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

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PneuMod: A Modular Haptic Device with Localized Pressure and Thermal Feedback PneuMod:具有局部压力和热反馈的模块化触觉设备
Bowen Zhang, Misha Sra
Humans have tactile sensory organs distributed all over the body. However, haptic devices are often only created for one part (e.g., hands, wrist, or face). We propose PneuMod, a wearable modular haptic device that can simultaneously and independently present pressure and thermal (warm and cold) cues to different parts of the body. The module in PneuMod is a pneumatically-actuated silicone bubble with an integrated Peltier device that can render thermo-pneumatic feedback through shapes, locations, patterns, and motion effects. The modules can be arranged with varying resolutions on fabric to create sleeves, headbands, leg wraps, and other forms that can be worn on multiple parts of the body. In this paper, we describe the system design, the module implementation, and applications for social touch interactions and in-game thermal and pressure feedback.
人类的触觉器官遍布全身。然而,触觉设备通常只用于一个部位(例如,手,手腕或脸)。我们提出了PneuMod,一种可穿戴的模块化触觉设备,可以同时独立地向身体的不同部位提供压力和热(热和冷)信号。PneuMod中的模块是一个气动驱动的硅胶气泡,带有集成的Peltier设备,可以通过形状,位置,模式和运动效果呈现热气动反馈。这些模块可以在织物上以不同的分辨率排列,以创建袖子、发带、腿包和其他形式,可以佩戴在身体的多个部位。在本文中,我们描述了系统设计,模块实现,以及社交触摸交互和游戏内热压力反馈的应用。
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引用次数: 12
Ellipses Ring Marker for High-speed Finger Tracking 椭圆环形标记高速手指跟踪
Tomohiro Sueishi, M. Ishikawa
High-speed finger tracking is necessary for augmented reality and operation in human-machine cooperation without latency discomfort, but conventional markerless finger tracking methods are not fast enough and the marker-based methods have low wearability. In this paper, we propose an ellipses ring marker (ERM), a finger-ring marker consisting of multiple ellipses and its high-speed image recognition algorithm. The finger-ring shape has highly wearing continuity, and the surface shape is suitable for various viewing angle observation. The invariance of the ellipse in the perspective projection enables accurate and low-latency posture estimation. We have experimentally investigated the advantage in normal distribution, validated the sufficient accuracy and computational cost in the marker tracking, and showed a demonstration of dynamic projection mapping on a palm.
高速手指跟踪是增强现实和人机协作操作的必要条件,但传统的无标记器手指跟踪方法速度不够快,且基于标记器的方法可穿戴性较低。本文提出了一种椭圆环标记(ERM),即由多个椭圆组成的手指环标记及其高速图像识别算法。指环形状具有高度的佩戴连续性,表面形状适合各种视角观察。椭圆在透视投影中的不变性使得姿态估计准确、低延迟。我们通过实验研究了该方法在正态分布中的优势,验证了该方法在标记跟踪方面具有足够的精度和计算成本,并展示了在手掌上动态投影映射的演示。
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引用次数: 2
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
Virtual Object Categorisation Methods: Towards a Richer Understanding of Object Grasping for Virtual Reality 虚拟对象分类方法:对虚拟现实对象抓取的更丰富的理解
Andreea-Dalia Blaga, Maite Frutos Pascual, C. Creed, Ian Williams
Object categorisation methods have been historically used in literature for understanding and collecting real objects together into meaningful groups and can be used to define human interaction patterns (i. e grasping). When investigating grasping patterns for Virtual Reality (VR), researchers used Zingg’s methodology which categorises objects based on shape and form. However, this methodology is limited and does not take into consideration other object attributes that might influence grasping interaction in VR. To address this, our work presents a study into three categorisation methods for virtual objects. We employ Zingg’s object categorisation as a benchmark against existing real and virtual object interaction work and introduce two new categorisation methods that focus on virtual object equilibrium and virtual object component parts. We evaluate these categorisation methods using a dataset of 1872 grasps from a VR docking task on 16 virtual representations of real objects and report findings on grasp patterns. We report on findings for each virtual object categorisation method showing differences in terms of grasp classes, grasp type and aperture. We conclude by detailing recommendations and future ideas on how these categorisation methods can be taken forward to inform a richer understanding of grasping in VR.
在文献中,对象分类方法一直被用于理解和收集真实对象,并将其纳入有意义的群体,并可用于定义人类交互模式(即抓取)。在研究虚拟现实(VR)的抓取模式时,研究人员使用了Zingg的方法,该方法根据形状和形式对物体进行分类。然而,这种方法是有限的,并没有考虑到其他物体属性,可能会影响抓取交互在VR中。为了解决这个问题,我们的工作提出了对虚拟对象的三种分类方法的研究。我们采用Zingg的对象分类作为现有真实和虚拟对象交互工作的基准,并引入了两种新的分类方法,分别关注虚拟对象平衡和虚拟对象组成部分。我们使用来自VR对接任务的1872个抓取数据集来评估这些分类方法,这些数据集来自16个真实物体的虚拟表示,并报告抓取模式的发现。我们报告了每种虚拟对象分类方法的发现,显示了抓取类,抓取类型和孔径方面的差异。最后,我们详细介绍了这些分类方法的建议和未来的想法,以便更深入地了解VR中的抓取。
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引用次数: 1
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
Flyables: Haptic Input Devices for Virtual Reality using Quadcopters Flyables:使用四轴飞行器的虚拟现实触觉输入设备
Jonas Auda, Nils Verheyen, Sven Mayer, Stefan Schneegass
Virtual Reality (VR) has made its way into everyday life. While VR delivers an ever-increasing level of immersion, controls and their haptics are still limited. Current VR headsets come with dedicated controllers that are used to control every virtual interface element. However, the controller input mostly differs from the virtual interface. This reduces immersion. To provide a more realistic input, we present Flyables, a toolkit that provides matching haptics for virtual user interface elements using quadcopters. We took five common virtual UI elements and built their physical counterparts. We attached them to quadcopters to deliver on-demand haptic feedback. In a user study, we compared Flyables to controller-based VR input. While controllers still outperform Flyables in terms of precision and task completion time, we found that Flyables present a more natural and playful way to interact with VR environments. Based on the results from the study, we outline research challenges that could improve interaction with Flyables in the future.
虚拟现实(VR)已经进入了人们的日常生活。虽然VR提供了越来越高的沉浸感,但控制和触觉仍然有限。当前的VR头显带有专用控制器,用于控制每个虚拟界面元素。然而,控制器的输入大多不同于虚拟接口。这减少了沉浸感。为了提供更逼真的输入,我们提出了Flyables,这是一个使用四轴飞行器为虚拟用户界面元素提供匹配触觉的工具包。我们选取了5个常见的虚拟UI元素,并构建了它们的物理对应物。我们将它们连接到四轴飞行器上,以提供按需触觉反馈。在一项用户研究中,我们将Flyables与基于控制器的VR输入进行了比较。虽然控制器在精度和任务完成时间方面仍然优于Flyables,但我们发现Flyables呈现出一种更自然、更有趣的与VR环境互动的方式。根据研究结果,我们概述了未来可能改善与Flyables互动的研究挑战。
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引用次数: 7
A Pilot Study Examining the Unexpected Vection Hypothesis of Cybersickness. 一项关于晕机的意外矢量假说的初步研究。
J. Teixeira, Sebastien Miellet, S. Palmisano
The relationship between vection (illusory self-motion) and cybersickness is complex. This pilot study examined whether only unexpected vection provokes sickness during head-mounted display (HMD) based virtual reality (VR). 20 participants ran through the tutorial of Mission: ISS (an HMD VR app) until they experienced notable sickness (maximum exposure was 15 minutes). We found that: 1) cybersickness was positively related to vection strength; and 2) cybersickness appeared to be more likely to occur during unexpected vection. Given the implications of these findings, future studies should attempt to replicate them and confirm the unexpected vection hypothesis with larger sample sizes and rigorous experimental designs.
矢量(虚幻的自我运动)和晕动症之间的关系很复杂。这项初步研究考察了在基于头戴式显示器(HMD)的虚拟现实(VR)中,是否只有意外的对流才会引发疾病。20名参与者完成了《使命:ISS》(一款HMD VR应用)的教程,直到他们感到明显的不适(最长接触时间为15分钟)。我们发现:晕动症与向量强度呈正相关;2)晕机似乎更容易发生在意想不到的气流中。考虑到这些发现的意义,未来的研究应该尝试复制它们,并通过更大的样本量和严格的实验设计来证实意想不到的向量假设。
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引用次数: 0
Of Leaders and Directors: A visual model to describe and analyse persistent visual cues directing to single out-of view targets 领导者和董事:一个视觉模型,用于描述和分析指向单个视野外目标的持久视觉线索
Johan Winther Kristensen, Allan Schjørring, Alex Mikkelsen, Daniel Agerholm Johansen, H. Knoche
Researchers have come up with many visual cues that can guide Virtual (VR) and Augmented Reality (AR) users to out of view objects. The paper provides a classification of cues and tasks and visual model to describe and analyse cues to support their design.
研究人员已经提出了许多视觉线索,可以引导虚拟(VR)和增强现实(AR)用户看到视野外的物体。本文提出了线索和任务的分类,并建立了线索描述和分析的可视化模型,以支持线索的设计。
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引用次数: 2
Spatial Augmented Reality Visibility and Line-of-Sight Cues for Building Design 空间增强现实可视性和视线线索的建筑设计
James A. Walsh, James Baumeister, B. Thomas
Despite the technological advances in building design, visualizing 3D building layouts can be especially difficult for novice and expert users alike, who must take into account design constraints including line-of-sight and visibility. Using CADwalk, a commercial building design tool that utilizes floor-facing projectors to show 1:1 scale building plans, this work presents and evaluates two floor-based visual cues for assisting with evaluating line-of-sight and visibility. Additionally, we examine the impact of using virtual cameras looking from the inside-out (from user’s location to objects of interest) and outside-in (looking from an object of interest’s location back towards the user). Results show that floor-based cues led to participants more correctly rating visibility, despite taking longer to complete the task. This is an effective tradeoff, given the final outcome (the building design) where accuracy is paramount.
尽管建筑设计的技术进步,可视化3D建筑布局对于新手和专家用户来说尤其困难,他们必须考虑到设计限制,包括视线和可见性。CADwalk是一种商业建筑设计工具,利用面向地板的投影仪显示1:1比例的建筑平面图,该工作展示并评估了两种基于地板的视觉线索,以帮助评估视线和能见度。此外,我们还研究了使用虚拟摄像机从内到外(从用户的位置到感兴趣的对象)和从外到内(从感兴趣的对象的位置看回用户)的影响。结果显示,尽管需要更长的时间来完成任务,但基于地板的线索能让参与者更准确地评价能见度。这是一个有效的权衡,考虑到最终的结果(建筑设计),准确性是最重要的。
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引用次数: 1
RotoWrist: Continuous Infrared Wrist Angle Tracking using a Wristband RotoWrist:使用腕带进行连续红外手腕角度跟踪
Farshid Salemi Parizi, W. Kienzle, Eric Whitmire, Aakar Gupta, Hrvoje Benko
We introduce RotoWrist, an infrared (IR) light based solution for continuously and reliably tracking 2-degree-of-freedom (DoF) relative angle of the wrist with respect to the forearm using a wristband. The tracking system consists of eight time-of-flight (ToF) IR light modules distributed around a wristband. We developed a computationally simple tracking approach to reconstruct the orientation of the wrist without any runtime training, ensuring user independence. An evaluation study demonstrated that RotoWrist achieves a cross-user median tracking error of 5.9° in flexion/extension and 6.8° in radial and ulnar deviation with no calibration required as measured with optical ground truth. We further demonstrate the performance of RotoWrist for a pointing task and compare it against ground truth tracking.
我们介绍了RotoWrist,这是一种基于红外(IR)光的解决方案,可以使用腕带连续可靠地跟踪手腕相对于前臂的2个自由度(DoF)相对角度。跟踪系统由八个飞行时间(ToF)红外光模块组成,分布在腕带周围。我们开发了一种计算简单的跟踪方法来重建手腕的方向,而无需任何运行时训练,确保用户独立性。一项评估研究表明,RotoWrist在弯曲/伸展时实现了5.9°的跨用户中位跟踪误差,在径向和尺侧偏差时实现了6.8°的中位跟踪误差,无需校准。我们进一步展示了RotoWrist在指向任务中的性能,并将其与地面真实跟踪进行了比较。
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引用次数: 8
期刊
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
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