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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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MARS: A Cross-Platform Mobile AR System for Remote Collaborative Instruction and Installation Support using Digital Twins MARS:一个跨平台的移动AR系统,用于远程协作指导和使用数字双胞胎的安装支持
S. Tadeja, Diana Janik, Przemysław Stachura, Maciej Tomecki, Karol Książczak, K. Walas
This paper describes a multi-user, mobile, cross-platform AR system that allows real-time remote collaboration utilizing the digital twinning concept. Thanks to cloud services, the users can collab-oratively manipulate and exchange information using digital twin realized as detailed multi-part 3D models. We also discuss design requirements and task analysis captured using engineering design methodology and the usability verification of our system using a heuristical approach.
本文描述了一个多用户、移动、跨平台的AR系统,该系统允许利用数字孪生概念进行实时远程协作。借助云服务,用户可以使用数字孪生实现详细的多部分3D模型来协同操作和交换信息。我们还讨论了使用工程设计方法捕获的设计需求和任务分析,以及使用启发式方法对我们的系统进行可用性验证。
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引用次数: 3
Interpersonal Distance to a Speaking Avatar: Loudness Matters Irrespective of Contents 与说话的化身之间的人际距离:音量与内容无关
Kota Takahashi, Y. Inoue, M. Kitazaki
It is important for us to maintain appropriate interpersonal distance depending on situations in effective and safe communications. We aimed to investigate the effects of speech loudness and clarity on the interpersonal distance towards an avatar in a virtual environment. We found that the louder speech of the avatar made the distance between the participants and the avatar larger than the quiet speech, but the clarity of the speech did not significantly affect the distance. These results suggest that the perception of loudness modulates the interpersonal distance towards the virtual avatar to maintain the intimate equilibrium.
在有效和安全的沟通中,根据情况保持适当的人际距离对我们来说很重要。我们的目的是研究语音音量和清晰度对虚拟环境中与化身的人际距离的影响。我们发现,与安静的语音相比,更大声的语音使参与者与虚拟形象之间的距离更大,但语音的清晰度对距离没有显著影响。这些结果表明,声音感知调节了与虚拟化身之间的人际距离,以维持亲密平衡。
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引用次数: 3
Head-Worn Markerless Augmented Reality Inside A Moving Vehicle 移动车辆内的头戴式无标记增强现实
Zhiwei Zhu, Mikhail Sizintsev, Glen Murray, Han-Pang Chiu, Ali Z. Chaudhry, S. Samarasekera, Rakesh Kumar
This paper describes a system that provides general head-worn outdoor augmented reality (AR) capability for the user inside a moving vehicle. Our system follows the concept of combining pose estimation from both vehicle navigation system and wearable sensors to address the failure of commercial AR devices inside a moving vehicle. We continuously match natural visual features from the camera against a prebuilt database of interior vehicle scenes. To improve the robustness in a moving vehicle with other passengers, a human detection module is adapted to filter out people from the camera scene. Experiments demonstrate the effectiveness of the proposed solution.
本文描述了一个为移动车辆中的用户提供一般头戴式户外增强现实(AR)功能的系统。我们的系统遵循结合车辆导航系统和可穿戴传感器的姿态估计的概念,以解决移动车辆内商用AR设备的故障。我们不断地将来自相机的自然视觉特征与预先构建的车内场景数据库进行匹配。为了提高在有其他乘客的移动车辆中的鲁棒性,采用了人体检测模块来过滤掉摄像机场景中的人。实验证明了该方法的有效性。
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引用次数: 0
Anatomy Studio II A Cross-Reality Application for Teaching Anatomy 解剖学工作室II:解剖学教学的跨现实应用
Joaquim A. Jorge, Pedro Belchior, A. Gomes, Maurício Sousa, J. Pereira, J. Uhl
Virtual Reality has become an important educational tool, due to the pandemic and increasing globalization of education. In this paper, we present a framework for teaching Virtual Anatomy at the uni-versity level. Because of the isolation and quarantine requirements and the increased international collaboration, virtual classes have become a staple of today's curricula. Our work builds on the Vis-ible Human Projects for Virtual Dissection material and provides a medium for groups of students to do collaborative anatomical dissections in real-time using sketching and 3D visualizations and audio coupled with interactive 2D tablets for precise drawing. We describe the system architecture, compare requirements with those of a previous development [1] and discuss the preliminary results. Discussions with Anatomists show that this is an effective tool. We introduce avenues for further research and discuss collaboration challenges posed by this context.
随着教育的普及和日益全球化,虚拟现实已经成为一种重要的教育工具。在本文中,我们提出了一个大学水平的虚拟解剖学教学框架。由于隔离和检疫要求和国际合作的增加,虚拟课程已成为当今课程的主要内容。我们的工作建立在虚拟解剖材料的可见人类项目的基础上,并为学生群体提供了一种媒介,可以使用素描和3D可视化以及音频以及交互式2D平板电脑进行实时协作解剖。我们描述了系统架构,将需求与之前的开发[1]进行了比较,并讨论了初步结果。与解剖学家的讨论表明,这是一个有效的工具。我们介绍了进一步研究的途径,并讨论了这种情况下带来的合作挑战。
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引用次数: 1
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
Relationship Between the Sensory Processing Patterns and the Detection Threshold of Curvature Gain 感觉加工模式与曲率增益检测阈值的关系
Keigo Matsumoto, Takuji Narumi
This study examines the relationship between sensory processing patterns and the effects of redirected walking (RDW). Research efforts have been devoted to identifying the detection threshold (DT) of the RDW techniques, and various DTs have been reported in different studies. Recently, age, sex, and spatial ability have been found to be associated with the DTs of RDW techniques. A preliminary examination was conducted on the relationship between sensory processing patterns, as measured by the Adolescents/Adult Sensory Profile, and the DT of curvature gains, one of the fundamental RDW techniques, and it was suggested that the higher sensory sensitivity tendencies were associated with lower DT, i.e., participants were more likely to notice the RDW technique.
本研究探讨了感觉加工模式与重定向行走(RDW)效应之间的关系。研究人员一直致力于确定RDW技术的检测阈值(DT),并且在不同的研究中报道了各种DT。最近,年龄、性别和空间能力被发现与RDW技术的DTs有关。通过对青少年/成人感觉轮廓测量的感觉加工模式与曲率增益DT (RDW的基本技术之一)之间的关系进行了初步检验,结果表明,高感觉敏感性倾向与低DT相关,即参与者更容易注意到RDW技术。
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引用次数: 0
Distant Hand Interaction Framework in Augmented Reality 增强现实中的远手交互框架
Jesus Ugarte, Nahal Norouzi, A. Erickson, G. Bruder, G. Welch
Recent augmented reality (AR) head-mounted displays support shared experiences among multiple users in real physical spaces. While previous research looked at different embodied methods to enhance interpersonal communication cues, so far, less research looked at distant interaction in AR and, in particular, distant hand communication, which can open up new possibilities for scenarios, such as large-group collaboration. In this demonstration, we present a research framework for distant hand interaction in AR, including mapping techniques and visualizations. Our techniques are inspired by virtual reality (VR) distant hand interactions, but had to be adjusted due to the different context in AR and limited knowledge about the physical environment. We discuss different techniques for hand communication, including deictic pointing at a distance, distant drawing in AR, and distant communication through symbolic hand gestures.
最近的增强现实(AR)头戴式显示器支持多个用户在真实物理空间中共享体验。虽然之前的研究着眼于不同的具体化方法来增强人际沟通线索,但到目前为止,很少有研究关注AR中的远程互动,特别是远程手部交流,这可以为大型团队合作等场景开辟新的可能性。在本演示中,我们提出了AR中远距离手交互的研究框架,包括映射技术和可视化。我们的技术受到虚拟现实(VR)远距离手交互的启发,但由于AR中的不同背景和对物理环境的有限了解,必须进行调整。我们讨论了不同的手势交流技术,包括指向远方的指示,AR中的远程绘图,以及通过象征性手势进行的远程交流。
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引用次数: 0
Subjective and Objective Analyses of Collaboration and Co-Presence in a Virtual Reality Remote Environment 虚拟现实远程环境中协同与共同存在的主客观分析
Allison Bayro, Yalda Ghasemi, Heejin Jeong
Remote collaboration in virtual reality has gained attention and proved to be a viable solution for providing effective collaboration environments for physically distant collaborators. This study compares head-mounted display (HMD)- and computer-based remote collaboration solutions that allow users to interact with each other through immersive environments. Analyzing remote collaboration in immersive environments requires understanding group interactions and personal experiences. For this purpose, a 3D object assembly task was performed by 10 participants using self-reported surveys and physiological measures to investigate the effectiveness of collaboration from the users' perspective. The results showed that the HMD-based remote collaboration in a virtual reality environment increased the sense of co-presence among the users.
虚拟现实中的远程协作已经引起了人们的关注,并被证明是为物理上远程协作者提供有效协作环境的可行解决方案。这项研究比较了头戴式显示器(HMD)和基于计算机的远程协作解决方案,这些解决方案允许用户通过沉浸式环境相互交互。分析沉浸式环境中的远程协作需要理解群体互动和个人经验。为此,10名参与者使用自我报告调查和生理测量来完成一个3D物体组装任务,从用户的角度来调查协作的有效性。结果表明,基于hmd的虚拟现实环境下的远程协作增强了用户之间的共在感。
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引用次数: 8
AIR-range: Arranging optical systems to present mid-AIR images with continuous luminance on and above a tabletop AIR-range:安排光学系统,在桌面上和桌面上方呈现具有连续亮度的mid-AIR图像
Tomoyo Kikuchi, Yuchi Yahagi, S. Fukushima, Saki Sakaguchi, T. Naemura
We propose “AIR-range”- a system that seamlessly connects mid-air images from the surface of a table to mid-air space. This system can display tall mid-air images in the three-dimensional (3D) space beyond the screen. AIR-range is implemented using a symmetrical mirror structure that displays a large image by integrating multiple imaging paths. The mirror arrangement in previous research had a problem in that the luminance was discontinuous. In this study, we theorize the relationship between the parameters of optical elements and the appearance of mid-air images and optimize an optical system to minimize the difference in luminance between image paths.
我们提出了“AIR-range”——一个将桌子表面的空中图像无缝连接到空中空间的系统。该系统可以在屏幕之外的三维空间中显示高空图像。AIR-range采用对称镜像结构,通过集成多个成像路径来显示大图像。以往研究的反射镜排列存在亮度不连续的问题。在本研究中,我们理论化了光学元件参数与空中图像外观之间的关系,并优化了光学系统,以最小化图像路径之间的亮度差异。
{"title":"AIR-range: Arranging optical systems to present mid-AIR images with continuous luminance on and above a tabletop","authors":"Tomoyo Kikuchi, Yuchi Yahagi, S. Fukushima, Saki Sakaguchi, T. Naemura","doi":"10.1109/VRW55335.2022.00212","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00212","url":null,"abstract":"We propose “AIR-range”- a system that seamlessly connects mid-air images from the surface of a table to mid-air space. This system can display tall mid-air images in the three-dimensional (3D) space beyond the screen. AIR-range is implemented using a symmetrical mirror structure that displays a large image by integrating multiple imaging paths. The mirror arrangement in previous research had a problem in that the luminance was discontinuous. In this study, we theorize the relationship between the parameters of optical elements and the appearance of mid-air images and optimize an optical system to minimize the difference in luminance between image paths.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124012087","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
CWCT: An Effective Vision Transformer using improved Cross-Window Self-Attention and CNN CWCT:利用改进的跨窗自注意和CNN的有效视觉转换器
Mengxing Li, Ying Song, Bo Wang
In the process of metaverse construction, in order to achieve better interaction, it is necessary to provide clear semantic information for each object. Image classification technology plays a very important role in this process. Based on CMT transformer and improved Cross-Shaped Window Self-Attention, this paper presents an improved Image classification framework combining CNN and transformers, which is called CWCT transformer. Due to the high resolution of the image, vision transformers will lead to too high model complexity and too much calculation. To solve this problem, CWCT captures local features by using optimized Cross-Window Self-Attention mechanism and global features by using convolutional neural networks (CNN) stack. This structure has the flexibility to model at various scales and has linear computational complexity concerning image size. Compared with the original CMT network, the classification accuracy has been improved on ImageNet-1k and randomly screened Tiny-ImageNet dataset. Thanks to the optimized Cross-Window Self-Attention, the CWCT proposed in this paper has a significant improvement in operation speed and model complexity compared with CMT.
在构建元维的过程中,为了实现更好的交互,需要为每个对象提供清晰的语义信息。图像分类技术在这一过程中起着非常重要的作用。基于CMT变压器和改进的十字窗自关注,本文提出了一种结合CNN和变压器的改进图像分类框架,称为CWCT变压器。由于图像的高分辨率,视觉变换会导致模型复杂度过高,计算量过大。为了解决这一问题,CWCT利用优化的跨窗口自关注机制捕获局部特征,利用卷积神经网络(CNN)堆栈捕获全局特征。这种结构具有在不同尺度上建模的灵活性,并且具有与图像大小相关的线性计算复杂度。与原始CMT网络相比,在ImageNet-1k和随机筛选的Tiny-ImageNet数据集上提高了分类精度。由于优化了跨窗口自关注,本文提出的CWCT与CMT相比,在运算速度和模型复杂度上都有显著提高。
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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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