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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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An XR-based Approach to Safe Human-Robot Collaboration 基于x射线的安全人机协作方法
S. Choi, Kyeong-Beom Park, D. Roh, Jae Yeol Lee, Yalda Ghasemi, Heejin Jeong
It is crucial to prevent safety accidents for human-robot collaboration. This study proposes an extended reality (XR) approach to safe HRC by calculating the minimum distance between the human operator and robot in real time. The proposed approach scans the real environment with multiple sensors and constructs its virtual space in XR. The virtual robot is synchronized with the real robot by matching the point cloud of real environment with that of the virtual robot. This system can effectively provide task assistance and safety information to the user wearing an XR device.
预防人机协作的安全事故至关重要。本研究提出了一种扩展现实(XR)方法,通过实时计算操作员与机器人之间的最小距离来实现安全HRC。该方法利用多传感器对真实环境进行扫描,并在XR中构建其虚拟空间。通过将真实环境中的点云与虚拟机器人的点云进行匹配,实现虚拟机器人与真实机器人的同步。该系统可以有效地为佩戴XR设备的用户提供任务辅助和安全信息。
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引用次数: 0
Emotional Support Companions in Virtual Reality 虚拟现实中的情感支持同伴
Linda Graf, Sophie Abramowski, Melina Baßfeld, Kirsten Gerschermann, Marius Grießhammer, Leslie Scholemann, M. Masuch
According to social psychological models, the presence of another person or even a virtual character in stressful situations can have stress-reducing effects. Thereby, the outcome can depend on the congruency between one's mood and the perceived mood of the other person. This dependence guides the design of VR applications for stress reduction, which use different virtual companion designs depending on the emotional state of individual users. This paper describes an ongoing design and development process towards such an emotionally supportive companion and shares initial results con-cerning the perception and stress-reducing effects of positively- and negatively-minded companions.
根据社会心理学模型,在有压力的情况下,另一个人甚至是虚拟角色的存在都能起到减压的作用。因此,结果可能取决于一个人的情绪和感知到的另一个人的情绪之间的一致性。这种依赖性指导了VR应用程序的设计,以减轻压力,根据个人用户的情绪状态使用不同的虚拟伴侣设计。本文描述了这种情感支持伴侣的持续设计和开发过程,并分享了关于积极和消极思想伴侣的感知和减轻压力效果的初步结果。
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引用次数: 2
If I Share with you my Perspective, Would you Share your Data with me? 如果我和你分享我的观点,你会和我分享你的数据吗?
T. Song, U. Eck, N. Navab
Real-time 3D reconstruction using multiple RGBD cameras and their online transmission facilitates the adoption of mixed reality telepresence. However, such a system can only cover a limited volume, and increasing the number of RGBD cameras is unfeasible due to setup complexity and space constraints. To address this issue, we present the concept of Dynamic 3D View Sharing, which complements the views of a 3D reconstruction system by the dynamic view of the user's HMD. Here, we present a markerless calibration method integrating these two seamlessly into the mixed reality telepresence systems without disrupting the current workflow.
使用多个RGBD相机进行实时三维重建及其在线传输促进了混合现实远程呈现的采用。然而,这样的系统只能覆盖有限的体积,并且由于设置复杂性和空间限制,增加RGBD相机的数量是不可行的。为了解决这个问题,我们提出了动态3D视图共享的概念,它通过用户HMD的动态视图来补充3D重建系统的视图。在这里,我们提出了一种无标记的校准方法,将这两者无缝地集成到混合现实远程呈现系统中,而不会破坏当前的工作流程。
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引用次数: 3
Design of Mentally and Physically Demanding Tasks as Distractors of Rotation Gains 精神和体力要求高的任务作为旋转增益干扰物的设计
Daniel Neves Coelho, Frank Steinicke, E. Langbehn
Redirected walking enables natural walking in virtual reality under the constraints of limited physical space by manipulating position and orientation of the user. One such manipulation method are rotation gains which decouple real and virtual head turning. When reaching a boundary of the tracking space, the user's orientation can be reset by applying a rotation gain and forcing the user to do a certain task that requires head rotations. To identify what kind of tasks are best suited to mask the redirection, four tasks were designed that differentiate in their amount of mentally and physically demand: a spatial memory task, a verbal memory task, a physically exhausting task and a task which requires physical skill. A first pilot study was conducted to evaluate the influence that the different task categories have on the redirection awareness. The results showed overall low redirection detection rates, with the physically exhausting task being the least noticeable, whilst the physical skill task was detected the most, and the mentally demanding tasks in between. Although no clear distinction regarding the redirection awareness between mentally and physically demanding tasks could be shown, the insights gained from this work and the study, can be used to improve future implementations of rotation tasks.
重定向行走是在有限的物理空间约束下,通过操纵用户的位置和方向,实现虚拟现实中的自然行走。其中一种操作方法是旋转增益,它将真实和虚拟的头部旋转分离开来。当到达跟踪空间的边界时,可以通过应用旋转增益并强制用户执行需要头部旋转的特定任务来重置用户的方向。为了确定什么样的任务最适合掩盖重定向,设计了四个任务,它们在精神和身体上的需求不同:空间记忆任务,言语记忆任务,体力消耗任务和需要身体技能的任务。进行了第一次试点研究,以评估不同任务类别对重定向意识的影响。结果显示,重定向检测率总体较低,体力消耗任务最不明显,而体力技能任务检测率最高,脑力要求较高的任务介于两者之间。虽然在精神和体力要求高的任务之间的重定向意识方面没有明显的区别,但从这项工作和研究中获得的见解可用于改进未来轮换任务的实施。
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引用次数: 1
How Late is Too Late? Effects of Network Latency on Audio-Visual Perception During AR Remote Musical Collaboration 多晚才算太晚?网络延迟对AR远程音乐协作中视听感知的影响
Torin Hopkins, Suibi Che-Chuan Weng, Rishi Vanukuru, Emma Wenzel, Amy Banic, E. Do
Networked Musical Collaboration requires near-instantaneous net-work transmission for successful real-time collaboration. We studied the way changes in network latency affect participants' auditory and visual perception in latency detection, as well as latency tolerance in AR. Twenty-four participants were asked to play a hand drum with a prerecorded remote musician rendered as an avatar in AR at different levels of audio-visual latency. We analyzed the subjective responses of the participants from each session. Results suggest a minimum noticeable delay value between 160 milliseconds (ms) and 320 ms, as well as no upper limit to audio-visual delay tolerance.
网络音乐协作需要近乎瞬时的网络传输才能实现成功的实时协作。我们研究了网络延迟的变化如何影响参与者在延迟检测中的听觉和视觉感知,以及AR中的延迟容忍。24名参与者被要求在不同程度的视听延迟下与预先录制的远程音乐家一起演奏手鼓。我们分析了每个阶段参与者的主观反应。结果表明,最小延迟值在160毫秒(ms)和320毫秒之间,并且视听延迟容忍没有上限。
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引用次数: 2
The Immediate and Retained Effects of One-time Virtual Reality Exposure on Intercultural Sensitivity 一次性虚拟现实暴露对跨文化敏感性的直接和持续影响
R. Li, Angel Lo Lo Kon, J. So, H. H. Ip
This study aims to investigate the immediate and retained effects of one-time virtual reality (VR) exposure on intercultural sensitivity (IS) and identify the contributing factors. Three virtual scenarios about the ethnic minorities in Hong Kong were created for the empirical study. The longitudinal results involving 30 participants (15M 15F) showed that both the immediate and retained effects of the one-time VR exposure on IS were significant. Moreover, linear growth curve models suggested that among the female participants, presence and emotional empathy were closely associated with the change of IS over time, but this relation was not significant among the males.
本研究旨在探讨一次性虚拟现实(VR)暴露对跨文化敏感性(IS)的直接和持续影响,并确定影响因素。为了进行实证研究,我们创建了三个关于香港少数族裔的虚拟场景。涉及30名参与者(15M - 15F)的纵向结果显示,一次性VR暴露对IS的即时和持续影响都是显著的。此外,线性增长曲线模型显示,在女性被试中,在场和情感共情与IS随时间的变化密切相关,而在男性被试中这种关系不显著。
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引用次数: 0
Exploring How, for Whom and in Which Contexts Extended Reality Training 'Works' in Upskilling Healthcare Workers: A Realist Review 探索扩展现实培训如何,为谁以及在何种背景下“工作”,以提高医疗工作者的技能:现实主义评论
N. Gasteiger, S. Veer, P. Wilson, D. Dowding
Extended reality (XR), including virtual reality (VR) and augmented reality (AR) may overcome barriers to training healthcare workers, such as resource constraints. However, the effectiveness of XR training is disputed and not well understood. Our realist review explores how, for whom and in what contexts AR and VR training 'works' in upskilling healthcare workers. Eighty papers informed our program theory, while 46 empirical studies tested/refined it. We conclude that XR triggers perceptions of realism and deep immersion, and enables visualization, interactive learning, enhancement of skills and repeated practice within a safe learning environment, consequently bettering skills, learning/knowledge and learner satisfaction.
扩展现实(XR),包括虚拟现实(VR)和增强现实(AR),可以克服培训医护人员的障碍,例如资源限制。然而,XR培训的有效性是有争议的,也没有得到很好的理解。我们的现实主义回顾探讨了AR和VR培训如何,为谁以及在什么背景下“工作”,以提高医疗工作者的技能。80篇论文为我们的程序理论提供了信息,46篇实证研究对其进行了检验/完善。我们的结论是,XR激发了真实感和深度沉浸感,并在安全的学习环境中实现了可视化、互动学习、技能增强和重复练习,从而提高了技能、学习/知识和学习者满意度。
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引用次数: 0
Learning Environments in AR: Comparing Tablet and Head-mounted Augmented Reality Devices at Room and Table Scale AR中的学习环境:比较平板电脑和头戴式增强现实设备在房间和桌子的规模
Paul Craig, P. Willemsen, Edward Downs, Alex Lover, William Barber
This paper presents work to examine how presentation scale and device form factor may affect learning in augmented reality (AR) en-vironments. We conducted a 2 (form factor) x 2 (scale) experiment in which 131 participants explored an AR learning environment using either tablet AR or a Hololens2 crossed with either full room scale or at table scale. Dependent variables measured participants declarative knowledge about information acquired in the environ-ment as well as their understanding of spatial layout. Initial analysis suggests comparable outcomes across all manipulations with respect to acquiring declarative and spatial knowledge.
本文介绍了研究演示规模和设备形状因素如何影响增强现实(AR)环境中的学习的工作。我们进行了一项2(外形尺寸)x 2(规模)的实验,其中131名参与者使用平板AR或Hololens2与全房间或桌子规模交叉探索AR学习环境。因变量测量了参与者在环境中获得的信息的陈述性知识以及他们对空间布局的理解。初步分析表明,在获取陈述性和空间知识方面,所有操作的结果都是相似的。
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引用次数: 0
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
[DC] Dynamic facial expressions on virtual humans for virtual reality (VR) mental health therapy [DC]虚拟人动态面部表情用于虚拟现实(VR)心理健康治疗
Shu Wei
This PhD research aims to implement dynamic facial expressions on virtual humans and explore their potential to enhance the efficacy of virtual reality (VR) mental health therapy. A systematic review of virtual humans in mental health VR indicated that only around 10% of applications used dynamic facial expressions. The potential of virtual humans' emotion richness is understudied and it is unclear how the facial expressions affect the individuals in VR. Therefore, we will focus on understanding people's behavioural, physiological, and psychological reactions toward facial-animated humans in VR experimental studies. The first study examines whether particular non-verbal behaviours can enhance people's therapy engagement, by applying warm facial expressions and head nods on a virtual coach. Future experiments will further look at individuals' interpretations of facial expressions on virtual crowds and the virtual infant. This research will explore how best to use facial expressions to facilitate VR therapy through the practice of psychiatric research, VR programming and 3D animation.
本博士研究旨在对虚拟人实施动态面部表情,并探索其潜力,以增强虚拟现实(VR)心理健康治疗的疗效。对心理健康VR中虚拟人的系统回顾表明,只有约10%的应用程序使用动态面部表情。虚拟人类情感丰富的潜力尚未得到充分研究,目前尚不清楚面部表情如何影响虚拟现实中的个体。因此,我们将重点了解人们在VR实验研究中对面部动画人类的行为、生理和心理反应。第一项研究考察了特定的非语言行为是否可以通过对虚拟教练施加温暖的面部表情和点头来提高人们的治疗参与度。未来的实验将进一步研究个体对虚拟人群和虚拟婴儿面部表情的解读。本研究将通过精神病学研究、VR编程和3D动画的实践,探索如何最好地利用面部表情来促进VR治疗。
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引用次数: 0
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2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
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