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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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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
A Testbed for Exploring Multi-Level Precueing in Augmented Reality 探索增强现实中多层次预处理的实验平台
Jen-Shuo Liu, B. Tversky, Steven K. Feiner
Precueing information about upcoming subtasks prior to performing them has the potential to make an entire task faster and easier to accomplish than cueing only the current subtask. Most AR and VR research on precueing has addressed path-following tasks requiring simple actions at a series of locations, such as pushing a button or just visiting that location. We present a testbed for exploring multi-level precueing in a richer task that requires the user to move their hand between specified locations, transporting an object between some of them, and rotating it to a designated orientation.
与仅提示当前子任务相比,在执行即将到来的子任务之前提示有关子任务的信息可能会使整个任务更快、更容易完成。大多数关于前置的AR和VR研究都是针对路径跟踪任务,这些任务需要在一系列地点进行简单的操作,例如按下按钮或只是访问该地点。我们提出了一个测试平台,用于在更丰富的任务中探索多级处理,该任务要求用户在指定位置之间移动他们的手,在其中一些位置之间移动对象,并将其旋转到指定的方向。
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引用次数: 3
Moving Soon? Rearranging Furniture using Mixed Reality 很快移动吗?使用混合现实重新布置家具
Shihao Song, Yujia Wang, Wei Liang, Xiangyuan Li
We present a mixed reality (MR) system to help users with a houseful of furniture moving from an existing home into a new space, inheriting the preferences of furniture layout from the previous scene. With the RGB-D cameras mounted on a mixed reality device, Microsoft HoloLens 2, our system first reconstructs the 3D model of the ex-isting scene and leverages a deep learning-based approach to detect and to group objects, e.g., grouping the bed with nightstand. Then, our system generates a personalized furniture layout by optimizing a cost function, incorporating the analyzed relevance of between and within groups, and the spatial constraints of the new layout. The experiment results show that our system can transfer furniture layout to new spaces automatically, keeping the user's preferences well.
我们提出了一个混合现实(MR)系统,帮助用户将一屋子的家具从现有的家搬到一个新的空间,继承了以前场景中家具布局的偏好。通过将RGB-D摄像头安装在混合现实设备微软HoloLens 2上,我们的系统首先重建现有场景的3D模型,并利用基于深度学习的方法来检测和分组对象,例如,将床和床头柜分组。然后,我们的系统通过优化成本函数,结合分析的组间和组内相关性以及新布局的空间约束,生成个性化的家具布局。实验结果表明,该系统能够自动将家具布局转移到新的空间中,很好地保持了用户的偏好。
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引用次数: 2
Augmented Reality and Surgery: Human Factors, Challenges, and Future Steps 增强现实和外科手术:人为因素、挑战和未来步骤
Soojeong Yoo, A. Blandford
Augmented reality (AR) has shown much potential when applied in surgical settings, which can help guide surgeons through complex procedures, train students, and provide heads- up and hands-free spatial information. In this position paper, we discuss some of the current use cases of AR in surgical practice, evaluation measures, challenges and potential directions for future research. The aim of this paper is to start important discussion to improve future research and outcomes for system implementations for surgery.
增强现实(AR)在外科手术中已经显示出很大的潜力,它可以帮助指导外科医生完成复杂的程序,训练学生,并提供平视和免提的空间信息。在这篇立场文件中,我们讨论了AR在外科实践中的一些当前用例,评估措施,挑战和未来研究的潜在方向。本文的目的是开始重要的讨论,以提高未来的研究和结果的系统实施手术。
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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
期刊
2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
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