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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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Beyond Flicker, Beyond Blur: View-coherent Metameric Light Fields for Foveated Display 超越闪烁,超越模糊:注视点显示的视场相干光场
Prithvi Kohli, David R. Walton, R. K. D. Anjos, A. Steed, Tobias Ritschel
Ventral metamers, pairs of images which may differ substantially in the periphery, but are perceptually identical, offer exciting new possibilities in foveated rendering and image compression, as well as offering insights into the human visual system. However, existing lit-erature has mainly focused on creating metamers of static images. In this work, we develop a method for creating sequences of metameric frames, specifically light fields, with enforced consistency along the temporal, or angular, dimension. This greatly expands the potential applications for these metamers, and expanding metamers along the third dimension offers further new potential for compression.
腹侧元图像,对图像可能在外围有很大的不同,但在感知上是相同的,为注视点渲染和图像压缩提供了令人兴奋的新可能性,并提供了对人类视觉系统的见解。然而,现有的文献主要集中在创建静态图像的元图像。在这项工作中,我们开发了一种方法来创建序列的超聚帧,特别是光场,与强制一致性沿时间,或角度,维度。这极大地扩展了这些元量的潜在应用,沿着第三维扩展元量为压缩提供了进一步的新潜力。
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引用次数: 0
Challenges of experimenting with Virtual Reality 尝试虚拟现实的挑战
Krzysztof Szczurowski, Matt Smith
This manuscript describes challenges that we experienced during experiments employing virtual reality headsets. Its main focus is on technical issues that occurred when participants were transported from the environment they were physically occupying to its virtual replica displayed on a virtual reality headset. A range of hardware, software and experimental procedure issues and recommendations are presented, including issues such as the impact of mounting the virtual reality headset by participants on their Skin Conductance and Heart rate, and unexpected virtual reality headset features accidentally turned on by the participants. The method employed for creation of the virtual replica of the physical environment used in this study is described. We also discuss alternative methods that were considered, and which in some circumstances might produce better results than we achieved. This paper is written to share the lessons that we have learned during the beta-testing process and analysis of the data collected during our experiments using virtual reality headsets. The goal of describing these lessons learned is to aid other researchers in adopting techniques to improve the quality and replicability of experiments involving virtual reality headsets and biometric devices.
这份手稿描述了我们在使用虚拟现实耳机的实验中遇到的挑战。它主要关注的是当参与者从他们所处的物理环境转移到虚拟现实耳机上显示的虚拟复制品时发生的技术问题。提出了一系列硬件,软件和实验程序问题和建议,包括参与者安装虚拟现实耳机对他们的皮肤电导和心率的影响,以及参与者意外打开的虚拟现实耳机功能等问题。描述了用于创建本研究中使用的物理环境的虚拟副本的方法。我们还讨论了考虑过的替代方法,这些方法在某些情况下可能产生比我们所达到的更好的结果。这篇文章是为了分享我们在beta测试过程中所学到的经验教训,并分析我们在使用虚拟现实耳机的实验中收集的数据。描述这些经验教训的目的是帮助其他研究人员采用技术来提高涉及虚拟现实耳机和生物识别设备的实验的质量和可重复性。
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引用次数: 0
Comparing Teleportation Methods for Travel in Everyday Virtual Reality 日常虚拟现实中旅行的隐形传态方法比较
Dominic Lesaca, Henry Cheung, Tapaswini Jena, D. Cliburn
The number of everyday virtual reality (VR) applications is increasing at a remarkable pace. Perhaps the most fundamental interaction in these applications is the ability to travel throughout virtual environments in which users find themselves immersed. Teleportation is often used to support travel in VR applications. While many methods exist for implementing teleportation, relatively little research has been done to compare such methods. In this paper, we describe an experiment to compare four teleportation methods for travel in everyday virtual reality. We found that, for general use, experienced VR users prefer to control a virtual arc with their hand to indicate the location and direction of orientation to which they want to teleport. However, teleporting a single step at a time in the direction of view may support more natural movement and encourage shorter travel paths, but at the expense of longer travel times.
日常虚拟现实(VR)应用的数量正在以惊人的速度增长。也许这些应用程序中最基本的交互是用户发现自己沉浸在虚拟环境中的能力。在VR应用中,隐形传送常用于支持旅行。虽然存在许多实现隐形传态的方法,但对这些方法进行比较的研究相对较少。在本文中,我们描述了一个实验,以比较日常虚拟现实中的四种隐形传态旅行方法。我们发现,在一般情况下,经验丰富的VR用户更喜欢用手控制虚拟弧线,以指示他们想要传送的位置和方向。然而,在视线的方向上一次传送一个步骤可能会支持更自然的运动,并鼓励更短的旅行路径,但代价是更长的旅行时间。
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引用次数: 1
Lightweight Collision Detection Algorithm in Web3D Robot Simulation Platform Web3D机器人仿真平台中的轻量级碰撞检测算法
Weiqiang Wang, Hantao Zhao, Jinyuan Jia
In the field of the robotic industry, traditional robot simulation platforms require users to install specific software and to be equipped with high-performance computers. This paper designs a lightweight collision detection algorithm that is able to run smoothly from a web browser with a novel simulation platform for a humanoid robot. The proposed algorithm is based on the Morton code for bounding volume hierarchies, which uses the triangular patches detection algorithm to improve the accuracy of detection. Through the presented method, we can use the platform to edit the robot on any browser supporting device without installing extra plug-ins.
在机器人工业领域,传统的机器人仿真平台要求用户安装特定的软件,并配备高性能计算机。本文设计了一种轻量级的碰撞检测算法,该算法能够在具有新型仿真平台的类人机器人的web浏览器上顺利运行。该算法基于边界体层次的Morton代码,采用三角形补丁检测算法提高检测精度。通过该方法,我们可以使用该平台在任何支持浏览器的设备上编辑机器人,而无需安装额外的插件。
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引用次数: 0
Developing a VR Simulator for Robotics Navigation and Human Robot Interactions employing Digital Twins 利用数字双胞胎开发机器人导航和人机交互的VR模拟器
S. Alves, A. Uribe-Quevedo, Delun Chen, Jon Morris, Sina Radmard
Providing care to seniors and adults with Developmental Disabilities (DD) has seen increased use and development of assistive technologies including service robots. Such robots ease the challenges associated with care, companionship, medication intake, and fall prevention, among others. Research and development in this field rely on in-person data collection to ensure proper robot navigation, interactions, and service. However, the current COVID-19 pandemic has caused the implementation of physical distancing and access restrictions to long-term care facilities, thus making data collection very difficult. This traditional method poses numerous challenges as videos may not be representative of the population in terms of how people move, interact with the environment, or fall. In this paper, we present the development of a VR simulator for robotics navigation and fall detection with digital twins as a solution to test the virtual robot without having access to the real physical location, or real people. The development process required the development of virtual sensors that are able to create LIDAR data for the virtual robot to navigate and detect obstacles. Preliminary testing has allowed us to obtain promising results for the virtual simulator to train a service robot to navigate and detect falls. Our results include virtual maps, robot navigation, and fall detection.
在为老年人和患有发育性残疾的成年人提供护理方面,包括服务机器人在内的辅助技术的使用和开发越来越多。这样的机器人可以缓解与护理、陪伴、药物摄入和预防跌倒等相关的挑战。该领域的研究和发展依赖于个人数据收集,以确保适当的机器人导航、交互和服务。然而,当前的COVID-19大流行导致对长期护理设施实施物理距离和进入限制,从而使数据收集变得非常困难。这种传统方法带来了许多挑战,因为视频可能无法代表人们如何移动,与环境互动或摔倒。在本文中,我们提出了一种VR模拟器的开发,用于机器人导航和跌倒检测,并使用数字双胞胎作为测试虚拟机器人的解决方案,而无需访问真实的物理位置或真实的人。开发过程需要开发能够为虚拟机器人导航和检测障碍物创建激光雷达数据的虚拟传感器。初步测试让我们获得了很好的结果,虚拟模拟器可以训练服务机器人导航和检测跌倒。我们的研究成果包括虚拟地图、机器人导航和跌倒检测。
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引用次数: 6
Feasibility of Mapping Engagement Ratios to Levels of Task Complexity within VR Environments 在VR环境中将用户粘性比率映射到任务复杂程度的可行性
Yobbahim J. Vite, Yaoping Hu
This paper studied the feasibility of mapping an engagement ratio onto a level of task complexity, when human participants undertook interactive tasks within a virtual reality (VR) environment. Each human participant used a haptic device to push a ball-shaped object through a pipe. There were a total of three pipes, which had three different shapes corresponding to the levels of task complexity mathematically. An electroencephalogram (EEG) device recorded the brain activity of the participant while undertaking the task. The outcomes of the study confirmed the feasibility of mapping the engagement ratio with the levels of task complexity.
本文研究了当人类参与者在虚拟现实(VR)环境中承担交互任务时,将参与率映射到任务复杂性水平的可行性。每个参与者使用一个触觉装置推动一个球形物体通过管道。总共有三个管道,它们有三种不同的形状,对应于数学上任务的复杂程度。脑电图(EEG)设备记录了参与者在执行任务时的大脑活动。研究结果证实了将投入率与任务复杂程度联系起来的可行性。
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引用次数: 1
Immersive Visualization of Sneeze Simulation Data on Mobile Devices 移动设备上打喷嚏模拟数据的沉浸式可视化
Liangding Li, D. Fontes, Carsten Neumann, M. Kinzel, D. Reiners, C. Cruz-Neira
One key factor in stopping the spread of COVID-19 is practicing social distancing. Visualizing possible sneeze droplets' transmission routes in front of an infected person might be an effective way to help people understand the importance of social distancing. This paper presents a mobile virtual reality (VR) interface that helps people visualize droplet dispersion from the target person's view. We implemented a VR application to visualize and interact with the sneeze simulation data immersively. Our application provides an easy way to communicate the correlation between social distance and infected droplets exposure, which is difficult to achieve in the real world.
阻止新冠病毒传播的一个关键因素是保持社交距离。在感染者面前可视化可能的喷嚏飞沫传播途径可能是帮助人们理解保持社交距离重要性的有效方法。本文提出了一种移动虚拟现实(VR)界面,可以帮助人们从目标人的角度可视化液滴的分散。我们实现了一个虚拟现实应用程序来可视化和与沉浸式打喷嚏模拟数据交互。我们的应用程序提供了一种简单的方法来传达社交距离与感染飞沫暴露之间的相关性,这在现实世界中很难实现。
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引用次数: 0
Democratic Video Pass-Through for Commercial Virtual Reality Devices 商业虚拟现实设备的民主视频传递
Diego González Morín, Francisco Pereira, Ester González, P. Pérez, Á. Villegas
Video pass-through Extended Reality (XR) is rapidly gaining interest from developers and researchers. However, video pass-through enabled XR devices' ecosystem is still bounded to expensive hardware. In this paper, we describe our custom hardware and software setup for providing effective video pass-through capabilities to inexpensive commercial Virtual Reality (VR) devices. The proposed hardware setup incorporates a low-cost HD stereo camera rigidly hooked to the VR device using a custom 3D printed attachment. Our software solution, implemented in Unity, overcomes hardware-specific limitations, such as cameras' delays, in a simple yet successful manner.
视频传输扩展现实(XR)正迅速引起开发人员和研究人员的兴趣。然而,支持视频传输的XR设备的生态系统仍然局限于昂贵的硬件。在本文中,我们描述了我们的定制硬件和软件设置,为廉价的商业虚拟现实(VR)设备提供有效的视频传输功能。提议的硬件设置包括一个低成本的高清立体摄像机,使用定制的3D打印附件固定在VR设备上。我们在Unity中执行的软件解决方案以简单而成功的方式克服了特定于硬件的限制,如相机延迟。
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引用次数: 1
Virtual Try-On: How to Enhance Consumer Experience? 虚拟试戴:如何提升消费者体验?
S. Bialkova, Chloe Barr
Although Augmented reality (AR) implication has increased in the cosmetic industry, the technology seems to not be always accepted and used by consumers. This is a challenging issue calling further investigation. Present paper addresses this challenge in an attempt to provide the needed understanding on the key drivers of AR experience and how these might enhance the consumer purchase experience itself. After trying a product via virtual try-on, participants in the current study had to provide evaluation in terms of both AR and purchase experience. The results are clear in showing that interactivity, realism, ease of use and immersion modulate AR experience evaluation and thus, the user satisfaction. Purchase experience correlated with utilitarian and hedonic values, predetermined by aesthetic and information quality. Utilitarian and hedonic values also affected the product knowledge. These relationships were well pronounced for participants reporting high satisfaction with the experience. Current outcomes are discussed further in a single framework combining various factors to provide the much-needed understanding on AR environments and their effect on consumer experience evaluation. Results could find a direct application in practices to design AR environments to augment consumer satisfaction and thus, enhancing the purchase journey.
尽管增强现实(AR)在化妆品行业的应用越来越广泛,但这项技术似乎并不总是被消费者所接受和使用。这是一个具有挑战性的问题,需要进一步调查。本文针对这一挑战,试图对增强现实体验的关键驱动因素以及这些因素如何增强消费者购买体验本身提供必要的理解。在通过虚拟试穿尝试产品后,本研究的参与者必须在AR和购买体验方面提供评估。结果清楚地表明,互动性、真实感、易用性和沉浸感调节了AR体验评估,从而影响了用户满意度。购买体验与功利和享乐价值相关,由审美和信息质量决定。功利主义和享乐主义价值观也影响了产品知识。这些关系在报告高满意度的参与者中表现得非常明显。在结合各种因素的单一框架中进一步讨论当前的结果,以提供对AR环境及其对消费者体验评估的影响的急需的理解。研究结果可以在实践中直接应用于设计增强现实环境,以提高消费者满意度,从而改善购买过程。
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引用次数: 1
A Study of Real-time Information on User Behaviors during Search and Rescue (SAR) Training of Firefighters 消防员搜救训练中用户行为的实时信息研究
Shahin Doroudian, Zekun Wu, Weichao Wang, Alexia Galati, Aidong Lu
Search and rescue (SAR) is an essential skill for many first responders including firefighters. With the new development of technologies on environmental sensing, we are now equipped with the new capability of utilizing real-time information from a fire scene to assist SAR tasks. This work is to explore the effects of immersive maps, that collect information automatically from the environment including human and building structures, on user behaviors during SAR operations. We have developed a VR prototype system for SAR training with controlled fire scenes and information collections. We also designed and performed a user study focusing on the factors of information amount in an immersive map and danger degree of SAR tasks. We have summarized a set of user behaviors from our study, and captured their features with statistical data analysis. Our results confirm the advantages of real-time information for SAR tasks and differences of user behaviors under dangerous situations. Our results also demonstrate the potential of studying user behaviors with virtual training and deriving insights to design effective training programs.
搜索和救援(SAR)是包括消防员在内的许多急救人员的基本技能。随着环境传感技术的新发展,我们现在具备了利用火灾现场的实时信息协助搜救任务的新能力。这项工作是探索沉浸式地图的影响,它自动从环境中收集信息,包括人类和建筑结构,在SAR操作期间对用户行为的影响。我们开发了一个虚拟现实原型系统,用于控制火灾场景和信息收集的搜救训练。我们还设计并进行了一项用户研究,重点关注沉浸式地图中的信息量和SAR任务的危险程度。我们从我们的研究中总结了一组用户行为,并通过统计数据分析捕捉了它们的特征。我们的研究结果证实了实时信息在SAR任务中的优势和危险情况下用户行为的差异。我们的研究结果也证明了通过虚拟培训来研究用户行为并获得设计有效培训计划的见解的潜力。
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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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