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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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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
ORUN - A Virtual reality serious-game for kinematics learning ORUN -一个用于运动学学习的虚拟现实严肃游戏
Jhasmani Tito, Tânia Basso, Regina L. O. Moraes
Virtual Reality (VR) is one of the new educational technologies that has an imperative importance due to the possibilities that it offers, such as bringing hands-on experiences for learning physics phenomena. This demo report is a serious-game, based on VR, and focused on teaching and learning of specific concepts of kinematics. The game is intended to deliver an immersive experience in which the student has an active role and whose game design includes theoretical concepts to maintain engagement throughout the tasks.
虚拟现实(VR)是一种新的教育技术,由于它提供的可能性而具有至关重要的意义,例如为学习物理现象带来实践经验。这个演示报告是一个严肃的游戏,基于VR,专注于教授和学习运动学的具体概念。该游戏旨在提供一种身临其境的体验,学生在其中扮演积极的角色,其游戏设计包括理论概念,以保持整个任务的参与度。
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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
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
Virtual Reality-Based Distraction on Pain and Performance during and after Moderate-Vigorous Intensity Cycling 基于虚拟现实的分散注意力对中等强度骑行期间和之后的疼痛和表现的影响
Carly L. A. Wender, P. Tomporowski, Sun Joo Grace Ahn, P. O’Connor
This experiment measured effects of visual perceptual load (PL) within immersive virtual reality (VR) on exercise-induced pain during cycling. Using a within-subjects design (n=43), participants cycled at a perceptually “hard” intensity for 10 minutes without VR (i.e., no PL - NPL) or with VR of low or high PL (i.e., LPL or HPL). Mean quadriceps pain was significantly lower in the NPL condition than either the LPL (d=0.472) or HPL conditions (d=0.391). Mean cycling performance was significantly greater during the LPL condition. Compared to traditional cycling (NPL), cycling in the LPL condition resulted in greater exercise performance despite greater pain.
本实验测量了沉浸式虚拟现实(VR)中视觉感知负荷(PL)对骑车时运动性疼痛的影响。使用受试者内设计(n=43),参与者在感知“硬”强度下循环10分钟,没有VR(即没有PL - NPL)或VR低或高PL(即LPL或HPL)。NPL组的平均股四头肌疼痛明显低于LPL组(d=0.472)或HPL组(d=0.391)。在LPL条件下,平均循环性能显著提高。与传统的骑车(NPL)相比,在LPL条件下骑车,尽管疼痛更大,但运动表现更好。
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引用次数: 0
Designing Sound Synthesis Interfaces for Head-mounted Augmented Reality 为头戴式增强现实设计声音合成接口
Yichen Wang, Charles Martin
We report on designing a sound synthesis interface for a head-mounted augmented reality environment. The increased accessibility of augmented reality (AR) devices has incentivised the exploration of sound applications for music performance in computer music and other relevant communities. However, interaction affordances vary based on the specific AR device and thus implies different design considerations. In this poster, we present different interface prototypes for a frequency modulation synthesis system in the Microsoft HoloLens 2 and report our insights during the process of their developments.
我们报告了为头戴式增强现实环境设计一个声音合成接口。增强现实(AR)设备的日益普及激励了对计算机音乐和其他相关社区音乐表演的声音应用的探索。然而,交互能力因具体的AR设备而异,因此意味着不同的设计考虑。在这张海报中,我们展示了微软HoloLens 2中调频合成系统的不同接口原型,并报告了我们在开发过程中的见解。
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引用次数: 0
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
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
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
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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2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
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