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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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AiRType: An Air-tapping Keyboard for Augmented Reality Environments AiRType:用于增强现实环境的轻击键盘
Necip Fazil Yildiran, Ülkü Meteriz-Yildiran, David A. Mohaisen
We present AiRType for AR/VR HMDs that enables text entry through bare hands for more natural perception. The hand models in the virtual environment mirror hand movements of the user and user targets and selects the keys via hand models. AiRType fully leverages the additional dimension without restraining the interaction space by users' arm lengths. It can be attached to anywhere and can be scaled freely. We evaluated and compared AiRType with the baseline-the built-in keyboard of Magic Leap 1. AiRType shows 27% decrease in the error rate, 3.3% increase in character-per-second, and 9.4% increase in user satisfaction.
我们为AR/VR头戴式显示器展示AiRType,它可以通过徒手输入文本,从而获得更自然的感知。虚拟环境中的手模反映用户和用户目标的手部运动,并通过手模选择按键。AiRType充分利用了额外的尺寸,而不会因用户的手臂长度而限制交互空间。它可以附着在任何地方,可以自由缩放。我们将AiRType与Magic Leap 1的内置键盘作为基准进行了评估和比较。AiRType的错误率降低27%,每秒字符数增加3.3%,用户满意度提高9.4%。
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引用次数: 2
Exploring Empathy with Digital Humans 探索数字人类的同理心
Kate Loveys, Mark Sagar, M. Billinghurst, Nastaran Saffaryazdi, E. Broadbent
Digital humans are autonomously-animated virtual people whose social interactions are driven by artificial intelligence. They are increasingly being deployed in applications such as healthcare, customer service, and education, and they may have a place in the metaverse. For digital humans to have effective social relationships with users, it is important that they are capable of empathetic interactions. This research aims to evaluate and build upon the autonomous empathy system of a digital human through five experimental studies. Psychological and physiological data will be collected, and the effects will be compared in an Augmented Reality environment and cross-culturally. This paper presents the research agenda, and discusses considerations and challenges for empathetic interactions with digital humans.
数字人类是自主动画的虚拟人,其社会互动由人工智能驱动。它们越来越多地部署在医疗保健、客户服务和教育等应用程序中,并且它们可能在虚拟世界中占有一席之地。对于数字人类来说,要与用户建立有效的社会关系,重要的是他们能够进行移情互动。本研究旨在通过五项实验研究来评估和构建数字人的自主移情系统。将收集心理和生理数据,并在增强现实环境和跨文化中比较效果。本文提出了研究议程,并讨论了与数字人类共情互动的考虑因素和挑战。
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引用次数: 5
[DC] Mixed Reality Interaction for Mobile Knowledge Work [DC]移动知识工作的混合现实交互
Verena Biener
Knowledge workers typically work on some kind of computer and other than an internet connection, they rarely need access to specific work environments or devices. This makes it feasible for them to also work in different environments or in mobile settings, like public transportation. In such spaces comfort and productivity could be decreased due to hardware limitations like small screen sizes or input devices and environmental clutter. Mixed reality (MR) has the potential to solve such issues. It can provide the user with additional display space that can even include the third dimension. It can open up new possibilities for interacting with virtual content using gestures or spatially tracked devices. And it can allow the users to modify the work environment according to their personal preferences. This doctoral thesis aims at exploring the challenges of using MR for mobile knowledge work and how to effectively support knowledge worker tasks through appropriate interaction techniques.
知识工作者通常在某种电脑上工作,除了互联网连接,他们很少需要访问特定的工作环境或设备。这使得他们也可以在不同的环境或移动环境中工作,比如公共交通。在这样的空间中,由于屏幕尺寸或输入设备小以及环境混乱等硬件限制,舒适度和工作效率可能会降低。混合现实(MR)有可能解决这些问题。它可以为用户提供额外的显示空间,甚至可以包括第三维度。它可以为使用手势或空间跟踪设备与虚拟内容交互开辟新的可能性。它可以让用户根据自己的个人喜好修改工作环境。本博士论文旨在探索在移动知识工作中使用MR的挑战,以及如何通过适当的交互技术有效地支持知识工作者的任务。
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引用次数: 0
AR-Assisted Surgical Guidance System for Ventriculostomy ar辅助脑室切开术的手术指导系统
Sang-Ho Eom, S. Kim, S. Rahimpour, M. Gorlatova
Augmented Reality (AR) is increasingly used in medical applications for visualizing medical information. In this paper, we present an AR-assisted surgical guidance system that aims to improve the accuracy of catheter placement in ventriculostomy, a common neurosurgical procedure. We build upon previous work on neurosurgical AR, which has focused on enabling the surgeon to visualize a patient's ventricular anatomy, to additionally integrate surgical tool tracking and contextual guidance. Specifically, using accurate tracking of optical markers via an external multi-camera OptiTrack system, we enable Microsoft HoloLens 2-based visualizations of ventricular anatomy, catheter placement, and the information on how far the catheter tip is from its target. We describe the system we developed, present initial hologram registration results, and comment on the next steps that will prepare our system for clinical evaluations.
增强现实(AR)在医疗应用中越来越多地用于可视化医疗信息。在本文中,我们提出了一种ar辅助手术指导系统,旨在提高脑室造口术(一种常见的神经外科手术)中导管放置的准确性。我们建立在先前的神经外科AR工作的基础上,该工作的重点是使外科医生能够可视化患者的心室解剖结构,另外还集成了手术工具跟踪和上下文指导。具体来说,通过外部多摄像头OptiTrack系统对光学标记进行精确跟踪,我们可以实现基于微软HoloLens 2的心室解剖、导管放置以及导管尖端距离目标的信息可视化。我们描述了我们开发的系统,介绍了初始全息图注册结果,并评论了下一步将为临床评估系统做准备的步骤。
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引用次数: 7
[DC] Immersive Analytics for Understanding Ecosystem Services Tradeoffs [DC]沉浸式分析:理解生态系统服务权衡
B. Powley
Existing immersive systems for analysing geospatial data relating to ecosystem services are not designed for all groups involved with land use decision making. Land management scientists have different requirements compared to non-experts as the tasks they perform are different. Land use decision making needs better tools for assisting the analysis and exploration of land use decisions, and their effect on ecosystem services. In this research, a user centred design process is applied for developing and evaluating an immersive VR visualization tool to assist with better decision making around land use. Interviews with experts found issues with how their current tool presents analysis results, and problems with communicating their results to stakeholders. A literature review found no pre-existing immersive VR systems specifically for analysing tradeoffs among ecosystem services.
现有用于分析与生态系统服务有关的地理空间数据的沉浸式系统并不是为参与土地利用决策的所有群体设计的。与非专家相比,土地管理科学家的要求不同,因为他们执行的任务不同。土地利用决策需要更好的工具来协助分析和探索土地利用决策及其对生态系统服务的影响。在本研究中,以用户为中心的设计过程应用于开发和评估沉浸式VR可视化工具,以帮助更好地制定土地使用决策。与专家的访谈发现了他们当前的工具如何呈现分析结果的问题,以及与涉众沟通结果的问题。一项文献综述发现,没有现成的沉浸式VR系统专门用于分析生态系统服务之间的权衡。
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引用次数: 0
Virtual Reality in Small and Medium-Sized Enterprises: A Systematic Literature Review 虚拟现实在中小企业中的应用:系统的文献综述
S. Brettschuh, M. Holly, Maria Hulla, Patrick Herstätter, J. Pirker
The industry is currently operating in the fourth industrial revolution, also called Industry 4.0, the central element of which is the digitization of companies. One promising implementation of Industry 4.0 is the use of virtual reality (VR). Due to its development in terms of better affordability and accessibility in recent years, VR has gained increasing popularity. This creates new opportunities especially for small and medium-sized enterprises (SMEs) to use VR to boost business and optimize their product development and processes. In this paper, we aim to identify the potentials and challenges of using VR in SMEs by means of a systematic literature review. Therefore, we focus on analyzing the current state of the art, including use cases, used technology, opportunities, and challenges faced by the companies.
该行业目前正处于第四次工业革命,也被称为工业4.0,其核心要素是公司的数字化。工业4.0的一个有希望的实现是使用虚拟现实(VR)。由于近年来在可负担性和可访问性方面的发展,VR越来越受欢迎。这为中小型企业(sme)创造了新的机会,可以利用VR来促进业务发展,优化产品开发和流程。在本文中,我们旨在通过系统的文献综述来确定在中小企业中使用虚拟现实的潜力和挑战。因此,我们专注于分析当前的技术状态,包括用例、使用的技术、机会和公司面临的挑战。
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引用次数: 3
A Location-Triggered Augmented Reality Walking Tour Using Snap Spectacles 2021 使用Snap Spectacles的位置触发增强现实徒步旅行2021
AadilMehdi J. Sanchawala, Mara Dimofte, Steven K. Feiner
We present an on-site 3D-animated audiovisual tour guide augmented reality application developed for Snap Spectacles 2021. The primary goal of this project is to explore how to use this experimental product to create an augmented reality tour guide. In addition, we present the design considerations for the user interface and the underlying system architecture. We illustrate the workflow of the tour application and discuss our experience working with Spectacles 2021 and its experimental API. We also present our design choices and directions for future work.
我们展示了为Snap Spectacles 2021开发的现场3d动画视听导游增强现实应用程序。这个项目的主要目标是探索如何使用这个实验产品来创建一个增强现实的导游。此外,我们还介绍了用户界面和底层系统架构的设计注意事项。我们说明了旅游应用程序的工作流程,并讨论了我们使用Spectacles 2021及其实验性API的经验。我们也提出了我们的设计选择和未来工作的方向。
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引用次数: 0
Priority-Dependent Display of Notifications in the Peripheral Field of View of Smart Glasses 基于优先级的智能眼镜外围视场通知显示
Anja K. Faulhaber, Moritz Hoppe, Ludger Schmidt
We propose a concept for displaying notifications in the peripheral field of view of smart glasses aiming to achieve a balance between perception and distraction depending on the priority of the notification. We designed three different visualizations for notifications of low, medium, and high priority. To evaluate this concept, we conducted a study with 24 participants who reacted to the notifications while performing a primary task. Reaction times for the low-priority notification were significantly higher. The medium- and high-priority notifications did not show a clear difference.
我们提出了一种在智能眼镜的外围视场中显示通知的概念,旨在根据通知的优先级实现感知和分心之间的平衡。我们为低、中、高优先级的通知设计了三种不同的可视化效果。为了评估这一概念,我们对24名参与者进行了一项研究,他们在执行主要任务时对通知做出反应。低优先级通知的反应时间明显更高。中等优先级和高优先级通知没有明显区别。
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引用次数: 1
The Effect of Spatial Audio on the Virtual Representation of Personal Space 空间音频对个人空间虚拟表现的影响
Lauren E. Buck, Mauricio Flores Vargas, R. Mcdonnell
Auditory feedback is an important element in the perception of one's surroundings. Vocal intonation betrays emotion, step frequency determines urgency, and volume gives way to proximity. While it is widely understood that sound is an important element in game design and film, research on how auditory feedback affects interactions taking place in virtual reality experiences is lacking. In this work, we propose an experiment in which we will begin to uncover the effect of auditory feedback, particularly spatial audio, on the preservation of personal space in an immersive virtual environment. Users will be exposed to visual and auditory stimuli and asked to report both interpersonal and peripersonal space. Personal space is dynamically responsive to circumstance, and is notably malleable by the presence of auditory stimuli in the real world. Consequently, we expect personal space to dynamically change in the presence of auditory stimuli in an immersive virtual environment. There is no prior study into how auditory feedback affects the maintenance of this space in virtual reality.
听觉反馈是感知周围环境的一个重要因素。声音的语调暴露了情绪,步伐的频率决定了紧急程度,音量让位于接近程度。虽然人们普遍认为声音是游戏设计和电影中的重要元素,但关于听觉反馈如何影响虚拟现实体验中的互动的研究却很少。在这项工作中,我们提出了一个实验,我们将开始揭示听觉反馈的影响,特别是空间音频,在沉浸式虚拟环境中保护个人空间。用户将暴露在视觉和听觉刺激下,并被要求报告人际和周边个人空间。个人空间对环境是动态响应的,并且在现实世界中听觉刺激的存在下具有明显的可塑性。因此,我们期望在沉浸式虚拟环境中,在听觉刺激的存在下,个人空间能够动态变化。目前还没有关于听觉反馈如何影响虚拟现实中这个空间的维持的研究。
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引用次数: 2
Clean the Ocean: An Immersive VR Experience Proposing New Modifications to Go-Go and WiM Techniques 清洁海洋:一种身临其境的VR体验,对Go-Go和WiM技术提出了新的修改
Lee Lisle, Feiyu Lu, Shakiba Davari, Ibrahim Asadullah Tahmid, Alexander Giovannelli, Cory Ilo, Leonardo Pavanatto, Lei Zhang, Luke Schlueter, D. Bowman
In this paper we present our solution to the 2022 3DUI Contest challenge. We aim to provide an immersive VR experience to increase player's awareness of trash pollution in the ocean while improving the current interaction techniques in virtual environments. To achieve these objectives, we adapted two classic interaction techniques, Go-Go and World in Miniature (WiM), to provide an engaging minigame in which the user collects the trash in the ocean. To improve the precision and address occlusion issues in the traditional Go-Go technique we propose ReX Go-Go. We also propose an adaptation to WiM, referred to as Rabbit-Out-of-the-Hat to allow an exocentric interaction for easier object retrieval interaction.
在本文中,我们提出了2022年3DUI竞赛挑战的解决方案。我们的目标是提供一种沉浸式的VR体验,以提高玩家对海洋垃圾污染的认识,同时改进当前虚拟环境中的交互技术。为了实现这些目标,我们采用了Go-Go和World in Miniature (WiM)这两种经典互动技术,提供了一款吸引人的迷你游戏,让玩家在其中收集海洋中的垃圾。为了提高精度和解决传统Go-Go技术中的遮挡问题,我们提出了ReX Go-Go。我们还提出了对WiM的一种适应,称为rabbit - out -the- hat,以允许外中心交互,从而更容易地进行对象检索交互。
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引用次数: 2
期刊
2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
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