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

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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
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
Effect of Visual Feedback on Understanding Timbre with Shapes Based on Crossmodal Correspondences 视觉反馈对基于跨模态对应的形状音色理解的影响
Kota Arai, Mone Konno, Yutaro Hirao, Shigeo Yoshida, Takuji Narumi
Timbre is a crucial element in playing musical instruments, and it is difficult for beginners to learn it independently. Therefore, external feedback (FB) is required. However, conventional FB methods lack intuitiveness in visualization. In this study, we propose a novel FB method that adopts crossmodal correspondence to enhance the intuitive visualization of timbre with visual shapes. Based on the experiments, it was inferred that the FB based on crossmodal correspondence prevents dependence on FB and promotes learning.
音色是演奏乐器的关键因素,初学者很难独立学习。因此,需要外部反馈(FB)。然而,传统的FB方法在可视化方面缺乏直观性。在本研究中,我们提出了一种新的FB方法,采用交叉模态对应来增强视觉形状对音色的直观可视化。通过实验推断,基于交叉模态对应的FB可以防止对FB的依赖,促进学习。
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引用次数: 2
Multi-Componential Analysis of Emotions Using Virtual Reality 基于虚拟现实的情绪多成分分析
R. Somarathna, T. Bednarz, Gelareh Mohammadi
In this study, we propose our data-driven approach to investigate the emotional experience triggered using Virtual Reality (VR) games. We considered a full Component Process Model (CPM) which theorise emotional experience as a multi-process phenomenon. We validated the possibility of the proposed approach through a pilot experiment and confirmed that VR games can be used to trigger a diverse range of emotions. Using hierarchical clustering, we showed a clear distinction between positive and negative emotion in the CPM space.
在这项研究中,我们提出了我们的数据驱动的方法来调查使用虚拟现实(VR)游戏引发的情感体验。我们考虑了一个完整的组件过程模型(CPM),它将情感体验理论化为一个多过程现象。我们通过一个试点实验验证了所提出方法的可能性,并证实了VR游戏可以用来触发各种各样的情绪。利用层次聚类,我们在CPM空间中显示了积极情绪和消极情绪的明显区别。
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引用次数: 3
Interactive Visualization of Deep Learning Models in an Immersive Environment 沉浸式环境中深度学习模型的交互式可视化
Hikaru Nagasaka, Motoya Izuhara
The development of deep learning (DL) models has been prevalent among software engineers. However, it is difficult for non-experts to analyze and understand their behavior. Hence, we propose an interactive visualization system of DL models in an immersive environment. Because an immersive environment offers unlimited displays and visualization of high-dimensional data, it enables a comprehensive analysis on data propagations through the layers, and compares the multiple performance metrics. In this research, we implemented a prototype system, demonstrated it to machine learning engineers, and discussed the future benefits of visualizing DL models in an immersive environment. Accordingly, our concept received positive feedback; however, we inferred that most of the engineers consider the visualization technology as a unique introduction to the immersive environment.
深度学习(DL)模型的开发在软件工程师中非常流行。然而,非专家很难分析和理解它们的行为。因此,我们提出了一个沉浸式环境中深度学习模型的交互式可视化系统。由于沉浸式环境提供了无限的高维数据显示和可视化,因此可以对数据在各层之间的传播进行全面分析,并比较多个性能指标。在这项研究中,我们实现了一个原型系统,向机器学习工程师展示了它,并讨论了在沉浸式环境中可视化DL模型的未来好处。因此,我们的理念得到了积极的反馈;然而,我们推断大多数工程师认为可视化技术是对沉浸式环境的独特介绍。
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引用次数: 2
Using Hand Tracking and Voice Commands to Physically Align Virtual Surfaces in AR for Handwriting and Sketching with HoloLens 2 使用手部跟踪和语音命令在AR中物理对齐虚拟表面,用于手写和素描与HoloLens 2
Florian Kern, Thore Keser, Florian Niebling, Marc Erich Latoschik
In this paper, we adapt an existing VR framework for handwriting and sketching on physically aligned virtual surfaces to AR environments using the Microsoft HoloLens 2. We demonstrate a multimodal input metaphor to control the framework’s calibration features using hand tracking and voice commands. Our technical evaluation of fingertip/surface accuracy and precision on physical tables and walls is in line with existing measurements on comparable hardware, albeit considerably lower compared to previous work using controller-based VR devices. We discuss design considerations and the benefits of our unified input metaphor suitable for controller tracking and hand tracking systems. We encourage extensions and replication by providing a publicly available reference implementation (https://go.uniwue.de/hci-otss-hololens).
在本文中,我们使用Microsoft HoloLens 2将现有的VR框架用于在物理对齐的虚拟表面上进行手写和素描,以适应AR环境。我们演示了一个多模态输入隐喻,使用手跟踪和语音命令来控制框架的校准特征。我们对物理桌子和墙壁上的指尖/表面精度和精度的技术评估与同类硬件上的现有测量结果一致,尽管与之前使用基于控制器的VR设备相比要低得多。我们讨论了适用于控制器跟踪和手部跟踪系统的统一输入隐喻的设计考虑和好处。我们通过提供公开可用的参考实现(https://go.uniwue.de/hci-otss-hololens)来鼓励扩展和复制。
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引用次数: 2
Object Manipulations in VR Show Task- and Object-Dependent Modulation of Motor Patterns 虚拟现实中的对象操作显示任务和对象依赖的运动模式调制
Jaime Maldonado, C. Zetzsche
Humans can perform object manipulations in VR in spite of missing haptic and acoustic information. Whether their movements under these artificial conditions do still rely on motor programs based on natural experience or are impoverished due to the restrictions imposed by VR is unclear. We investigated whether reach-to-place and reach-to-grasp movements in VR can still be adapted to the task and to the specific properties of the objects being handled, or whether they reflect a stereotypic, task- and object-independent motor program. We analyzed reach-to-grasp and reach-to-place movements from participants performing an unconstrained ”set-the-table” task involving a variety of different objects in virtual reality. These actions were compared based on their kinematic features. We encountered significant differences in peak speed and the duration of the deceleration phase which are modulated depending on the action and on the manipulated object. The flexibility of natural human sensorimotor control thus is at least partially transferred and exploited in impoverished VR conditions. We discuss possible explanations of this behavior and the implications for the design of object manipulations in VR.
尽管缺少触觉和声学信息,但人类可以在VR中执行物体操作。他们在这些人工条件下的运动是否仍然依赖于基于自然经验的运动程序,或者由于VR的限制而变得贫乏,目前尚不清楚。我们调查了VR中的伸手到位置和伸手到抓取运动是否仍然可以适应任务和正在处理的物体的特定属性,或者它们是否反映了刻板印象,任务和物体独立的运动程序。我们分析了参与者在虚拟现实中执行不受约束的“摆桌子”任务时的伸手抓握和伸手放动作,这些任务涉及各种不同的物体。根据运动学特征对这些动作进行了比较。我们在峰值速度和减速阶段的持续时间上遇到了显著的差异,这取决于动作和被操纵的对象。因此,人类自然感觉运动控制的灵活性至少部分地被转移和利用在贫困的VR条件下。我们讨论了这种行为的可能解释以及对VR中对象操作设计的影响。
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引用次数: 1
The Effect of 2D Stylized Visualization of the Real World for Obstacle Avoidance and Safety in Virtual Reality System Usage 虚拟现实系统使用中,现实世界的2D风格化可视化对避障和安全的影响
Jaeeun Kim, Heeyoon Jeong, G. Kim
Using virtual reality systems with the head-mounted display can incur interaction difficulties and safety problems because of the user’s view being isolated from the real world operating space. One possible solution is to super-impose the real world objects or environment information onto the virtual scene. A variety of such visualization methods have been proposed, all in hopes of minimizing the negative effects of introducing foreign elements to the original virtual scene. In this poster, we propose to apply the neural style transfer technique to blend in the real world operating environment in the style of the given virtual space to make the super-imposed resulting image as natural as possible, maintaining the sense of immersion with the least level of distraction. Our pilot experimental study has shown that the stylization obscured the clear presentation of the environment and worsened or did not improve the safe user performance, and was neither considered sufficiently natural.
将虚拟现实系统与头戴式显示器一起使用,由于用户的视图与现实世界的操作空间相隔离,可能会产生交互困难和安全问题。一种可能的解决方案是将现实世界的物体或环境信息叠加到虚拟场景中。人们提出了各种这样的可视化方法,都是希望将外来元素引入原始虚拟场景的负面影响降到最低。在这张海报中,我们建议运用神经风格转移技术,以给定虚拟空间的风格融入现实世界的操作环境,使叠加后的图像尽可能自然,在保持沉浸感的同时尽量不分散注意力。我们的试点实验研究表明,风格化模糊了环境的清晰呈现,恶化或没有提高安全用户性能,并且既不被认为是足够自然的。
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引用次数: 1
Estimate the Difference Threshold for Curvature Gain of Redirected Walking 重定向行走曲率增益的差分阈值估计
Chang-Gyu Lee, O. Kwon, D. Kang
Redirected walking (RDW) allows users to navigate a large virtual world in a small physical space. At this time, if the applied redirection is below the detection threshold, the human hardly notice. However, some papers reported that users perceived changes in curvature gain even when redirections smaller than the detection threshold were applied. This means that the change in curvature gain caused human perception. Therefore, in this paper, we identified a threshold for the change in curvature gain, which was found to be 3.06°/m. Further experiments using different variation methods for variations in curvature gain will follow.
重定向行走(RDW)允许用户在一个小的物理空间中导航一个大的虚拟世界。此时,如果应用的重定向低于检测阈值,人们几乎不会注意到。然而,一些论文报道,用户感知曲率增益的变化,甚至当重定向小于检测阈值应用。这意味着曲率增益的变化引起了人类的感知。因此,在本文中,我们确定了曲率增益变化的阈值,该阈值为3.06°/m。接下来将使用不同的曲率增益变化方法进行进一步的实验。
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引用次数: 1
Avatar Tracking Control with Generations of Physically Natural Responses on Contact to Reduce Performers’ Loads 角色跟踪控制与世代的物理自然反应的接触,以减少表演者的负荷
Kento Sugimori, Hironori Mitake, Hirohito Sato, Kensho Oguri, S. Hasegawa
The real-time performance of motion-captured avatars in virtual space is becoming increasingly popular, especially within applications including social virtual realities (VRs), virtual performers (e.g., virtual YouTubers), and VR games. Such applications often include contact between multiple avatars or between avatars and objects as communication or gameplay. However, most current applications do not solve the effects of contact for avatars, causing penetration or unnatural behavior to occur. In reality, no contact with the player’s body occurs; nevertheless, the player must perform as if contact occurred. While physics simulation can solve the contact issue, the naive use of physics simulation causes tracking delay. We propose a novel avatar tracking controller with feedforward control. Our method enables quick, accurate tracking and flexible motion in response to contacts. Furthermore, the technique frees avatar performers from the loads of performing as if contact occurred. We implemented our method and experimentally evaluated the naturalness of the resulting motions and our approach’s effectiveness in reducing performers’ loads.
动作捕捉的虚拟化身在虚拟空间中的实时表现正变得越来越受欢迎,特别是在社交虚拟现实(VR)、虚拟表演者(例如虚拟youtube播主)和虚拟现实游戏等应用中。这类应用通常包括多个化身之间的接触,或者化身与物体之间的交流或游戏玩法。然而,目前的大多数应用程序并没有解决虚拟角色接触的影响,导致渗透或不自然的行为发生。在现实中,玩家的身体不会发生任何接触;然而,玩家必须表现得好像发生了接触。物理仿真可以解决接触问题,但单纯使用物理仿真会造成跟踪延迟。提出了一种具有前馈控制的虚拟人物跟踪控制器。我们的方法使快速,准确的跟踪和灵活的运动响应接触。此外,该技术将化身表演者从表演的负担中解放出来,就好像发生了接触一样。我们实现了我们的方法,并通过实验评估了结果运动的自然性以及我们的方法在减少表演者负荷方面的有效性。
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引用次数: 2
期刊
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
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