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

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Study of Heart Rate Visualizations on a Virtual Smartwatch 基于虚拟智能手表的心率可视化研究
Fairouz Grioui, Tanja Blascheck
In this paper, we present three visualizations showing heart rate (HR) data collected over time. Two visualizations present a summary chart (bar or radial chart), summarizing the amount of time spent per HR zone (i.e., low, moderate, high intensity). We conducted a pilot study with five participants to evaluate the efficiency of the visualizations when monitoring the intensity of an activity while playing a tennis-like Virtual Reality game. Preliminary results show that participants were performing (with respect to time and accuracy) better with and preferred the bar chart summary.
在本文中,我们展示了三种显示随时间收集的心率(HR)数据的可视化。两个可视化显示了一个总结图表(条形图或放射状图),总结了每个人力资源区域(即低、中、高强度)花费的时间量。我们对五名参与者进行了一项试点研究,以评估在玩类似网球的虚拟现实游戏时监测活动强度时可视化的效率。初步结果表明,参与者(在时间和准确性方面)在条形图摘要中表现更好,并且更喜欢条形图摘要。
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引用次数: 5
UGRA in VR: A Virtual Reality Simulation for Training Anaesthetists 虚拟现实中的UGRA:麻醉师训练的虚拟现实模拟
A. Bogdanovych, A. Chuan
We present a virtual reality training simulator for medical interns practicing ultrasound-guided regional anaesthesia (UGRA). UGRA is a type of nerve block procedure performed commonly by critical care doctors such as anaesthetists, emergency medicine physicians, and paramedics. This procedure is complex and requires intense training. It is traditionally taught one-on-one by experts and is performed on simulated models long before attempting the procedure on live patients. We present our virtual reality application that allows for training this procedure in a simulated environment. The use of virtual reality makes training future doctors performing UGRA safer and more cost efficient than current approaches.
我们提出了一个虚拟现实训练模拟器,为医学实习生练习超声引导区域麻醉(UGRA)。UGRA是一种神经阻滞手术,通常由重症监护医生(如麻醉师、急诊医师和护理人员)执行。这个过程很复杂,需要高强度的训练。传统上,它是由专家一对一教授的,在对活体患者进行手术之前,要先在模拟模型上进行。我们展示了我们的虚拟现实应用程序,允许在模拟环境中训练这个过程。与目前的方法相比,虚拟现实的使用使培训未来的医生执行UGRA更安全,成本效益更高。
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引用次数: 0
Towards Context-aware Automatic Haptic Effect Generation for Home Theatre Environments 面向家庭影院环境的情境感知自动触觉效果生成
Yaxuan Li, Yongjae Yoo, Antoine Weill--Duflos, J. Cooperstock
The application of haptic technology in entertainment systems, such as Virtual Reality and 4D cinema, enables novel experiences for users and drives the demand for efficient haptic authoring systems. Here, we propose an automatic multimodal vibrotactile content creation pipeline that substantially improves the overall hapto-audiovisual (HAV) experience based on contextual audio and visual content from movies. Our algorithm is implemented on a low-cost system with nine actuators attached to a viewing chair and extracts significant features from video files to generate corresponding haptic stimuli. We implemented this pipeline and used the resulting system in a user study (n = 16), quantifying user experience according to the sense of immersion, preference, harmony, and discomfort. The results indicate that the haptic patterns generated by our algorithm complement the movie content and provide an immersive and enjoyable HAV user experience. This further suggests that the pipeline can facilitate the efficient creation of 4D effects and could therefore be applied to improve the viewing experience in home theatre environments.
触觉技术在娱乐系统中的应用,如虚拟现实和4D影院,为用户带来了新颖的体验,并推动了对高效触觉创作系统的需求。在这里,我们提出了一个自动多模态振动触觉内容创建管道,该管道基于电影中的上下文音频和视觉内容,大大改善了整体触觉-视听(HAV)体验。我们的算法是在一个低成本的系统上实现的,该系统由9个执行器连接到一个观看椅上,并从视频文件中提取重要特征以产生相应的触觉刺激。我们实施了这个管道,并在用户研究中使用了最终的系统(n = 16),根据沉浸感、偏好、和谐感和不适来量化用户体验。结果表明,我们的算法生成的触觉模式与电影内容相辅相成,提供了沉浸式和愉快的HAV用户体验。这进一步表明,管道可以促进4D效果的高效创造,因此可以应用于改善家庭影院环境中的观看体验。
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引用次数: 6
Qualitative Dimensions of Technology-Mediated Reflective Learning: The Case of VR Experience of Psychosis 技术介导的反思性学习的定性维度:以精神病患者的VR体验为例
Saliha Akbas, K. Kuscu, A. Yantaç, Gizem Erdem, Sinem Semsioglu, Onur Gurkan, A. Günay, A. Vatansever, T. Eskenazi
Self-reflection is evaluation of one’s inferential processes often triggered by complex social and emotional experiences, characterized by their ambiguity and unpredictability, pushing one to re-interpret the experience, and update existing knowledge. Using immersive Virtual Reality (VR), we aimed to support social and emotional learning (SEL) through reflection in psychology education. We used the case of psychosis as it involves ambiguous perceptual experiences. With a codesign workshop, we designed a VR prototype that simulates the perceptual, cognitive, affective, and social elements of psychotic experiences, followed by a user-study with psychology students to evaluate the potential of this technology to support reflection. Our analyses suggested that technology-mediated reflection in SEL involves two dimensions: spontaneous perspective-taking and shared state of affect. By exploring the subjective qualities of reflection with the said dimensions, our work contributes to the literature on technology-supported learning and VR developers designing for reflection.
自我反思是对一个人的推理过程的评估,通常是由复杂的社会和情感经历触发的,其特征是它们的模糊性和不可预测性,促使一个人重新解释经验,并更新现有知识。利用沉浸式虚拟现实(VR),我们旨在通过心理教育中的反思来支持社会和情感学习(SEL)。我们以精神病为例,因为它涉及模糊的知觉体验。通过共同设计研讨会,我们设计了一个虚拟现实原型,模拟了精神病体验的感知、认知、情感和社会元素,随后与心理学学生一起进行了用户研究,以评估这项技术支持反思的潜力。我们的分析表明,技术介导的SEL反映涉及两个维度:自发的观点采取和共同的情感状态。通过用上述维度探索反思的主观品质,我们的工作为技术支持学习和VR开发者为反思设计的文献做出了贡献。
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引用次数: 0
Absolute and Differential Thresholds of Motion Effects in Cardinal Directions 红心方向运动效应的绝对阈值和差异阈值
Jiwan Lee, Jaejun Park, Seungmoon Choi
In this paper, we report both absolute and differential thresholds for motion in the six cardinal directions as comprehensively as possible. As with general 4D motion effects, we used sinusoidal motions with low intensity and large frequency as stimuli. Hence, we could also compare the effectiveness of motion types in delivering motion effects. We found that the thresholds for the z-axis (up-down) were higher than those for the x-axis (front-back) and y-axis (left-right) in both kinds of thresholds and that the type of motion significantly affected both thresholds. Further, between differential thresholds and reference intensities, we found a strong linear relationship for roll, yaw and, surge. Compared to them, a relatively weak linear relationship was observed for the rest of the motion types. Our results can be useful for generating motion effects for 4D contents while considering the human sensitivity to motion feedback.
在本文中,我们尽可能全面地报告了六个主要方向运动的绝对阈值和微分阈值。与一般的 4D 运动效应一样,我们使用了强度低、频率高的正弦运动作为刺激。因此,我们也可以比较运动类型在产生运动效应方面的效果。我们发现,在两种阈值中,z 轴(上下)的阈值都高于 x 轴(前后)和 y 轴(左右)的阈值,而且运动类型对这两种阈值都有显著影响。此外,我们还发现,在差异阈值和参考强度之间,滚动、偏航和激增具有很强的线性关系。与之相比,其余运动类型的线性关系相对较弱。考虑到人类对运动反馈的敏感性,我们的研究结果可用于生成 4D 内容的运动效果。
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引用次数: 3
Analysis of Detection Thresholds for Hand Redirection during Mid-Air Interactions in Virtual Reality 虚拟现实中空中交互中手部重定向检测阈值分析
Judith Hartfill, Jenny Gabel, Lucie Kruse, S. Schmidt, Kevin Riebandt, Simone Kühn, Frank Steinicke
Avatars in virtual reality (VR) with fully articulated hands enable users to naturally interact with the virtual environment (VE). Interactions are often performed in a one-to-one mapping between the movements of the user’s real body, for instance, the hands, and the displayed body of the avatar. However, VR also allows manipulating this mapping to introduce non-isomorphic techniques. In this context, research on manipulations of virtual hand movements typically focuses on increasing the user’s interaction space to improve the overall efficiency of hand-based interactions. In this paper, we investigate a hand retargeting method for decelerated hand movements. With this technique, users need to perform larger movements to reach for an object in the VE, which can be utilized, for example, in therapeutic applications. If these gain-based redirections of virtual hand movements are small enough, users become unable to reliably detect them due to the dominance of the visual sense. In a psychophysical experiment, we analyzed detection thresholds for six different motion paths in mid-air for both hands. We found significantly different detection thresholds between movement directions on each spatial axis. To verify our findings, we applied the identified gains in a playful application in a confirmatory study.
虚拟现实(VR)中的虚拟化身具有完全铰接的手,使用户能够自然地与虚拟环境(VE)进行交互。交互通常是在用户真实身体(例如,手)和虚拟角色的显示身体之间的一对一映射中进行的。然而,VR也允许操纵这种映射来引入非同构技术。在此背景下,对虚拟手动作操作的研究通常侧重于增加用户的交互空间,以提高基于手的交互的整体效率。本文研究了一种针对手部减速运动的手部重瞄准方法。使用这种技术,用户需要进行更大的运动来达到VE中的物体,这可以用于例如治疗应用。如果这些基于增益的虚拟手运动的重定向足够小,用户就无法可靠地检测到它们,因为视觉感觉占主导地位。在一项心理物理实验中,我们分析了双手在半空中六种不同运动路径的检测阈值。我们发现在每个空间轴上不同运动方向的检测阈值存在显著差异。为了验证我们的发现,我们在一项验证性研究中应用了一个好玩的应用程序中确定的收益。
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引用次数: 9
Catching Jellies in Immersive Virtual Reality: A Comparative Teleoperation Study of ROVs in Underwater Capture Tasks 沉浸式虚拟现实捕捉水母:水下捕获任务中rov远程操作的比较研究
Aviv Elor, Tiffany Thang, B. Hughes, A. Crosby, Amy Phung, Everardo Gonzalez, K. Katija, S. Haddock, E. Martin, B. Erwin, L. Takayama
Remotely Operated Vehicles (ROVs) are essential to human-operated underwater expeditions in the deep sea. However, piloting an ROV to safely interact with live ecosystems is an expensive and cognitively demanding task, requiring extensive maneuvering and situational awareness. Immersive Virtual Reality (VR) Head-Mounted Displays (HMDs) could address some of these challenges. This paper investigates how VR HMDs influence operator performance through a novel telepresence system for piloting ROVs in real-time. We present an empirical user study [N=12] that examines common midwater creature capture tasks, comparing Stereoscopic-VR, Monoscopic-VR, and Desktop teleoperation conditions. Our findings indicate that Stereoscopic-VR can outperform Monoscopic-VR and Desktop ROV capture tasks, effectively doubling the efficacy of operators. We also found significant differences in presence, task load, usability, intrinsic motivation, and cybersickness. Our research points to new opportunities towards VR with ROVs.
遥控航行器(rov)是人类深海水下探险的关键。然而,驾驶ROV安全地与实时生态系统交互是一项昂贵且对认知要求很高的任务,需要广泛的机动和态势感知。沉浸式虚拟现实(VR)头戴式显示器(hmd)可以解决其中的一些挑战。本文通过一种新颖的遥控机器人远程呈现系统,研究了VR头戴式显示器对操作员性能的影响。我们提出了一项经验用户研究[N=12],研究了常见的中水生物捕获任务,比较了立体vr、单视vr和桌面远程操作条件。我们的研究结果表明,立体vr可以优于单镜vr和桌面ROV捕获任务,有效地提高了操作人员的效率。我们还发现在存在感、任务负荷、可用性、内在动机和晕机方面存在显著差异。我们的研究指出了利用rov实现VR的新机遇。
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引用次数: 4
Immersive Visual Interaction with Autonomous Multi-Vehicle Systems 自主多车系统的沉浸式视觉交互
Ali Samini, P. Ljung
With the emergence of multi-vehicular autonomous systems, such as AI controlled multiple fully autonomous vehicles, we need novel systems that provide tools for planning, executing, and reviewing of missions and keeping humans in the loop during all phases. We therefore present an immersive visualization system for interacting with these systems at a higher cognitive level than piloting of individual vehicles. Our system provides both desktop and VR modes for visual interaction with the robotic multi-vehicle AI system.
随着多车自主系统的出现,例如人工智能控制的多辆全自动驾驶汽车,我们需要新的系统,为规划、执行和审查任务提供工具,并在所有阶段保持人类在循环中。因此,我们提出了一个身临其境的可视化系统,用于在更高的认知水平上与这些系统进行交互,而不是驾驶单个车辆。我们的系统提供桌面和VR模式,用于与机器人多车人工智能系统进行视觉交互。
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引用次数: 0
A sharing system for the annoyance of menstrual symptoms using electrical muscle stimulation and thermal stimulations 一种利用肌肉电刺激和热刺激来缓解月经症状的共享系统
Chihiro Asada, Kotori Tsutsumi, Yuichi Tamura, Naoya Hara, Wataru Omori, Y. Otsuka, Katsunari Sato
ACM Reference Format: Chihiro Asada, Kotori Tsutsumi, Yuichi Tamura, Naoya Hara, Wataru Omori, Yuta Otsuka, and Katsunari Sato. 2021. A sharing system for the annoyance of menstrual symptoms using electrical muscle stimulation and thermal stimulations. In 27th ACM Symposium on Virtual Reality Software and Technology (VRST ’21), December 08–10, 2021, Osaka, Japan. ACM, New York, NY, USA, 2 pages. https://doi.org/10.1145/3489849.3489937
ACM参考格式:浅田千寻,Tsutsumi Kotori,田村雄一,原直也,大森渡,大冢雄太,佐藤胜成。2021。一种利用肌肉电刺激和热刺激来缓解月经症状的共享系统。第27届ACM虚拟现实软件与技术研讨会(VRST ' 21), 2021年12月08-10日,日本大阪。ACM,纽约,美国,2页。https://doi.org/10.1145/3489849.3489937
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引用次数: 1
Force-Based Foot Gesture Navigation in Virtual Reality 虚拟现实中基于力的足部手势导航
Siyi Liu, Gun A. Lee, Yi Li, Thammathip Piumsomboon, Barrett Ens
Navigation is a primary interaction in virtual reality. Previous research has explored different forms of artificial locomotion techniques for navigation, including hand gestures and body motions. However, few studies have investigated force-based foot gestures as a locomotion technique. We present three force-based foot gestures (Foot Fly, Foot Step and Foot Teleportation) for navigation in a virtual environment, relying on surface electromyography sensors readings from leg muscles. A pilot study comparing our techniques with controller-based techniques indicates that force-based foot gestures can provide a fun and engaging alternative. Of all six input techniques evaluated, Foot Fly was often most preferred despite requiring more exertion than the Controller Fly technique.
导航是虚拟现实中的主要交互方式。之前的研究已经探索了不同形式的导航人工运动技术,包括手势和身体运动。然而,很少有研究将基于力的足部动作作为一种运动技术进行调查。我们提出了三种基于力的脚手势(脚飞,脚走和脚传送)导航在虚拟环境中,依靠表面肌电传感器读数从腿部肌肉。一项将我们的技术与基于控制器的技术进行比较的初步研究表明,基于力的足部手势可以提供一种有趣且引人入胜的选择。在评估的所有六种输入技术中,Foot Fly通常是最受欢迎的,尽管它比Controller Fly技术需要更多的努力。
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引用次数: 3
期刊
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
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