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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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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
Omnidirectional Neural Radiance Field for Immersive Experience 全方位神经辐射场沉浸式体验
Qiaoge Li, Itsuki Ueda, Chun Xie, Hidehiko Shishido, I. Kitahara
This paper proposes a method using only RGB information from multiple captured panoramas to provide an immersive observing experience for real scenes. We generated an omnidirectional neural radiance field by adopting the Fibonacci sphere model for sampling rays and several optimized positional encoding approaches. We tested our method on synthetic and real scenes and achieved satisfying empirical performance. Our result makes the immersive continuous free-viewpoint experience possible.
本文提出了一种仅使用来自多个捕获全景图的RGB信息来为真实场景提供沉浸式观察体验的方法。采用斐波那契球模型和几种优化的位置编码方法,生成了一个全向神经辐射场。我们在合成场景和真实场景上进行了测试,取得了令人满意的经验性能。我们的结果使沉浸式连续自由视点体验成为可能。
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引用次数: 1
[Copyright notice] (版权)
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引用次数: 0
Who do you look like? - Gaze-based authentication for workers in VR 你长得像谁?-基于注视的VR工作人员认证
Karina LaRubbio, Jeremiah Wright, Brendan David-John, A. Enqvist, Eakta Jain
Behavior-based authentication methods are actively being developed for XR. In particular, gaze-based methods promise continuous au-thentication of remote users. However, gaze behavior depends on the task being performed. Identification rate is typically highest when comparing data from the same task. In this study, we compared authentication performance using VR gaze data during random dot viewing, 360-degree image viewing, and a nuclear training simu-lation. We found that within-task authentication performed best for image viewing (72%). The implication for practitioners is to integrate image viewing into a VR workflow to collect gaze data that is viable for authentication.
基于行为的身份验证方法正在为XR积极开发。特别是,基于注视的方法承诺对远程用户进行持续的身份验证。然而,凝视行为取决于正在执行的任务。在比较来自同一任务的数据时,识别率通常最高。在这项研究中,我们比较了在随机点观看、360度图像观看和核训练模拟中使用VR凝视数据的认证性能。我们发现任务内认证在图像查看方面表现最好(72%)。对于从业者来说,这意味着将图像观看集成到VR工作流程中,以收集可用于身份验证的凝视数据。
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引用次数: 1
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
Simulating Wind Tower Construction Process for Virtual Construction Safety Training and Active Learning 模拟风塔施工过程的虚拟施工安全培训与主动学习
Wanwan Li, B. Esmaeili, L. Yu
The growth of the wind energy industry in the United States has been remarkable; however, despite its significance and installation capacity, wind energy investments such as wind turbines and wind farms involve various safety risks. To increase awareness of construction workers regarding hazards associated, one needs to develop engaging training programs. Therefore, to address this emergent need, we develop a realistic simulation of the wind tower construction process in an immersive virtual reality environment aiming at informing workers of the general safety and health hazards associated with the critical processes used in constructing, maintaining, and demolishing wind towers.
美国风能产业的增长是显著的;然而,尽管其重要性和安装容量,风力涡轮机和风力发电场等风能投资涉及各种安全风险。为了提高建筑工人对相关危险的认识,需要制定有吸引力的培训计划。因此,为了解决这一紧急需求,我们在沉浸式虚拟现实环境中开发了风塔建设过程的逼真模拟,旨在告知工人与建造、维护和拆除风塔的关键过程相关的一般安全和健康危害。
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引用次数: 1
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
Understanding the Capabilities of the HoloLens 1 and 2 in a Mixed Reality Environment for Direct Volume Rendering with a Ray-casting Algorithm 了解HoloLens 1和2在混合现实环境中使用光线投射算法进行直接体渲染的能力
Hoijoon Jung, Younhyun Jung, Jinman Kim
Direct volume rendering (DVR) is a standard technique for visualizing scientific volumetric data in three-dimension (3D). Utilizing current mixed reality head-mounted displays (MR-HMDs), the DVR can be displayed as a 3D hologram that can be superimposed on the original ‘physical’ object, offering supplementary x-ray visions showing its interior features. These MR-MHDs are stimulating innovations in a range of scientific application fields, yet their capabilities on DVR have yet to be thoroughly investigated. In this study, we explore a key requirement of rendering latency capability for MR - HMDs by proposing a benchmark application with 5 volumes and 30 rendering parameter variations.
直接体绘制(DVR)是一种用于科学体数据三维可视化的标准技术。利用当前的混合现实头戴式显示器(mr - hmd), DVR可以显示为3D全息图,可以叠加在原始的“物理”物体上,提供补充的x射线视觉,显示其内部特征。这些mr - mhd正在推动一系列科学应用领域的创新,但它们在DVR上的能力尚未得到彻底的研究。在这项研究中,我们通过提出一个具有5个卷和30个渲染参数变化的基准应用程序来探索MR - hmd渲染延迟能力的关键需求。
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引用次数: 1
Toward Using Multi-Modal Machine Learning for User Behavior Prediction in Simulated Smart Home for Extended Reality 基于多模态机器学习的扩展现实模拟智能家居用户行为预测研究
Powen Yao, Yu Hou, Yuan He, Da Cheng, Huanpu Hu, Michael Zyda
In this work, we propose a multi-modal approach to manipulate smart home devices in a smart home environment simulated in virtual reality (VR). We determine the user's target device and the desired action by their utterance, spatial information (gestures, positions, etc.), or a combination of the two. Since the information contained in the user's utterance and the spatial information can be disjoint or complementary to each other, we process the two sources of information in parallel using our array of machine learning models. We use ensemble modeling to aggregate the results of these models and enhance the quality of our final prediction results. We present our preliminary architecture, models, and findings.
在这项工作中,我们提出了一种在虚拟现实(VR)模拟的智能家居环境中操作智能家居设备的多模态方法。我们通过用户的话语、空间信息(手势、位置等)或两者的结合来确定用户的目标设备和期望的动作。由于用户话语中包含的信息和空间信息可以不相交或互补,因此我们使用我们的机器学习模型阵列并行处理这两个信息源。我们使用集成建模来聚合这些模型的结果,并提高最终预测结果的质量。我们介绍了我们的初步架构、模型和发现。
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引用次数: 0
Web XR User Interface Study in Designing 3D Layout Framework in Static Websites 静态网站三维布局框架设计中的Web XR用户界面研究
Yongkang Xing, J. Shell, Conor Fahy, Congyuan Wen, Zheng Da, Ho-Yan Kwan
With computer technology rapidly expanding out in recent years, there is a significant trend that Virtual Reality, Augmented Reality, and Mixed Reality technologies turn into the public. The paper describes Web Extended Reality (XR) and its current circumstance. The research discussed the advantages of web componentization and Page Builder System, which is the famous framework for web componentization. Furthermore, the research analyzes the characteristic of XR. The research designs the Web XR User Interface principles with XR characteristics and componentization design. The principles cover three aspects include main content, scrollbar, and navigation. The research develops the prototype to examine the concept. The prototype shows that the UI principles can provide an immersive user experience. The paper indicates the possible future view based on the design study.
近年来,随着计算机技术的迅速发展,虚拟现实、增强现实和混合现实技术有了显著的发展趋势。本文介绍了Web扩展现实(XR)及其发展现状。本研究讨论了web组件化的优点和著名的web组件化框架Page Builder System。在此基础上,分析了XR的特性。本研究结合XR特性和组件化设计,设计了Web XR用户界面原理。这些原则包括主要内容、滚动条和导航三个方面。本研究开发了原型来检验这一概念。原型表明,UI原则可以提供沉浸式用户体验。在设计研究的基础上,提出了可能的未来展望。
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2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
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