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2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)最新文献

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Bot Undercover: On the Use of Conversational Agents to Stimulate Teacher-Students Interaction in Remote Learning 机器人暗访:利用会话代理促进远程学习中的师生互动
F. G. Pratticò, Javad Alizadeh Shabkhoslati, Navid Shaghaghi, F. Lamberti
In this work, the use of an undercover conversational agent, acting as a participative student in a synchronous virtual reality distance learning scenario is proposed to stimulate social interaction between teacher and students. The outcome of an exploratory user study indicated that the undercover conversational agent is capable of fostering interaction, relieving social pressure, and overall leading to a more satisfactory and engaging learning experience without sacrificing learning performance.
在这项工作中,建议使用秘密会话代理,作为同步虚拟现实远程学习场景中的参与学生,以刺激教师和学生之间的社会互动。一项探索性用户研究的结果表明,隐性会话代理能够促进互动,缓解社会压力,并在不牺牲学习性能的情况下带来更令人满意和更有吸引力的学习体验。
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引用次数: 0
Towards Conducting Effective Locomotion Through Hardware Transformation in Head-Mounted-Device - A Review Study 通过头戴式装置的硬件改造实现有效运动的研究综述
Y. P. Gururaj, Raghav Mittal, Sai Anirudh Karre, Y. R. Reddy, Syed Azeemuddin
Locomotion in Virtual Reality (VR) acts as a motion tracking unit for simulating user movements based on the Degree-of-Freedom (DOF) of the application. For effective locomotion, VR practitioners may have to transform their hardware from 3-DOF to 6-DOF. In this context, we conducted a literature review on different motion tracking methods employed in the Head-Mounted-Devices (HMD) to understand such hardware transformation to conduct locomotion in VR. Our observations led us to formulate a taxonomy of the tracking methods for locomotion in VR based on system design. Our study also captures different metrics that VR practitioners use to evaluate the hardware based on the context, performance, and significance for conducting locomotion.
虚拟现实(VR)中的运动作为运动跟踪单元,基于应用程序的自由度(DOF)来模拟用户的运动。为了实现有效的运动,VR从业者可能不得不将他们的硬件从3-DOF转变为6-DOF。在此背景下,我们对头戴式设备(HMD)中使用的不同运动跟踪方法进行了文献综述,以了解这种硬件转换以在VR中进行运动。根据我们的观察,我们根据系统设计制定了VR中运动跟踪方法的分类。我们的研究还捕获了VR从业者用来评估硬件的不同指标,这些指标基于环境、性能和进行运动的重要性。
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引用次数: 1
[DC] Dynamic facial expressions on virtual humans for virtual reality (VR) mental health therapy [DC]虚拟人动态面部表情用于虚拟现实(VR)心理健康治疗
Shu Wei
This PhD research aims to implement dynamic facial expressions on virtual humans and explore their potential to enhance the efficacy of virtual reality (VR) mental health therapy. A systematic review of virtual humans in mental health VR indicated that only around 10% of applications used dynamic facial expressions. The potential of virtual humans' emotion richness is understudied and it is unclear how the facial expressions affect the individuals in VR. Therefore, we will focus on understanding people's behavioural, physiological, and psychological reactions toward facial-animated humans in VR experimental studies. The first study examines whether particular non-verbal behaviours can enhance people's therapy engagement, by applying warm facial expressions and head nods on a virtual coach. Future experiments will further look at individuals' interpretations of facial expressions on virtual crowds and the virtual infant. This research will explore how best to use facial expressions to facilitate VR therapy through the practice of psychiatric research, VR programming and 3D animation.
本博士研究旨在对虚拟人实施动态面部表情,并探索其潜力,以增强虚拟现实(VR)心理健康治疗的疗效。对心理健康VR中虚拟人的系统回顾表明,只有约10%的应用程序使用动态面部表情。虚拟人类情感丰富的潜力尚未得到充分研究,目前尚不清楚面部表情如何影响虚拟现实中的个体。因此,我们将重点了解人们在VR实验研究中对面部动画人类的行为、生理和心理反应。第一项研究考察了特定的非语言行为是否可以通过对虚拟教练施加温暖的面部表情和点头来提高人们的治疗参与度。未来的实验将进一步研究个体对虚拟人群和虚拟婴儿面部表情的解读。本研究将通过精神病学研究、VR编程和3D动画的实践,探索如何最好地利用面部表情来促进VR治疗。
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引用次数: 0
Preliminary evaluation of an IVR user experience design model using eye-tracking attention measurements 使用眼球追踪注意力测量对IVR用户体验设计模型进行初步评估
Elena Dzardanova, Vlasios Kasapakis
The present study drafts a simplified IVR user experience design model to guideline a preliminary evaluation of attention variance for semantically distinct elements. 27 participants (11 females) freely explored an interactive multi-user virtual setting, whilst equipped with full-body motion support and eye-tracking which procured attention duration measurements. Initial results confirm significant element attention discrepancy and provide the first indication toward a more detailed categorical organization of experience components for follow-up experimentation.
本研究草拟了一个简化的IVR用户体验设计模型,以指导对语义不同元素的注意方差的初步评估。27名参与者(11名女性)自由地探索了一个互动的多用户虚拟环境,同时配备了全身运动支持和眼球追踪,以获得注意力持续时间的测量。初步结果证实了显著的元素注意差异,并为后续实验提供了更详细的经验成分分类组织的第一个指示。
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引用次数: 0
Asymmetric Normalization in Social Virtual Reality Studies 社会虚拟现实研究中的非对称归一化
Jonas Deuchler, Daniel Hepperle, Matthias Wölfel
We introduce the concept of asymmetric normalization, which refers to decoupling sensory self-perception from the perception of others in a shared virtual environment to present each user with a normalized version of the other users. This concept can be ap-plied to various avatar-related elements such as appearance, location, or non-verbal communication. For example, each participant in a polyadic virtual reality study can see other participants at an average height of the respective test population, while individual participants continue to see themselves embodied according to their actual height. We demonstrate in a pilot experiment how asymmetric normalization enables the acquisition of new information about social interactions and promises to reduce bias to promote replicability and external validity.
我们引入了非对称归一化的概念,它指的是在共享虚拟环境中将感官自我感知与他人感知解耦,以向每个用户呈现其他用户的标准化版本。这个概念可以应用于各种与化身相关的元素,如外观、位置或非语言交流。例如,在多元虚拟现实研究中,每个参与者都可以看到其他参与者各自测试人群的平均身高,而个别参与者继续根据他们的实际身高看到自己的化身。我们在一个试点实验中展示了不对称规范化如何使获取有关社会互动的新信息,并承诺减少偏见,以促进可复制性和外部有效性。
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引用次数: 2
Studying the Effect of Physical Realism on Time Perception in a HAZMAT VR Simulation 研究危险物品虚拟现实仿真中物理真实感对时间感知的影响
Kadir Lofca, Jason Haskins, J. Jerald, Regis Kopper
Our research focuses on how physical props in virtual reality (VR) can affect users' time perception. We designed an experiment with the goal of comparing users' perception of time when using physical props in VR as compared to standard controllers and only virtual elements. In order to quantify this effect, time estimates for both conditions are compared to time estimates for a matching real-world task. In this experiment, participants assume the role of a firefighter trainee, going through a HAZMAT scenario, where they touch and interact with different physical props that match the virtual elements of the scene.
我们的研究重点是虚拟现实(VR)中的物理道具如何影响用户的时间感知。我们设计了一个实验,目的是比较用户在VR中使用物理道具与标准控制器和仅使用虚拟元素时对时间的感知。为了量化这种影响,将这两种情况的时间估计与匹配的实际任务的时间估计进行比较。在这个实验中,参与者扮演一个消防员实习生的角色,经历一个危险物品的场景,在那里他们触摸和互动不同的物理道具,这些道具与场景的虚拟元素相匹配。
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引用次数: 1
Investigating Display Position of a Head-Fixed Augmented Reality Notification for Dual-task 基于双任务的头部固定增强现实通知显示位置研究
Hvuniin Lee, Woontack Woo
Providing additional information in the proper position of augmented reality (AR) head-mounted display (HMD) can help increase AR performance and usability for dual-task. Therefore, our study inves-tigated how to place notifications for the dual-task to address this. We compared eight display positions and two tasks (single and dual tasks) to identify the appropriate area for displaying notifications. We confirmed that the middle-right reduces response time and task load. In contrast, the top-left is the location, which should avoid providing any notification in AR dual-task. Our study contributes to designing AR notifications on HMDs to enhance everyday AR experiences.
在增强现实(AR)头戴式显示器(HMD)的适当位置提供附加信息有助于提高AR的性能和双任务可用性。因此,我们的研究调查了如何为双重任务放置通知来解决这个问题。我们比较了八个显示位置和两个任务(单任务和双任务),以确定显示通知的适当区域。我们证实,中间偏右可以减少响应时间和任务负载。相反,左上角是位置,它应该避免在AR双任务中提供任何通知。我们的研究有助于在头显上设计AR通知,以增强日常AR体验。
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引用次数: 2
An Examination on Reduction of Displayed Character Shake while Walking in Place with AR Glasses 戴AR眼镜原地行走时减少显示字符抖动的研究
Hiromu Koide, K. Kanari, Mie Sato
In recent years, augmented reality (AR) has started to be used in our daily lives. AR glasses are used when walking, which is a normal part of daily life, but walking causes the text displayed on the glasses to shake. This reduces both readability and our attention to what is in front of us, and increases discomfort. We propose a method of fixing the text to take account of shaking while walking to reduce these adverse effects. Experiments revealed the effectiveness of our reduction method and its influence on the distance of the text display.
近年来,增强现实(AR)已经开始在我们的日常生活中使用。AR眼镜是在走路时使用的,这是日常生活的正常组成部分,但走路会导致眼镜上显示的文字晃动。这既降低了可读性,也降低了我们对眼前事物的注意力,增加了不舒适感。我们提出了一种固定文本的方法,以考虑行走时的摇晃,以减少这些不利影响。实验结果表明了该方法的有效性以及对文本显示距离的影响。
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引用次数: 0
“What a Mess!”: Traces of Use to Increase Asynchronous Social Presence in Shared Virtual Environments “真是一团糟!”:在共享虚拟环境中增加异步社交存在的使用痕迹
Linda Hirsch, Anna Haller, A. Butz, Ceenu George
Shared virtual environments (VEs) are challenged conveying and triggering users' feelings of social presence. Traces of use are implicit evidence of prior interactions that support social awareness in the real environment (RE). However, they have not been explored in VEs so far. We investigate the traces' effect on users' perception of asynchronous social presences in a within-subject study ($mathrm{N}=26$) by comparing the users' experience with and without traces. The traces significantly increased the feeling of social presence. We contribute an initial exploration of the traces of use concept in VE to design shared social spaces for long-term use.
共享虚拟环境(ve)在传达和触发用户的社交存在感方面面临挑战。使用痕迹是支持真实环境中社会意识的先前交互的隐含证据。然而,到目前为止,它们还没有在ve中进行探索。我们通过比较有痕迹和没有痕迹的用户体验,在一项主题内研究($ mathm {N}=26$)中调查了痕迹对用户对异步社交存在的感知的影响。这些痕迹显著增加了社会存在感。我们对VE的使用痕迹概念进行了初步探索,以设计长期使用的共享社交空间。
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引用次数: 1
BabiaXR: Virtual Reality software data visualizations for the Web BabiaXR:用于Web的虚拟现实软件数据可视化
David Moreno-Lumbreras, Jesus M. Gonzalez-Barahona, Andrea Villaverde
We present Babiaxr, a tool to analyze, extract and visualize data in an immersive virtual reality web environment, making use of the WebXR and WebGL standards, making VR visualizations more accessible. The approach focuses on the analysis of a specific visual-ization, called CodeCity, a well known city metaphor for visualizing source code metrics in a 3D environment.
我们介绍了Babiaxr,一个在沉浸式虚拟现实网络环境中分析、提取和可视化数据的工具,利用WebXR和WebGL标准,使VR可视化更容易访问。该方法侧重于分析一个特定的可视化,称为CodeCity,这是一个众所周知的城市隐喻,用于在3D环境中可视化源代码指标。
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引用次数: 1
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2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
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