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

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A Perceptual Evaluation of the Ground Inclination with a Simple VR Walking Platform 基于简易VR行走平台的地面倾斜度感知评价
Keito Morisaki, Wataru Wakita
We evaluate how highly realistic the inclination of the ground can be perceived with our simple VR walking platform. Firstly we prepared seven maps with different ground inclinations of -30 to 30 degrees and every 10 degrees. Then we conducted a perception experiment of the inclination feeling with each of the treadmill and our proposed platform, and questionnaire evaluation about the presence, the fatigue, and the exhilaration. As a result, it was clarified that even if our proposed platform is used, not only the feeling of presence equivalent to that of the treadmill can be felt, but also the inclination of the ground up and down can be perceived.
我们用简单的VR行走平台来评估地面倾斜的逼真程度。首先,我们准备了7张地图,不同的地面倾角为-30到30度,每10度。然后,我们对每个跑步机和我们提出的平台进行了倾斜感的感知实验,并对存在感、疲劳感和兴奋感进行了问卷评估。结果表明,即使使用我们提出的平台,不仅可以感受到相当于跑步机的存在感,还可以感受到地面上下的倾斜。
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引用次数: 0
Perceived Realism of Pedestrian Crowds Trajectories in VR VR中行人人群轨迹的感知真实感
D. Giunchi, Riccardo Bovo, Panayiotis Charalambous, F. Liarokapis, A. Shipman, Stuart James, A. Steed, T. Heinis
Crowd simulation algorithms play an essential role in populating Virtual Reality (VR) environments with multiple autonomous humanoid agents. The generation of plausible trajectories can be a significant computational cost for real-time graphics engines, especially in untethered and mobile devices such as portable VR devices. Previous research explores the plausibility and realism of crowd simulations on desktop computers but fails to account the impact it has on immersion. This study explores how the realism of crowd trajectories affects the perceived immersion in VR. We do so by running a psychophysical experiment in which participants rate the realism of real/synthetic trajectories data, showing similar level of perceived realism.
人群仿真算法在虚拟现实(VR)环境中具有重要的作用。对于实时图像引擎来说,生成合理的轨迹可能是一项巨大的计算成本,特别是在便携式VR设备等非固定和移动设备中。之前的研究探讨了桌面电脑上人群模拟的合理性和真实性,但没有考虑到它对沉浸感的影响。本研究探讨了人群轨迹的现实性如何影响VR中的感知沉浸感。为此,我们进行了一项心理物理实验,让参与者对真实/合成轨迹数据的真实性进行评估,结果显示出相似的感知真实性水平。
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引用次数: 1
ImNDT: Immersive Workspace for the Analysis of Multidimensional Material Data From Non-Destructive Testing ImNDT:用于分析来自无损检测的多维材料数据的沉浸式工作空间
Alexander Gall, E. Gröller, C. Heinzl
An analysis of large multidimensional volumetric data as generated by non-destructive testing (NDT) techniques, e.g., X-ray computed tomography (XCT), can hardly be evaluated using standard 2D visualization techniques on desktop monitors. The analysis of fiber-reinforced polymers (FRPs) is currently a time-consuming and cognitively demanding task, as FRPs have a complex spatial structure, consisting of several hundred thousand fibers, each having more than twenty different extracted features. This paper presents ImNDT, a novel visualization system, which offers material experts an immersive exploration of multidimensional secondary data of FRPs. Our system is based on a virtual reality (VR) head-mounted device (HMD) to enable fluid and natural explorations through embodied navigation, the avoidance of menus, and manual mode switching. We developed immersive visualization and interaction methods tailored to the characterization of FRPs, such as a Model in Miniature, a similarity network, and a histo-book. An evaluation of our techniques with domain experts showed advantages in discovering structural patterns and similarities. Especially novices can strongly benefit from our intuitive representation and spatial rendering.
对非破坏性检测(NDT)技术(如x射线计算机断层扫描(XCT))产生的大型多维体积数据的分析,很难使用桌面监视器上的标准二维可视化技术进行评估。纤维增强聚合物(frp)的分析目前是一项耗时且需要认知能力的任务,因为frp具有复杂的空间结构,由数十万根纤维组成,每根纤维都有20多种不同的提取特征。本文介绍了一种新颖的可视化系统ImNDT,它为材料专家提供了一个沉浸式的frp多维二次数据探索。我们的系统基于虚拟现实(VR)头戴式设备(HMD),通过嵌入式导航,避免菜单和手动模式切换,实现流畅和自然的探索。我们开发了针对frp特征定制的沉浸式可视化和交互方法,如微型模型、相似网络和历史书。领域专家对我们的技术进行了评估,显示出在发现结构模式和相似性方面的优势。特别是新手可以从我们的直观表现和空间渲染中受益匪浅。
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引用次数: 3
GazeMOOC: A Gaze Data Driven Visual Analytics System for MOOC with XR Content GazeMOOC:基于XR内容的MOOC注视数据驱动视觉分析系统
Hao Wang, Yaqi Xie, Mingqi Wen, Zhuo Yang
MOOC is widely used and more popular after COVID-19.In order to improve the learning effect, MOOC is evolving with XR technologies such as avatars, virtual scenes and experiments. This paper proposes a novel visual analytics system GazeMOOC, that can evaluate learners’ learning engagement in MOOC with XR content. For same MOOC content, gaze data of all learners are recorded and clustered. By differentiating gaze data of distracted learners and active learners, GazeMOOC can help evaluate MOOC content and learners’ learning engagement.
新型冠状病毒疫情后,MOOC被广泛使用,更加流行。为了提高学习效果,MOOC正在借助虚拟化身、虚拟场景、实验等XR技术不断发展。本文提出了一种新的可视化分析系统GazeMOOC,它可以评估学习者在XR内容的MOOC中的学习参与度。对于相同的MOOC内容,对所有学习者的注视数据进行记录和聚类。通过区分分心学习者和主动学习者的注视数据,GazeMOOC可以帮助评估MOOC内容和学习者的学习参与度。
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引用次数: 1
Table-Based Interactive System for Augmenting Japanese Food Culture Experience 增强日本饮食文化体验的桌面互动系统
Kei Kobayashi, Kazuma Nagata, Junichi Hoshino
Washoku, traditional Japanese food culture, was evaluated as a social custom for food that embodies the Japanese spirit of respect for nature and was registered as a UNESCO Intangible Cultural Heritage in 2013. However, an actual meal is limited to taste and visual information such as taste, ingredients, tableware, and arrangements; it is difficult to become thoroughly familiar with the cultural characteristics of Japanese cuisine. This study achieved a system that conveys the characteristics of Japanese cuisine, such as the importance of seasonality and ingredients, by displaying the cultural background related to food in text form. The natural environment is projected by a projector on a table, and seasons progress as the meal advances. The food was created in consultation with the chef to be suitable for the system. The users who participated in our survey and experienced the system were conveyed that Japanese cuisine is supported by the richness and seasons of nature and that it also affects traditional events.
日本传统饮食文化“和食”被评价为体现日本人尊重自然精神的饮食社会习俗,并于2013年被联合国教科文组织(UNESCO)列为非物质文化遗产。然而,一顿真正的饭仅限于味道和视觉信息,如味道、配料、餐具和安排;要完全熟悉日本料理的文化特点是很困难的。本研究通过以文字的形式展示与食物相关的文化背景,实现了一个传达日本料理的特点,如季节性和食材的重要性的系统。餐桌上的投影仪投射出自然环境,随着用餐的推进,季节也在变化。这些食物是在与厨师协商后制作的,以适合该系统。参与我们的调查并体验了该系统的用户被告知,日本料理受到大自然的丰富和季节的支持,它也影响了传统活动。
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引用次数: 1
3D Printing an Accessory Dock for XR Controllers and its Exemplary Use as XR Stylus 3D打印XR控制器配件底座及其作为XR触控笔的示范使用
Florian Kern, M. Popp, Peter Kullmann, Elisabeth Ganal, Marc Erich Latoschik
This article introduces the accessory dock, a 3D printed multi-purpose extension for consumer-grade XR controllers that enables flexible mounting of self-made and commercial accessories. The uniform design of our concept opens new opportunities for XR systems being used for more diverse purposes, e.g., researchers and practitioners could use and compare arbitrary XR controllers within their experiments while ensuring access to buttons and battery housing. As a first example, we present a stylus tip accessory to build an XR Stylus, which can be directly used with frameworks for handwriting, sketching, and UI interaction on physically aligned virtual surfaces. For new XR controllers, we provide instructions on how to adjust the accessory dock to the controller’s form factor. A video tutorial for the construction and the source files for 3D printing are publicly available for reuse, replication, and extension (https://go.uniwue.de/hci-otss-accessory-dock).
本文介绍了配件底座,这是一种用于消费级XR控制器的3D打印多用途扩展,可以灵活安装自制和商用配件。我们概念的统一设计为XR系统用于更多样化的目的开辟了新的机会,例如,研究人员和从业者可以在他们的实验中使用和比较任意XR控制器,同时确保访问按钮和电池外壳。作为第一个例子,我们提供了一个触控笔尖端配件来构建一个XR触控笔,它可以直接与框架一起使用,用于在物理对齐的虚拟表面上进行手写、素描和UI交互。对于新的XR控制器,我们提供了关于如何根据控制器的外形因素调整附件底座的说明。用于构建的视频教程和3D打印的源文件可供重用,复制和扩展(https://go.uniwue.de/hci-otss-accessory-dock)。
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引用次数: 3
Immersive Analytics: A User-Centered Perspective 沉浸式分析:以用户为中心的视角
Payod Panda, Byungsoo Kim, Sana Behnam-Asl, Elif Sener
Researchers have explored using VR and 3D data visualizations for analyzing and presenting data for several decades. Surveys of the literature in the field usually adopt a technical or systemic lens. We propose a survey of the Immersive Analytics literature from the user’s perspective that relates the purpose of the visualization to its technical qualities. We present our preliminary review to describe how device technologies, kinds of representation, collaborative features, and research design have been utilized to accomplish the purpose of the visualization. This poster demonstrates our preliminary investigation, inviting feedback from the VRST community. Our hope is the final version of our review will benefit designers, developers, and practitioners who want to implement immersive visualizations from a Human-Centered Design perspective, and help Immersive Analytics researchers get a better understanding of the gaps in current literature.
几十年来,研究人员一直在探索使用VR和3D数据可视化来分析和呈现数据。该领域的文献调查通常采用技术或系统的视角。我们建议从用户的角度对沉浸式分析文献进行调查,将可视化的目的与其技术质量联系起来。我们提出了我们的初步回顾,描述了如何利用设备技术、各种表示、协作特征和研究设计来实现可视化的目的。这张海报展示了我们的初步调查,邀请VRST社区提供反馈。我们希望我们的评论的最终版本将有利于那些想要从以人为本的设计角度实现沉浸式可视化的设计师、开发人员和实践者,并帮助沉浸式分析的研究人员更好地理解当前文献中的差距。
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引用次数: 2
Effects of User’s Gaze on the Unintended Positional Drift in Walk-in-Place 用户注视对原地行走中非预期位置漂移的影响
Donghyeon Kim, Hyeong-geon Kim, Myungho Lee
Walk-In-Place (WIP) is a technique in which users perform walking or jogging-like movements in a stationary place to move around in virtual environments (VEs). However, unintended positional drift (UPD) while performing WIP often occurs, thus weakening its benefits of keeping users in a fixed position in a physical space. In this paper, we present our preliminary study exploring whether users’ gaze while WIP affects the direction of the UPD. Participants of the study jogged in a VE five times. Each time, we manipulated their gaze direction by displaying visual information in 5 different locations in their view. Although a correlation between the gaze and UPD direction was not found, we report the results from this study, including the amount of observed drift and preferred location of visual information, and discuss future research directions.
原地行走(Walk-In-Place, WIP)是一种在虚拟环境(VEs)中,用户在固定的地方进行类似步行或慢跑的运动的技术。然而,在执行WIP时经常会发生意想不到的位置漂移(UPD),从而削弱了将用户保持在物理空间中固定位置的好处。在本文中,我们提出了我们的初步研究,探讨用户在WIP时的注视是否会影响UPD的方向。该研究的参与者在VE中慢跑了五次。每次,我们通过在他们视野中的5个不同位置显示视觉信息来操纵他们的凝视方向。虽然注视与UPD方向之间没有相关性,但我们报告了本研究的结果,包括观察到的漂移量和视觉信息的首选位置,并讨论了未来的研究方向。
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引用次数: 0
Impostor-based Rendering Acceleration for Virtual, Augmented, and Mixed Reality 虚拟、增强和混合现实的基于冒充者的渲染加速
Martin Mišiak, Arnulph Fuhrmann, M. Latoschik
This paper presents an image-based rendering approach to accelerate rendering time of virtual scenes containing a large number of complex high poly count objects. Our approach replaces complex objects by impostors, light-weight image-based representations leveraging geometry and shading related processing costs. In contrast to their classical implementation, our impostors are specifically designed to work in Virtual-, Augmented- and Mixed Reality scenarios (XR for short), as they support stereoscopic rendering to provide correct depth perception. Motion parallax of typical head movements is compensated by using a ray marched parallax correction step. Our approach provides a dynamic run-time recreation of impostors as necessary for larger changes in view position. The dynamic run-time recreation is decoupled from the actual rendering process. Hence, its associated processing cost is therefore distributed over multiple frames. This avoids any unwanted frame drops or latency spikes even for impostors of objects with complex geometry and many polygons. In addition to the significant performance benefit, our impostors compare favorably against the original mesh representation, as geometric and textural temporal aliasing artifacts are heavily suppressed.
本文提出了一种基于图像的渲染方法,以加快包含大量复杂高多边形数对象的虚拟场景的渲染速度。我们的方法用冒名顶替者取代复杂的对象,轻量级的基于图像的表示利用几何和阴影相关的处理成本。与它们的经典实现相反,我们的冒充者专门设计用于虚拟,增强和混合现实场景(简称XR),因为它们支持立体渲染以提供正确的深度感知。典型头部运动的运动视差通过使用射线视差校正步骤进行补偿。我们的方法为视图位置的较大变化提供了动态的运行时重建。动态运行时重建与实际呈现过程解耦。因此,其相关的处理成本因此被分配到多个帧上。这避免了任何不必要的帧下降或延迟峰值,即使是具有复杂几何形状和许多多边形的对象的冒名顶替者。除了显著的性能优势之外,我们的冒名顶替者与原始网格表示相比更有利,因为几何和纹理时间混叠伪影被严重抑制。
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引用次数: 3
Presenting Sense of Loud Vocalization Using Vibratory Stimuli to the Larynx and Auditory Stimuli 用振动刺激喉部和听觉刺激来表现大声发声的感觉
Yuki Shimomura, Yuki Ban, S. Warisawa
In recent years, technologies related to virtual reality (VR) have continued to advance. As a method to enhance the VR experience, we focused on loud vocalization. This is because we believe that loud vocalization can enable us to engage with the VR environment in a more interactive way. Also, as loud vocalization is an action that is thought to be closely related to stress reduction and a sense of exhilaration, the stress reduction through VR with loud vocalization is also expected. But loud vocalization itself has disadvantages for physical, mental, and social reasons. Then, we hypothesized that loud vocalization itself is not necessary for such benefits; but the sense of loud vocalization plays an important role. Therefore, we focused on a method of substituting experience by presenting sensory stimuli. In this paper, we proposed a way to present the sense of loud vocalization through vibratory stimuli to the larynx and auditory stimuli to users who are actually vocalizing quietly with the expectation for the sense of loud vocalization. Our user study showed that the proposed method can extend the sense of vocalization and realize pseudo-loud vocalization. In addition, it was also shown that the proposed method can cause a sense of exhilaration. By contrast, excessively strong vibratory stimuli spoil the sense of loud vocalization, and thus the intensity of the vibration should be appropriately determined.
近年来,与虚拟现实(VR)相关的技术不断发展。作为增强VR体验的一种方法,我们专注于大声发声。这是因为我们相信大声发声可以让我们以一种更具互动性的方式融入VR环境。此外,大声发声被认为是一种与减压和兴奋感密切相关的行为,因此也期待通过VR大声发声来减轻压力。但大声发声本身对身体、心理和社会都有不利影响。然后,我们假设大声发声本身并不是这些好处所必需的;但是大声发声的感觉起着重要的作用。因此,我们专注于一种通过呈现感官刺激来替代经验的方法。在本文中,我们提出了一种方法,通过对喉部的振动刺激和对实际安静发声的用户的听觉刺激来呈现大声发声感,并期望大声发声感。我们的用户研究表明,提出的方法可以扩展发声感,实现伪大声发声。此外,研究还表明,所提出的方法可以引起一种兴奋感。相反,过于强烈的振动刺激会破坏高声发声的感觉,因此应适当确定振动的强度。
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引用次数: 0
期刊
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
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