首页 > 最新文献

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

英文 中文
Match the Cube: Investigation of the Head-coupled Input with a Spherical Fish Tank Virtual Reality Display 匹配立方体:头部耦合输入与球形鱼缸虚拟现实显示器的研究
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798362
Qian Zhou, Fan Wu, I. Stavness, S. Fels
Fish Tank Virtual Reality (FTVR) displays create a compelling 3D effect with the motion parallax cue using the head-coupled perspective. While the head-coupled viewpoint control provides natural visuomotor coupling, the motion parallax cue has been found to be underutilized with minimal head motion detected when manual input becomes available to users. We investigate whether users can effectively use head-coupling in conjunction with manual input in a mental rotation task involving inspection and comparison of a pair of 3D cubes. We found that participants managed to incorporate the head-coupled viewpoint control with the manual touch input in the task. They used the touch input as the primary input and the head as the secondary input with the input ratio of 4.2:1. The combined input approach appears to be sequential with only 8.63% duration when the head and manual input are co-activated. The result of this study provides insights for designing head-coupled interactions in many 3D interactive applications.
鱼缸虚拟现实(FTVR)显示创建一个引人注目的3D效果与运动视差线索使用头部耦合的视角。虽然头部耦合视点控制提供了自然的视觉运动耦合,但运动视差提示被发现未充分利用,当用户可以使用手动输入时,检测到的头部运动最小。我们调查用户是否可以有效地使用头部耦合结合人工输入在一个涉及检查和比较一对三维立方体的心理旋转任务。我们发现,参与者设法将头部耦合的视点控制与手动触摸输入结合在任务中。他们使用触摸输入作为主要输入,头部作为次要输入,输入比例为4.2:1。当头部和手动输入同时激活时,组合输入方法似乎是顺序的,持续时间只有8.63%。这项研究的结果为在许多3D交互应用中设计头耦合交互提供了见解。
{"title":"Match the Cube: Investigation of the Head-coupled Input with a Spherical Fish Tank Virtual Reality Display","authors":"Qian Zhou, Fan Wu, I. Stavness, S. Fels","doi":"10.1109/VR.2019.8798362","DOIUrl":"https://doi.org/10.1109/VR.2019.8798362","url":null,"abstract":"Fish Tank Virtual Reality (FTVR) displays create a compelling 3D effect with the motion parallax cue using the head-coupled perspective. While the head-coupled viewpoint control provides natural visuomotor coupling, the motion parallax cue has been found to be underutilized with minimal head motion detected when manual input becomes available to users. We investigate whether users can effectively use head-coupling in conjunction with manual input in a mental rotation task involving inspection and comparison of a pair of 3D cubes. We found that participants managed to incorporate the head-coupled viewpoint control with the manual touch input in the task. They used the touch input as the primary input and the head as the secondary input with the input ratio of 4.2:1. The combined input approach appears to be sequential with only 8.63% duration when the head and manual input are co-activated. The result of this study provides insights for designing head-coupled interactions in many 3D interactive applications.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126259961","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Reconciling Being in-Control vs. Being Helped for the Execution of Complex Movements in VR 在VR中协调控制与被帮助执行复杂动作
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797716
Thibault Porssut, B. Herbelin, R. Boulic
Performing motor tasks in virtual environments is best achieved with motion capture and animation of a 3D character that participants control in real time and perceive as being their avatar in the virtual environment. A strong Sense of Embodiment (SoE) for the virtual body not only relies on the feeling that the virtual body is their own (body ownership), but also that the virtual body moves in the world according to their will and replicates precisely their body movement (sense of agency). Within that frame of mind our specific aim is to demonstrate that the avatar can even be programmed to be better at executing a given task or to perform a movement that is normally difficult or impossible to execute precisely by the user. More specifically, our experimental task consists in asking subjects to follow with the hand a target that is animated using non-biological motion; the unnatural nature of the movement leads to systematic errors by the subjects. The challenge here is to introduce a subtle distortion between the position of the real hand and the position of the virtual hand, so that the virtual hand succeeds in performing the task while still letting subjects believe they are fully in control. Results of two experiments $(mathrm{N}=16)$ show that our implementation of a distortion function, that we name the attraction well, successfully led participants to report being in control of the movement (agency) and being embodied in the avatar (body ownership) even when the distortion was above a threshold that they can detect. Furthermore, a progressive introduction of the distortion (starting without help, and introducing distortion on the go) could even further increase its acceptance.
在虚拟环境中执行运动任务最好是通过动作捕捉和参与者实时控制的3D角色动画来实现,并将其视为他们在虚拟环境中的化身。虚拟身体强烈的化身感(SoE)不仅依赖于虚拟身体是他们自己的感觉(身体所有权),而且虚拟身体根据他们的意志在世界上运动,并精确地复制他们的身体运动(代理感)。在这种思维框架下,我们的具体目标是证明虚拟角色甚至可以通过编程更好地执行给定任务或执行通常很难或不可能由用户精确执行的动作。更具体地说,我们的实验任务包括要求受试者用手跟随一个用非生物运动动画的目标;运动的非自然性质导致了主体的系统性错误。这里的挑战是在真实的手和虚拟的手的位置之间引入一个微妙的扭曲,这样虚拟的手就能成功地完成任务,同时仍然让受试者相信他们是完全控制的。两个实验的结果$( mathm {N}=16)$表明,我们对扭曲函数的实现,我们很好地命名了吸引力,成功地使参与者报告控制了运动(代理)并体现在化身(身体所有权)中,即使扭曲超过了他们可以检测到的阈值。此外,逐步引入扭曲(在没有帮助的情况下开始,在移动中引入扭曲)甚至可以进一步提高其接受度。
{"title":"Reconciling Being in-Control vs. Being Helped for the Execution of Complex Movements in VR","authors":"Thibault Porssut, B. Herbelin, R. Boulic","doi":"10.1109/VR.2019.8797716","DOIUrl":"https://doi.org/10.1109/VR.2019.8797716","url":null,"abstract":"Performing motor tasks in virtual environments is best achieved with motion capture and animation of a 3D character that participants control in real time and perceive as being their avatar in the virtual environment. A strong Sense of Embodiment (SoE) for the virtual body not only relies on the feeling that the virtual body is their own (body ownership), but also that the virtual body moves in the world according to their will and replicates precisely their body movement (sense of agency). Within that frame of mind our specific aim is to demonstrate that the avatar can even be programmed to be better at executing a given task or to perform a movement that is normally difficult or impossible to execute precisely by the user. More specifically, our experimental task consists in asking subjects to follow with the hand a target that is animated using non-biological motion; the unnatural nature of the movement leads to systematic errors by the subjects. The challenge here is to introduce a subtle distortion between the position of the real hand and the position of the virtual hand, so that the virtual hand succeeds in performing the task while still letting subjects believe they are fully in control. Results of two experiments $(mathrm{N}=16)$ show that our implementation of a distortion function, that we name the attraction well, successfully led participants to report being in control of the movement (agency) and being embodied in the avatar (body ownership) even when the distortion was above a threshold that they can detect. Furthermore, a progressive introduction of the distortion (starting without help, and introducing distortion on the go) could even further increase its acceptance.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125756388","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
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。
{"title":"Haptic Prop: A Tangible Prop for Semi-passive Haptic Interaction","authors":"Dimitar Valkov, Andreas Mantler, L. Linsen","doi":"10.1109/VR.2019.8797718","DOIUrl":"https://doi.org/10.1109/VR.2019.8797718","url":null,"abstract":"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.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122252450","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Deep360Up: A Deep Learning-Based Approach for Automatic VR Image Upright Adjustment","authors":"Raehyuk Jung, Aiden Seung Joon Lee, Amirsaman Ashtari, J. Bazin","doi":"10.1109/VR.2019.8798326","DOIUrl":"https://doi.org/10.1109/VR.2019.8798326","url":null,"abstract":"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.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128188044","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"A 6-DOF Telexistence Drone Controlled by a Head Mounted Display","authors":"Xingyu Xia, Chi-Man Pun, Di Zhang, Yang Yang, Huimin Lu, Hao Gao, Feng Xu","doi":"10.1109/VR.2019.8797791","DOIUrl":"https://doi.org/10.1109/VR.2019.8797791","url":null,"abstract":"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.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121734983","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Creating a Stressful Decision Making Environment for Aerial Firefighter Training in Virtual Reality","authors":"Rory M. S. Clifford, Sungchul Jung, Simon Hoerrnann, M. Billinghurst, R. Lindeman","doi":"10.1109/VR.2019.8797889","DOIUrl":"https://doi.org/10.1109/VR.2019.8797889","url":null,"abstract":"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.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115799645","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Empowering Young Job Seekers with Virtual Reality","authors":"E. Prasolova-Førland, Mikhail Fominykh, Oscar Ihlen Ekelund","doi":"10.1109/VR.2019.8798179","DOIUrl":"https://doi.org/10.1109/VR.2019.8798179","url":null,"abstract":"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.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134327729","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Investigating Spherical Fish Tank Virtual Reality Displays for Establishing Realistic Eye-Contact","authors":"Georg Hagemann, Qian Zhou, I. Stavness, S. Fels","doi":"10.1109/VR.2019.8797905","DOIUrl":"https://doi.org/10.1109/VR.2019.8797905","url":null,"abstract":"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.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133448257","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Effect of Sensory Conflict and Postural Instability on Cybersickness","authors":"A. K. T. Ng, L. Chan, H. Lau","doi":"10.1109/VR.2019.8797781","DOIUrl":"https://doi.org/10.1109/VR.2019.8797781","url":null,"abstract":"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.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128958738","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Real-Time Continuous Level of Detail Rendering of Point Clouds","authors":"Markus Schütz, Katharina Krösl, M. Wimmer","doi":"10.1109/VR.2019.8798284","DOIUrl":"https://doi.org/10.1109/VR.2019.8798284","url":null,"abstract":"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.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132948530","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 31
期刊
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1