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

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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
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
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
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
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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