练习之间没有显著差异。
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引用次数: 38
Empowering Young Job Seekers with Virtual Reality 赋予年轻求职者虚拟现实的力量
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798179
E. Prasolova-Førland, Mikhail Fominykh, Oscar Ihlen Ekelund
This paper presents the results of the Virtual Internship project that aims to help young job seekers get insights of different workplaces via immersive and interactive experiences. We designed a concept of ‘Immersive Job Taste’ that provides a rich presentation of occupations with elements of workplace training, targeting a specific group of young job seekers, including high-school students and unemployed. We developed several scenarios and applied different virtual and augmented reality concepts to build prototypes for different types of devices. The intermediary and the final versions of the prototypes were evaluated by several groups of primary users and experts, including over 70 young job seekers and high school students and over 45 various professionals and experts. The data were collected using questionnaires and interviews. The results indicate a generally very positive attitude towards the concept of immersive job taste, although with significant differences between job seekers and experts. The prototype developed for room-scale virtual reality with controllers was generally evaluated better than those including cardboard with 360 videos or with animated 3D graphics and augmented reality glasses. In the paper, we discuss several aspects, such as the potential of immersive technologies for career guidance, fighting youth unemployment by better informing the young job seekers, and various practical and technology considerations.
本文介绍了虚拟实习项目的结果,该项目旨在帮助年轻求职者通过沉浸式和交互式体验了解不同的工作场所。我们设计了一个“沉浸式工作品味”的概念,提供了一个丰富的职业展示,其中包括工作场所培训的元素,针对特定的年轻求职者群体,包括高中生和失业者。我们开发了几个场景,并应用了不同的虚拟现实和增强现实概念,为不同类型的设备构建原型。原型的中间版本和最终版本由几组主要用户和专家进行评估,其中包括70多名年轻求职者和高中生以及45多名各种专业人士和专家。数据是通过问卷调查和访谈收集的。结果表明,尽管求职者和专家之间存在显著差异,但总体而言,他们对沉浸式工作品味的概念持非常积极的态度。为带有控制器的房间级虚拟现实开发的原型通常比带有360度视频的纸板或带有动画3D图形和增强现实眼镜的原型得到更好的评价。在本文中,我们讨论了几个方面,例如沉浸式技术在职业指导方面的潜力,通过更好地向年轻求职者提供信息来解决青年失业问题,以及各种实际和技术考虑。
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引用次数: 7
Investigating Spherical Fish Tank Virtual Reality Displays for Establishing Realistic Eye-Contact 研究球形鱼缸虚拟现实显示器建立逼真的眼神接触
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797905
Georg Hagemann, Qian Zhou, I. Stavness, S. Fels
Eye-contact is a key aspect of non-verbal human communication in everyday tasks [1]. It provides important social and emotional information that can increase the effectiveness of human communication [8]. In a conversation, eye-contact, or the lack thereof, is constantly evaluated by human brains. Conversation partners derive subjective judgment of others' credibility, focus and confidence [4] from it. Seeking another person's eye-contact is a signal for them that focus is put on that person and the main receptive senses are prepared to receive input from the other person. Likewise breaking eye-contact usually indicates distraction, loss of confidence, loss of interest or shifting focus to a different target.
在日常工作中,眼神交流是人类非语言交流的一个重要方面。它提供了重要的社会和情感信息,可以提高人类交流的有效性。在谈话中,目光接触或缺乏目光接触是人类大脑不断评估的。谈话对象会从中对对方的可信度、注意力和自信程度做出主观判断。对他们来说,寻找另一个人的目光接触是一个信号,表明他们把注意力放在了那个人身上,主要的接受感官已经准备好接受来自另一个人的输入。同样,眼神接触中断通常表示分心、失去信心、失去兴趣或将注意力转移到不同的目标上。
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引用次数: 1
Effect of Sensory Conflict and Postural Instability on Cybersickness 感觉冲突和姿势不稳定对晕屏病的影响
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797781
A. K. T. Ng, L. Chan, H. Lau
Sensory conflict theory and postural instability theory were often tested individually to explain cybersickness in VR systems, but they were seldom systematically compared. An earlier study evaluated them on a large screen using 2D videos. This study evaluated sensory conflict and postural instability on the discomfort in VR. Virtual visual locomotion were shown on an head-mounted display. A motion platform vibrated in low-frequency while the participant stood on top. Each factor was manipulated alone or in combination. Results showed that the visual motion only condition led to the highest miserable score, higher than the physical vibration only condition. This suggested that consistent with previous literature, sensory conflict may be a major contributing factor of cybersickness.
感官冲突理论和姿势不稳定理论经常被单独测试来解释VR系统中的晕动病,但很少对它们进行系统的比较。早期的一项研究使用2D视频在大屏幕上对它们进行了评估。本研究评估了感觉冲突和姿势不稳定对VR不适的影响。虚拟视觉运动在头戴式显示器上显示。当参与者站在上面时,一个运动平台以低频振动。每个因素被单独或联合操纵。结果表明,视觉运动组的痛苦得分最高,高于物理振动组。这表明,与之前的文献一致,感觉冲突可能是晕机的主要因素。
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引用次数: 4
Real-Time Continuous Level of Detail Rendering of Point Clouds 点云的实时连续细节渲染
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798284
Markus Schütz, Katharina Krösl, M. Wimmer
Real-time rendering of large point clouds requires acceleration structures that reduce the number of points drawn on screen. State-of-the art algorithms group and render points in hierarchically organized chunks with varying extent and density, which results in sudden changes of density from one level of detail to another, as well as noticeable popping artifacts when additional chunks are blended in or out. These popping artifacts are especially noticeable at lower levels of detail, and consequently in virtual reality, where high performance requirements impose a reduction in detail. We propose a continuous level-of-detail method that exhibits gradual rather than sudden changes in density. Our method continuously recreates a down-sampled vertex buffer from the full point cloud, based on camera orientation, position, and distance to the camera, in a point-wise rather than chunk-wise fashion and at speeds up to 17 million points per millisecond. As a result, additional details are blended in or out in a less noticeable and significantly less irritating manner as compared to the state of the art. The improved acceptance of our method was successfully evaluated in a user study.
大点云的实时渲染需要加速结构,以减少在屏幕上绘制的点的数量。最先进的算法在不同程度和密度的分层组织块中分组和渲染点,这导致密度从一个细节级别到另一个细节级别的突然变化,以及当额外的块混合或退出时明显的弹出工件。这些弹出的工件在较低的细节层次上尤其明显,因此在虚拟现实中,高性能要求会减少细节。我们提出了一种连续的细节级方法,该方法显示密度的逐渐变化而不是突然变化。我们的方法基于相机的方向、位置和与相机的距离,以逐点而不是逐块的方式,以每毫秒1700万个点的速度,从整个点云中不断地重建一个向下采样的顶点缓冲。因此,与本技术的状态相比,额外的细节以较不明显和显着较少刺激的方式混合进来或出来。在用户研究中成功地评估了我们方法的改进接受度。
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引用次数: 31
VirtualTablet: Extending Movable Surfaces with Touch Interaction 虚拟平板电脑:用触摸互动扩展可移动表面
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797993
A. Hoppe, Felix Marek, F. V. D. Camp, Rainer Stietelhaqen
Immersive output and effortless input are two core aspects of a virtual reality (VR) experience. We transfer ubiquitous touch interaction with haptic feedback into a virtual environment (VE). The movable and cheap real world object supplies an accurate touch detection equal to a ray-casting interaction with a controller. Moreover, the virtual tablet extends the functionality of a real world tablet. Additional information is displayed in mid-air around the touchable area and the tablet can be turned over to interact with both sides. It allows easy to learn and precise system interaction and can even augment the established touch metaphor with new paradigms.
沉浸式输出和轻松输入是虚拟现实(VR)体验的两个核心方面。我们将无处不在的触觉交互与触觉反馈转移到虚拟环境(VE)中。这个可移动且廉价的真实世界物体提供了一种精确的触摸检测,相当于与控制器的光线投射交互。此外,虚拟平板电脑扩展了现实世界平板电脑的功能。附加信息显示在可触摸区域的半空中,平板电脑可以翻转以与两侧交互。它允许易于学习和精确的系统交互,甚至可以用新的范例来增强已建立的触摸隐喻。
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引用次数: 5
MagicHand: Interact with IoT Devices in Augmented Reality Environment MagicHand:在增强现实环境中与物联网设备交互
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798053
Yongbin Sun, Alexandre Armengol-Urpi, S. N. Kantareddy, J. Siegel, S. Sarma
We present an Augmented Reality (AR) visualization and interaction tool for users to control Internet of Things (IoT) devices with hand gestures. Today, smart IoT devices are becoming increasingly ubiquitous with diverse forms and functions, yet most user controls over them are still limited to mobile devices and web interfaces. Recently, AR has been developed rapidly, and provided immersive solutions to enhance user experience of applications in many fields. Its capability to create immersive interactions allows AR to improve the way smart devices are controlled via more direct visual feedback. In this paper, we create a functional prototype of one such system, enabling seamless interactions with sound and lighting systems through the use of augmented hand-controlled interaction panels. To interpret users' intentions, we implement a standard 2D convolution neural network (CNN) for real-time hand gesture recognition and deploy it within our system. Our prototype is also equipped with a simple but effective object detector which can identify target devices within a proper range by analyzing geometric features. We evaluate the performance of our system qualitatively and quantitatively and demonstrate it on two smart devices.
我们提出了一个增强现实(AR)可视化和交互工具,供用户用手势控制物联网(IoT)设备。如今,智能物联网设备的形式和功能越来越多样化,但大多数用户对它们的控制仍然局限于移动设备和web界面。近年来,增强现实技术发展迅速,并在许多领域提供了沉浸式解决方案来增强应用程序的用户体验。它创造沉浸式交互的能力使AR能够通过更直接的视觉反馈来改善智能设备的控制方式。在本文中,我们创建了一个这样的系统的功能原型,通过使用增强的手控交互面板,实现与声音和灯光系统的无缝交互。为了解释用户的意图,我们实现了一个用于实时手势识别的标准2D卷积神经网络(CNN),并将其部署在我们的系统中。我们的原型还配备了一个简单而有效的目标探测器,可以通过分析几何特征来识别适当范围内的目标设备。我们定性和定量地评估了系统的性能,并在两台智能设备上进行了演示。
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引用次数: 27
期刊
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
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