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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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Investigation of the potential use of Virtual Reality for Agoraphobia exposure therapy 虚拟现实在广场恐惧症暴露治疗中的潜在应用研究
Sinéad Barnett, Ian Mills, Frances Cleary
Preliminary research study to evaluate the potential and need for virtual reality in the mental health sector specifically focusing on the treatment of agoraphobia. A survey was sent to numerous partici-pants that have been diagnosed and currently receiving treatment for agoraphobia. Results have concluded there is a demand for virtual reality treatment for agoraphobia and this in turn can lead to future studies into the VR therapy.
评估虚拟现实在心理健康领域的潜力和需求的初步研究,特别侧重于治疗广场恐惧症。一份调查发给了许多被诊断为广场恐惧症并正在接受治疗的参与者。结果表明,对广场恐惧症的虚拟现实治疗有需求,这反过来又可以导致未来对虚拟现实治疗的研究。
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引用次数: 0
Excite-O-Meter: an Open-Source Unity Plugin to Analyze Heart Activity and Movement Trajectories in Custom VR Environments Excite-O-Meter:一个开源的Unity插件,用于分析自定义VR环境中的心脏活动和运动轨迹
Luis Quintero, P. Papapetrou, J. Muñoz, Jeroen de Mooij, Michael Gaebler
This article explains the new features of the Excite-O-Meter, an open-source tool that enables the collection of bodily data, real-time feature extraction, and post-session data visualization in any custom VR environment developed in Unity. Besides analyzing heart activity, the tool supports now multidimensional time series to study motion trajectories in VR. The paper presents the main functionalities and discusses the relevance of the tool for behavioral and psychophysiological research.
这篇文章解释了Excite-O-Meter的新功能,这是一个开源工具,可以在Unity开发的任何自定义VR环境中收集身体数据,实时特征提取和会话后数据可视化。除了分析心脏活动,该工具现在支持多维时间序列来研究VR中的运动轨迹。本文介绍了该工具的主要功能,并讨论了该工具在行为和心理生理学研究中的相关性。
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引用次数: 3
Empathic Skills Training in Virtual Reality: A Scoping Review 虚拟现实中的移情技能训练:范围审查
L. Gerry, M. Billinghurst, E. Broadbent
This scoping review identifies and summarizes previous research exploring the efficacy of Virtual Reality (VR) training for empathy and compassion. We clarify working definitions of empathy and compassion by breaking the constructs into emotional, cognitive, and behavioral components. These components correspond to three key design features of immersive VR technologies: biofeedback, perspective-taking, and simulation. Although previous reviews address techniques for empathy-enhancement in VR, there is no comprehensive exploration of the topic of empathy training in VR. This paper presents findings on VR empathy training to date, research gaps, and recommendations for future research.
本文对虚拟现实(VR)训练同理心和同情心的有效性进行了综述,并对之前的研究进行了识别和总结。我们通过将共情和同情的构念分解为情感、认知和行为组成部分来澄清它们的工作定义。这些组件对应于沉浸式VR技术的三个关键设计特征:生物反馈、换位思考和模拟。虽然以前的综述涉及VR中的共情增强技术,但没有对VR中的共情训练进行全面的探索。本文介绍了迄今为止关于VR移情训练的研究成果、研究差距以及对未来研究的建议。
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引用次数: 1
STARE: Semantic Augmented Reality Decision Support in Smart Environments 智能环境中的语义增强现实决策支持
Mengya Zheng, Xingyu Pan, Nestor Velasco Bermeo, R. Thomas, D. Coyle, G. O’hare, A. Campbell
The Internet of Things facilitates real-time decision support within smart environments. Augmented Reality allows for the ubiquitous visualization of IoT-derived data, and AR visualization will simultaneously permit the cognitive and visual binding of information to the physical object(s) to which they pertain. Essential questions exist about efficiently filtering, prioritizing, determining relevance, and adjudicating individual information needs in real-time decision-making. Therefore, this paper proposes a novel AR decision support framework (STARE) to support immediate decisions within a smart environment by augmenting the user's focal objects with assemblies of semantically relevant IoT data and corresponding suggestions.
物联网促进了智能环境中的实时决策支持。增强现实允许无处不在的物联网衍生数据的可视化,而AR可视化将同时允许将信息与它们所属的物理对象进行认知和视觉绑定。在实时决策中,存在着有效过滤、优先排序、确定相关性和判断个人信息需求的基本问题。因此,本文提出了一种新的AR决策支持框架(STARE),通过使用语义相关的物联网数据集和相应的建议来增强用户的焦点对象,从而在智能环境中支持即时决策。
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引用次数: 3
Material Reflectance Property Estimation of Complex Objects Using an Attention Network 基于注意网络的复杂物体材料反射率估计
Bin Cheng, Junli Zhao, Fuqing Duan
Material reflectance property modeling can be used in realistic ren-dering to generate realistic appearances for virtual objects. However, current works mainly focus on near plane objects. In this paper, we propose an end-to-end network framework with attention mecha-nism to estimate the reflectance properties of any 3D object surface from a single image, where a single attention module is used for each reflectance property respectively to learn the property specific features. We also generate a material dataset by rendering a set of 3D complex shape models. The dataset is suitable for reflectance property estimation of arbitrary complex shape objects. Experiments validate the proposed method.
材料反射率属性建模可以用于逼真渲染,为虚拟物体生成逼真的外观。然而,目前的工作主要集中在近平面物体上。在本文中,我们提出了一个端到端的网络框架,该框架具有注意机制,可以从单幅图像中估计任意3D物体表面的反射特性,其中每个反射特性分别使用单个注意模块来学习属性的特定特征。我们还通过渲染一组3D复杂形状模型来生成材料数据集。该数据集适用于任意形状复杂物体的反射率估计。实验验证了该方法的有效性。
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引用次数: 0
Understanding Shoulder Surfer Behavior Using Virtual Reality 利用虚拟现实了解肩部冲浪者的行为
Yasmeen Abdrabou, Radiah Rivu, Tarek Ammar, Jonathan Liebers, Alia Saad, C. Liebers, Uwe Gruenefeld, Pascal Knierim, M. Khamis, Ville Mäkelä, Stefan Schneegass, Florian Alt
We explore how attackers behave during shoulder surfing. Unfortunately, such behavior is challenging to study as it is often opportunistic and can occur wherever potential attackers can observe other people's private screens. Therefore, we investigate shoulder surfing using virtual reality (VR). We recruited 24 participants and observed their behavior in two virtual waiting scenarios: at a bus stop and in an open office space. In both scenarios, avatars interacted with private screens displaying different content, thus providing opportunities for shoulder surfing. From the results, we derive an understanding of factors influencing shoulder surfing behavior.
我们将探索攻击者在肩部冲浪时的行为。不幸的是,这种行为很难研究,因为它通常是机会主义的,可能发生在潜在的攻击者可以观察到其他人的私人屏幕的地方。因此,我们使用虚拟现实(VR)来研究肩冲浪。我们招募了24名参与者,并观察了他们在两个虚拟等待场景中的行为:在公共汽车站和在开放的办公空间。在这两种情况下,虚拟角色与显示不同内容的私人屏幕进行交互,从而提供了肩膀冲浪的机会。从结果中,我们得出了影响肩冲浪行为的因素的理解。
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引用次数: 3
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
Social Presence in VR Empathy Game for Children: Empathic Interaction with the Virtual Characters 儿童VR共情游戏中的社会存在:与虚拟角色的共情互动
Ekaterina Muravevskaia, Christina Gardner-Mccune
This paper discusses children's empathic interactions with the VR characters. The study and findings in this paper were derived from a larger research study that explored the design and evaluation of empathic experiences for young children (6–9 years old) in VR environments. We found similarities between how children interacted with the VR characters and with real people (i.e., cognitive empathy and emotional contagion). This provides initial insight into children's experience of social presence with the VR characters. We suggest follow-up research on connection between empathy and social presence to explore the ways to create empathic VR experiences for children.
本文探讨儿童与虚拟现实角色的共情互动。本文的研究和发现来源于一项更大的研究,该研究探索了VR环境中幼儿(6-9岁)共情体验的设计和评估。我们发现儿童与虚拟现实角色的互动方式与现实中的人有相似之处(即认知同理心和情感感染)。这让我们初步了解了孩子们对VR角色的社交体验。我们建议后续研究共情与社交在场之间的关系,探索如何为儿童创造共情VR体验。
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引用次数: 2
Apparent Shape Manipulation by Light-Field Projection onto a Retroreflective Surface 光场投影到反射表面的表观形状操纵
Jion Kanaya, Toshiyuki Amano
For the correct optical presentation of metallic luster structural color, reproducing the changes in brilliance and color that accompany the movement of the viewpoint is essential. Light-field projection onto a retroreflective surface can optically present a texture depending on the viewpoint. Through this application, the apparent shape can potentially be manipulated depending on the viewpoint. This paper proposes an optical illusion that manipulates the apparent shape of a 3D object using light-field projection based on a perceptual normal map transformation.
为了正确地呈现金属光泽结构色,再现伴随视点运动的亮度和颜色变化是必不可少的。光场投影到反射表面上可以根据视点呈现出光学上的纹理。通过这个应用程序,可以根据视点操纵表面形状。本文提出了一种光学错觉,利用基于感知法线贴图变换的光场投影来操纵3D物体的表观形状。
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引用次数: 0
ArtScape: Gamified Virtual Reality Art Exploration ArtScape:游戏化虚拟现实艺术探索
Agapi Chrysanthakopoulou, Konstantinos Kalatzis, George Michalakis, Isidoros Michalellis, K. Moustakas
This paper presents multiple Virtual Reality 3D interaction, manipulation, and simulation techniques in the context of the 2022 3DUI contest of the IEEE VR conference. The proposed work provides the integration of 3DUI techniques and aims to familiarize and inform potential users about various artworks and artists. All techniques are implemented into the context of a virtual reality escape-room or treasure-hunt game, where the information provided for the paintings is necessary to solve the puzzles and as a result, contributes to an immersive experience where 2D paintings break into the 3D world creating a living artwork.
本文介绍了IEEE VR会议2022年3DUI竞赛背景下的多种虚拟现实3D交互、操作和仿真技术。拟议的作品整合了3DUI技术,旨在让潜在用户熟悉并了解各种艺术品和艺术家。所有技术都是在虚拟现实密室或寻宝游戏的背景下实现的,其中为绘画提供的信息是解决谜题所必需的,因此,有助于实现沉浸式体验,2D绘画进入3D世界,创造出一个活生生的艺术品。
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引用次数: 2
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2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
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