首页 > 最新文献

Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology最新文献

英文 中文
Enhancing In-game Immersion Using BCI-controlled Mechanics 使用bci控制机制增强游戏沉浸感
Mikołaj P. Woźniak, Piotr Sikorski, Magdalena Wróbel-Lachowska, Natalia Bartłomiejczyk, J. Dominiak, K. Grudzień, A. Romanowski
Due to multimodal approach, the virtual reality experiences become increasingly more immersive and entertaining. New control modalities, such as brain-computer interfaces (BCIs), enable the players to engage in the game with both their bodies and minds. In our work, we investigate the influence of employing BCI-driven mechanics on player’s in-game immersion. We designed and implemented an escape room-themed game which employed player’s mental states of focus and relaxation as input for selected game mechanisms. Through a between-subject user study, we found that controlling the game with mental states enhances the in-game immersion and attracts the player’s engagement. At the same time, using BCIs did not impose additional cognitive workload. Our work contributes qualitative insights on psychocognitive effects of using BCIs in gaming and describing immersive gaming experiences.
由于多模式的方法,虚拟现实体验变得越来越身临其境和娱乐。新的控制模式,如脑机接口(bci),使玩家能够用他们的身体和思想参与游戏。在我们的工作中,我们研究了使用bci驱动机制对玩家游戏沉浸感的影响。我们设计并执行了一款以密室逃生为主题的游戏,将玩家专注和放松的心理状态作为选择游戏机制的输入。通过跨主题用户研究,我们发现用心理状态控制游戏可以增强游戏沉浸感,吸引玩家的粘性。同时,使用脑机接口不会增加额外的认知负荷。我们的工作对在游戏中使用bci和描述沉浸式游戏体验的心理认知效果有定性的见解。
{"title":"Enhancing In-game Immersion Using BCI-controlled Mechanics","authors":"Mikołaj P. Woźniak, Piotr Sikorski, Magdalena Wróbel-Lachowska, Natalia Bartłomiejczyk, J. Dominiak, K. Grudzień, A. Romanowski","doi":"10.1145/3489849.3489862","DOIUrl":"https://doi.org/10.1145/3489849.3489862","url":null,"abstract":"Due to multimodal approach, the virtual reality experiences become increasingly more immersive and entertaining. New control modalities, such as brain-computer interfaces (BCIs), enable the players to engage in the game with both their bodies and minds. In our work, we investigate the influence of employing BCI-driven mechanics on player’s in-game immersion. We designed and implemented an escape room-themed game which employed player’s mental states of focus and relaxation as input for selected game mechanisms. Through a between-subject user study, we found that controlling the game with mental states enhances the in-game immersion and attracts the player’s engagement. At the same time, using BCIs did not impose additional cognitive workload. Our work contributes qualitative insights on psychocognitive effects of using BCIs in gaming and describing immersive gaming experiences.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125179821","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: 4
Virtual Reality platform for functional magnetic resonance imaging in ecologically valid conditions 虚拟现实平台在生态有效条件下的功能磁共振成像
Baptiste Gauthier, Louis Albert, R. Martuzzi, B. Herbelin, O. Blanke
Functional magnetic resonance Brain Imaging (fMRI) is a key non-invasive imaging technique for the study of human brain activity. Its millimetric spatial resolution is at the cost of several constraints: participants must remain static and experience artificial stimuli, making it difficult to generalize neuroscientific results to naturalistic and ecological conditions. Immersive Virtual Reality (VR) provides alternatives to such stimuli through simulation, but still requires an active first-person exploration of the environment to evoke a strong sense of presence in the virtual environment. Here, we report how to compensate for the inability to freely move in VR by leveraging on principles of embodiment for a virtual avatar, to eventually evoke a strong sense of presence with a minimal motion of the participant. We validated the functionality of the platform in a study where healthy participants performed several basic research tasks in an MR-specific immersive virtual environment. Our results show that our approach can lead to high sense of presence, strong body ownership, and sense of agency for a virtual avatar, with low movement-related MRI artifacts. Moreover, to exemplify the versatility of the platform, we reproduced several behavioral and fMRI results in the perceptual, motor, and cognitive domains. We discuss how to leverage such technology for neuroscience research and provide recommendations on efficient ways to implement and develop it successfully.
功能磁共振脑成像(fMRI)是研究人脑活动的一种关键的无创成像技术。其毫米级空间分辨率的代价是几个限制:参与者必须保持静态并经历人工刺激,这使得很难将神经科学结果推广到自然和生态条件。沉浸式虚拟现实(VR)通过模拟提供了这种刺激的替代方案,但仍然需要对环境进行积极的第一人称探索,以唤起在虚拟环境中的强烈存在感。在这里,我们报告如何通过利用虚拟化身的体现原则来补偿虚拟现实中无法自由移动的问题,最终以最小的参与者运动唤起强烈的存在感。我们在一项研究中验证了该平台的功能,在这项研究中,健康的参与者在核磁共振特定的沉浸式虚拟环境中执行了几项基本研究任务。我们的研究结果表明,我们的方法可以为虚拟化身带来高度的存在感、强烈的身体所有权和代理感,并且与运动相关的MRI伪影很低。此外,为了举例说明该平台的多功能性,我们重现了知觉、运动和认知领域的几个行为和功能磁共振成像结果。我们讨论了如何利用这种技术进行神经科学研究,并就如何有效地实施和开发它提供了建议。
{"title":"Virtual Reality platform for functional magnetic resonance imaging in ecologically valid conditions","authors":"Baptiste Gauthier, Louis Albert, R. Martuzzi, B. Herbelin, O. Blanke","doi":"10.1145/3489849.3489894","DOIUrl":"https://doi.org/10.1145/3489849.3489894","url":null,"abstract":"Functional magnetic resonance Brain Imaging (fMRI) is a key non-invasive imaging technique for the study of human brain activity. Its millimetric spatial resolution is at the cost of several constraints: participants must remain static and experience artificial stimuli, making it difficult to generalize neuroscientific results to naturalistic and ecological conditions. Immersive Virtual Reality (VR) provides alternatives to such stimuli through simulation, but still requires an active first-person exploration of the environment to evoke a strong sense of presence in the virtual environment. Here, we report how to compensate for the inability to freely move in VR by leveraging on principles of embodiment for a virtual avatar, to eventually evoke a strong sense of presence with a minimal motion of the participant. We validated the functionality of the platform in a study where healthy participants performed several basic research tasks in an MR-specific immersive virtual environment. Our results show that our approach can lead to high sense of presence, strong body ownership, and sense of agency for a virtual avatar, with low movement-related MRI artifacts. Moreover, to exemplify the versatility of the platform, we reproduced several behavioral and fMRI results in the perceptual, motor, and cognitive domains. We discuss how to leverage such technology for neuroscience research and provide recommendations on efficient ways to implement and develop it successfully.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123665496","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: 3
VRBT: A Non-pharmacological VR approach towards hypertension VRBT:一种治疗高血压的非药物VR方法
Yui Lo, Qinglan Shan, Jie Xu, L. Shao, Li Dong, Peiwu Qin, Yuhan Dong
Hypertension is a prevalent disease that is known to affect the vascular system especially to the people with poor living habits and lifestyles. Virtual reality (VR) is effective to interact with people to release their pressure and cheer them up, which however is less conducted towards manipulating blood pressure and hypertension. In this paper, we consider how hypertension can be treated with VR devices and design virtual reality river bathing therapy (VRBT) with respect to a combination of traditional methods through sensory stimulation, audio interventions, and motor training.
高血压是一种影响血管系统的常见病,尤其是生活习惯和生活方式不良的人群。虚拟现实(VR)可以有效地与人们互动,释放他们的压力,让他们振作起来,但在操纵血压和高血压方面却很少。在本文中,我们考虑了如何使用VR设备治疗高血压,并设计了虚拟现实河浴疗法(VRBT),通过感官刺激、音频干预和运动训练结合传统方法。
{"title":"VRBT: A Non-pharmacological VR approach towards hypertension","authors":"Yui Lo, Qinglan Shan, Jie Xu, L. Shao, Li Dong, Peiwu Qin, Yuhan Dong","doi":"10.1145/3489849.3489934","DOIUrl":"https://doi.org/10.1145/3489849.3489934","url":null,"abstract":"Hypertension is a prevalent disease that is known to affect the vascular system especially to the people with poor living habits and lifestyles. Virtual reality (VR) is effective to interact with people to release their pressure and cheer them up, which however is less conducted towards manipulating blood pressure and hypertension. In this paper, we consider how hypertension can be treated with VR devices and design virtual reality river bathing therapy (VRBT) with respect to a combination of traditional methods through sensory stimulation, audio interventions, and motor training.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122417662","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: 1
ALiSE: Non-wearable AR display through the looking glass, and what looks solid there 爱丽丝:透过镜子的非穿戴式增强现实显示,那里看起来是固体的
Hiroki Uchida, Takayuki Kawamura, Keito Kamimura, K. Zempo
With the Augmented Reality mirror display method using a half-mirror, there is a difference in the focal length between the mirror image and the AR image. Therefore, the observer perceives a mismatch in depth perception, which impairs usability. In this study, we developed an optical-reflection AR display, ALiSE (Augment Layer interweaved Semi-reflecting Existence), which enhances the depth perception experience of AR images by adding a gap zone with the same depth as the target depth between the display and the half-mirror. We conducted an experiment to view 3D objects and achieve virtual fitting using the existing AR with video synthesis and the proposed ALiSE method. As a result of the questionnaire survey, although the comfort of wearing virtual objects was below existing methods, we confirmed that the presence and solidity were superior with the proposed method to other approaches. This is an attempt to create a sense of the stereoscopic effect despite the 2D projection, as the object to be projected is simultaneously reflected in the mirror along with the observer themselves.
使用半镜像的增强现实镜像显示方法,镜像和AR图像之间的焦距存在差异。因此,观察者感知到深度感知的不匹配,这损害了可用性。在这项研究中,我们开发了一种光学反射AR显示器,ALiSE(增强层交织半反射存在),它通过在显示器和半镜子之间添加与目标深度相同深度的间隙区来增强AR图像的深度感知体验。我们进行了一个实验,使用现有的AR视频合成和提出的ALiSE方法来查看3D物体并实现虚拟试穿。通过问卷调查,虽然佩戴虚拟物体的舒适度低于现有的方法,但我们确认了该方法的存在性和坚固性优于其他方法。这是一种尝试,尽管是2D投影,但要创造一种立体效果,因为要投影的物体与观察者自己同时反射在镜子中。
{"title":"ALiSE: Non-wearable AR display through the looking glass, and what looks solid there","authors":"Hiroki Uchida, Takayuki Kawamura, Keito Kamimura, K. Zempo","doi":"10.1145/3489849.3489929","DOIUrl":"https://doi.org/10.1145/3489849.3489929","url":null,"abstract":"With the Augmented Reality mirror display method using a half-mirror, there is a difference in the focal length between the mirror image and the AR image. Therefore, the observer perceives a mismatch in depth perception, which impairs usability. In this study, we developed an optical-reflection AR display, ALiSE (Augment Layer interweaved Semi-reflecting Existence), which enhances the depth perception experience of AR images by adding a gap zone with the same depth as the target depth between the display and the half-mirror. We conducted an experiment to view 3D objects and achieve virtual fitting using the existing AR with video synthesis and the proposed ALiSE method. As a result of the questionnaire survey, although the comfort of wearing virtual objects was below existing methods, we confirmed that the presence and solidity were superior with the proposed method to other approaches. This is an attempt to create a sense of the stereoscopic effect despite the 2D projection, as the object to be projected is simultaneously reflected in the mirror along with the observer themselves.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122063537","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: 1
Technical Factors Affecting Augmented Reality User Experiences in Sports Spectating 影响体育观赛增强现实用户体验的技术因素
Wei Hong Lo, H. Regenbrecht, S. Zollmann
The maturity of augmented reality (AR) technology and research now paves the way for dissemination of AR outside of the laboratory. However, it is still under-explored which factors are influencing the user experience of an AR application. In this poster, we describe some of the technical factors that could influence the user experience. We focus on a use-case in the field of on-site sports spectating with mobile AR. We present a study design which analyzes the influence of latency, registration accuracy, and jitter as factors on AR user experience.
增强现实(AR)技术和研究的成熟现在为AR在实验室之外的传播铺平了道路。然而,哪些因素会影响AR应用程序的用户体验,目前还没有得到充分的研究。在这张海报中,我们描述了一些可能影响用户体验的技术因素。我们关注的是移动AR在现场体育观看领域的一个用例。我们提出了一个研究设计,分析了延迟、注册精度和抖动作为AR用户体验的影响因素。
{"title":"Technical Factors Affecting Augmented Reality User Experiences in Sports Spectating","authors":"Wei Hong Lo, H. Regenbrecht, S. Zollmann","doi":"10.1145/3489849.3489906","DOIUrl":"https://doi.org/10.1145/3489849.3489906","url":null,"abstract":"The maturity of augmented reality (AR) technology and research now paves the way for dissemination of AR outside of the laboratory. However, it is still under-explored which factors are influencing the user experience of an AR application. In this poster, we describe some of the technical factors that could influence the user experience. We focus on a use-case in the field of on-site sports spectating with mobile AR. We present a study design which analyzes the influence of latency, registration accuracy, and jitter as factors on AR user experience.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128432698","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
Actions, not gestures: contextualising embodied controller interactions in immersive virtual reality 行动,而不是手势:沉浸式虚拟现实中的具体控制器交互
J. Ratcliffe, Nick Ballou, L. Tokarchuk
Modern immersive virtual reality (IVR) often uses embodied controllers for interacting with virtual objects. However, it is not clear how we should conceptualise these interactions. They could be considered either gestures, as there is no interaction with a physical object; or as actions, given that there is object manipulation, even if it is virtual. This distinction is important, as literature has shown that in the physical world, action-enabled and gesture-enabled learning produce distinct cognitive outcomes. This study attempts to understand whether sensorimotor-embodied interactions with objects in IVR can cognitively be considered as actions or gestures. It does this by comparing verb-learning outcomes between two conditions: (1) where participants move the controllers without touching virtual objects (gesture condition); and (2) where participants move the controllers and manipulate virtual objects (action condition). We found that (1) users can have cognitively distinct outcomes in IVR based on whether the interactions are actions or gestures, with actions providing stronger memorisation outcomes; and (2) embodied controller actions in IVR behave more similarly to physical world actions in terms of verb memorization benefits.
现代沉浸式虚拟现实(IVR)通常使用具身控制器与虚拟对象进行交互。然而,尚不清楚我们应该如何概念化这些相互作用。它们可以被认为是手势,因为没有与物理对象的交互;或者作为行动,考虑到有对象操作,即使它是虚拟的。这种区别很重要,因为文献表明,在物理世界中,动作驱动和手势驱动的学习产生不同的认知结果。本研究试图了解在IVR中与对象的感觉运动体现的互动是否可以在认知上被视为动作或手势。它通过比较两种情况下的动词学习结果来做到这一点:(1)参与者在不接触虚拟物体的情况下移动控制器(手势条件);(2)参与者移动控制器并操纵虚拟物体(动作条件)。我们发现(1)基于交互是动作还是手势,用户在IVR中可以有不同的认知结果,动作提供更强的记忆结果;(2)就动词记忆效益而言,IVR中的具身控制器动作与物理世界中的动作表现更相似。
{"title":"Actions, not gestures: contextualising embodied controller interactions in immersive virtual reality","authors":"J. Ratcliffe, Nick Ballou, L. Tokarchuk","doi":"10.1145/3489849.3489892","DOIUrl":"https://doi.org/10.1145/3489849.3489892","url":null,"abstract":"Modern immersive virtual reality (IVR) often uses embodied controllers for interacting with virtual objects. However, it is not clear how we should conceptualise these interactions. They could be considered either gestures, as there is no interaction with a physical object; or as actions, given that there is object manipulation, even if it is virtual. This distinction is important, as literature has shown that in the physical world, action-enabled and gesture-enabled learning produce distinct cognitive outcomes. This study attempts to understand whether sensorimotor-embodied interactions with objects in IVR can cognitively be considered as actions or gestures. It does this by comparing verb-learning outcomes between two conditions: (1) where participants move the controllers without touching virtual objects (gesture condition); and (2) where participants move the controllers and manipulate virtual objects (action condition). We found that (1) users can have cognitively distinct outcomes in IVR based on whether the interactions are actions or gestures, with actions providing stronger memorisation outcomes; and (2) embodied controller actions in IVR behave more similarly to physical world actions in terms of verb memorization benefits.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128731736","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: 1
A Hat-shaped Pressure-Sensitive Multi-Touch Interface for Virtual Reality 一种用于虚拟现实的帽形压敏多点触控界面
Kazuki Sakata, B. Shizuki, I. Kawaguchi, Shin Takahashi
We developed a hat-shaped touch interface for virtual reality viewpoint control. The hat is made of conductive fabric and thus is lightweight. The user can touch, drag, and push the surface, enabling three-dimensional viewpoint control.
我们开发了一个用于虚拟现实视点控制的帽子状触摸界面。这顶帽子是由导电织物制成的,因此很轻。用户可以触摸、拖动和推动表面,从而实现三维视点控制。
{"title":"A Hat-shaped Pressure-Sensitive Multi-Touch Interface for Virtual Reality","authors":"Kazuki Sakata, B. Shizuki, I. Kawaguchi, Shin Takahashi","doi":"10.1145/3489849.3489909","DOIUrl":"https://doi.org/10.1145/3489849.3489909","url":null,"abstract":"We developed a hat-shaped touch interface for virtual reality viewpoint control. The hat is made of conductive fabric and thus is lightweight. The user can touch, drag, and push the surface, enabling three-dimensional viewpoint control.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128989455","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
Fusing Semantic Segmentation and Object Detection for Visual SLAM in Dynamic Scenes 动态场景下视觉SLAM的语义分割与目标检测融合
Peilin Yu, Chi Guo, Yang Liu, Huyin Zhang
The assumption of static scenes limits the performance of traditional visual SLAM. Many existing solutions adopt deep learning methods or geometric constraints to solve the problem of dynamic scenes, but these schemes are either low efficiency or lack of robustness to a certain extent. In this paper, we propose a solution combining object detection and semantic segmentation to obtain the prior contours of potential dynamic objects. With this prior information, geometric constraints techniques are utilized to assist with removing dynamic feature points. Finally, the evaluation with the public datasets demonstrates that our proposed method can improve the accuracy of pose estimation and robustness of visual SLAM with no efficiency loss in high dynamic scenarios.
静态场景的假设限制了传统视觉SLAM的性能。现有的许多解决方案采用深度学习方法或几何约束来解决动态场景问题,但这些方案要么效率低,要么在一定程度上缺乏鲁棒性。本文提出了一种结合目标检测和语义分割的方法来获取潜在动态目标的先验轮廓。利用这些先验信息,利用几何约束技术辅助去除动态特征点。最后,通过公共数据集的评估表明,该方法在高动态场景下可以提高视觉SLAM的姿态估计精度和鲁棒性,且没有效率损失。
{"title":"Fusing Semantic Segmentation and Object Detection for Visual SLAM in Dynamic Scenes","authors":"Peilin Yu, Chi Guo, Yang Liu, Huyin Zhang","doi":"10.1145/3489849.3489882","DOIUrl":"https://doi.org/10.1145/3489849.3489882","url":null,"abstract":"The assumption of static scenes limits the performance of traditional visual SLAM. Many existing solutions adopt deep learning methods or geometric constraints to solve the problem of dynamic scenes, but these schemes are either low efficiency or lack of robustness to a certain extent. In this paper, we propose a solution combining object detection and semantic segmentation to obtain the prior contours of potential dynamic objects. With this prior information, geometric constraints techniques are utilized to assist with removing dynamic feature points. Finally, the evaluation with the public datasets demonstrates that our proposed method can improve the accuracy of pose estimation and robustness of visual SLAM with no efficiency loss in high dynamic scenarios.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123868604","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: 1
Evaluating the influence of interaction technology on procedural learning using Virtual Reality 评价交互技术对虚拟现实程序性学习的影响
Sylvain Noblecourt, Geoffrey Bourgoin, Vincent Havard, D. Baudry
Within the context of industry 4.0, this paper studies the influence of interaction technology (Vive controller and Knuckles) on manufacturing assembly procedural training using Virtual Reality. To do so, an experiment with 24 volunteers have been conducted and these participants have been separated in two groups: one using Vive controller and the other using Knuckles. Our conclusions are based on two indicators: Time to realize all tasks and the number of manipulations. This study shows that, after get used to, volunteers using Knuckles are faster than the other group but for some very delicate tasks, they need more manipulations to succeed.
在工业4.0的背景下,本文研究了交互技术(Vive控制器和Knuckles)对虚拟现实制造装配过程培训的影响。为此,我们对24名志愿者进行了一项实验,这些参与者被分成两组:一组使用Vive控制器,另一组使用Knuckles。我们的结论是基于两个指标:实现所有任务的时间和操作的数量。这项研究表明,在习惯了指关节之后,使用指关节的志愿者比另一组更快,但对于一些非常微妙的任务,他们需要更多的操作才能成功。
{"title":"Evaluating the influence of interaction technology on procedural learning using Virtual Reality","authors":"Sylvain Noblecourt, Geoffrey Bourgoin, Vincent Havard, D. Baudry","doi":"10.1145/3489849.3489918","DOIUrl":"https://doi.org/10.1145/3489849.3489918","url":null,"abstract":"Within the context of industry 4.0, this paper studies the influence of interaction technology (Vive controller and Knuckles) on manufacturing assembly procedural training using Virtual Reality. To do so, an experiment with 24 volunteers have been conducted and these participants have been separated in two groups: one using Vive controller and the other using Knuckles. Our conclusions are based on two indicators: Time to realize all tasks and the number of manipulations. This study shows that, after get used to, volunteers using Knuckles are faster than the other group but for some very delicate tasks, they need more manipulations to succeed.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"517 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116238810","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: 1
The Effect of Increased Body Motion in Virtual Reality on a Placement-Retrieval Task 虚拟现实中增加身体运动对放置-检索任务的影响
Thibault Friedrich, Arnaud Prouzeau, Michael J. McGuffin
Previous work has shown that increased effort and use of one’s body can improve memory. When positioning windows inside a virtual reality, does the use of a larger volume, and using one’s legs to move around, improve ability to later find the windows? The results of our experiment indicate there can be a modest benefit for spatial memory and retrieval time, but at the cost of increased time spent initially positioning the windows.
先前的研究表明,增加努力和使用一个人的身体可以提高记忆力。当在虚拟现实中定位窗户时,是否使用更大的体积,并使用一个人的腿来移动,提高以后找到窗户的能力?我们的实验结果表明,空间记忆和检索时间可能有一定的好处,但代价是最初定位窗口所花费的时间增加。
{"title":"The Effect of Increased Body Motion in Virtual Reality on a Placement-Retrieval Task","authors":"Thibault Friedrich, Arnaud Prouzeau, Michael J. McGuffin","doi":"10.1145/3489849.3489888","DOIUrl":"https://doi.org/10.1145/3489849.3489888","url":null,"abstract":"Previous work has shown that increased effort and use of one’s body can improve memory. When positioning windows inside a virtual reality, does the use of a larger volume, and using one’s legs to move around, improve ability to later find the windows? The results of our experiment indicate there can be a modest benefit for spatial memory and retrieval time, but at the cost of increased time spent initially positioning the windows.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126205308","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: 3
期刊
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1