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

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Effects of Image Realism on the Stress Response in Virtual Reality 虚拟现实中图像真实感对应激反应的影响
Sebastian Weiß, N. Klassen, Wilko Heuten
Safety critical situations, as they occur in professions such as medicine, nursing, and aviation, are often trained in simulators to prevent damages to personnel and material. These jobs often come with a high amount of stress, to which prolonged exposure can have devastating effects. Over the past years, stress inoculation training in conjunction with Virtual Reality has become focus of the research community and software companies. Especially the nursing profession can benefit from it, since stress-related illnesses are often the reason for an early exit from the workforce. However, since training facilities often need to compromise on their simulations due to monetary reasons, trade-offs must be made in the degree of detail of such simulations in order to keep development and acquisition costs low. One such possibility is in using low graphical fidelity. We present a psycho-physiological study on the influence of image realism of virtual environments on the stress response. In a within subject design study, we ask participants to complete nursing related, virtually recreated tasks in an artificial intensive care unit, whilst exposed to different stress factors. We provide our findings in the form of objective and subjective measures. Results show that one can elicit different stress responses by manipulating image realism in a sufficiently drastic manner. However, a life-like reaction does not seem to depend on a highly realistic environment.
在医学、护理和航空等专业中发生的安全危急情况,经常在模拟器中进行培训,以防止对人员和物质的损害。这些工作通常都有很大的压力,长时间的压力会造成毁灭性的影响。在过去的几年里,结合虚拟现实的应激接种训练已经成为研究界和软件公司关注的焦点。尤其是护理行业可以从中受益,因为与压力有关的疾病往往是提前退出职场的原因。然而,由于资金原因,培训机构经常需要在模拟上做出妥协,因此必须在模拟的细节程度上做出权衡,以保持较低的开发和获取成本。其中一种可能性是使用低图像保真度。我们对虚拟环境的图像真实感对应激反应的影响进行了心理生理学研究。在一项主题设计研究中,我们要求参与者在人工重症监护病房中完成与护理相关的虚拟重现任务,同时暴露于不同的压力因素。我们以客观和主观测量的形式提供我们的发现。结果表明,通过以足够激烈的方式操纵图像真实感可以引起不同的应激反应。然而,类似生命的反应似乎并不依赖于高度现实的环境。
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引用次数: 5
HapticPanel: An Open System to Render Haptic Interfaces in Virtual Reality for Manufacturing Industry HapticPanel:面向制造业的虚拟现实触觉界面渲染开放系统
Bram van Deurzen, Patrik Goorts, T. Weyer, D. Vanacken, K. Luyten
Virtual Reality (VR) allows simulation of machine control panels without physical access to the machine, enabling easier and faster initial exploration, testing, and validation of machine panel designs. However, haptic feedback is indispensable if we want to interact with these simulated panels in a realistic manner. We present HapticPanel, an encountered-type haptic system that provides realistic haptic feedback for machine control panels in VR. To ensure a realistic manipulation of input elements, the user’s hand is continuously tracked during interaction with the virtual interface. Based on which virtual element the user intends to manipulate, a motorized panel with stepper motors moves a corresponding physical input element in front of the user’s hand, enabling realistic physical interaction.
虚拟现实(VR)允许在没有物理访问机器的情况下模拟机器控制面板,使机器面板设计的初始探索,测试和验证变得更容易和更快。然而,如果我们想要以现实的方式与这些模拟面板进行交互,触觉反馈是必不可少的。我们介绍了HapticPanel,一种接触式触觉系统,可为虚拟现实中的机器控制面板提供真实的触觉反馈。为了确保对输入元素的真实操作,在与虚拟界面交互期间,用户的手被持续跟踪。根据用户想要操作的虚拟元素,带有步进电机的电动面板会在用户的手前面移动相应的物理输入元素,从而实现真实的物理交互。
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引用次数: 1
Validating Social Distancing through Deep Learning and VR-Based Digital Twins 通过深度学习和基于vr的数字双胞胎验证社交距离
Abhishek Mukhopadhyay, G. S. R. Reddy, Subhankar Ghosh, L. Murthy, P. Biswas
The Covid-19 pandemic resulted in a catastrophic loss to global economies, and social distancing was consistently found to be an effective means to curb the virus's spread. However, it is only as effective when every individual partakes in it with equal alacrity. Past literature outlined scenarios where computer vision was used to detect people and to enforce social distancing automatically. We have created a Digital Twin (DT) of an existing laboratory space for remote monitoring of room occupancy and automatically detecting violation of social distancing. To evaluate the proposed solution, we have implemented a Convolutional Neural Network (CNN) model for detecting people, both in a limited-sized dataset of real humans, and a synthetic dataset of humanoid figures. Our proposed computer vision models are validated for both real and synthetic data in terms of accurately detecting persons, posture, and intermediate distances among people.
新冠肺炎大流行给全球经济造成了灾难性损失,保持社交距离一直被认为是遏制病毒传播的有效手段。然而,只有当每个人都以同样的热情参与其中时,它才会有效。过去的文献概述了使用计算机视觉来检测人并自动执行社交距离的场景。我们为现有的实验室空间创建了一个数字双胞胎(DT),用于远程监控房间占用情况并自动检测违反社交距离的行为。为了评估提出的解决方案,我们实现了一个卷积神经网络(CNN)模型,用于在有限大小的真人数据集和人形人物的合成数据集中检测人。我们提出的计算机视觉模型在准确检测人、姿势和人与人之间的中间距离方面得到了真实和合成数据的验证。
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引用次数: 6
Incorporating Human Behavior in VR Compartmental Simulation Models 将人类行为融入VR分区模拟模型
Ryan Skull, Will Kitchen, D. Phoenix, Connor Mackenzie, Nathan Allison, Roisin Hunt, Leonardo Stella
A novel strand of Coronavirus has affected a large number of individuals worldwide, putting a considerable stress to national health services and causing many deaths. Many control measures have been put in place across different countries with the aim to save lives at the cost of personal freedom. Computer simulations have played a role in providing policy makers with critical information about the virus. However, despite their importance in applied epidemiology, general simulation models, are difficult to validate because of how hard it is to predict and model human behavior. To this end, we propose a different approach by developing a virtual reality (VR) multi-agent virus propagation system where a group of agents interact with the user in a university setting. We created a VR digital twin replica of a building in the University of Derby campus, to enhance the user’s immersion in our study. Our work integrates human behavior seamlessly in a simulation model and we believe that this approach is crucial to have a deeper understanding on how to control the spread of a virus such as COVID-19.
一种新型冠状病毒影响了世界各地的许多人,给国家卫生服务带来了相当大的压力,并导致许多人死亡。各国已采取了许多控制措施,目的是以牺牲个人自由为代价挽救生命。计算机模拟在为决策者提供有关该病毒的关键信息方面发挥了作用。然而,尽管它们在应用流行病学中很重要,但一般的模拟模型很难验证,因为预测和模拟人类行为是多么困难。为此,我们提出了一种不同的方法,通过开发虚拟现实(VR)多代理病毒传播系统,在该系统中,一组代理与大学环境中的用户交互。我们在德比大学校园里创建了一个VR数字双胞胎建筑复制品,以增强用户在我们研究中的沉浸感。我们的工作将人类行为无缝地整合到模拟模型中,我们认为这种方法对于深入了解如何控制COVID-19等病毒的传播至关重要。
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引用次数: 0
Visual Transition of Avatars Improving Speech Comprehension in Noisy VR Environments 虚拟化身的视觉转换提高嘈杂VR环境下的语音理解能力
Takayoshi Yamada, A. Yamazaki, Haruna Miyakawa, Yuichi Mashiba, K. Zempo
In order to construct a comfortable communication in the VR space, it is important to improve the speech comprehension in environmental noise. Although there have been many reports on the interaction between vision and acoustic, few studies using noisy VR spaces. In this study, sixteen Japanese male and female were tested to listen to a some sentence in a VR space with environmental noise, to evaluate the effect of the visual stimulus to the avatar speech comprehension against the environmental noise, with using the up-and-down method. The results showed that the cocktail party effect was also observed in the VR avatars, and the cocktail party effect continued even if the avatar vanished visually. In addition, it was suggested that the cocktail party effect was enhanced if the lip of the avatar synchronized correctly.
为了在虚拟现实空间中构建舒适的交流环境,提高环境噪声下的语音理解能力是非常重要的。虽然有很多关于视觉和听觉相互作用的报道,但很少有研究使用嘈杂的VR空间。本研究测试了16名日本男性和女性在有环境噪声的虚拟现实空间中听某句话,采用上下法评估视觉刺激对虚拟角色语音理解的影响。结果表明,在虚拟现实化身中也观察到鸡尾酒会效应,即使化身在视觉上消失,鸡尾酒会效应仍在继续。此外,如果角色的嘴唇正确同步,鸡尾酒会效果也会增强。
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引用次数: 0
Immersive Furnishing - Randomized Big Five Personality Traits Based Interior Layouts 沉浸式家具-基于室内布局的随机五大个性特征
Miles S Aikens, Jason B. Ku, C. Eckhardt
In this work, we created an application to generate different apartment settings based on the Big Five personality model and investigated user perception and level of immersion in VR. The goal was to achieve a believable, immersive randomization of apartments interior for open world applications. The Big Five Model is a modern personality theory that defines five central personality traits: extraversion, agreeableness, openness, conscientiousness, and neuroticism. For each apartment layout, we simulated a personality by randomizing values of each of the five traits. We then calculated a series of derived traits from these base five traits and used these base and derived traits to influence the interior layout of the apartment. To test how much the personality-based interior layout system affected perceived personality, we set up a key-finding game and asked participants a series of questions about their perception of the apartment tenant after they found the keys on each floor. We found that participants’ perceptions of tenants’ personalities generally matched the original Big Five personality model used to generate the apartment layout with a higher rate than random chance.
在这项工作中,我们创建了一个基于大五人格模型的应用程序来生成不同的公寓设置,并调查了用户对VR的感知和沉浸程度。我们的目标是为开放世界的应用程序实现可信的、沉浸式的公寓内部随机化。大五人格模型是一种现代人格理论,它定义了五种核心人格特征:外向性、宜人性、开放性、严谨性和神经质。对于每个公寓布局,我们通过随机分配五个特征的值来模拟一个人的性格。然后,我们从这五个基本特征中计算出一系列的衍生特征,并使用这些基本特征和衍生特征来影响公寓的内部布局。为了测试基于个性的室内布局系统对感知个性的影响程度,我们设置了一个寻找钥匙的游戏,并向参与者询问他们在每层找到钥匙后对公寓房客的看法。我们发现,参与者对租户性格的看法大体上符合最初的大五人格模型,该模型用于生成公寓布局,其概率高于随机概率。
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引用次数: 0
IMAGEimate - An End-to-End Pipeline to Create Realistic Animatable 3D Avatars from a Single Image Using Neural Networks IMAGEimate -一个端到端的管道,从使用神经网络的单个图像创建逼真的可动画3D头像
S. D. Murthy, Tobias Höllerer, Misha Sra
Current advances in image based 3D human shape estimation and parametric human models enable creating realistic 3D virtual humans. We present a pipeline which takes advantage of these models and takes a single input image to create realistic 3D animatable avatars. The pipeline extracts shape and pose parameters from the input image and builds an implicit surface representation, which is then fitted onto a parametric human model. This fitted human model is animated to new and novel poses extracting pose parameters from a motion capture dataset. We extend the pipeline showcasing realism and interaction by texture painting it using Substance Painter and embedding it in an AR scene using Adobe Aero respectively.
目前基于图像的三维人体形状估计和参数化人体模型的进展使创建逼真的三维虚拟人体成为可能。我们提出了一个管道,利用这些模型,并需要一个单一的输入图像来创建逼真的3D可动画的化身。该管道从输入图像中提取形状和姿态参数,并构建隐式表面表示,然后将其拟合到参数化人体模型上。该拟合的人体模型被动画到新的和新的姿态,从动作捕捉数据集中提取姿态参数。我们通过使用Substance Painter和使用Adobe Aero分别将其嵌入AR场景中的纹理绘画来扩展展示现实主义和交互的管道。
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引用次数: 0
XRSpectator: Immersive, Augmented Sports Spectating XRSpectator:沉浸式、增强式体育观看
Wei Hong Lo, S. Zollmann, H. Regenbrecht
In-stadium sports spectating delivers a unique social experience in a variety of sports. However, in contrast to broadcast delivery, it lacks the provision of real-time information augmentation, like game statistics overlaid on screen. In an earlier iteration, we developed ARSpectator, a prototypical, mobile system which can be brought to the stadium to experience both, the live sport action and situated infographics spatially augmented into the scene. In some situations it is difficult or often impossible to go to the stadium though, for instance because of limited stadium access during pandemics or when wanting to conduct controlled user studies. We address this by turning our ARSpectator system into an indirect augmented reality experience deployed to an immersive, virtual reality head-mounted display: The live stadium experience is delivered by way of a surrounding 360 video recording while maintaining and extending the provision of interactive, situated infographics. With our XRSpectator demo prototype presented here, users can have an ARSpectator experience of a rugby game in our local stadium.
在体育场内观看各种体育活动提供了一种独特的社交体验。然而,与广播传输相比,它缺乏提供实时信息增强功能,例如覆盖在屏幕上的游戏统计数据。在早期的迭代中,我们开发了ARSpectator,这是一个原型的移动系统,可以带到体育场体验现场体育活动和空间增强到现场的位置信息图表。然而,在某些情况下,很难或往往不可能去体育场,例如,在大流行期间或想进行受控用户研究时,进入体育场的机会有限。为了解决这个问题,我们将ARSpectator系统转变为一种间接的增强现实体验,部署到沉浸式虚拟现实头戴式显示器上:现场体育场体验是通过周围360度视频录制的方式提供的,同时保持并扩展了交互式信息图表的提供。在这里展示了我们的XRSpectator演示原型,用户可以在我们当地的体育场获得ARSpectator橄榄球比赛的体验。
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引用次数: 0
Recreating a Medieval Mill as a Virtual Learning Environment 重建一个中世纪的工厂作为虚拟学习环境
David Fernes, S. Oberdörfer, M. Latoschik
Historic buildings shown in open-air museums often lack a good accessibility and visitors rarely can interact with them as well as displayed tools to learn about processes. Providing these buildings in Virtual Reality could be a great supplement for museums to provide accessible and interactive offers. To investigate the effectiveness of this approach and to derive design guidelines, we developed an interactive virtual replicate of a medieval mill. We present the design of the mill and the results of a preliminary usability evaluation.
在露天博物馆展出的历史建筑往往缺乏良好的可达性,游客很少能与它们互动,也很少能展示工具来了解过程。在虚拟现实中提供这些建筑可能是博物馆提供可访问和互动服务的一个很好的补充。为了研究这种方法的有效性并得出设计指导方针,我们开发了一个中世纪磨坊的交互式虚拟复制。我们介绍了磨机的设计和初步可用性评估的结果。
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引用次数: 1
Swaying Locomotion: A VR-based Locomotion System through Head Movements 摇摆运动:基于vr的头部运动系统
M. Shimizu, T. Nakajima
Locomotion systems used in virtual reality (VR) content have a significant impact on the content user experience. One of the most important factors of a walking system in VR is whether it can provide a plausible walking sensation because it is considered directly related to the user’s sense of presence. However, joystick-based and teleportation-based locomotion systems, which are commonly used today, can hardly provide an appropriate sense of presence to a user. To solve this problem, we present Swaying Locomotion, which is a novel VR-based locomotion system that uses head movements to support a user walking in a VR space while actually sitting in real space. Our user study suggests that Swaying Locomotion provides a better walking sensation than the traditional joystick-based approach.
虚拟现实(VR)内容中使用的运动系统对内容用户体验有重要影响。VR中行走系统最重要的因素之一是它是否能提供一种可信的行走感觉,因为它被认为与用户的存在感直接相关。然而,目前普遍使用的基于操纵杆和远程传送的运动系统,很难为用户提供适当的存在感。为了解决这个问题,我们提出了摇曳运动,这是一种新颖的基于VR的运动系统,它使用头部运动来支持用户在VR空间中行走,而实际上是坐在真实空间中。我们的用户研究表明,摇摆运动比传统的基于操纵杆的方法提供了更好的行走感觉。
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引用次数: 2
期刊
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
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