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

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Preservation and Reproduction of Real Soundscapes in Virtual Space for the "100 Best Soundscapes in Japan" “日本100佳音景”虚拟空间中真实音景的保存与再现
Yoshihiko Okubo, Y. Oishi, Yasuo Kawai
In this study, we developed a soundscape system that reproduces a real soundscape in 3D in a virtual space, based on the "100 Best Soundscapes in Japan" selected by the Ministry of the Environment. Using the game engine "Unity", we proposed a method of embedding recorded sound sources into virtual objects placed in a virtual space, and sequentially playing back the sound when the user walks or turns around in the virtual space. By using this system, it is possible to reproduce the same sound field in the virtual space as in the real space, and it can be applied in various places.
在这项研究中,我们开发了一种声景系统,可以在虚拟空间中以3D方式再现真实的声景,该系统基于日本环境省选出的“日本100最佳声景”。利用游戏引擎“Unity”,我们提出了一种将录制的声源嵌入到放置在虚拟空间中的虚拟物体中,并在用户在虚拟空间中行走或转身时依次播放声音的方法。通过使用该系统,可以在虚拟空间中再现与真实空间相同的声场,并且可以应用于各种场所。
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引用次数: 1
Designing Obstacle Reminder for Safe AR Navigation 基于AR安全导航的障碍物提示设计
Xinyi Su, Xuechen Zhao, C. Cao
AR navigation has been widely used in mobile devices. However, users sometimes immerse in the navigation interface and ignore probable dangers in the real environment. It is necessary to remind users of potential dangers and avoid accidents. Most of existing works focus on how to effectively guide users in AR but few concern about design of danger reminder. In this paper, we build a virtual AR navigation system and compare user experience on different types of obstacle reminder. Furthermore, we compare the influence of color, motion and appearance distance on effectiveness of the reminder. Results show that red color and bi-color are more obvious than blue color for reminder. Motion such as flickering effect helps enhance remind effectiveness.
AR导航在移动设备中得到了广泛的应用。然而,用户有时会沉浸在导航界面中,而忽略了现实环境中可能存在的危险。有必要提醒用户潜在的危险,避免发生事故。现有的工作大多集中在如何在AR中有效地引导用户,而很少关注危险提示的设计。在本文中,我们构建了一个虚拟AR导航系统,并比较了不同类型障碍物提醒的用户体验。此外,我们还比较了颜色、运动和外观距离对提示效果的影响。结果表明,红色和双色提示比蓝色提示更明显。闪烁等动作效果有助于增强提醒效果。
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引用次数: 0
ProMVR - Protein Multiplayer Virtual Reality Tool 蛋白质多人虚拟现实工具
Tianshu Xu, V. V. Yallapragada, M. Tangney, S. Tabirca
Due to the pandemic limitations caused by Covid-19, people need to work at home and carry on the meetings virtually. Virtual meeting tools start popularizing and thriving. Those tools allow users to see each other through screen and camera, chat through voice and text, and share content or ideas through screen share. However, screen sharing protein models through virtual meetings is not easy due to the difficulty of viewing protein 3D (Three Dimensional) structures from a 2D (Two Dimensional) screen. Moreover, interactions upon a protein are also limited. ProMVR is a tool the author developed to tackle the issue that protein designers may find limitations working in a traditional 2D or 3D environment and they may find it hard to communicate their ideas with other designers. Since ProMVR is a VR tool, it allows users to “jump into” a virtual environment, take a close look at protein models, and have intuitive interactions.
由于新冠肺炎疫情的限制,人们需要在家工作,并通过虚拟方式进行会议。虚拟会议工具开始普及并蓬勃发展。这些工具允许用户通过屏幕和摄像头看到彼此,通过语音和文字聊天,并通过屏幕共享分享内容或想法。然而,通过虚拟会议共享蛋白质模型并不容易,因为很难从2D(二维)屏幕上查看蛋白质3D(三维)结构。此外,蛋白质上的相互作用也是有限的。ProMVR是作者开发的一种工具,用于解决蛋白质设计师可能在传统的2D或3D环境中发现工作限制的问题,他们可能会发现很难与其他设计师交流他们的想法。由于ProMVR是一款VR工具,因此它可以让用户“跳入”虚拟环境,近距离观察蛋白质模型,并进行直观的交互。
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引用次数: 1
Multi-View AR Streams for Interactive 3D Remote Teaching 交互式3D远程教学的多视图AR流
Andrew Zhang, Jennifer Jacobs, Misha Sra, Tobias Höllerer
In this work, we present a system that adds augmented reality interaction and 3D-space utilization to educational videoconferencing for a more engaging distance learning experience. We developed infrastructure and user interfaces that enable the use of an instructor’s physical 3D space as a teaching stage, promote student interaction, and take advantage of the flexibility of adding virtual content to the physical world. The system is implemented using hand-held mobile augmented reality to maximize device availability, scalability, and ready deployment, elevating traditional video lectures to immersive mixed reality experiences. We use multiple devices on the teacher’s end to provide different simultaneous views of a teaching space towards a better understanding of the 3D space.
在这项工作中,我们提出了一个系统,该系统将增强现实交互和3d空间利用添加到教育视频会议中,以获得更具吸引力的远程学习体验。我们开发了基础设施和用户界面,可以使用教师的物理3D空间作为教学舞台,促进学生互动,并利用将虚拟内容添加到物理世界的灵活性。该系统使用手持移动增强现实实现,以最大限度地提高设备可用性、可扩展性和可部署性,将传统视频讲座提升为沉浸式混合现实体验。我们在教师端使用多个设备,同时提供不同的教学空间视图,以便更好地理解3D空间。
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引用次数: 5
opticARe - Augmented Reality Mobile Patient Monitoring in Intensive Care Units 在重症监护病房增强现实移动病人监测
S. Kimmel, Vanessa Cobus, Wilko Heuten
German Intensive Care Units (ICUs) are in crisis, struggling with an increasing shortage of skilled workers, ultimately putting patients’ safety at risk. To counteract this process, researchers are increasingly concerned with finding digital solutions which aim to support healthcare professionals by enhancing the efficiency of reoccurring critical caring tasks and thus, improve working conditions. In this regard, this paper evaluates the application of Augmented Reality (AR) for patient monitoring for critical care nursing. Grounded on an observational study, semi-structured interviews, as well as a quantitative analysis, mobile patient monitoring scenarios, present particularly during patient transport, were identified as an innovative context of use of AR in the field. Additionally, user requirements such as high wearability, hands-free operability, and clear data representation could be derived from the obtained study results. For validation of these and identification of further requirements, three prototypes differing in their data illustration format were subsequently developed and quantitatively, as well as qualitatively evaluated by conducting an online survey. Thereby, it became evident that future implementations of a corresponding system for patient monitoring ought to integrate a context-dependent data presentation in particular, as this combines high navigability and availability of required data. Identifying patient monitoring during patient transport as a potential context of use, as well as distinguishing a context-dependent design approach as favorable constitute two key contributions of this work and provide a foundation on which future implementations of AR systems in the nursing domain and other related contexts can be established.
德国重症监护病房(icu)正处于危机之中,与日益短缺的熟练工人作斗争,最终使患者的安全处于危险之中。为了抵消这一过程,研究人员越来越关注寻找数字解决方案,旨在通过提高重复出现的关键护理任务的效率来支持医疗保健专业人员,从而改善工作条件。在这方面,本文评估了增强现实(AR)在重症监护患者监测中的应用。基于一项观察性研究、半结构化访谈以及定量分析,确定了移动患者监测场景,特别是在患者运输过程中,是在现场使用AR的创新环境。此外,可以从获得的研究结果中获得高可穿戴性,免提可操作性和清晰的数据表示等用户需求。为了验证这些和确定进一步的需求,随后开发了三个不同于数据说明格式的原型,并通过进行在线调查进行了定量和定性评估。因此,很明显,未来相应的患者监测系统的实现应该特别集成与上下文相关的数据表示,因为这结合了高可导航性和所需数据的可用性。确定患者转运过程中的患者监测作为潜在的使用情境,以及区分情境相关的设计方法是有利的,这构成了本工作的两个关键贡献,并为未来在护理领域和其他相关情境中实现AR系统提供了基础。
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引用次数: 3
Efficient Mapping Technique under Various Spatial Changes for SLAM-based AR Services 基于slam的AR服务在不同空间变化下的高效映射技术
Hyunwoo Cho, Sangheon Park, Chanho Park, Sung-Uk Jung
Recently, many attempts have been made to apply real-time simultaneous localization and mapping (SLAM) technology to augmented reality (AR) applications. Such AR systems based on SLAM technology are generally implemented by augmenting virtual objects onto a diorama or three-dimensional sculpture. However, a new SLAM map needs to be generated if the space or lighting where the diorama is installed changes. This leads to the problem of updating the coordinate system each time a new SLAM map is generated. Updates to the coordinate system signify that the positions of the virtual objects placed in the AR space change as well. Therefore, we proposed a SLAM map regeneration technique in which the existing coordinate system is maintained even if a new map is generated.
近年来,人们尝试将实时同步定位和地图(SLAM)技术应用于增强现实(AR)应用。这种基于SLAM技术的AR系统通常通过将虚拟物体增强到立体模型或三维雕塑上来实现。但是,如果安装立体模型的空间或照明发生变化,则需要生成新的SLAM地图。这导致了每次生成新的SLAM地图时更新坐标系统的问题。坐标系统的更新意味着放置在AR空间中的虚拟物体的位置也会发生变化。因此,我们提出了一种SLAM地图再生技术,即使生成新的地图,也保持现有的坐标系统。
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引用次数: 1
BreachMob: Detecting Vulnerabilities in Physical Environments Using Virtual Reality BreachMob:利用虚拟现实技术检测物理环境中的漏洞
Lior Somin, Zachary Mckendrick, Patrick Finn, E. Sharlin
BreachMob is a virtual reality (VR) tool that applies open design principles from information security to physical buildings and structures. BreachMob uses a detailed 3D digital model of a property owner's building. The model is then published as a virtual environment (VE), complete with all applicable security measures and released to the public to test the building's security and find any potential vulnerabilities by completing specified objectives. Our paper contributes a new method of applying VR to crowd source detection of physical environment vulnerabilities. We detail the technical realization of two BreachMob prototypes (a home and an airport) reflecting on static and dynamic vulnerabilities. Our design critique suggests that BreachMob promotes user immersion by allowing participants the freedom to behave in ways that align with the experience of breaching physical security protocols.
BreachMob是一款虚拟现实(VR)工具,将信息安全的开放设计原则应用于物理建筑和结构。BreachMob使用业主建筑的详细3D数字模型。然后,该模型作为虚拟环境(VE)发布,包含所有适用的安全措施,并发布给公众,以测试建筑物的安全性,并通过完成指定的目标来发现任何潜在的漏洞。本文提出了一种将虚拟现实技术应用于物理环境漏洞群体源检测的新方法。我们详细介绍了两个BreachMob原型(一个家和一个机场)的技术实现,反映了静态和动态漏洞。我们的设计评论表明,BreachMob通过允许参与者自由地以违反物理安全协议的方式行事,从而促进了用户的沉浸感。
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引用次数: 3
The Influence of in-VR Questionnaire Design on the User Experience in-VR问卷设计对用户体验的影响
S. Safikhani, M. Holly, Alexander Kainz, J. Pirker
Researchers study the user experience in Virtual Reality (VR) typically by collecting either sensory data or using questionnaires. While traditional questionnaire formats present it through web-based survey tools (out-VR), recent studies investigate the effects of presenting questionnaires directly in the virtual environment (in-VR). The in-VR questionnaire can be defined as an implemented user-interface object that allows interaction with questionnaires in VR that do not break the immersion. Integrating questionnaires directly into the virtual environment, however, also challenges design decisions. While most previous research presents in-VR questionnaires in the form of 2D panels in the virtual environment, we want to investigate the difference from such traditional formats to a presentation of a questionnaire format in the form of an interactive object as part of the environment. Accordingly, we evaluate and compare two different in-VR questionnaire designs and a traditional web-based form (out-VR) to assess user experience, the effect on presence, duration of completing the questionnaires, and users’ preferences. As the means for achieving this goal, we developed an immersive questionnaire toolkit that provides a general solution for implementing in-VR questionnaires and exchanging data with popular survey services. This toolkit enables us to run our study both on-site and remotely. As a first small study, 16 users, either on-site or remotely, attended by completing the System Usability Scale, NASA TLX, and the iGroup Presence Questionnaire after a playful activity. The first results indicate that there is no significant difference in the case of usability and presence between different design layouts. Furthermore, we could not find a significant difference also for the task load except between 2D and web-based layout for mental demand and frustration as well as the duration of completing the questionnaire. The results also indicate that users generally prefer in-VR questionnaire designs to the traditional ones. The study can be expanded to include more participants in user studies as a means of gaining more concrete results. Furthermore, additional questionnaire design alternatives can also help to provide us with a more usable and accurate questionnaire design in VR.
研究人员通常通过收集感官数据或使用问卷调查来研究虚拟现实(VR)中的用户体验。虽然传统的问卷格式是通过基于网络的调查工具(out-VR)来呈现的,但最近的研究调查了直接在虚拟环境(in- vr)中呈现问卷的效果。in-VR问卷可以定义为一个实现的用户界面对象,它允许在不破坏沉浸感的情况下与VR中的问卷进行交互。然而,将问卷直接集成到虚拟环境中也会挑战设计决策。虽然之前的大多数研究都是在虚拟环境中以2D面板的形式呈现vr问卷,但我们想要研究从这种传统格式到以交互式对象的形式呈现问卷格式的差异,作为环境的一部分。因此,我们评估和比较了两种不同的in-VR问卷设计和传统的基于网络的形式(out-VR),以评估用户体验、对在场的影响、完成问卷的持续时间和用户的偏好。为了实现这一目标,我们开发了一个沉浸式问卷工具包,为实施虚拟现实问卷和与流行调查服务交换数据提供了通用解决方案。这个工具包使我们能够在现场和远程运行我们的研究。作为第一个小型研究,16个用户,无论是现场还是远程,在一个有趣的活动后完成系统可用性量表,NASA TLX和iggroup存在问卷。第一个结果表明,在可用性和存在性的情况下,不同的设计布局没有显著差异。此外,除了平面布局与网页布局在心理需求、挫败感以及完成问卷的持续时间上存在显著差异外,我们在任务负荷上也没有发现显著差异。结果还表明,与传统问卷设计相比,用户普遍更喜欢虚拟现实问卷设计。这项研究可以扩大,使更多的参与者参与用户研究,以获得更具体的结果。此外,额外的问卷设计方案也可以帮助我们在VR中提供更实用和准确的问卷设计。
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引用次数: 7
VR Rehearse & Perform - A platform for rehearsing in Virtual Reality VR排练&表演-一个在虚拟现实中排练的平台
V. Lalioti, Sophia Ppali, Andrew J. Thomas, Ragnar Hrafnkelsson, M. Grierson, C. Ang, Bea S. Wohl, A. Covaci
In this paper, we propose VR Rehearse & Perform - a Virtual Reality application for enhancing the rehearsal efforts of performers by providing them access to accurate recreations - both visual and acoustical - of iconic concert venues.
在本文中,我们提出了VR排练和表演,这是一种虚拟现实应用程序,通过为表演者提供准确的视觉和听觉再现,来提高他们的排练效果。
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引用次数: 4
An Evaluation of Methods for Manipulating Virtual Objects at Different Scales 不同尺度虚拟物体操纵方法的评价
Jesper Gaarsdal, Sune Wolff, C. Madsen
Immersive Virtual Reality enables users to experience 3D models and other virtual content in ways that cannot be achieved on a flat screen, and several modern Virtual Reality applications now give users the ability to include or create their own content and objects. With user-generated content however, objects may come in all shapes and sizes. This necessitates the use of object manipulation methods that are effective regardless of object size. In this work we evaluate two methods for manipulating virtual objects of varying sizes. World Pull enables the user to directly manipulate and scale the virtual environment, while Pivot Manipulation enables the user to rotate objects around a set of predefined pivot points. The methods were compared to a traditional 6 degree of freedom manipulation method during a user study and the results showed that World Pull performed better in terms of precision for small and large objects, while Pivot Manipulation performed better for large objects.
沉浸式虚拟现实使用户能够以平面屏幕上无法实现的方式体验3D模型和其他虚拟内容,并且一些现代虚拟现实应用程序现在使用户能够包含或创建自己的内容和对象。然而,对于用户生成的内容,对象可能有各种形状和大小。这就需要使用无论对象大小如何都有效的对象操作方法。在这项工作中,我们评估了操纵不同大小的虚拟对象的两种方法。World Pull使用户能够直接操纵和缩放虚拟环境,而Pivot Manipulation使用户能够围绕一组预定义的枢轴点旋转对象。在一项用户研究中,将这些方法与传统的6自由度操纵方法进行了比较,结果表明World Pull在小型和大型物体的精度方面表现更好,而Pivot manipulation在大型物体上表现更好。
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引用次数: 1
期刊
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
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