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

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Architectural Design in Virtual Reality and Mixed Reality Environments: A Comparative Analysis 虚拟现实与混合现实环境下的建筑设计:比较分析
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798180
Oguzcan Ergün, Şahin Akln, I. Dino, Elif Sürer
Virtual reality (VR) provides a completely digital world of interaction which enables the users to modify, edit, and transform digital elements in a responsive way. Mixed reality (MR), which is the result of blending the digital world and the physical world together, brings new advancements and challenges to human, computer and environment interactions. This paper focuses on adapting the already-existing methods and tools in architecture to both VR and MR environments under sustainable architectural design domain. For this purpose, we benefit from the semantically enriched data platforms of Building information modelling (BIM) tools, the performance calculation functions of building energy simulation tools while transcending these data into VR and MR environments. In this way, we were able to merge these diverse data for the virtual design activity. Nine participants have already tested the initial prototype of MR-based only interaction environment in our previous study [1]. According to the feedbacks, the user interface and interaction mechanisms were updated and the environment was made accessible also in VR. These updates made four types of interactions possible in MR and VR: 1) MR environment using HoloLens with gestures, 2) MR environment using HoloLens with a clicker, 3) VR environment using HTC Vive with two controllers, and 4) HoloLens emulator with a mouse. All these interaction cases were tested by 21 architecture students in an in-house workshop. In this workshop, we collected data on presence, usability, and technology acceptance of these cases. Our results show that interaction in a VR environment is the most natural interaction type and the participants were eager to use both MR and VR environments instead of an emulator. To our best of knowledge, this is the first comparative study of a BIM-based architectural design medium in both VR and MR environments.
虚拟现实(VR)提供了一个完全数字化的交互世界,使用户能够以响应的方式修改、编辑和转换数字元素。混合现实(MR)是数字世界和物理世界融合在一起的结果,给人、计算机和环境的互动带来了新的进步和挑战。本文的重点是将现有的建筑方法和工具应用于可持续建筑设计领域的VR和MR环境。为此,我们受益于建筑信息模型(BIM)工具的语义丰富的数据平台,建筑能源模拟工具的性能计算功能,同时将这些数据超越到VR和MR环境中。通过这种方式,我们能够将这些不同的数据合并到虚拟设计活动中。在我们之前的研究[1]中,已经有9名参与者测试了基于核磁共振的唯一交互环境的初始原型。根据反馈,更新了用户界面和交互机制,并使环境在VR中也可访问。这些更新使得在MR和VR中可以进行四种类型的交互:1)使用带有手势的HoloLens的MR环境,2)使用带有点击器的HoloLens的MR环境,3)使用带有两个控制器的HTC Vive的VR环境,以及4)带有鼠标的HoloLens模拟器。所有这些交互案例都由21名建筑专业的学生在一个室内工作坊中进行了测试。在本次研讨会中,我们收集了关于这些案例的存在、可用性和技术接受度的数据。我们的研究结果表明,在VR环境中的交互是最自然的交互类型,参与者渴望同时使用MR和VR环境而不是模拟器。据我们所知,这是第一次在VR和MR环境中对基于bim的建筑设计媒介进行比较研究。
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引用次数: 16
Visual Exploratory Activity under Microgravity Conditions in VR: An Exploratory Study during a Parabolic Flight 微重力条件下VR的视觉探索活动:抛物线飞行中的探索性研究
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798253
César Daniel Rojas Ferrer, Hidehiko Shishido, I. Kitahara, Y. Kameda
This work explores the human visual exploratory activity (VEA) in a microgravity environment compared to one-G. Parabolic flights are the only way to experience microgravity without astronaut training, and the duration of each microgravity segment is less than 20 seconds. Under such special conditions, the test subject visually searches a virtual representation of the International Space Station located in his Field of Regard (FOR). The task was repeated in two different postural positions. Interestingly, the test subject reported a significant reduction of microgravity-related motion sickness while experiencing the VR simulation, in comparison to his previous parabolic flights without VR.
本研究探讨了人类在微重力环境下与一重力环境下的视觉探索活动(VEA)。抛物线飞行是在没有宇航员训练的情况下体验微重力的唯一方式,每个微重力段的持续时间不超过20秒。在这种特殊条件下,测试对象可视地搜索位于他所关注领域(FOR)的国际空间站的虚拟表示。在两种不同的姿势下重复这项任务。有趣的是,与之前没有VR的抛物线飞行相比,测试对象报告说,在体验VR模拟时,微重力相关的晕动病显著减少。
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引用次数: 1
Human Perception of a Haptic Shape-changing Interface with Variable Rigidity and Size 具有可变刚度和尺寸的触觉变形界面的人类感知
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798214
Alberto Boem, Yuki Enzaki, H. Yano, Hiroo Iwata
This paper studies the characteristics of the human perception of a haptic shape-changing interface, capable of altering its size and rigidity simultaneously for presenting characteristics of virtual objects physically. The haptic interface is composed of an array of computer-controlled balloons, with two mechanisms, one for changing size and one for changing rigidity. We manufactured two balloons and conducted psychophysical experiments with twenty subjects to measure perceived sensory thresholds and haptic perception of the change of size and rigidity. The results show that subjects can correctly discriminate different conditions with an acceptable level of accuracy. Our results also suggest that the proposed system can present an ample range of rigidities and variations of the size in a way that is compatible with the human haptic perception of physical materials. Currently, shape-changing interfaces do not hold a defined position in the current VR / AR research. Our results provide basic knowledge for developing novel types of haptic interfaces that can enhance the haptic perception of virtual objects, allowing rich embodied interactions, and synchronize the virtual and the physical world through computationally-controlled materiality.
本文研究了一种能够同时改变其尺寸和刚度以物理呈现虚拟物体特征的触觉变形界面的人类感知特性。触觉界面由一组计算机控制的气球组成,有两种机构,一种用于改变大小,另一种用于改变刚度。我们制作了两个气球,并对20名受试者进行了心理物理实验,以测量感知的感觉阈值和触觉感知的大小和刚性变化。结果表明,受试者能够正确地区分不同的条件,准确度在可接受的水平上。我们的研究结果还表明,所提出的系统可以以一种与人类对物理材料的触觉感知相容的方式呈现足够范围的刚度和尺寸变化。目前,变形界面在当前的VR / AR研究中并没有占有明确的地位。我们的研究结果为开发新型触觉界面提供了基础知识,这些界面可以增强虚拟物体的触觉感知,允许丰富的具体化交互,并通过计算控制的物质性同步虚拟世界和物理世界。
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引用次数: 2
Evaluating the Effectiveness of Redirected Walking with Auditory Distractors for Navigation in Virtual Environments 评估虚拟环境中听觉干扰重定向行走导航的有效性
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798286
Nicholas Rewkowski, Atul Rungta, M. Whitton, M. Lin
Many virtual locomotion interfaces allowing users to move in virtual reality have been built and evaluated, such as redirected walking (RDW), walking-in-place (WIP), and joystick input. RDW has been shown to be among the most natural and immersive as it supports real walking, and many newer methods further adapt RDW to allow for customization and greater immersion. Most of these methods have been demonstrated to work with vision, in this paper we evaluate the ability for a general distractor-based RDW framework to be used with only auditory display. We conducted two studies evaluating the differences between RDW with auditory distractors and other distractor modalities using distraction ratio, virtual and physical path information, immersion, simulator sickness, and other measurements. Our results indicate that auditory RDW has the potential to be used with complex navigational tasks, such as crossing streets and avoiding obstacles. It can be used without designing the system specifically for audio-only users. Additionally, sense of presence and simulator sickness remain reasonable across all user groups.
许多允许用户在虚拟现实中移动的虚拟运动接口已经被建立和评估,例如重定向行走(RDW)、原地行走(WIP)和操纵杆输入。RDW已经被证明是最自然和身临其境的,因为它支持真正的行走,许多新的方法进一步适应RDW,以允许定制和更大的沉浸感。这些方法中的大多数已经被证明可以与视觉一起工作,在本文中,我们评估了基于干扰物的RDW框架仅用于听觉显示的能力。我们进行了两项研究,通过分心比、虚拟和物理路径信息、沉浸感、模拟器眩晕和其他测量来评估有听觉分心和其他分心方式的RDW的差异。我们的研究结果表明,听觉RDW有潜力用于复杂的导航任务,如过马路和避开障碍物。无需专门为音频用户设计系统就可以使用它。此外,存在感和模拟器病在所有用户群体中仍然是合理的。
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引用次数: 12
AirwayVR: Virtual Reality Trainer for Endotracheal Intubation AirwayVR:用于气管插管的虚拟现实训练器
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797998
P. Rajeswaran, Jeremy Varqhese, T. Kesavadas, Praveen Kumar, J. Vozenilek
Endotracheal Intubation is a lifesaving procedure in which a tube is passed through the mouth into the trachea (windpipe) to maintain an open airway and facilitate artificial respiration. It is a complex psychomotor skill, which requires significant training and experience to prevent complications. The current methods of training, including manikins and cadaver, have limitations in terms of their availability for early medical professionals to learn and practice. These training options also have limitations in terms of presenting high risk/difficult intubation cases for experts to mentally plan their approach in high-risk scenarios prior to the procedure. In this demo, we present AirwayVR: virtual reality-based simulation trainer for intubation training. Our goal is to utilize virtual reality platform for intubation skills training for two different target audience (medical professionals) with two different objectives. The first one is to use AirwayVR as an introductory platform to learn and practice intubation in virtual reality for novice learners (Medical students and residents). The second objective is to utilize this technology as a Just-in-time training platform for experts to mentally prepare for a complex case prior to the procedure.
气管内插管是一种挽救生命的手术,其中一根管子通过口腔进入气管(气管),以保持气道畅通并促进人工呼吸。这是一项复杂的精神运动技能,需要大量的训练和经验来预防并发症。目前的训练方法,包括人体模型和尸体,在早期医学专业人员学习和实践方面存在局限性。这些培训方案在提供高风险/困难插管病例方面也有局限性,以便专家在手术前在高风险情况下进行心理规划。在这个演示中,我们展示了AirwayVR:基于虚拟现实的插管训练模拟训练器。我们的目标是利用虚拟现实平台为两个不同的目标受众(医疗专业人员)进行插管技能培训。第一个是使用AirwayVR作为入门平台,为新手学习者(医学生和住院医师)在虚拟现实中学习和实践插管。第二个目标是利用这项技术作为一个及时的培训平台,让专家在手术前为复杂的病例做好心理准备。
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引用次数: 4
Color Space: 360 VR Hanbok Art Performance 色彩空间:360度VR韩服艺术表演
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798022
Seonock Park, Jusub Kim
This project explores the possibility of VR as an alternative theatre form for performing arts. For the past hundreds of years, the proscenium stage has been the most used form of stage in the performing arts. At the proscenium stage, the audience sees the dramatic facts through the frame, so it has the advantage of preventing the attention of the audience from being dispersed. However, it has the disadvantage of making the audience have a sense of distance from the stage since the world in the stage is completely separated from the world of the audience. In this 360 VR performance work, we remove the barrier between the audience and the stage allowing the audience to immerse themselves more in the performance, and experiment a new performance type where the performing is done around the audience rather than the audience surrounding performers. For this work, we used a 360 video camera (a rig of 6 GoPro cameras) to capture the stage, where a group of dancers wearing the Hanbok - the Korea traditional costume - performed the traditional dance specially choreographed for this show. This video was created to promote the beauty of the Hanbok as a more immersive approach.
这个项目探索了VR作为表演艺术的另一种戏剧形式的可能性。在过去的几百年里,台前舞台一直是表演艺术中使用最多的舞台形式。在台前阶段,观众通过框架看到戏剧事实,因此它具有防止观众注意力分散的优点。然而,它的缺点是,舞台上的世界与观众的世界完全分离,使观众与舞台产生距离感。在这个360度的VR表演作品中,我们消除了观众和舞台之间的障碍,让观众更多地沉浸在表演中,并尝试了一种新的表演形式,表演是围绕着观众进行的,而不是观众围绕着表演者。在这个作品中,我们使用了360摄像机(由6台GoPro摄像机组成的装置)来捕捉舞台,在舞台上,一群穿着韩国传统服装韩服的舞者表演了专门为这个节目设计的传统舞蹈。制作这个视频的目的是为了宣传韩服的美,让人们更加身临其境。
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引用次数: 0
fARFEEL: Providing Haptic Sensation of Touched Objects Using Visuo-Haptic Feedback fARFEEL:使用视觉触觉反馈提供触摸对象的触觉
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798195
Naruki Tanabe, Y. Sato, Kohei Morita, Parinya Punpongsanon, H. Matsukura, Michiya Inagaki, D. Iwai, Yuichi Fujino, Kosuke Sato
We present fARFEEL, a remote communication system that provides visuo-haptic feedback allows a local user to feel touching distant objects. The system allows the local and remote users to communicate by using the projected virtual hand (VH) for the agency of his/her own hands. The necessary haptic information is provided to the non-manipulating hand of the local user that does not bother the manipulation of the projected VH. We also introduce the possible visual stimulus that could potentially provide the sense of the body ownership over the projected VH.
我们介绍了fARFEEL,一种远程通信系统,提供视觉触觉反馈,允许本地用户感觉触摸远处的物体。该系统允许本地和远程用户通过使用投影虚拟手(VH)来代理他/她自己的手进行通信。必要的触觉信息提供给本地用户的非操纵手,而不打扰对投影VH的操作。我们还介绍了可能的视觉刺激,这可能会潜在地提供身体对投影VH的所有权感。
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引用次数: 3
Comparing Techniques for Visualizing Moving Out-of-View Objects in Head-mounted Virtual Reality 头戴式虚拟现实中移动视线外物体的可视化技术比较
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797725
Uwe Gruenefeld, I. Koethe, Daniel Lange, Sebastian WeirB, Wilko Heuten
Current head-mounted displays (HMDs) have a limited field-of-view (FOV). A limited FOV further decreases the already restricted human visual range and amplifies the problem of objects receding from view (e.g., opponents in computer games). However, there is no previous work that investigates how to best perceive moving out-of-view objects on head-mounted displays. In this paper, we compare two visualization approaches: (1) Overview+detail, with 3D Radar, and (2) Focus+context, with EyeSee360, in a user study to evaluate their performances for visualizing moving out-of-view objects. We found that using 3D Radar resulted in a significantly lower movement estimation error and higher usability, measured by the system usability scale. 3D Radar was also preferred by 13 out of 15 participants for visualization of moving out-of-view objects.
当前的头戴式显示器(hmd)具有有限的视场(FOV)。有限的视场进一步降低了本已受限的人类视觉范围,并放大了物体从视野中消失的问题(例如,电脑游戏中的对手)。然而,之前还没有研究如何在头戴式显示器上最好地感知移动的视线外物体的工作。在本文中,我们在用户研究中比较了两种可视化方法:(1)Overview+detail(使用3D雷达)和(2)Focus+context(使用eyeesee360),以评估它们在可视化移动视线外物体方面的性能。我们发现,使用3D雷达可以显著降低运动估计误差,提高系统可用性。15名参与者中有13人更喜欢3D雷达,因为它可以可视化移动的视线之外的物体。
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引用次数: 18
Interaction Techniques for Cinematic Virtual Reality 电影虚拟现实的交互技术
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798189
Sylvia Rothe, Pascal Pothmann, Heiko Drewes, H. Hussmann
For watching omnidirectional movies via HMD, turning the head is the most relevant and natural input technique to choose the visible part of the movie. However, there is a need for additional interactivity in cinematic virtual reality (CVR), e.g. for navigating the movie, for nonlinear story lines or for communication with other viewers watching a movie together. The input device should not disturb the viewing experience and the viewer should not be primarily aware of it. We present a design space based on numerous methods in literature and our own experiences. As a result of the design space we describe interaction techniques which meet the challenges of cinematic virtual reality. For doing this, various dimensions of the design space will be combined. The most promising method, eye-based head gestures, is described in more detail and was implemented for CVR. The conducted user study will be analyzed in future work.
通过头戴式显示器观看全向电影时,转头是选择电影可见部分最相关、最自然的输入方式。然而,在电影虚拟现实(CVR)中需要额外的交互性,例如导航电影,非线性故事线或与其他一起观看电影的观众进行交流。输入设备不应该干扰观看体验,并且观看者不应该主要意识到它。我们基于文献中的多种方法和我们自己的经验来呈现一个设计空间。作为设计空间的结果,我们描述了满足电影虚拟现实挑战的交互技术。为了做到这一点,设计空间的各个维度将被结合起来。最有前途的方法,基于眼睛的头部手势,更详细地描述了并实现了CVR。所进行的用户研究将在未来的工作中进行分析。
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引用次数: 6
Effects of Tracking Area Shape and Size on Artificial Potential Field Redirected Walking 跟踪区域形状和大小对人工电位场重定向行走的影响
Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797818
J. Messinger, Eric Hodgson, E. Bachmann
Immersive Virtual Environment systems that utilize Head Mounted Displays and a large tracking area have the advantage of being able to use natural walking as a locomotion interface. In such systems, difficulties arise when the virtual world is larger than the tracking area and users approach area boundaries. Redirected walking (RDW) is a technique that distorts the correspondence between physical and virtual world motion to steer users away from boundaries and obstacles, including other co-immersed users. Recently, a RDW algorithm was proposed based on the use of artificial potential fields (APF), in which walls and obstacles repel the user. APF-RDW effectively supports multiple simultaneous users and, unlike other RDW algorithms, can easily account for tracking area dimensions and room shape when generating steering instructions. This work investigates the performance of a refined APF-RDW algorithm in different sized tracking areas and in irregularly shaped rooms, as compared to a Steer-to-Center (STC) algorithm and an un-steered control condition. Data was generated in simulation using logged paths of prior live users, and is presented for both single-user and multi-user scenarios. Results show the ability of APF-RDW to steer effectively in irregular concave shaped tracking areas such as L-shaped rooms or crosses, along with scalable multi-user support, and better performance than STC algorithms in almost all conditions.
利用头戴式显示器和大型跟踪区域的沉浸式虚拟环境系统具有能够使用自然行走作为运动界面的优势。在这种系统中,当虚拟世界大于跟踪区域且用户接近区域边界时,就会出现困难。重定向行走(RDW)是一种扭曲物理和虚拟世界运动之间对应关系的技术,可以引导用户远离边界和障碍物,包括其他共同沉浸的用户。最近,提出了一种基于人工势场(APF)的RDW算法,其中墙壁和障碍物排斥用户。APF-RDW有效地支持多个同时用户,与其他RDW算法不同的是,在生成转向指令时,APF-RDW可以很容易地考虑跟踪区域尺寸和房间形状。这项工作研究了在不同大小的跟踪区域和不规则形状的房间中,与转向到中心(STC)算法和非转向控制条件相比,改进的APF-RDW算法的性能。数据是在模拟中使用先前活动用户的日志路径生成的,并为单用户和多用户场景提供了数据。结果表明,APF-RDW能够在不规则凹形跟踪区域(如l形房间或十字)中有效转向,同时具有可扩展的多用户支持,并且在几乎所有条件下都优于STC算法。
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引用次数: 33
期刊
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
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