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

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Exploring Emotion Brushes for a Virtual Reality Painting Tool 探索情感画笔的虚拟现实绘画工具
Jungah Son, Misha Sra
We present emoPaint, a virtual reality application that allows users to create paintings with expressive emotion-based brushes and shapes. While previous systems have introduced painting in 3D space, emoPaint focuses on supporting emotional characteristics by allowing users to use brushes corresponding to specific emotions or to create their own emotion brushes and paint with the corresponding visual elements. Our system provides a variety of line textures, shape representations and color palettes for each emotion to enable users to control expression of emotions in their paintings. In this work we describe our implementation and illustrate paintings created using emoPaint.
我们介绍emoPaint,一个虚拟现实应用程序,允许用户创建具有表现力的基于情感的画笔和形状的绘画。虽然以前的系统已经在3D空间中引入了绘画,但emoPaint的重点是支持情感特征,允许用户使用与特定情感相对应的画笔,或者创建自己的情感画笔,并使用相应的视觉元素进行绘画。我们的系统为每种情感提供了各种线条纹理,形状表示和调色板,使用户能够控制他们绘画中的情感表达。在这项工作中,我们描述了我们的实现并说明了使用emoPaint创建的绘画。
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引用次数: 0
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
PAIR: Phone as an Augmented Immersive Reality Controller 配对:手机作为增强沉浸式现实控制器
Arda Ege Unlu, R. Xiao
Immersive head-mounted augmented reality allows users to overlay 3D digital content on a user’s view of the world. Current-generation devices primarily support interaction modalities such as gesture, gaze and voice, which are readily available to most users yet lack precision and tactility, rendering them fatiguing for extended interactions. We propose using smartphones, which are also readily available, as companion devices complementing existing AR interaction modalities. We leverage user familiarity with smartphone interactions, coupled with their support for precise, tactile touch input, to unlock a broad range of interaction techniques and applications - for instance, turning the phone into an interior design palette, touch-enabled catapult or AR-rendered sword. We describe a prototype implementation of our interaction techniques using an off-the-shelf AR headset and smartphone, demonstrate applications, and report on the results of a positional accuracy study.
沉浸式头戴式增强现实允许用户将3D数字内容覆盖在用户的世界观上。当前一代设备主要支持手势、凝视和语音等交互方式,这些方式对大多数用户来说都很容易获得,但缺乏精确性和触感,使他们在进行扩展交互时感到疲劳。我们建议使用智能手机,这也是现成的,作为补充现有的AR交互方式的配套设备。我们利用用户对智能手机交互的熟悉程度,再加上他们对精确、触觉触摸输入的支持,来解锁广泛的交互技术和应用程序——例如,将手机变成室内设计调色板、触摸弹射器或ar渲染剑。我们使用现成的AR耳机和智能手机描述了我们的交互技术的原型实现,演示了应用程序,并报告了位置精度研究的结果。
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引用次数: 5
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
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
Virtual Rotations for Maneuvering in Immersive Virtual Environments 沉浸式虚拟环境中机动的虚拟旋转
Pauline Bimberg, Tim Weissker, Alexander Kulik, Bernd Froehlich
In virtual navigation, maneuvering around an object of interest is a common task which requires simultaneous changes in both rotation and translation. In this paper, we present Anchored Jumping, a teleportation technique for maneuvering that allows the explicit specification of a new viewing direction by selecting a point of interest as part of the target specification process. A first preliminary study showed that naïve Anchored Jumping can be improved by an automatic counter rotation that preserves the user’s relative orientation towards their point of interest. In our second, qualitative study, this extended technique was compared with two common approaches to specifying virtual rotations. Our results indicate that Anchored Jumping allows precise and comfortable maneuvering and is compatible with techniques that primarily support virtual exploration and search tasks. Equipped with a combination of such complementary techniques, seated users generally preferred virtual over physical rotations for indoor navigation.
在虚拟导航中,围绕感兴趣的对象进行机动是一项常见的任务,需要同时改变旋转和平移。在本文中,我们提出了锚定跳跃,这是一种用于机动的隐形传态技术,通过选择一个兴趣点作为目标规范过程的一部分,可以明确指定新的观看方向。最初的初步研究表明,naïve锚定跳跃可以通过自动反旋转来改善,该旋转可以保持用户对其感兴趣点的相对方向。在我们的第二项定性研究中,将这种扩展技术与两种指定虚拟旋转的常用方法进行了比较。我们的研究结果表明,锚定跳跃允许精确和舒适的操作,并与主要支持虚拟探索和搜索任务的技术兼容。配备了这些互补技术的组合,坐着的用户通常更喜欢虚拟而不是物理旋转的室内导航。
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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
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。
{"title":"A Pilot Study Examining the Unexpected Vection Hypothesis of Cybersickness.","authors":"J. Teixeira, Sebastien Miellet, S. Palmisano","doi":"10.1145/3489849.3489895","DOIUrl":"https://doi.org/10.1145/3489849.3489895","url":null,"abstract":"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.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"22 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":"115763139","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
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。
{"title":"Of Leaders and Directors: A visual model to describe and analyse persistent visual cues directing to single out-of view targets","authors":"Johan Winther Kristensen, Allan Schjørring, Alex Mikkelsen, Daniel Agerholm Johansen, H. Knoche","doi":"10.1145/3489849.3489953","DOIUrl":"https://doi.org/10.1145/3489849.3489953","url":null,"abstract":"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.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"285 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":"115009914","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: 2
Pressing a Button You Cannot See: Evaluating Visual Designs to Assist Persons with Low Vision through Augmented Reality 按下你看不见的按钮:通过增强现实评估视觉设计以帮助低视力人士
Florian Lang, Tonja Machulla
Partial vision loss occurs in several medical conditions and affects persons of all ages. It compromises many daily activities, such as reading, cutting vegetables, or identifying and accurately pressing buttons, e.g., on ticket machines or ATMs. Touchscreen interfaces pose a particular challenge because they lack haptic feedback from interface elements and often require people with impaired vision to rely on others for help. We propose a smartglasses-based solution to utilize the user’s residual vision. Together with visually-impaired individuals, we designed assistive augmentations for touchscreen interfaces and evaluated their suitability to guide attention towards interface elements and to increase the accuracy of manual inputs. We show that augmentations improve interaction performance and decrease cognitive load, particularly for unfamiliar interface layouts.
部分视力丧失发生在几种医疗条件下,影响所有年龄的人。它影响了许多日常活动,如阅读、切菜、识别和准确按下按钮,例如自动取款机或自动取款机。触屏界面带来了特别的挑战,因为它们缺乏来自界面元素的触觉反馈,而且往往需要视力受损的人依靠他人的帮助。我们提出了一种基于智能眼镜的解决方案来利用用户的剩余视觉。与视障人士一起,我们为触摸屏界面设计了辅助增强功能,并评估了它们的适用性,以引导人们对界面元素的注意力,并提高手动输入的准确性。我们表明,增强可以提高交互性能并减少认知负荷,特别是对于不熟悉的界面布局。
{"title":"Pressing a Button You Cannot See: Evaluating Visual Designs to Assist Persons with Low Vision through Augmented Reality","authors":"Florian Lang, Tonja Machulla","doi":"10.1145/3489849.3489873","DOIUrl":"https://doi.org/10.1145/3489849.3489873","url":null,"abstract":"Partial vision loss occurs in several medical conditions and affects persons of all ages. It compromises many daily activities, such as reading, cutting vegetables, or identifying and accurately pressing buttons, e.g., on ticket machines or ATMs. Touchscreen interfaces pose a particular challenge because they lack haptic feedback from interface elements and often require people with impaired vision to rely on others for help. We propose a smartglasses-based solution to utilize the user’s residual vision. Together with visually-impaired individuals, we designed assistive augmentations for touchscreen interfaces and evaluated their suitability to guide attention towards interface elements and to increase the accuracy of manual inputs. We show that augmentations improve interaction performance and decrease cognitive load, particularly for unfamiliar interface layouts.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"32 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":"129804998","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: 8
期刊
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
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