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

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Ubiq: A System to Build Flexible Social Virtual Reality Experiences Ubiq:一个构建灵活的社交虚拟现实体验的系统
Sebastian Friston, Ben J. Congdon, David Swapp, Lisa Izzouzi, Klara Brandstätter, Daniel Archer, Otto Olkkonen, Felix J. Thiel, A. Steed
While they have long been a subject of academic study, social virtual reality (SVR) systems are now attracting increasingly large audiences on current consumer virtual reality systems. The design space of SVR systems is very large, and relatively little is known about how these systems should be constructed in order to be usable and efficient. In this paper we present Ubiq, a toolkit that focuses on facilitating the construction of SVR systems. We argue for the design strategy of Ubiq and its scope. Ubiq is built on the Unity platform. It provides core functionality of many SVR systems such as connection management, voice, avatars, etc. However, its design remains easy to extend. We demonstrate examples built on Ubiq and how it has been successfully used in classroom teaching. Ubiq is open source (Apache License) and thus enables several use cases that commercial systems cannot.
社会虚拟现实(social virtual reality,简称SVR)系统一直是学术界研究的一个课题,但在当前的消费类虚拟现实系统中,它正吸引着越来越多的受众。SVR系统的设计空间非常大,相对而言,人们对如何构建这些系统以使其可用和高效知之甚少。在本文中,我们介绍了Ubiq,一个专注于促进SVR系统构建的工具包。我们支持Ubiq的设计策略及其范围。Ubiq是建立在Unity平台上的。它提供了许多SVR系统的核心功能,如连接管理、语音、化身等。然而,它的设计仍然易于扩展。我们展示了基于Ubiq的例子,以及它是如何成功地应用于课堂教学的。Ubiq是开源的(Apache许可证),因此支持一些商业系统无法实现的用例。
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引用次数: 28
Safety First: A Study of Users’ Perception of VR Adoption in Vehicles 安全第一:用户对车辆采用VR的感知研究
Nadia Fereydooni, B. Walker
The increasing ubiquity and mobility of VR devices has introduced novel use cases, one of which is using VR while in dynamic, on-the-go environments. Hence, there is a need to examine the perceptual, cognitive, and behavioral aspects of both the driving experience and VR immersion, and how they influence each other. As an initial step towards this goal, we report on the results of an online survey that investigated users’ perceived safety of using VR in an AV. The results of the survey show a mix of expected and surprising attitudes towards VR-in-the-car.
VR设备的日益普及和移动性带来了新的用例,其中之一就是在动态的移动环境中使用VR。因此,有必要研究驾驶体验和VR沉浸感的感知、认知和行为方面,以及它们如何相互影响。作为实现这一目标的第一步,我们报告了一项在线调查的结果,该调查调查了用户在自动驾驶汽车中使用VR的安全性。调查结果显示,用户对车内VR的态度既有预期的,也有出人意料的。
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引用次数: 1
EntangleVR: A Visual Programming Interface for Virtual Reality Interactive Scene Generation 一个虚拟现实交互场景生成的可视化编程接口
Mengyu Chen, M. Peljhan, Misha Sra
Entanglement is a unique phenomenon in quantum physics that describes a correlated relationship in the measurement of a group of spatially separated particles. In the fields of science fiction, game design, art and philosophy, it has inspired the creation of numerous innovative works. We present EntangleVR, a novel method to create entanglement-inspired virtual scenes with the goal to simplify representing this phenomenon in the design of interactive VR games and experiences. By providing a reactive visual programming interface, users can integrate entanglement into their design without requiring prior knowledge of quantum computing or quantum physics. Our system enables fast creation of complex scenes composed of virtual objects with manipulable correlated behaviors.
纠缠是量子物理学中的一种独特现象,它描述了在测量一组空间分离的粒子时的相关关系。在科幻小说、游戏设计、艺术和哲学领域,它激发了无数创新作品的创作。我们提出了一种新的方法——entangler,用于创建受纠缠启发的虚拟场景,目的是简化在交互式VR游戏和体验设计中对这种现象的表示。通过提供反应式可视化编程界面,用户可以将纠缠集成到他们的设计中,而无需事先了解量子计算或量子物理。我们的系统能够快速创建由具有可操作相关行为的虚拟对象组成的复杂场景。
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引用次数: 3
Image-Based Texture Styling for Motion Effect Rendering 运动效果渲染的基于图像的纹理样式
Beomsu Lim, Sangyoon Han, Seungmoon Choi
A motion platform provides the vestibular stimuli that elicit the sensations of self-motion and thereby improves the immersiveness. A representative example is a 4D Ride, which presents a video of POV shots and motion effects synchronized with the camera motion in the video. Previous research efforts resulted in a few automatic motion effect synthesis algorithms for POV shots. Although effective in generating gross motion effects, they do not consider fine features on the ground, such as a rough or bumpy road. In this paper, we propose an algorithm for styling the gross motion effects using a texture image. Our algorithm transforms a texture image into a high-frequency style motion and merges it with the original motion while respecting both perceptual and device constraints. A user study demonstrated that texture styling could increase immersiveness, realism, and harmony.
运动平台提供前庭刺激,引起自我运动的感觉,从而提高沉浸感。一个代表性的例子是4D Ride,它呈现了视频中的POV镜头和与视频中摄像机运动同步的运动效果。以往的研究成果产生了一些针对POV镜头的自动运动效果合成算法。虽然在产生总体运动效果方面很有效,但它们没有考虑到地面上的细微特征,比如粗糙或颠簸的道路。在本文中,我们提出了一种使用纹理图像对粗运动效果进行样式化的算法。我们的算法将纹理图像转换为高频风格运动,并将其与原始运动合并,同时尊重感知和设备约束。一项用户研究表明,纹理造型可以增加沉浸感、真实感和和谐感。
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引用次数: 5
The Application of Virtual Reality in Student Recruitment
Huiwen Zhao, Alex Kelly, Vedad Hulusic, Fred Charles
In this paper we present details of a virtual tour and game for VR headset that are designed to investigate an interactive and engaging approach of applying VR to student recruitment for an undergraduate course. The VR tour employs a floating menu to navigate through a set of 360° panoramic photographs of the teaching environment and uses hotspot interaction to display further information about the course. The VR game is a fast-paced shooting game. The course information is embedded on cubes that the player needs to focus on and destroy. The game experience is expected to generate an engaging way to promote the course. This work in progress outlines the concept and development of the prototype, and discusses the next stages of testing in order to evaluate the effectiveness of applying VR to undergraduate student recruitment.
在本文中,我们详细介绍了虚拟现实耳机的虚拟之旅和游戏,旨在研究将虚拟现实应用于本科课程招生的互动和引人入胜的方法。VR之旅采用浮动菜单来浏览一组360°的教学环境全景照片,并使用热点互动来显示有关课程的进一步信息。这款VR游戏是一款快节奏的射击游戏。课程信息嵌入到玩家需要关注和摧毁的立方体中。游戏体验有望产生一种吸引人的方式来推广课程。这项正在进行的工作概述了原型的概念和发展,并讨论了下一阶段的测试,以评估将VR应用于本科招生的有效性。
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引用次数: 0
Managing a Crisis in Virtual Reality - Tackling a Wildfire 管理虚拟现实中的危机——应对野火
Hugo Lino, Rui Nóbrega, F. Birra, Nuno Correia
In this paper we present a virtual reality application, where multiple users can observe and interact with a portion of geo-referenced terrain where a real wildfire took place. The application presents a layout with two maps, one is a three-dimensional view with terrain elevation and the other is a conventional two-dimensional view. The VR users can control different layers (roads, waterways, etc), control the wildfire’s playback, command vehicles to change positions and paint the terrain conveying information to one-another. This work explores how users interact with map visualizations and plan for a crisis management scenario within a virtual environment.
在本文中,我们提出了一个虚拟现实应用程序,其中多个用户可以观察并与真实野火发生的部分地理参考地形进行交互。该应用程序提供了一个包含两个地图的布局,一个是带有地形高程的三维视图,另一个是传统的二维视图。VR用户可以控制不同的层(道路、水道等),控制野火的回放,命令车辆改变位置,绘制地形,相互传递信息。这项工作探讨了用户如何与地图可视化交互,并在虚拟环境中为危机管理场景制定计划。
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引用次数: 0
Emotional Virtual Reality Stroop Task: Pilot Design 情感虚拟现实Stroop任务:试点设计
Deniz Mevlevioğlu, S. Tabirca, D. Murphy
Anxiety-inducing and assessment methods in Virtual Reality has been a topic of discussion in recent literature. The importance of the topic is related to the difficulty of getting accurate and timely measurements of anxiety without relying on self-report and breaking the immersion. To this end, the current study utilises the emotional version of a well-established cognitive task; the Stroop Color-Word Task and brings it to Virtual Reality. It consists of three levels; congruent which is used as control and corresponds with no anxiety, incongruent, which corresponds with mild anxiety and emotional, which corresponds with severe anxiety. This pilot serves two functions. The first is to validate the effects of the task using biosignal measurements. The second is to use the bio signal information and the labels to train a machine-learning algorithm. The information collected by the pilot will be used to decide what types of signals and devices to use in the final product, as well as what algorithm and time frame will be better suited for the purpose of accurately determining the user’s anxiety level within Virtual Reality without breaking the immersion.
虚拟现实中的焦虑诱导和评估方法一直是近年来文献讨论的话题。该课题的重要性与不依赖自我报告和打破沉浸感难以获得准确和及时的焦虑测量有关。为此,目前的研究利用了一个公认的认知任务的情感版本;Stroop Color-Word Task并将其带入虚拟现实。它由三个层次组成;作为控制的一致性对应于无焦虑,不一致性对应于轻度焦虑,情绪化对应于重度焦虑。这个飞行员有两个功能。首先是使用生物信号测量来验证任务的效果。第二种是使用生物信号信息和标签来训练机器学习算法。试点收集的信息将用于决定在最终产品中使用哪种类型的信号和设备,以及哪种算法和时间框架更适合在不破坏沉浸感的情况下准确确定用户在虚拟现实中的焦虑程度。
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引用次数: 2
CAVE applications: from craft manufacturing to product line engineering CAVE应用:从工艺制造到生产线工程
J. Lebiedź, B. Wiszniewski
Product line engineering model is suitable for engineering related software products in an efficient manner, taking advantage of their similarities while managing their differences. Our feature driven software product line (SPL) solution based on that model allows for instantiation of different CAVE products based on the set of core assets and driven by a set of common VR features with the minimal budget and time to market.
产品线工程模型适用于与工程相关的软件产品,有效地利用了它们的相似性,同时管理了它们的差异性。我们基于该模型的功能驱动软件产品线(SPL)解决方案允许基于核心资产集的不同CAVE产品的实例化,并以最小的预算和上市时间由一组常见的VR功能驱动。
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引用次数: 1
Freehand Interaction in Virtual Reality: Bimanual Gestures for Cross-Workspace Interaction 虚拟现实中的徒手交互:跨工作空间交互的双手手势
Chao Peng, Yangzi Dong, Lizhou Cao
This work presents the design and evaluation of three bimanual interaction modalities for cross-workspace interaction in virtual reality (VR), in which the user can move items between a personal workspace and a shared workspace. We conducted an empirical study to understand three modalities and their suitability for cross-workspace interaction in VR.
这项工作展示了虚拟现实(VR)中跨工作空间交互的三种手工交互模式的设计和评估,其中用户可以在个人工作空间和共享工作空间之间移动项目。我们进行了一项实证研究,以了解VR中跨工作空间交互的三种模式及其适用性。
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引用次数: 1
Research and Practice Recommendations for Mixed Reality Design – Different Perspectives from the Community 混合现实设计的研究与实践建议——来自社区的不同视角
Veronika Krauß, Florian Jasche, Sheree May Saßmannshausen, Thomas Ludwig, A. Boden
Over the last decades, different kinds of design guides have been created to maintain consistency and usability in interactive system development. However, in the case of spatial applications, practitioners from research and industry either have difficulty finding them or perceive such guides as lacking relevance, practicability, and applicability. This paper presents the current state of scientific research and industry practice by investigating currently used design recommendations for mixed reality (MR) system development. We analyzed and compared 875 design recommendations for MR applications elicited from 89 scientific papers and documentation from six industry practitioners in a literature review. In doing so, we identified differences regarding four key topics: Focus on unique MR design challenges, abstraction regarding devices and ecosystems, level of detail and abstraction of content, and covered topics. Based on that, we contribute to the MR design research by providing three factors for perceived irrelevance and six main implications for design recommendations that are applicable in scientific and industry practice.
在过去的几十年里,为了在交互系统开发中保持一致性和可用性,已经创建了不同类型的设计指南。然而,在空间应用方面,来自研究和行业的从业者要么很难找到这些指南,要么认为这些指南缺乏相关性、实用性和适用性。本文通过调查目前使用的混合现实(MR)系统开发的设计建议,介绍了科学研究和工业实践的现状。在一篇文献综述中,我们分析并比较了从89篇科学论文和来自6位行业从业者的文档中得出的875条MR应用设计建议。在此过程中,我们确定了四个关键主题的差异:专注于独特的MR设计挑战,关于设备和生态系统的抽象,内容的详细程度和抽象,以及涵盖的主题。在此基础上,我们通过提供三个感知不相关的因素和六个适用于科学和工业实践的设计建议的主要含义,为MR设计研究做出了贡献。
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引用次数: 11
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Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
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