首页 > 最新文献

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

英文 中文
SpArc: A VR Animating Tool at Your Fingertips SpArc:一个VR动画工具在你的指尖
Bingyu Li, Ines Said, Linda Kirova, Maria Blokhina, H. Kang
3D animation is becoming a popular form of storytelling in many fields, bringing life to games, films, and advertising. However, the complexity of conventional 3D animation software poses steep learning curves for novices. Our work aims to lower such barriers by creating a simple yet immersive interface that users can easily interact with. Based on the focus-group interviews, we identified key functionalities in animation workflows. The resulting tool, SpArc, is designed for two-handed setups and allows users to dive into animating without complex rigging and skinning process or learning multiple menu interactions. Instead of using a conventional horizontal slider, we designed a radial time slider to reduce possible arm fatigue and enhance the accuracy of keyframe selection. The demo will showcase this interactive 3D animation tool.
3D动画正在许多领域成为一种流行的叙事形式,为游戏、电影和广告带来了生机。然而,传统3D动画软件的复杂性为新手带来了陡峭的学习曲线。我们的工作旨在通过创建一个简单而身临其境的界面来降低这种障碍,用户可以轻松地与之交互。基于焦点小组访谈,我们确定了动画工作流程中的关键功能。由此产生的工具,SpArc,是专为双手设置,并允许用户潜入动画没有复杂的索具和剥皮过程或学习多个菜单交互。我们设计了一个径向时间滑块来代替传统的水平滑块,以减少可能的手臂疲劳并提高关键帧选择的准确性。演示将展示这个交互式3D动画工具。
{"title":"SpArc: A VR Animating Tool at Your Fingertips","authors":"Bingyu Li, Ines Said, Linda Kirova, Maria Blokhina, H. Kang","doi":"10.1145/3489849.3489920","DOIUrl":"https://doi.org/10.1145/3489849.3489920","url":null,"abstract":"3D animation is becoming a popular form of storytelling in many fields, bringing life to games, films, and advertising. However, the complexity of conventional 3D animation software poses steep learning curves for novices. Our work aims to lower such barriers by creating a simple yet immersive interface that users can easily interact with. Based on the focus-group interviews, we identified key functionalities in animation workflows. The resulting tool, SpArc, is designed for two-handed setups and allows users to dive into animating without complex rigging and skinning process or learning multiple menu interactions. Instead of using a conventional horizontal slider, we designed a radial time slider to reduce possible arm fatigue and enhance the accuracy of keyframe selection. The demo will showcase this interactive 3D animation tool.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127115075","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
An Interactive Flight Operation with 2-DOF Motion Platform 基于二自由度运动平台的交互式飞行操作
Riku Fukuyama, Wataru Wakita
We propose an interactive flight operation with 2-DOF motion platform that enables user to tilt greatly according to the user posture and VR environment. In order to realize a flight like a hang glider, this work interactively controls the motion platform according to the attitude of the user. By tilting the body back and forth and left and right while keeping the body horizontal based on a posture like the planche exercise, the virtual aircraft tilts in that direction and the motion platform also rolling movements. In addition, since our motion platform with the balance board swings by rolling motion, it is possible to realize a large swing at low-cost and safely.
我们提出了一种带有2自由度运动平台的交互式飞行操作,使用户可以根据用户的姿势和VR环境进行大幅度倾斜。为了实现像悬挂式滑翔机一样的飞行,本作品根据用户的姿态对运动平台进行交互控制。通过前后左右倾斜身体,同时保持身体水平的姿势,如planche练习,虚拟飞机在那个方向倾斜,运动平台也滚动运动。此外,由于我们的运动平台与平衡板以滚动运动的方式摆动,因此可以以低成本和安全的方式实现大的摆动。
{"title":"An Interactive Flight Operation with 2-DOF Motion Platform","authors":"Riku Fukuyama, Wataru Wakita","doi":"10.1145/3489849.3489911","DOIUrl":"https://doi.org/10.1145/3489849.3489911","url":null,"abstract":"We propose an interactive flight operation with 2-DOF motion platform that enables user to tilt greatly according to the user posture and VR environment. In order to realize a flight like a hang glider, this work interactively controls the motion platform according to the attitude of the user. By tilting the body back and forth and left and right while keeping the body horizontal based on a posture like the planche exercise, the virtual aircraft tilts in that direction and the motion platform also rolling movements. In addition, since our motion platform with the balance board swings by rolling motion, it is possible to realize a large swing at low-cost and safely.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123270790","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
A System for Practicing Ball/Strike Judgment in VR Environment VR环境下的球/击球判断练习系统
Kentarou Yanase, Shunji Muto, Kyohei Masuko, Tomoyuki Nagami, Takashi Ijiri
The purpose of this study is to develop an easy-to-use ball/strike judgment practice system for inexperienced baseball umpires. The main idea is to provide a practice environment in a Virtual Reality (VR) space. With our system, users observe a pitched ball, perform ball/strike judgment, and review their judgment in a VR space. Since the whole process is completed in VR, users can practice the judgments without preparing a pitcher and catcher. A user investigation in which participants practiced with our system and judged balls thrown by a pitching machine was conducted. The participants responded positively when asked about the usefulness of our system.
本研究的目的是为没有经验的棒球裁判员开发一个易于使用的球/好球判断练习系统。其主要思想是在虚拟现实(VR)空间中提供一个练习环境。在我们的系统中,用户观察投出的球,进行击球/击球判断,并在VR空间中检查他们的判断。由于整个过程都是在VR中完成的,用户可以在不准备投手和接球手的情况下练习判断。在一项用户调查中,参与者使用我们的系统进行练习,并对投球机投出的球进行判断。当被问及我们的系统是否有用时,参与者的反应是肯定的。
{"title":"A System for Practicing Ball/Strike Judgment in VR Environment","authors":"Kentarou Yanase, Shunji Muto, Kyohei Masuko, Tomoyuki Nagami, Takashi Ijiri","doi":"10.1145/3489849.3489931","DOIUrl":"https://doi.org/10.1145/3489849.3489931","url":null,"abstract":"The purpose of this study is to develop an easy-to-use ball/strike judgment practice system for inexperienced baseball umpires. The main idea is to provide a practice environment in a Virtual Reality (VR) space. With our system, users observe a pitched ball, perform ball/strike judgment, and review their judgment in a VR space. Since the whole process is completed in VR, users can practice the judgments without preparing a pitcher and catcher. A user investigation in which participants practiced with our system and judged balls thrown by a pitching machine was conducted. The participants responded positively when asked about the usefulness of our system.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117315186","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Enabling Robot-assisted Motion Capture with Human Scale Tracking Optimization 使机器人辅助运动捕捉与人体尺度跟踪优化
Pascal Chiu, Jiawei Huang, Y. Kitamura
Motion tracking systems with viewpoint concerns or whose marker data include unreliable states have proven difficult to use despite many impactful benefits. We propose a technique inspired by active vision and using a customized hill-climbing approach to control a robot-sensor setup and apply it to a magnetic induction system capable of occlusion-free motion tracking. Our solution reduces the impact of displacement and orientation issues for markers which inherently present a dead-angle range that disturbs usability and accuracy. The resulting interface is successful in stabilizing previously unexploitable data while preventing sub-optimal states for up to hundreds of occurrences per recording and featuring an approximate 40% decrease in tracking error.
具有视点关注点或其标记数据包括不可靠状态的运动跟踪系统已被证明难以使用,尽管有许多有影响的好处。我们提出了一种受主动视觉启发的技术,并使用定制的爬坡方法来控制机器人传感器设置,并将其应用于能够无遮挡运动跟踪的磁感应系统。我们的解决方案减少了位移和方向问题对标记的影响,这些标记固有的死角范围会干扰可用性和准确性。由此产生的接口成功地稳定了以前不可利用的数据,同时防止每次记录出现多达数百次的次优状态,并使跟踪错误减少了约40%。
{"title":"Enabling Robot-assisted Motion Capture with Human Scale Tracking Optimization","authors":"Pascal Chiu, Jiawei Huang, Y. Kitamura","doi":"10.1145/3489849.3489881","DOIUrl":"https://doi.org/10.1145/3489849.3489881","url":null,"abstract":"Motion tracking systems with viewpoint concerns or whose marker data include unreliable states have proven difficult to use despite many impactful benefits. We propose a technique inspired by active vision and using a customized hill-climbing approach to control a robot-sensor setup and apply it to a magnetic induction system capable of occlusion-free motion tracking. Our solution reduces the impact of displacement and orientation issues for markers which inherently present a dead-angle range that disturbs usability and accuracy. The resulting interface is successful in stabilizing previously unexploitable data while preventing sub-optimal states for up to hundreds of occurrences per recording and featuring an approximate 40% decrease in tracking error.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114985078","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Modeling Pointing for 3D Target Selection in VR VR中三维目标选择的建模指向
Tor-Salve Dalsgaard, Jarrod Knibbe, Joanna Bergström
Virtual reality (VR) allows users to interact similarly to how they do in the physical world, such as touching, moving, and pointing at objects. To select objects at a distance, most VR techniques rely on casting a ray through one or two points located on the user’s body (e.g., on the head and a finger), and placing a cursor on that ray. However, previous studies show that such rays do not help users achieve optimal pointing accuracy nor correspond to how they would naturally point. We seek to find features, which would best describe natural pointing at distant targets. We collect motion data from seven locations on the hand, arm, and body, while participants point at 27 targets across a virtual room. We evaluate the features of pointing and analyse sets of those for predicting pointing targets. Our analysis shows an 87% classification accuracy between the 27 targets for the best feature set and a mean distance of 23.56 cm in predicting pointing targets across the room. The feature sets can inform the design of more natural and effective VR pointing techniques for distant object selection.
虚拟现实(VR)允许用户像在物理世界中一样进行交互,比如触摸、移动和指向物体。为了在一定距离内选择物体,大多数VR技术依赖于通过用户身体上的一个或两个点(例如,在头部和手指上)投射光线,并在该光线上放置光标。然而,先前的研究表明,这种光线不能帮助用户达到最佳的指向精度,也不能与他们自然指向的方式相对应。我们试图找到最能描述自然指向遥远目标的特征。我们从手、手臂和身体的七个位置收集运动数据,同时参与者指着虚拟房间里的27个目标。我们评估了指向的特征,并分析了指向目标预测的特征集。我们的分析表明,对于最佳特征集,27个目标之间的分类准确率为87%,预测房间内指向目标的平均距离为23.56 cm。这些功能集可以为远距离物体选择提供更自然、更有效的VR指向技术的设计。
{"title":"Modeling Pointing for 3D Target Selection in VR","authors":"Tor-Salve Dalsgaard, Jarrod Knibbe, Joanna Bergström","doi":"10.1145/3489849.3489853","DOIUrl":"https://doi.org/10.1145/3489849.3489853","url":null,"abstract":"Virtual reality (VR) allows users to interact similarly to how they do in the physical world, such as touching, moving, and pointing at objects. To select objects at a distance, most VR techniques rely on casting a ray through one or two points located on the user’s body (e.g., on the head and a finger), and placing a cursor on that ray. However, previous studies show that such rays do not help users achieve optimal pointing accuracy nor correspond to how they would naturally point. We seek to find features, which would best describe natural pointing at distant targets. We collect motion data from seven locations on the hand, arm, and body, while participants point at 27 targets across a virtual room. We evaluate the features of pointing and analyse sets of those for predicting pointing targets. Our analysis shows an 87% classification accuracy between the 27 targets for the best feature set and a mean distance of 23.56 cm in predicting pointing targets across the room. The feature sets can inform the design of more natural and effective VR pointing techniques for distant object selection.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125357758","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Preliminary analysis of visual cognition estimation in VR toward effective assistance timing for iterative visual search tasks 面向迭代视觉搜索任务有效辅助时机的VR视觉认知估计初探
Syunsuke Yoshida, Makoto Sei, A. Utsumi, H. Yamazoe
This research aims to develop a method to assist iterative visual search tasks, and it focuses on visual cognition to achieve effective assistance. As a first step to this goal, we analyzed the participants’ gaze behaviors when they visually recognized a target in a VR environment. In the experiment, the effect of visual cognition difficulty (VCD) is considered. Analysis results show that the participants could visually recognize lower-VCD targets at an earlier timing. This suggests that VCD-based guidance may improve task performance.
本研究旨在开发一种辅助迭代视觉搜索任务的方法,并将重点放在视觉认知上以实现有效的辅助。作为实现这一目标的第一步,我们分析了参与者在VR环境中视觉识别目标时的凝视行为。实验中考虑了视觉认知困难(VCD)的影响。分析结果表明,被试能够在较早的时间内视觉识别出vcd较低的目标。这表明基于vcd的指导可以提高任务绩效。
{"title":"Preliminary analysis of visual cognition estimation in VR toward effective assistance timing for iterative visual search tasks","authors":"Syunsuke Yoshida, Makoto Sei, A. Utsumi, H. Yamazoe","doi":"10.1145/3489849.3489954","DOIUrl":"https://doi.org/10.1145/3489849.3489954","url":null,"abstract":"This research aims to develop a method to assist iterative visual search tasks, and it focuses on visual cognition to achieve effective assistance. As a first step to this goal, we analyzed the participants’ gaze behaviors when they visually recognized a target in a VR environment. In the experiment, the effect of visual cognition difficulty (VCD) is considered. Analysis results show that the participants could visually recognize lower-VCD targets at an earlier timing. This suggests that VCD-based guidance may improve task performance.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128777775","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Compact and Low-cost VR Tooth Drill Training System using Mobile HMD and Stylus Smartphone 一种使用移动头戴式显示器和触控笔智能手机的紧凑低成本VR牙钻训练系统
Tatsuki Takano, Kazuki Takashima, Kazuyuki Fujita, Hong Guang, Kaori Ikematsu, Y. Kitamura
Drilling teeth is a significant technique for dental learners. However, the existing VR tooth drill training simulators are physically large and costly, which cannot be used at home or classroom for a private study. This work presents a novel low-cost mobile VR dental simulator using off-the-shelf devices, including a mobile HMD and a stylus smartphone. In this system, a 3D-printed physical teeth prop is placed on an EMR stylus smartphone where its stylus tracks the tip position of a physical drill. Unlike existing solutions using haptic/force devices, our approach involving physical contact between the prop and drill tip enables the user’s natural teeth hardness sensation. The use of smartphone stylus would enable significantly more accurate drill position sensing around the teeth than HMD’s accompanying controllers. We also developed VR software to simulate tooth drilling on this setup. This demo will show how our new mobile simulator offers a realistic feeling of drilling teeth.
钻牙是牙科学习者的一项重要技术。然而,现有的虚拟现实牙钻训练模拟器体积庞大,价格昂贵,无法在家庭或教室进行私人学习。这项工作提出了一种新型的低成本移动VR牙科模拟器,使用现成的设备,包括移动HMD和手写智能手机。在该系统中,将3d打印的实体牙齿支架放置在EMR手写笔智能手机上,其手写笔可以跟踪物理钻头的尖端位置。与现有使用触觉/力设备的解决方案不同,我们的方法涉及支柱和钻尖之间的物理接触,使用户能够自然感受到牙齿的硬度。使用智能手机触控笔可以比HMD的配套控制器更精确地感知牙齿周围的钻头位置。我们还开发了VR软件来模拟在这个装置上钻牙。这个演示将展示我们的新移动模拟器如何提供钻牙的逼真感觉。
{"title":"A Compact and Low-cost VR Tooth Drill Training System using Mobile HMD and Stylus Smartphone","authors":"Tatsuki Takano, Kazuki Takashima, Kazuyuki Fujita, Hong Guang, Kaori Ikematsu, Y. Kitamura","doi":"10.1145/3489849.3489933","DOIUrl":"https://doi.org/10.1145/3489849.3489933","url":null,"abstract":"Drilling teeth is a significant technique for dental learners. However, the existing VR tooth drill training simulators are physically large and costly, which cannot be used at home or classroom for a private study. This work presents a novel low-cost mobile VR dental simulator using off-the-shelf devices, including a mobile HMD and a stylus smartphone. In this system, a 3D-printed physical teeth prop is placed on an EMR stylus smartphone where its stylus tracks the tip position of a physical drill. Unlike existing solutions using haptic/force devices, our approach involving physical contact between the prop and drill tip enables the user’s natural teeth hardness sensation. The use of smartphone stylus would enable significantly more accurate drill position sensing around the teeth than HMD’s accompanying controllers. We also developed VR software to simulate tooth drilling on this setup. This demo will show how our new mobile simulator offers a realistic feeling of drilling teeth.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121274193","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
An Infant-Like Device that Reproduces Hugging Sensation with Multi-Channel Haptic Feedback 一种类似婴儿的设备,通过多通道触觉反馈再现拥抱感
Taiyo Natomi, Yasuji Kitabatake, Kazuyuki Fujita, T. Onoye, Yuichi Itoh
Proximity interaction, such as hugging, plays an essential role in building relationships between parents and children. However, parents and children cannot freely interact in the neonatal intensive care unit due to visiting restrictions imposed by COVID-19. In this study, we develop a system of pseudo-proximity interaction with a remote infant through a VR headset by using an infant-like device that reproduces the haptic feedback features of the hugging sensation, such as weight, body temperature, breathing, softness, and unstable neck.
近距离互动,如拥抱,在建立父母和孩子之间的关系中起着至关重要的作用。然而,由于COVID-19实施的探视限制,父母和孩子无法在新生儿重症监护病房自由互动。在这项研究中,我们通过VR头显开发了一个与远程婴儿的伪近距离互动系统,该系统使用一个类似婴儿的设备来重现拥抱感觉的触觉反馈特征,如体重、体温、呼吸、柔软度和不稳定的颈部。
{"title":"An Infant-Like Device that Reproduces Hugging Sensation with Multi-Channel Haptic Feedback","authors":"Taiyo Natomi, Yasuji Kitabatake, Kazuyuki Fujita, T. Onoye, Yuichi Itoh","doi":"10.1145/3489849.3489927","DOIUrl":"https://doi.org/10.1145/3489849.3489927","url":null,"abstract":"Proximity interaction, such as hugging, plays an essential role in building relationships between parents and children. However, parents and children cannot freely interact in the neonatal intensive care unit due to visiting restrictions imposed by COVID-19. In this study, we develop a system of pseudo-proximity interaction with a remote infant through a VR headset by using an infant-like device that reproduces the haptic feedback features of the hugging sensation, such as weight, body temperature, breathing, softness, and unstable neck.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128236769","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Investigating the Effect of Sensor Data Visualization Variances in Virtual Reality 虚拟现实中传感器数据可视化差异的影响研究
T. Vu, Dinh Tung Le, Dac Dang Khoa Nguyen, Sheila Sutjipto, G. Paul
This paper investigates the effect of real-time sensor data variances on humans performing straightforward assembly tasks in a Virtual Reality-based (VR-based) training system. A VR-based training system has been developed to transfer color and depth images, and constructs colored point clouds data to represent objects in real-time. Various parameters that affect sensor data acquisition and visualization of remotely operated robots in the real-world are varied. Afterward, the associated task performance is observed. Experimental results from 12 participants performed a total of 95 VR-guided puzzle assembly tasks demonstrated that a combination of low resolution and uncolored points has the most significant effect on participants’ performance. Participants mentioned that they needed to rely upon tactile feedback when the perceptual feedback was minimal. The most insignificant parameter determined was the resolution of the data representations, which, when varied within the experimental bounds, only resulted in a 5% average change in completion time. Participants also indicated in surveys that they felt their performance had improved and frustration was reduced when provided with color information of the scene.
本文研究了实时传感器数据差异对人类在基于虚拟现实(vr)的培训系统中执行直接组装任务的影响。开发了一种基于vr的训练系统,用于传输颜色和深度图像,并构建彩色点云数据来实时表示物体。在现实世界中,影响传感器数据采集和远程操作机器人可视化的各种参数是多种多样的。之后,观察相关的任务性能。12名参与者共完成了95个vr引导的拼图任务的实验结果表明,低分辨率和无颜色点的组合对参与者的表现影响最大。参与者提到,当感知反馈很少时,他们需要依赖触觉反馈。确定的最不重要的参数是数据表示的分辨率,当在实验范围内变化时,仅导致完成时间平均变化5%。参与者还在调查中表示,当提供场景的颜色信息时,他们觉得自己的表现有所改善,挫折感也减少了。
{"title":"Investigating the Effect of Sensor Data Visualization Variances in Virtual Reality","authors":"T. Vu, Dinh Tung Le, Dac Dang Khoa Nguyen, Sheila Sutjipto, G. Paul","doi":"10.1145/3489849.3489877","DOIUrl":"https://doi.org/10.1145/3489849.3489877","url":null,"abstract":"This paper investigates the effect of real-time sensor data variances on humans performing straightforward assembly tasks in a Virtual Reality-based (VR-based) training system. A VR-based training system has been developed to transfer color and depth images, and constructs colored point clouds data to represent objects in real-time. Various parameters that affect sensor data acquisition and visualization of remotely operated robots in the real-world are varied. Afterward, the associated task performance is observed. Experimental results from 12 participants performed a total of 95 VR-guided puzzle assembly tasks demonstrated that a combination of low resolution and uncolored points has the most significant effect on participants’ performance. Participants mentioned that they needed to rely upon tactile feedback when the perceptual feedback was minimal. The most insignificant parameter determined was the resolution of the data representations, which, when varied within the experimental bounds, only resulted in a 5% average change in completion time. Participants also indicated in surveys that they felt their performance had improved and frustration was reduced when provided with color information of the scene.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126980653","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
TangibleData: Interactive Data Visualization with Mid-Air Haptics TangibleData:与空中触觉的交互式数据可视化
Ayush Bhardwaj, Junghoon Chae, Richard Huynh Noeske, Jin Ryong Kim
In this paper, we investigate the effects of mid-air haptics in interactive 3D data visualization. We build an interactive 3D data visualization tool that adapts hand gestures and mid-air haptics to provide tangible interaction in VR using ultrasound haptic feedback on 3D data visualization. We consider two types of 3D visualization datasets and provide different data encoding methods for haptic representations. Two user experiments are conducted to evaluate the effectiveness of our approach. The first experimental results show that adding a mid-air haptic modality can be beneficial regardless of noise conditions and useful for handling occlusion or discerning density and volume information. The second experiment results further show the strengths and weaknesses of direct touch and indirect touch modes. Our findings can shed light on designing and implementing a tangible interaction on 3D data visualization with mid-air haptic feedback.
在本文中,我们研究了空中触觉在交互式三维数据可视化中的作用。我们构建了一个交互式3D数据可视化工具,该工具适应手势和空中触觉,在VR中使用超声触觉反馈对3D数据可视化提供切实的交互。我们考虑了两种类型的三维可视化数据集,并为触觉表征提供了不同的数据编码方法。进行了两个用户实验来评估我们的方法的有效性。第一个实验结果表明,无论噪声条件如何,添加空中触觉模态都是有益的,并且有助于处理遮挡或识别密度和体积信息。第二个实验结果进一步显示了直接触摸和间接触摸模式的优缺点。我们的研究结果可以为设计和实现具有空中触觉反馈的三维数据可视化的有形交互提供启示。
{"title":"TangibleData: Interactive Data Visualization with Mid-Air Haptics","authors":"Ayush Bhardwaj, Junghoon Chae, Richard Huynh Noeske, Jin Ryong Kim","doi":"10.1145/3489849.3489890","DOIUrl":"https://doi.org/10.1145/3489849.3489890","url":null,"abstract":"In this paper, we investigate the effects of mid-air haptics in interactive 3D data visualization. We build an interactive 3D data visualization tool that adapts hand gestures and mid-air haptics to provide tangible interaction in VR using ultrasound haptic feedback on 3D data visualization. We consider two types of 3D visualization datasets and provide different data encoding methods for haptic representations. Two user experiments are conducted to evaluate the effectiveness of our approach. The first experimental results show that adding a mid-air haptic modality can be beneficial regardless of noise conditions and useful for handling occlusion or discerning density and volume information. The second experiment results further show the strengths and weaknesses of direct touch and indirect touch modes. Our findings can shed light on designing and implementing a tangible interaction on 3D data visualization with mid-air haptic feedback.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133744810","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
期刊
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1