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
Estimation of Detection Thresholds for Redirected Turning 重定向转弯检测阈值的估计
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797976
Junya Mizutani, Keigo Matsumoto, Ryohei Nagao, Takuji Narumi, T. Tanikawa, M. Hirose
Redirection makes it possible to walk around a vast virtual space in a limited real space while providing a natural walking sensation by applying a gain to the amount of movement in a real space. However, manipulating the walking path while keeping it and maintaining the naturalness of walking when turning at a corner cannot be achieved by the existing methods. To realize natural manipulation for turning at a corner, this study proposes novel “turning gains”, which refer to the increase in real and virtual turning degrees. The result of an experiment which aims to estimate the detection thresholds of turning gains indicated that when the turning radius is 0.5 m, discrimination is more difficult compared with the rotation gains $(r=0.0mathrm{m})$.
重定向使得在有限的真实空间中行走在广阔的虚拟空间中成为可能,同时通过在真实空间中应用增益来提供自然的行走感觉。然而,现有的方法无法实现在保持步行路径的同时对步行路径进行操纵,以及在转弯时保持步行的自然性。为了实现转弯的自然操纵,本研究提出了一种新的“转弯增益”,即真实转弯度和虚拟转弯度的增加。对转弯增益检测阈值进行估计的实验结果表明,当转弯半径为0.5 m时,与旋转增益$(r=0.0 mathm {m})$相比,识别难度更大。
{"title":"Estimation of Detection Thresholds for Redirected Turning","authors":"Junya Mizutani, Keigo Matsumoto, Ryohei Nagao, Takuji Narumi, T. Tanikawa, M. Hirose","doi":"10.1109/VR.2019.8797976","DOIUrl":"https://doi.org/10.1109/VR.2019.8797976","url":null,"abstract":"Redirection makes it possible to walk around a vast virtual space in a limited real space while providing a natural walking sensation by applying a gain to the amount of movement in a real space. However, manipulating the walking path while keeping it and maintaining the naturalness of walking when turning at a corner cannot be achieved by the existing methods. To realize natural manipulation for turning at a corner, this study proposes novel “turning gains”, which refer to the increase in real and virtual turning degrees. The result of an experiment which aims to estimate the detection thresholds of turning gains indicated that when the turning radius is 0.5 m, discrimination is more difficult compared with the rotation gains $(r=0.0mathrm{m})$.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"38 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":"122149827","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: 2
Vibro-tactile Feedback for Real-world Awareness in Immersive Virtual Environments 沉浸式虚拟环境中真实世界感知的振动触觉反馈
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798036
Dimitar Valkov, L. Linsen
In immersive virtual environments (IVE), users' visual and auditory perception is replaced by computer-generated stimuli. Thus, knowing the positions of real objects is crucial for physical safety. While some solutions exist, e. g., using virtual replicas or visible cues indicating the interaction space boundaries, these are limiting the IVE design or depend on the hardware setup. Moreover, most solutions cannot handle lost tracking, erroneous tracker calibration, or moving obstacles. However, these are common scenarios especially for the increasingly popular home virtual reality settings. In this paper, we present a stand-alone hardware device designed to alert IVE users for potential collisions with real-world objects. It uses distance sensors mounted on a head-mounted display (HMD) and vibro-tactile actuators inserted into the HMD's face cushion. We implemented different types of sensor-actuator mappings with the goal to find a mapping function that is minimally obtrusive in normal use, but efficiently alerting in risk situations.
在沉浸式虚拟环境(IVE)中,用户的视觉和听觉感知被计算机生成的刺激所取代。因此,了解真实物体的位置对人身安全至关重要。虽然存在一些解决方案,例如,使用虚拟副本或显示交互空间边界的可见线索,但这些都限制了IVE设计或依赖于硬件设置。此外,大多数解决方案无法处理跟踪丢失、跟踪器校准错误或移动障碍物。然而,这些都是常见的场景,特别是对于日益流行的家庭虚拟现实设置。在本文中,我们提出了一个独立的硬件设备,旨在提醒IVE用户与现实世界物体的潜在碰撞。它使用安装在头戴式显示器(HMD)上的距离传感器和插入HMD面部垫的振动触觉驱动器。我们实现了不同类型的传感器-执行器映射,目的是找到一种映射功能,在正常使用中最小程度地干扰,但在危险情况下有效地警报。
{"title":"Vibro-tactile Feedback for Real-world Awareness in Immersive Virtual Environments","authors":"Dimitar Valkov, L. Linsen","doi":"10.1109/VR.2019.8798036","DOIUrl":"https://doi.org/10.1109/VR.2019.8798036","url":null,"abstract":"In immersive virtual environments (IVE), users' visual and auditory perception is replaced by computer-generated stimuli. Thus, knowing the positions of real objects is crucial for physical safety. While some solutions exist, e. g., using virtual replicas or visible cues indicating the interaction space boundaries, these are limiting the IVE design or depend on the hardware setup. Moreover, most solutions cannot handle lost tracking, erroneous tracker calibration, or moving obstacles. However, these are common scenarios especially for the increasingly popular home virtual reality settings. In this paper, we present a stand-alone hardware device designed to alert IVE users for potential collisions with real-world objects. It uses distance sensors mounted on a head-mounted display (HMD) and vibro-tactile actuators inserted into the HMD's face cushion. We implemented different types of sensor-actuator mappings with the goal to find a mapping function that is minimally obtrusive in normal use, but efficiently alerting in risk situations.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"143 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":"123959343","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: 9
VR-Replay: Capturing and Replaying Avatars in VR for Asynchronous 3D Collaborative Design VR- replay:在异步3D协同设计中捕捉和重放虚拟形象
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797789
Cheng Yao Wang, Logan Drumm, Christopher Troup, Yingjie Ding, A. S. Won
Distributed teams rely on asynchronous CMC tools to complete collaborative tasks due to the difficulties and costs surrounding scheduling synchronous communications. In this paper, we present VR-Replay, a new communication tool that records and replays avatars with both nonverbal behavior and verbal communication in VR asynchronous collaboration. We describe a study comparing VR-Replay with a desktop-based CVE with audio annotation and a VR immersive CVE with audio annotation. Our results suggest that viewing the replay avatar in VR-Replay improves teamwork, causing people to view their partners as more likable, warm, and friendly. 75% of the users chose VR-Replay as the preferred communication tool in our study.
由于调度同步通信的困难和成本,分布式团队依赖异步CMC工具来完成协作任务。在本文中,我们提出了一种新的通信工具VR- replay,它可以记录和回放虚拟现实异步协作中具有非语言行为和语言交流的虚拟人物。我们描述了一项比较VR- replay与带有音频注释的基于桌面的CVE和带有音频注释的VR沉浸式CVE的研究。我们的研究结果表明,在VR-Replay中观看重放头像可以改善团队合作,使人们认为他们的伴侣更可爱、更温暖、更友好。在我们的研究中,75%的用户选择VR-Replay作为首选的通信工具。
{"title":"VR-Replay: Capturing and Replaying Avatars in VR for Asynchronous 3D Collaborative Design","authors":"Cheng Yao Wang, Logan Drumm, Christopher Troup, Yingjie Ding, A. S. Won","doi":"10.1109/VR.2019.8797789","DOIUrl":"https://doi.org/10.1109/VR.2019.8797789","url":null,"abstract":"Distributed teams rely on asynchronous CMC tools to complete collaborative tasks due to the difficulties and costs surrounding scheduling synchronous communications. In this paper, we present VR-Replay, a new communication tool that records and replays avatars with both nonverbal behavior and verbal communication in VR asynchronous collaboration. We describe a study comparing VR-Replay with a desktop-based CVE with audio annotation and a VR immersive CVE with audio annotation. Our results suggest that viewing the replay avatar in VR-Replay improves teamwork, causing people to view their partners as more likable, warm, and friendly. 75% of the users chose VR-Replay as the preferred communication tool in our study.","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":"127545735","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: 3
Odor Modulation by Warming/Cooling Nose Based on Cross-modal Effect 基于交叉模态效应的暖/冷鼻气味调节
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797727
Yuichi Fujino, H. Matsukura, D. Iwai, Kosuke Sato
Presentation of odors is considered to be important as a means for giving a sense of presence. However, the basic odors have not been established to generate any kinds of odors by combining them, like the three primary colors in vision, the basic tastes in gustation. In order to present various kinds of odors, in general, it is necessary to prepare each corresponding odorant. In this research, an odor modulation method is proposed based on a cross-modal effect between olfaction and thermal sensation, which might be able to decrease the number of odorants used to generate odors presented to the user. The experimental results are reported to show that sensation of odors can be modulated by presenting warm/cool air with the odors even if the same odors are presented to the subjects.
气味的呈现被认为是给人一种存在感的重要手段。然而,基本气味还没有被建立起来,可以通过它们的组合产生任何一种气味,就像视觉上的三原色,味觉上的基本味道。为了呈现各种气味,一般来说,有必要准备每种相应的气味剂。在这项研究中,提出了一种基于嗅觉和热感觉之间的交叉模态效应的气味调节方法,该方法可能能够减少用于产生气味的气味剂的数量。据报道,实验结果表明,即使向受试者提供相同的气味,也可以通过向其提供温暖/凉爽的空气来调节气味的感觉。
{"title":"Odor Modulation by Warming/Cooling Nose Based on Cross-modal Effect","authors":"Yuichi Fujino, H. Matsukura, D. Iwai, Kosuke Sato","doi":"10.1109/VR.2019.8797727","DOIUrl":"https://doi.org/10.1109/VR.2019.8797727","url":null,"abstract":"Presentation of odors is considered to be important as a means for giving a sense of presence. However, the basic odors have not been established to generate any kinds of odors by combining them, like the three primary colors in vision, the basic tastes in gustation. In order to present various kinds of odors, in general, it is necessary to prepare each corresponding odorant. In this research, an odor modulation method is proposed based on a cross-modal effect between olfaction and thermal sensation, which might be able to decrease the number of odorants used to generate odors presented to the user. The experimental results are reported to show that sensation of odors can be modulated by presenting warm/cool air with the odors even if the same odors are presented to the subjects.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"50 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":"129139414","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
Contextual Bandit Learning-Based Viewport Prediction for 360 Video 基于上下文强盗学习的360视频视口预测
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797830
J. Heyse, M. T. Vega, F. D. Backere, F. Turck
Accurately predicting where the user of a Virtual Reality (VR) application will be looking at in the near future improves the perceive quality of services, such as adaptive tile-based streaming or personalized online training. However, because of the unpredictability and dissimilarity of user behavior it is still a big challenge. In this work, we propose to use reinforcement learning, in particular contextual bandits, to solve this problem. The proposed solution tackles the prediction in two stages: (1) detection of movement; (2) prediction of direction. In order to prove its potential for VR services, the method was deployed on an adaptive tile-based VR streaming testbed, for benchmarking against a 3D trajectory extrapolation approach. Our results showed a significant improvement in terms of prediction error compared to the benchmark. This reduced prediction error also resulted in an enhancement on the perceived video quality.
准确预测虚拟现实(VR)应用程序的用户在不久的将来会看到什么,可以提高服务的感知质量,比如自适应的基于tile的流媒体或个性化的在线培训。然而,由于用户行为的不可预测性和差异性,这仍然是一个很大的挑战。在这项工作中,我们建议使用强化学习,特别是上下文强盗,来解决这个问题。该方案分两个阶段进行预测:(1)运动检测;(2)方向预测。为了证明其在VR服务中的潜力,该方法被部署在一个基于自适应贴片的VR流测试平台上,与3D轨迹外推方法进行基准测试。我们的结果显示,与基准测试相比,在预测误差方面有了显著改善。这种减少的预测误差也导致了感知视频质量的增强。
{"title":"Contextual Bandit Learning-Based Viewport Prediction for 360 Video","authors":"J. Heyse, M. T. Vega, F. D. Backere, F. Turck","doi":"10.1109/VR.2019.8797830","DOIUrl":"https://doi.org/10.1109/VR.2019.8797830","url":null,"abstract":"Accurately predicting where the user of a Virtual Reality (VR) application will be looking at in the near future improves the perceive quality of services, such as adaptive tile-based streaming or personalized online training. However, because of the unpredictability and dissimilarity of user behavior it is still a big challenge. In this work, we propose to use reinforcement learning, in particular contextual bandits, to solve this problem. The proposed solution tackles the prediction in two stages: (1) detection of movement; (2) prediction of direction. In order to prove its potential for VR services, the method was deployed on an adaptive tile-based VR streaming testbed, for benchmarking against a 3D trajectory extrapolation approach. Our results showed a significant improvement in terms of prediction error compared to the benchmark. This reduced prediction error also resulted in an enhancement on the perceived video quality.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"06 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":"130482288","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 General Reactive Algorithm for Redirected Walking Using Artificial Potential Functions 一种基于人工势函数的重定向步行通用反应算法
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797983
Jerald Thomas, Evan Suma Rosenberg
Redirected walking enables users to locomote naturally within a virtual environment that is larger than the available physical space. These systems depend on steering algorithms that continuously redirect users within limited real world boundaries. While a majority of the most recent research has focused on predictive algorithms, it is often necessary to utilize reactive approaches when the user's path is unconstrained. Unfortunately, previously proposed reactive algorithms assume a completely empty space with convex boundaries and perform poorly in complex real world spaces containing obstacles. To overcome this limitation, we present Push/Pull Reactive (P2R), a novel algorithm that uses an artificial potential function to steer users away from potential collisions. We also introduce three new reset strategies and conducted an experiment to evaluate which one performs best when used with P2R. Simulation results demonstrate that the proposed approach outperforms the previous state-of-the-art reactive algorithm in non-convex spaces with and without interior obstacles.
重定向行走使用户能够在比可用物理空间更大的虚拟环境中自然地移动。这些系统依赖于在有限的现实世界边界内不断重定向用户的转向算法。虽然大多数最近的研究都集中在预测算法上,但当用户的路径不受约束时,通常有必要使用反应性方法。不幸的是,以前提出的反应性算法假设一个完全空白的空间,具有凸边界,并且在包含障碍物的复杂现实世界空间中表现不佳。为了克服这一限制,我们提出了推拉反应(P2R),这是一种使用人工势函数引导用户远离潜在碰撞的新算法。我们还介绍了三种新的重置策略,并进行了实验,以评估哪一种策略在与P2R一起使用时表现最佳。仿真结果表明,该方法在有内部障碍物和无内部障碍物的非凸空间中优于现有的最先进的反应算法。
{"title":"A General Reactive Algorithm for Redirected Walking Using Artificial Potential Functions","authors":"Jerald Thomas, Evan Suma Rosenberg","doi":"10.1109/VR.2019.8797983","DOIUrl":"https://doi.org/10.1109/VR.2019.8797983","url":null,"abstract":"Redirected walking enables users to locomote naturally within a virtual environment that is larger than the available physical space. These systems depend on steering algorithms that continuously redirect users within limited real world boundaries. While a majority of the most recent research has focused on predictive algorithms, it is often necessary to utilize reactive approaches when the user's path is unconstrained. Unfortunately, previously proposed reactive algorithms assume a completely empty space with convex boundaries and perform poorly in complex real world spaces containing obstacles. To overcome this limitation, we present Push/Pull Reactive (P2R), a novel algorithm that uses an artificial potential function to steer users away from potential collisions. We also introduce three new reset strategies and conducted an experiment to evaluate which one performs best when used with P2R. Simulation results demonstrate that the proposed approach outperforms the previous state-of-the-art reactive algorithm in non-convex spaces with and without interior obstacles.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"69 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":"129532857","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: 42
Virtual vs. Physical Navigation in VR: Study of Gaze and Body Segments Temporal Reorientation Behaviour 虚拟现实中的虚拟与物理导航:凝视和身体部分时间重新定向行为的研究
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797721
Hugo Brument, Iana Podkosova, H. Kaufmann, A. Olivier, F. Argelaguet
This paper investigates whether the body anticipation synergies in real environments (REs) are preserved during navigation in virtual environments (VEs). Experimental studies related to the control of human locomotion in REs during curved trajectories report a top-down reorientation strategy with the reorientation of the gaze anticipating the reorientation of head, the shoulders and finally the global body motion. This anticipation behavior provides a stable reference frame to the walker to control and reorient his/her body according to the future walking direction. To assess body anticipation during navigation in VEs, we conducted an experiment where participants, wearing a head-mounted display, performed a lemniscate trajectory in a virtual environment (VE) using five different navigation techniques, including walking, virtual steering (head, hand or torso steering) and passive navigation. For the purpose of this experiment, we designed a new control law based on the power-law relation between speed and curvature during human walking. Taken together our results showed a similar ordered top-down sequence of reorientation of the gaze, head and shoulders during curved trajectories between walking in REs and in VEs (for all the evaluated techniques). However, the anticipation mechanism was significantly higher for the walking condition compared to the others. The results presented in this paper pave the way to the better understanding of the underlying mechanisms of human navigation in VEs and to the design of navigation techniques more adapted to humans.
本文研究了在虚拟环境中导航时,真实环境中的身体预期协同效应是否得以保留。在弯曲轨迹中人体运动控制的实验研究报告了一种自上而下的重新定向策略,即凝视的重新定向先于头部、肩部的重新定向,最后是全身运动的重新定向。这种预期行为为步行者根据未来的行走方向控制和调整自己的身体提供了一个稳定的参考框架。为了评估虚拟机导航过程中的身体预期,我们进行了一项实验,参与者戴着头戴式显示器,在虚拟环境(VE)中使用五种不同的导航技术,包括步行、虚拟转向(头部、手部或躯干转向)和被动导航,进行了一场运动轨迹。在本次实验中,我们设计了一种基于人类行走速度与曲率幂律关系的控制律。综上所述,我们的结果显示,在REs和ve之间的弯曲轨迹中(对于所有评估的技术),视线、头部和肩膀的重新定向具有相似的有序自上而下的顺序。然而,与其他条件相比,步行条件下的预期机制明显更高。本文提出的结果为更好地理解人类导航的潜在机制以及设计更适合人类的导航技术铺平了道路。
{"title":"Virtual vs. Physical Navigation in VR: Study of Gaze and Body Segments Temporal Reorientation Behaviour","authors":"Hugo Brument, Iana Podkosova, H. Kaufmann, A. Olivier, F. Argelaguet","doi":"10.1109/VR.2019.8797721","DOIUrl":"https://doi.org/10.1109/VR.2019.8797721","url":null,"abstract":"This paper investigates whether the body anticipation synergies in real environments (REs) are preserved during navigation in virtual environments (VEs). Experimental studies related to the control of human locomotion in REs during curved trajectories report a top-down reorientation strategy with the reorientation of the gaze anticipating the reorientation of head, the shoulders and finally the global body motion. This anticipation behavior provides a stable reference frame to the walker to control and reorient his/her body according to the future walking direction. To assess body anticipation during navigation in VEs, we conducted an experiment where participants, wearing a head-mounted display, performed a lemniscate trajectory in a virtual environment (VE) using five different navigation techniques, including walking, virtual steering (head, hand or torso steering) and passive navigation. For the purpose of this experiment, we designed a new control law based on the power-law relation between speed and curvature during human walking. Taken together our results showed a similar ordered top-down sequence of reorientation of the gaze, head and shoulders during curved trajectories between walking in REs and in VEs (for all the evaluated techniques). However, the anticipation mechanism was significantly higher for the walking condition compared to the others. The results presented in this paper pave the way to the better understanding of the underlying mechanisms of human navigation in VEs and to the design of navigation techniques more adapted to humans.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"43 5 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":"129738254","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: 10
Determining Design Requirements for AR Physics Education Applications 确定AR物理教育应用的设计要求
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797908
Corey R. Pittman, J. Laviola
While we are in the midst of a renaissance of interest in augmented reality (AR), there remain a small number of application domains which have seen significant development. Education is a domain that often drives innovation with emerging technologies. One particular subject which benefits from additional visualization capabilities is physics. In this paper, we present the results of a series of interviews with secondary school teachers about their experience with AR and the features which would be most beneficial to them from a pedagogical perspective. To gather meaningful information, a prototype application was developed and presented to the teachers. Based on the feedback collected from the teachers, we present a set of design recommendations for AR physics education tools, as well as other useful collects comments.
虽然我们正处于对增强现实(AR)兴趣的复兴之中,但仍有少数应用领域取得了重大发展。教育是一个经常用新兴技术推动创新的领域。受益于额外可视化功能的一个特殊学科是物理学。在本文中,我们提出了一系列对中学教师的访谈结果,了解他们使用AR的经验以及从教学角度来看对他们最有益的特征。为了收集有意义的信息,我们开发了一个原型应用程序并向教师展示。根据老师们的反馈,我们提出了一套AR物理教育工具的设计建议,以及其他有用的收集意见。
{"title":"Determining Design Requirements for AR Physics Education Applications","authors":"Corey R. Pittman, J. Laviola","doi":"10.1109/VR.2019.8797908","DOIUrl":"https://doi.org/10.1109/VR.2019.8797908","url":null,"abstract":"While we are in the midst of a renaissance of interest in augmented reality (AR), there remain a small number of application domains which have seen significant development. Education is a domain that often drives innovation with emerging technologies. One particular subject which benefits from additional visualization capabilities is physics. In this paper, we present the results of a series of interviews with secondary school teachers about their experience with AR and the features which would be most beneficial to them from a pedagogical perspective. To gather meaningful information, a prototype application was developed and presented to the teachers. Based on the feedback collected from the teachers, we present a set of design recommendations for AR physics education tools, as well as other useful collects comments.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"52 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":"121057676","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: 14
3D Positioning System Based on One-handed Thumb Interactions for 3D Annotation Placement 基于单手拇指交互的三维标注定位系统
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797979
Souichi Tashiro, Hideaki Uchiyama, D. Thomas, R. Taniguchi
This paper presents a 3D positioning system based on one-handed thumb interactions for simple 3D annotation placement with a smart-phone. To place an annotation at a target point in the real environment, the 3D coordinate of the point is computed by interactively selecting the corresponding points in multiple views by users while performing SLAM. Generally, it is difficult for users to precisely select an intended pixel on the touchscreen. Therefore, we propose to compute the 3D coordinate from multiple observations with a robust estimator to have the tolerance to the inaccurate user inputs. In addition, we developed three pixel selection methods based on one-handed thumb interactions. A pixel is selected at the thumb position at a live view in FingAR, the position of a reticle marker at a live view in SnipAR, or that of a movable reticle marker at a freezed view in FreezAR. In the preliminary evaluation, we investigated the 3D positioning accuracy of each method.
本文提出了一种基于单手拇指交互的智能手机三维定位系统,用于简单的三维注释放置。为了将注释放置在真实环境中的目标点上,在执行SLAM时,通过用户在多个视图中交互选择对应的点来计算该点的三维坐标。一般来说,用户很难在触摸屏上精确地选择一个预期的像素。因此,我们建议使用鲁棒估计器从多个观测值中计算三维坐标,以容忍不准确的用户输入。此外,我们开发了三种基于单手拇指交互的像素选择方法。在FingAR的实时视图中,在拇指位置选择一个像素,在SnipAR的实时视图中选择一个划线标记的位置,或者在FreezAR的冻结视图中选择一个可移动划线标记的位置。在初步评估中,我们考察了每种方法的三维定位精度。
{"title":"3D Positioning System Based on One-handed Thumb Interactions for 3D Annotation Placement","authors":"Souichi Tashiro, Hideaki Uchiyama, D. Thomas, R. Taniguchi","doi":"10.1109/VR.2019.8797979","DOIUrl":"https://doi.org/10.1109/VR.2019.8797979","url":null,"abstract":"This paper presents a 3D positioning system based on one-handed thumb interactions for simple 3D annotation placement with a smart-phone. To place an annotation at a target point in the real environment, the 3D coordinate of the point is computed by interactively selecting the corresponding points in multiple views by users while performing SLAM. Generally, it is difficult for users to precisely select an intended pixel on the touchscreen. Therefore, we propose to compute the 3D coordinate from multiple observations with a robust estimator to have the tolerance to the inaccurate user inputs. In addition, we developed three pixel selection methods based on one-handed thumb interactions. A pixel is selected at the thumb position at a live view in FingAR, the position of a reticle marker at a live view in SnipAR, or that of a movable reticle marker at a freezed view in FreezAR. In the preliminary evaluation, we investigated the 3D positioning accuracy of each method.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"16 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":"121391149","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: 2
Keynote Speaker: Hacking Human Visual Perception 主讲人:黑客人类视觉感知
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798316
S. Nishida
Roughly speaking, there are two strategies to provide users with a virtual realistic perceptual experience. One is to make the physical input to the user�s sensory systems close to that of the real experience (physics-based approach). The other one, which sensory scientists (like us) prefer, is to make the response pattern of the users� sensory system close to that of the real experience (perception-based approach). Using cognitive/neuro-scientific knowledge about human visual processing, we are able to control cortical perceptual representations in addition to sensor responses, and then achieve perceptual effects that would be hard to obtain with the straightforward physics-based approach. For instance, recent research on human material perception has suggested simple image-based methods to control glossiness, wetness, subthreshold fineness and liquid viscosity. Deformation Lamp/Hengento (Kawabe et al., 2016) is a projection mapping technique that can produce an illusory movement of a real static object. Although only a dynamic gray-scale pattern is projected, it effectively drives visual motion sensors in the human brain, and then induces a “motion capture” effect on the colors and textures of the original static object. In Hidden Stereo (Fukiage et al., 2017), multi-scale phase-based binocular disparity signals effectively drives human stereo mechanisms, while the disparity-inducing image components for the left and right images are cancelled out with each other when they are fused. As a result, viewers with stereo glasses perceive 3D images, while those without glasses can enjoy 2D images with no visible ghosts. I will discuss how vision science helps virtual reality technologies, and how vision science is helped by application to the cutting-edge technologies.
粗略地说,为用户提供虚拟逼真的感知体验有两种策略。一种方法是让用户感官系统的物理输入接近真实体验(基于物理的方法)。另一种是感官科学家(像我们一样)更喜欢的,即使用户的感官系统的反应模式接近于真实体验(基于感知的方法)。利用关于人类视觉处理的认知/神经科学知识,我们能够控制皮层感知表征和传感器反应,然后实现用直接的基于物理的方法难以获得的感知效果。例如,最近对人类材料感知的研究提出了简单的基于图像的方法来控制光泽度,湿度,亚阈值细度和液体粘度。变形灯/Hengento (Kawabe et al., 2016)是一种投影映射技术,可以产生真实静态物体的虚幻运动。虽然只投射一个动态的灰度模式,但它能有效地驱动人脑中的视觉运动传感器,然后对原始静态物体的颜色和纹理产生“运动捕捉”效果。在Hidden Stereo (Fukiage et al., 2017)中,基于多尺度相位的双目视差信号有效地驱动了人类的立体机制,而左右图像的视差诱导图像分量在融合时相互抵消。因此,戴立体眼镜的观众可以看到3D图像,而不戴眼镜的观众可以看到没有可见鬼魂的2D图像。我将讨论视觉科学如何帮助虚拟现实技术,以及视觉科学如何通过应用于前沿技术而得到帮助。
{"title":"Keynote Speaker: Hacking Human Visual Perception","authors":"S. Nishida","doi":"10.1109/VR.2019.8798316","DOIUrl":"https://doi.org/10.1109/VR.2019.8798316","url":null,"abstract":"Roughly speaking, there are two strategies to provide users with a virtual realistic perceptual experience. One is to make the physical input to the user�s sensory systems close to that of the real experience (physics-based approach). The other one, which sensory scientists (like us) prefer, is to make the response pattern of the users� sensory system close to that of the real experience (perception-based approach). Using cognitive/neuro-scientific knowledge about human visual processing, we are able to control cortical perceptual representations in addition to sensor responses, and then achieve perceptual effects that would be hard to obtain with the straightforward physics-based approach. For instance, recent research on human material perception has suggested simple image-based methods to control glossiness, wetness, subthreshold fineness and liquid viscosity. Deformation Lamp/Hengento (Kawabe et al., 2016) is a projection mapping technique that can produce an illusory movement of a real static object. Although only a dynamic gray-scale pattern is projected, it effectively drives visual motion sensors in the human brain, and then induces a “motion capture” effect on the colors and textures of the original static object. In Hidden Stereo (Fukiage et al., 2017), multi-scale phase-based binocular disparity signals effectively drives human stereo mechanisms, while the disparity-inducing image components for the left and right images are cancelled out with each other when they are fused. As a result, viewers with stereo glasses perceive 3D images, while those without glasses can enjoy 2D images with no visible ghosts. I will discuss how vision science helps virtual reality technologies, and how vision science is helped by application to the cutting-edge technologies.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"42 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":"122965762","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
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