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
Sports Training System for Visualizing Bird's-Eye View from First-Person View 基于第一人称视角的可视化鸟瞰运动训练系统
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798227
Shunki Shimizu, Kaoru Surni
In ball games, it is important that the players are able to estimate the position of the other players from a bird's-eye view based on the information obtained from their first-person view. We have developed a training system for improving this ability. The user wears a head-mounted display and can simulate ball games in 360° from the first-person view. The system allows the user to rearrange all players, and a ball from the bird's-eye view. The user can then track the other players from the first-person viewpoint and perform actions specific to the ball game such as passing, receiving a ball, and (if a defense player) following offense players.
在球类游戏中,玩家能够基于第一人称视角获得的信息,从鸟瞰角度估计其他玩家的位置是很重要的。我们已经制定了一套提高这种能力的培训体系。用户戴着头戴式显示器,可以从第一人称视角360°模拟球类比赛。该系统允许用户重新安排所有球员,并从鸟瞰球。然后,用户可以从第一人称视角跟踪其他玩家,并执行特定于球类游戏的动作,如传球、接球和(如果是防守球员)跟随进攻球员。
{"title":"Sports Training System for Visualizing Bird's-Eye View from First-Person View","authors":"Shunki Shimizu, Kaoru Surni","doi":"10.1109/VR.2019.8798227","DOIUrl":"https://doi.org/10.1109/VR.2019.8798227","url":null,"abstract":"In ball games, it is important that the players are able to estimate the position of the other players from a bird's-eye view based on the information obtained from their first-person view. We have developed a training system for improving this ability. The user wears a head-mounted display and can simulate ball games in 360° from the first-person view. The system allows the user to rearrange all players, and a ball from the bird's-eye view. The user can then track the other players from the first-person viewpoint and perform actions specific to the ball game such as passing, receiving a ball, and (if a defense player) following offense players.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"61 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":"128145025","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: 5
Jumping Further: Forward Jumps in a Gravity-reduced Immersive Virtual Environment 跳得更远:在失重的沉浸式虚拟环境中向前跳跃
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798251
Hyeongyeop Kang, Geonsun Lee, D. Kang, O. Kwon, Jun Yeup Cho, Ho-Jung Choi, JunaHvun Han
In a cable-driven suspension system developed to simulate the reduced gravity of lunar or Martian surfaces, we propose to manipu-late/reduce the physical cues of forward jumps so as to overcome the limited workspace problem. The physical cues should be manipulated in a way that the discrepancy from the visual cues provided through the HMD is not noticeable by users. We identified the extent to which forward jumps can be manipulated naturally. We combined it with visual gains, which can scale visual cues without being noticed by users. The test results obtained in a prototype application show that we can use both trajectory manipulation and visual gains to overcome the spatial limit. We also investigated the user experiences when making significantly high and far jumps. The results will be helpful in designing astronaut-training systems and various VR entertainment content.
在模拟月球或火星表面重力降低的缆索驱动悬架系统中,我们提出通过操纵/减少前跳的物理线索来克服有限的工作空间问题。物理线索应该以一种不被用户注意到的方式操作,即通过HMD提供的视觉线索的差异。我们确定了向前跳跃可以自然操纵的程度。我们将其与视觉增益相结合,这可以在不被用户注意到的情况下扩展视觉线索。在一个原型应用中获得的测试结果表明,我们可以同时使用轨迹操纵和视觉增益来克服空间限制。我们还调查了用户在进行高跳和远跳时的体验。研究结果将有助于航天员训练系统和各种VR娱乐内容的设计。
{"title":"Jumping Further: Forward Jumps in a Gravity-reduced Immersive Virtual Environment","authors":"Hyeongyeop Kang, Geonsun Lee, D. Kang, O. Kwon, Jun Yeup Cho, Ho-Jung Choi, JunaHvun Han","doi":"10.1109/VR.2019.8798251","DOIUrl":"https://doi.org/10.1109/VR.2019.8798251","url":null,"abstract":"In a cable-driven suspension system developed to simulate the reduced gravity of lunar or Martian surfaces, we propose to manipu-late/reduce the physical cues of forward jumps so as to overcome the limited workspace problem. The physical cues should be manipulated in a way that the discrepancy from the visual cues provided through the HMD is not noticeable by users. We identified the extent to which forward jumps can be manipulated naturally. We combined it with visual gains, which can scale visual cues without being noticed by users. The test results obtained in a prototype application show that we can use both trajectory manipulation and visual gains to overcome the spatial limit. We also investigated the user experiences when making significantly high and far jumps. The results will be helpful in designing astronaut-training systems and various VR entertainment content.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"88 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":"121498781","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
TacTiles: Dual-Mode Low-Power Electromagnetic Actuators for Rendering Continuous Contact and Spatial Haptic Patterns in VR 触觉:用于VR中呈现连续接触和空间触觉模式的双模低功耗电磁致动器
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797921
Velko Vechev, J. Zárate, David Lindlbauer, R. Hinchet, H. Shea, Otmar Hilliges
We introduce TacTiles, light (1.8g), low-power (130 mW), and small form-factor (1 cm3) electromagnetic actuators that can form a flexible haptic array to provide localized tactile feedback. Our novel hardware design uses a custom 8-layer PCB, dampening materials, and asymmetric latching, enabling two distinct modes of actuation: contact and pulse mode. We leverage these modes in Virtual Reality (VR) to render continuous contact with objects and the exploration of object surfaces and volumes with spatial haptic patterns. Results from a series of experiments show that users are able to localize feedback, discriminate between modes with high accuracy, and differentiate objects from haptic surfaces and volumes even without looking at them.
我们推出了轻(1.8g)、低功率(130 mW)和小尺寸(1 cm3)的电磁致动器,可以形成灵活的触觉阵列,提供局部触觉反馈。我们新颖的硬件设计使用定制的8层PCB,阻尼材料和非对称锁紧,实现两种不同的驱动模式:接触模式和脉冲模式。我们在虚拟现实(VR)中利用这些模式来呈现与物体的连续接触,并通过空间触觉模式探索物体表面和体积。一系列实验结果表明,用户能够定位反馈,高精度地区分模式,甚至在不看物体的情况下也能区分物体与触觉表面和体积。
{"title":"TacTiles: Dual-Mode Low-Power Electromagnetic Actuators for Rendering Continuous Contact and Spatial Haptic Patterns in VR","authors":"Velko Vechev, J. Zárate, David Lindlbauer, R. Hinchet, H. Shea, Otmar Hilliges","doi":"10.1109/VR.2019.8797921","DOIUrl":"https://doi.org/10.1109/VR.2019.8797921","url":null,"abstract":"We introduce TacTiles, light (1.8g), low-power (130 mW), and small form-factor (1 cm3) electromagnetic actuators that can form a flexible haptic array to provide localized tactile feedback. Our novel hardware design uses a custom 8-layer PCB, dampening materials, and asymmetric latching, enabling two distinct modes of actuation: contact and pulse mode. We leverage these modes in Virtual Reality (VR) to render continuous contact with objects and the exploration of object surfaces and volumes with spatial haptic patterns. Results from a series of experiments show that users are able to localize feedback, discriminate between modes with high accuracy, and differentiate objects from haptic surfaces and volumes even without looking at them.","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":"121857755","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
Shadowless Projector: Suppressing Shadows in Projection Mapping with Micro Mirror Array Plate 无影投影仪:用微镜阵列板抑制投影映射中的阴影
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798245
Kosuke Hiratani, D. Iwai, Parinya Punpongsanon, Kosuke Sato
Shadowless Projector is projection mapping system in which a shadow (more specifically, umbra) does not suffer the projected result. A typical shadow removal technique used a multiple overlapping projection system. In this paper, we propose a shadow-less projection method with single projector. Inspired by a surgical light system that does not cast shadows on patients' bodies in clinical practice, we apply a special optical system that consists of methodically positioned vertical mirrors. This optical system works as a large aperture lens, it is impossible to block all projected ray by a small object such as a hand. Consequently, only penumbra is caused, which leads to a shadow-less projection.
无影投影仪是投影映射系统,其中阴影(更具体地说,本影)不受投影结果的影响。一个典型的阴影去除技术使用了多个重叠投影系统。本文提出了一种单投影的无影投影方法。我们的灵感来自于在临床实践中不会对患者身体产生阴影的手术照明系统,我们采用了一种特殊的光学系统,该系统由有序定位的垂直镜子组成。这种光学系统像一个大孔径透镜一样工作,不可能被一个小物体(如手)阻挡所有投射的光线。因此,只会产生半影,从而产生无影投影。
{"title":"Shadowless Projector: Suppressing Shadows in Projection Mapping with Micro Mirror Array Plate","authors":"Kosuke Hiratani, D. Iwai, Parinya Punpongsanon, Kosuke Sato","doi":"10.1109/VR.2019.8798245","DOIUrl":"https://doi.org/10.1109/VR.2019.8798245","url":null,"abstract":"Shadowless Projector is projection mapping system in which a shadow (more specifically, umbra) does not suffer the projected result. A typical shadow removal technique used a multiple overlapping projection system. In this paper, we propose a shadow-less projection method with single projector. Inspired by a surgical light system that does not cast shadows on patients' bodies in clinical practice, we apply a special optical system that consists of methodically positioned vertical mirrors. This optical system works as a large aperture lens, it is impossible to block all projected ray by a small object such as a hand. Consequently, only penumbra is caused, which leads to a shadow-less projection.","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":"116993867","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: 13
Advancing Ethical Decision Making in Virtual Reality 推进虚拟现实中的伦理决策
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798151
Sinhwa Kang, Jake Chanenson, P. Ghate, Peter Cowal, M. Weaver, D. Krum
Virtual reality (VR) has been widely utilized for training and education purposes because of pedagogical, safety, and economic benefits. The investigation of moral judgment is a particularly interesting VR application, related to training. For this study, we designed a within-subject experiment manipulating the role of study participants in a Trolley Dilemma scenario: either victim or driver. We conducted a pilot study with four participants and describe preliminary results and implications in this poster.
虚拟现实(VR)由于其教学、安全和经济效益而被广泛应用于培训和教育目的。道德判断的调查是一个特别有趣的VR应用,与培训有关。在这项研究中,我们设计了一个受试者内实验,操纵研究参与者在电车困境场景中的角色:受害者或司机。我们进行了一项有四名参与者的试点研究,并在这张海报中描述了初步结果和影响。
{"title":"Advancing Ethical Decision Making in Virtual Reality","authors":"Sinhwa Kang, Jake Chanenson, P. Ghate, Peter Cowal, M. Weaver, D. Krum","doi":"10.1109/VR.2019.8798151","DOIUrl":"https://doi.org/10.1109/VR.2019.8798151","url":null,"abstract":"Virtual reality (VR) has been widely utilized for training and education purposes because of pedagogical, safety, and economic benefits. The investigation of moral judgment is a particularly interesting VR application, related to training. For this study, we designed a within-subject experiment manipulating the role of study participants in a Trolley Dilemma scenario: either victim or driver. We conducted a pilot study with four participants and describe preliminary results and implications in this poster.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"3 3 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":"123730757","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
A Systematic Evaluation of Multi-Sensor Array Configurations for SLAM Tracking with Agile Movements 多传感器阵列对SLAM敏捷跟踪的系统评价
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798007
Brian M. Williamson, E. Taranta, Pat Garrity, R. Sottilare, J. Laviola
Accurate tracking of a user in a marker-less environment can be difficult, even more so when agile head or hand movements are expected. When relying on feature detection as part of a SLAM algorithm the issue arises that a large rotational delta causes previously tracked features to become lost. One approach to overcome this problem is with multiple sensors increasing the horizontal field of view. In this paper, we perform a systematic evaluation of tracking accuracy by recording several agile movements and providing different camera configurations to evaluate against. We begin with four sensors in a square configuration and test the resulting output from a chosen SLAM algorithm. We then systematically remove a camera from the feed covering all permutations to determine the level of accuracy and tracking loss. We cover some of the lessons learned in this preliminary experiment and how it may guide researchers in tracking extremely agile movements.
在没有标记的环境中准确跟踪用户可能很困难,当需要灵活的头部或手部运动时更是如此。当将特征检测作为SLAM算法的一部分时,会出现一个大的旋转增量导致先前跟踪的特征丢失的问题。克服这个问题的一种方法是使用多个传感器来增加水平视野。在本文中,我们通过记录几个敏捷运动和提供不同的相机配置来进行系统的跟踪精度评估。我们从正方形配置中的四个传感器开始,并测试所选SLAM算法的输出结果。然后,我们系统地从覆盖所有排列的馈送中移除一个摄像头,以确定精度和跟踪损失的水平。我们介绍了在这个初步实验中吸取的一些经验教训,以及它如何指导研究人员跟踪极其敏捷的运动。
{"title":"A Systematic Evaluation of Multi-Sensor Array Configurations for SLAM Tracking with Agile Movements","authors":"Brian M. Williamson, E. Taranta, Pat Garrity, R. Sottilare, J. Laviola","doi":"10.1109/VR.2019.8798007","DOIUrl":"https://doi.org/10.1109/VR.2019.8798007","url":null,"abstract":"Accurate tracking of a user in a marker-less environment can be difficult, even more so when agile head or hand movements are expected. When relying on feature detection as part of a SLAM algorithm the issue arises that a large rotational delta causes previously tracked features to become lost. One approach to overcome this problem is with multiple sensors increasing the horizontal field of view. In this paper, we perform a systematic evaluation of tracking accuracy by recording several agile movements and providing different camera configurations to evaluate against. We begin with four sensors in a square configuration and test the resulting output from a chosen SLAM algorithm. We then systematically remove a camera from the feed covering all permutations to determine the level of accuracy and tracking loss. We cover some of the lessons learned in this preliminary experiment and how it may guide researchers in tracking extremely agile movements.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"82 11 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":"123421031","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
Spatial Presence in Real and Remote Immersive Environments 真实和远程沉浸式环境中的空间存在
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797801
Nawel Khenak, J. Vézien, David Thery, P. Bourdot
This paper presents an experiment assessing the feeling of spatial presence in both real and remote environments (respectively the socalled “natural presence” and “telepresence”). Twenty-eight (28) participants performed a 3D-pointing task while being located in a real office and the same office remotely rendered over HMD. The spatial presence was evaluated by means of the ITC-SOPI questionnaire and users' behaviour analysis (trajectories of head during the task). The analysis also included the effect of different levels of immersion of the system - visual-only versus visual and audio - rendering in such environments. The results show a higher sense of spatial presence for the remote condition, regardless of the degree of immersion, and for the “visual and audio” condition regardless of the environment. Additionally, trajectory analysis of users' heads reveals that participants behaved similarly in both environments.
本文提出了一个实验,评估在真实和远程环境中的空间存在感(分别是所谓的“自然存在”和“远程存在”)。28名参与者分别在真实办公室和通过HMD远程呈现的同一办公室中执行3d指向任务。通过ITC-SOPI问卷和用户行为分析(任务过程中头部轨迹)来评估空间存在。分析还包括了不同程度的系统沉浸的影响——在这样的环境中,只有视觉与视觉和音频渲染。结果显示,无论沉浸程度如何,远程条件下的空间存在感更高,无论环境如何,“视觉和听觉”条件下的空间存在感更高。此外,对用户头部的轨迹分析显示,参与者在两种环境中的行为相似。
{"title":"Spatial Presence in Real and Remote Immersive Environments","authors":"Nawel Khenak, J. Vézien, David Thery, P. Bourdot","doi":"10.1109/VR.2019.8797801","DOIUrl":"https://doi.org/10.1109/VR.2019.8797801","url":null,"abstract":"This paper presents an experiment assessing the feeling of spatial presence in both real and remote environments (respectively the socalled “natural presence” and “telepresence”). Twenty-eight (28) participants performed a 3D-pointing task while being located in a real office and the same office remotely rendered over HMD. The spatial presence was evaluated by means of the ITC-SOPI questionnaire and users' behaviour analysis (trajectories of head during the task). The analysis also included the effect of different levels of immersion of the system - visual-only versus visual and audio - rendering in such environments. The results show a higher sense of spatial presence for the remote condition, regardless of the degree of immersion, and for the “visual and audio” condition regardless of the environment. Additionally, trajectory analysis of users' heads reveals that participants behaved similarly in both environments.","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":"128883562","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
The Effects of Immersion on Harm-inducing Factors in Virtual Slot Machines 沉浸对虚拟老虎机致伤因子的影响
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798021
David Heidrich, S. Oberdörfer, Marc Erich Latoschik
Slot machines are one of the most played games by pathological gamblers. New technologies, e.g. immersive Virtual Reality (VR), offer more possibilities to exploit erroneous beliefs in the context of gambling. However, the risk potential of VR-based gambling has not been researched, yet. A higher immersion might increase harmful aspects, thus making VR realizations more dangerous. Measuring harm-inducing factors reveals the risk potential of virtual gambling. In a user study, we analyze a slot machine realized as a desktop 3D and as an immersive VR version. Both versions are compared in respect to effects on dissociation, urge to gamble, dark flow, and illusion of control. Our study shows significantly higher values of dissociation, dark flow, and urge to gamble in the VR version. Presence significantly correlates with all measured harm-inducing factors. We demonstrate that VR-based gambling has a higher risk potential. This creates the importance of regulating VR-based gambling.
老虎机是病态赌徒玩得最多的游戏之一。新技术,例如沉浸式虚拟现实(VR),为在赌博的背景下利用错误信念提供了更多的可能性。然而,基于vr的赌博的潜在风险尚未得到研究。更高的沉浸感可能会增加有害因素,从而使VR实现更加危险。通过对危害诱发因素的测量,揭示了虚拟赌博的潜在风险。在一项用户研究中,我们分析了一台以桌面3D和沉浸式VR版本实现的老虎机。比较了两种版本对分离、赌博冲动、黑暗流和控制幻觉的影响。我们的研究表明,在VR版本中,解离值、暗流值和赌博冲动值明显更高。存在与所有测量的有害诱导因子显著相关。我们证明基于vr的赌博具有更高的风险潜力。这就产生了监管基于vr的赌博的重要性。
{"title":"The Effects of Immersion on Harm-inducing Factors in Virtual Slot Machines","authors":"David Heidrich, S. Oberdörfer, Marc Erich Latoschik","doi":"10.1109/VR.2019.8798021","DOIUrl":"https://doi.org/10.1109/VR.2019.8798021","url":null,"abstract":"Slot machines are one of the most played games by pathological gamblers. New technologies, e.g. immersive Virtual Reality (VR), offer more possibilities to exploit erroneous beliefs in the context of gambling. However, the risk potential of VR-based gambling has not been researched, yet. A higher immersion might increase harmful aspects, thus making VR realizations more dangerous. Measuring harm-inducing factors reveals the risk potential of virtual gambling. In a user study, we analyze a slot machine realized as a desktop 3D and as an immersive VR version. Both versions are compared in respect to effects on dissociation, urge to gamble, dark flow, and illusion of control. Our study shows significantly higher values of dissociation, dark flow, and urge to gamble in the VR version. Presence significantly correlates with all measured harm-inducing factors. We demonstrate that VR-based gambling has a higher risk potential. This creates the importance of regulating VR-based gambling.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"48 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":"124806609","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
Coretet: A 21st Century Virtual Reality Musical Instrument for Solo and Networked Ensemble Performance Coretet:二十一世纪用于独奏和网络合奏的虚拟现实乐器
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797825
Rob Hamilton
Coretet is a virtual reality instrument that explores the translation of performance gesture and mechanic from traditional bowed string instruments into an inherently non-physical implementation. Built using the Unreal Engine 4 and Pure Data, Coretet offers musicians a flexible and articulate musical instrument to play as well as a networked performance environment capable of supporting and presenting a traditional four-member string quartet. This paper discusses the technical implementation of Coretet and explores the musical and performative possibilities through the translation of physical instrument design into virtual reality.
Coretet是一种虚拟现实乐器,它探索了将传统弓弦乐器的表演手势和机制转化为固有的非物理实现。Coretet使用虚幻引擎4和Pure Data构建,为音乐家提供灵活而清晰的乐器演奏以及能够支持和呈现传统四人弦乐四重奏的网络表演环境。本文讨论了Coretet的技术实现,并通过将物理乐器设计转化为虚拟现实来探索音乐和表演的可能性。
{"title":"Coretet: A 21st Century Virtual Reality Musical Instrument for Solo and Networked Ensemble Performance","authors":"Rob Hamilton","doi":"10.1109/VR.2019.8797825","DOIUrl":"https://doi.org/10.1109/VR.2019.8797825","url":null,"abstract":"Coretet is a virtual reality instrument that explores the translation of performance gesture and mechanic from traditional bowed string instruments into an inherently non-physical implementation. Built using the Unreal Engine 4 and Pure Data, Coretet offers musicians a flexible and articulate musical instrument to play as well as a networked performance environment capable of supporting and presenting a traditional four-member string quartet. This paper discusses the technical implementation of Coretet and explores the musical and performative possibilities through the translation of physical instrument design into virtual reality.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"416 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":"124176012","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
Scale - Unexplored Opportunities for Immersive Technologies in Place-based Learning 规模——在地学习中沉浸式技术的未开发机会
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797867
Jiayan Zhao, A. Klippel
Immersive technologies have the potential to overcome physical limitations and virtually deliver field site experiences, for example, into the classroom. Yet, little is known about the features of immersive technologies that contribute to successful place-based learning. Immersive technologies afford embodied experiences by mimicking natural embodied interactions through a user's egocentric perspective. Additionally, they allow for beyond reality experiences integrating contextual information that cannot be provided at actual field sites. The current study singles out one aspect of place-based learning: Scale. In an empirical evaluation, scale was manipulated as part of two immersive virtual field trip (iVFT) experiences in order to disentangle its effect on place-based learning. Students either attended an actual field trip (AFT) or experienced one of two iVFTs using a head-mounted display. The iVFTs either mimicked the actual field trip or provided beyond reality experiences offering access to the field site from an elevated perspective using pseudo-aerial 360° imagery. Results show that students with access to the elevated perspective had significantly better scores, for example, on their spatial situation model (SSM). Our findings provide first results on how an increased (geographic) scale, which is accessible through an elevated perspective, boosts the development of SSMs. The reported study is part of a larger immersive education effort. Inspired by the positive results, we discuss our plan for a more rigorous assessment of scale effects on both self- and objectively assessed performance measures of spatial learning.
沉浸式技术有可能克服物理限制,并将现场体验虚拟到教室中。然而,人们对沉浸式技术的特点知之甚少,这些特点有助于成功的基于地点的学习。沉浸式技术通过用户以自我为中心的视角,模仿自然的具身交互,从而提供具身体验。此外,它们还允许整合实际现场无法提供的上下文信息的超越现实的体验。目前的研究指出了在地学习的一个方面:规模。在一项实证评估中,量表被操纵为两个沉浸式虚拟实地考察(iVFT)体验的一部分,以澄清其对基于地点的学习的影响。学生们要么参加实际的实地考察(AFT),要么使用头戴式显示器体验两个ivft中的一个。ivft要么模拟实际的实地考察,要么提供超越现实的体验,利用伪空中360°图像从高架视角进入实地。结果表明,获得高视角的学生在空间情境模型(SSM)等方面的得分显著提高。我们的研究结果提供了第一个结果,说明通过更高的视角可以获得的(地理)规模的增加如何促进ssm的发展。报道的这项研究是一个更大的沉浸式教育努力的一部分。受到积极结果的启发,我们讨论了我们的计划,以更严格地评估空间学习的自我和客观评估绩效措施的规模效应。
{"title":"Scale - Unexplored Opportunities for Immersive Technologies in Place-based Learning","authors":"Jiayan Zhao, A. Klippel","doi":"10.1109/VR.2019.8797867","DOIUrl":"https://doi.org/10.1109/VR.2019.8797867","url":null,"abstract":"Immersive technologies have the potential to overcome physical limitations and virtually deliver field site experiences, for example, into the classroom. Yet, little is known about the features of immersive technologies that contribute to successful place-based learning. Immersive technologies afford embodied experiences by mimicking natural embodied interactions through a user's egocentric perspective. Additionally, they allow for beyond reality experiences integrating contextual information that cannot be provided at actual field sites. The current study singles out one aspect of place-based learning: Scale. In an empirical evaluation, scale was manipulated as part of two immersive virtual field trip (iVFT) experiences in order to disentangle its effect on place-based learning. Students either attended an actual field trip (AFT) or experienced one of two iVFTs using a head-mounted display. The iVFTs either mimicked the actual field trip or provided beyond reality experiences offering access to the field site from an elevated perspective using pseudo-aerial 360° imagery. Results show that students with access to the elevated perspective had significantly better scores, for example, on their spatial situation model (SSM). Our findings provide first results on how an increased (geographic) scale, which is accessible through an elevated perspective, boosts the development of SSMs. The reported study is part of a larger immersive education effort. Inspired by the positive results, we discuss our plan for a more rigorous assessment of scale effects on both self- and objectively assessed performance measures of spatial learning.","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":"126826561","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: 23
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:481959085
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