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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
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。
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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
Heuristic Short-term Path Prediction for Spontaneous Human Locomotion in Virtual Open Spaces 虚拟开放空间人类自发运动的启发式短期路径预测
Christian Hirt, Marco Ketzel, Philip Graf, Christian Holz, A. Kunz
Redirected Walking (RDW) shrinks large virtual environments to fit small physical tracking spaces while supporting natural locomotion. Particularly in predictive RDW, one of the core concepts of RDW, algorithms rely on predicting users' future paths to adjust the induced redirection, which manipulates users' perception to deviate their physical paths from the intended virtual paths. Current path predictions either assume drastic simplifications or build on complex human locomotion models, which are inappropriate for real-time planning and thus not usable for RDW. Further, adapting existing predictive RDW algorithms to unconstrained open space exponentially increases their computational complexity, so that they are not applicable in real-time. In this work-in-progress paper, we discuss the currently prevalent issues of path prediction in RDW and propose simple yet flexible path prediction models that support dynamic virtual open spaces. Our proposed prediction models consist of two shapes: a drop shape represented by the lemniscate of Bernoulli and a sector shape. They define an area, in which linear and clothoidic walking trajectories will be investigated.
重定向行走(RDW)缩小了大型虚拟环境,以适应小型物理跟踪空间,同时支持自然运动。特别是在RDW的核心概念之一预测性RDW中,算法依靠预测用户未来的路径来调整诱导重定向,从而操纵用户的感知,使其物理路径偏离预期的虚拟路径。当前的路径预测要么进行了极大的简化,要么建立在复杂的人体运动模型之上,这些模型不适合实时规划,因此不适用于RDW。此外,将现有的预测RDW算法应用于无约束的开放空间会成倍地增加其计算复杂度,因此它们不适合实时应用。在这篇正在进行中的论文中,我们讨论了RDW中当前普遍存在的路径预测问题,并提出了支持动态虚拟开放空间的简单而灵活的路径预测模型。我们提出的预测模型由两种形状组成:由伯努利lemmniscate表示的水滴形状和扇形形状。它们定义了一个区域,在该区域内将研究线性和梭形行走轨迹。
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引用次数: 2
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
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
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
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
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
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
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2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
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