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

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Estimate the Difference Threshold for Curvature Gain of Redirected Walking 重定向行走曲率增益的差分阈值估计
Chang-Gyu Lee, O. Kwon, D. Kang
Redirected walking (RDW) allows users to navigate a large virtual world in a small physical space. At this time, if the applied redirection is below the detection threshold, the human hardly notice. However, some papers reported that users perceived changes in curvature gain even when redirections smaller than the detection threshold were applied. This means that the change in curvature gain caused human perception. Therefore, in this paper, we identified a threshold for the change in curvature gain, which was found to be 3.06°/m. Further experiments using different variation methods for variations in curvature gain will follow.
重定向行走(RDW)允许用户在一个小的物理空间中导航一个大的虚拟世界。此时,如果应用的重定向低于检测阈值,人们几乎不会注意到。然而,一些论文报道,用户感知曲率增益的变化,甚至当重定向小于检测阈值应用。这意味着曲率增益的变化引起了人类的感知。因此,在本文中,我们确定了曲率增益变化的阈值,该阈值为3.06°/m。接下来将使用不同的曲率增益变化方法进行进一步的实验。
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引用次数: 1
Using Hand Tracking and Voice Commands to Physically Align Virtual Surfaces in AR for Handwriting and Sketching with HoloLens 2 使用手部跟踪和语音命令在AR中物理对齐虚拟表面,用于手写和素描与HoloLens 2
Florian Kern, Thore Keser, Florian Niebling, Marc Erich Latoschik
In this paper, we adapt an existing VR framework for handwriting and sketching on physically aligned virtual surfaces to AR environments using the Microsoft HoloLens 2. We demonstrate a multimodal input metaphor to control the framework’s calibration features using hand tracking and voice commands. Our technical evaluation of fingertip/surface accuracy and precision on physical tables and walls is in line with existing measurements on comparable hardware, albeit considerably lower compared to previous work using controller-based VR devices. We discuss design considerations and the benefits of our unified input metaphor suitable for controller tracking and hand tracking systems. We encourage extensions and replication by providing a publicly available reference implementation (https://go.uniwue.de/hci-otss-hololens).
在本文中,我们使用Microsoft HoloLens 2将现有的VR框架用于在物理对齐的虚拟表面上进行手写和素描,以适应AR环境。我们演示了一个多模态输入隐喻,使用手跟踪和语音命令来控制框架的校准特征。我们对物理桌子和墙壁上的指尖/表面精度和精度的技术评估与同类硬件上的现有测量结果一致,尽管与之前使用基于控制器的VR设备相比要低得多。我们讨论了适用于控制器跟踪和手部跟踪系统的统一输入隐喻的设计考虑和好处。我们通过提供公开可用的参考实现(https://go.uniwue.de/hci-otss-hololens)来鼓励扩展和复制。
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引用次数: 2
Avatar Tracking Control with Generations of Physically Natural Responses on Contact to Reduce Performers’ Loads 角色跟踪控制与世代的物理自然反应的接触,以减少表演者的负荷
Kento Sugimori, Hironori Mitake, Hirohito Sato, Kensho Oguri, S. Hasegawa
The real-time performance of motion-captured avatars in virtual space is becoming increasingly popular, especially within applications including social virtual realities (VRs), virtual performers (e.g., virtual YouTubers), and VR games. Such applications often include contact between multiple avatars or between avatars and objects as communication or gameplay. However, most current applications do not solve the effects of contact for avatars, causing penetration or unnatural behavior to occur. In reality, no contact with the player’s body occurs; nevertheless, the player must perform as if contact occurred. While physics simulation can solve the contact issue, the naive use of physics simulation causes tracking delay. We propose a novel avatar tracking controller with feedforward control. Our method enables quick, accurate tracking and flexible motion in response to contacts. Furthermore, the technique frees avatar performers from the loads of performing as if contact occurred. We implemented our method and experimentally evaluated the naturalness of the resulting motions and our approach’s effectiveness in reducing performers’ loads.
动作捕捉的虚拟化身在虚拟空间中的实时表现正变得越来越受欢迎,特别是在社交虚拟现实(VR)、虚拟表演者(例如虚拟youtube播主)和虚拟现实游戏等应用中。这类应用通常包括多个化身之间的接触,或者化身与物体之间的交流或游戏玩法。然而,目前的大多数应用程序并没有解决虚拟角色接触的影响,导致渗透或不自然的行为发生。在现实中,玩家的身体不会发生任何接触;然而,玩家必须表现得好像发生了接触。物理仿真可以解决接触问题,但单纯使用物理仿真会造成跟踪延迟。提出了一种具有前馈控制的虚拟人物跟踪控制器。我们的方法使快速,准确的跟踪和灵活的运动响应接触。此外,该技术将化身表演者从表演的负担中解放出来,就好像发生了接触一样。我们实现了我们的方法,并通过实验评估了结果运动的自然性以及我们的方法在减少表演者负荷方面的有效性。
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引用次数: 2
The Effect of 2D Stylized Visualization of the Real World for Obstacle Avoidance and Safety in Virtual Reality System Usage 虚拟现实系统使用中,现实世界的2D风格化可视化对避障和安全的影响
Jaeeun Kim, Heeyoon Jeong, G. Kim
Using virtual reality systems with the head-mounted display can incur interaction difficulties and safety problems because of the user’s view being isolated from the real world operating space. One possible solution is to super-impose the real world objects or environment information onto the virtual scene. A variety of such visualization methods have been proposed, all in hopes of minimizing the negative effects of introducing foreign elements to the original virtual scene. In this poster, we propose to apply the neural style transfer technique to blend in the real world operating environment in the style of the given virtual space to make the super-imposed resulting image as natural as possible, maintaining the sense of immersion with the least level of distraction. Our pilot experimental study has shown that the stylization obscured the clear presentation of the environment and worsened or did not improve the safe user performance, and was neither considered sufficiently natural.
将虚拟现实系统与头戴式显示器一起使用,由于用户的视图与现实世界的操作空间相隔离,可能会产生交互困难和安全问题。一种可能的解决方案是将现实世界的物体或环境信息叠加到虚拟场景中。人们提出了各种这样的可视化方法,都是希望将外来元素引入原始虚拟场景的负面影响降到最低。在这张海报中,我们建议运用神经风格转移技术,以给定虚拟空间的风格融入现实世界的操作环境,使叠加后的图像尽可能自然,在保持沉浸感的同时尽量不分散注意力。我们的试点实验研究表明,风格化模糊了环境的清晰呈现,恶化或没有提高安全用户性能,并且既不被认为是足够自然的。
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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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