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

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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
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
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
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。
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引用次数: 8
GazeMOOC: A Gaze Data Driven Visual Analytics System for MOOC with XR Content GazeMOOC:基于XR内容的MOOC注视数据驱动视觉分析系统
Hao Wang, Yaqi Xie, Mingqi Wen, Zhuo Yang
MOOC is widely used and more popular after COVID-19.In order to improve the learning effect, MOOC is evolving with XR technologies such as avatars, virtual scenes and experiments. This paper proposes a novel visual analytics system GazeMOOC, that can evaluate learners’ learning engagement in MOOC with XR content. For same MOOC content, gaze data of all learners are recorded and clustered. By differentiating gaze data of distracted learners and active learners, GazeMOOC can help evaluate MOOC content and learners’ learning engagement.
新型冠状病毒疫情后,MOOC被广泛使用,更加流行。为了提高学习效果,MOOC正在借助虚拟化身、虚拟场景、实验等XR技术不断发展。本文提出了一种新的可视化分析系统GazeMOOC,它可以评估学习者在XR内容的MOOC中的学习参与度。对于相同的MOOC内容,对所有学习者的注视数据进行记录和聚类。通过区分分心学习者和主动学习者的注视数据,GazeMOOC可以帮助评估MOOC内容和学习者的学习参与度。
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引用次数: 1
A Perceptual Evaluation of the Ground Inclination with a Simple VR Walking Platform 基于简易VR行走平台的地面倾斜度感知评价
Keito Morisaki, Wataru Wakita
We evaluate how highly realistic the inclination of the ground can be perceived with our simple VR walking platform. Firstly we prepared seven maps with different ground inclinations of -30 to 30 degrees and every 10 degrees. Then we conducted a perception experiment of the inclination feeling with each of the treadmill and our proposed platform, and questionnaire evaluation about the presence, the fatigue, and the exhilaration. As a result, it was clarified that even if our proposed platform is used, not only the feeling of presence equivalent to that of the treadmill can be felt, but also the inclination of the ground up and down can be perceived.
我们用简单的VR行走平台来评估地面倾斜的逼真程度。首先,我们准备了7张地图,不同的地面倾角为-30到30度,每10度。然后,我们对每个跑步机和我们提出的平台进行了倾斜感的感知实验,并对存在感、疲劳感和兴奋感进行了问卷评估。结果表明,即使使用我们提出的平台,不仅可以感受到相当于跑步机的存在感,还可以感受到地面上下的倾斜。
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引用次数: 0
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
Perceived Realism of Pedestrian Crowds Trajectories in VR VR中行人人群轨迹的感知真实感
D. Giunchi, Riccardo Bovo, Panayiotis Charalambous, F. Liarokapis, A. Shipman, Stuart James, A. Steed, T. Heinis
Crowd simulation algorithms play an essential role in populating Virtual Reality (VR) environments with multiple autonomous humanoid agents. The generation of plausible trajectories can be a significant computational cost for real-time graphics engines, especially in untethered and mobile devices such as portable VR devices. Previous research explores the plausibility and realism of crowd simulations on desktop computers but fails to account the impact it has on immersion. This study explores how the realism of crowd trajectories affects the perceived immersion in VR. We do so by running a psychophysical experiment in which participants rate the realism of real/synthetic trajectories data, showing similar level of perceived realism.
人群仿真算法在虚拟现实(VR)环境中具有重要的作用。对于实时图像引擎来说,生成合理的轨迹可能是一项巨大的计算成本,特别是在便携式VR设备等非固定和移动设备中。之前的研究探讨了桌面电脑上人群模拟的合理性和真实性,但没有考虑到它对沉浸感的影响。本研究探讨了人群轨迹的现实性如何影响VR中的感知沉浸感。为此,我们进行了一项心理物理实验,让参与者对真实/合成轨迹数据的真实性进行评估,结果显示出相似的感知真实性水平。
{"title":"Perceived Realism of Pedestrian Crowds Trajectories in VR","authors":"D. Giunchi, Riccardo Bovo, Panayiotis Charalambous, F. Liarokapis, A. Shipman, Stuart James, A. Steed, T. Heinis","doi":"10.1145/3489849.3489860","DOIUrl":"https://doi.org/10.1145/3489849.3489860","url":null,"abstract":"Crowd simulation algorithms play an essential role in populating Virtual Reality (VR) environments with multiple autonomous humanoid agents. The generation of plausible trajectories can be a significant computational cost for real-time graphics engines, especially in untethered and mobile devices such as portable VR devices. Previous research explores the plausibility and realism of crowd simulations on desktop computers but fails to account the impact it has on immersion. This study explores how the realism of crowd trajectories affects the perceived immersion in VR. We do so by running a psychophysical experiment in which participants rate the realism of real/synthetic trajectories data, showing similar level of perceived realism.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"161 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":"121406531","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
ImNDT: Immersive Workspace for the Analysis of Multidimensional Material Data From Non-Destructive Testing ImNDT:用于分析来自无损检测的多维材料数据的沉浸式工作空间
Alexander Gall, E. Gröller, C. Heinzl
An analysis of large multidimensional volumetric data as generated by non-destructive testing (NDT) techniques, e.g., X-ray computed tomography (XCT), can hardly be evaluated using standard 2D visualization techniques on desktop monitors. The analysis of fiber-reinforced polymers (FRPs) is currently a time-consuming and cognitively demanding task, as FRPs have a complex spatial structure, consisting of several hundred thousand fibers, each having more than twenty different extracted features. This paper presents ImNDT, a novel visualization system, which offers material experts an immersive exploration of multidimensional secondary data of FRPs. Our system is based on a virtual reality (VR) head-mounted device (HMD) to enable fluid and natural explorations through embodied navigation, the avoidance of menus, and manual mode switching. We developed immersive visualization and interaction methods tailored to the characterization of FRPs, such as a Model in Miniature, a similarity network, and a histo-book. An evaluation of our techniques with domain experts showed advantages in discovering structural patterns and similarities. Especially novices can strongly benefit from our intuitive representation and spatial rendering.
对非破坏性检测(NDT)技术(如x射线计算机断层扫描(XCT))产生的大型多维体积数据的分析,很难使用桌面监视器上的标准二维可视化技术进行评估。纤维增强聚合物(frp)的分析目前是一项耗时且需要认知能力的任务,因为frp具有复杂的空间结构,由数十万根纤维组成,每根纤维都有20多种不同的提取特征。本文介绍了一种新颖的可视化系统ImNDT,它为材料专家提供了一个沉浸式的frp多维二次数据探索。我们的系统基于虚拟现实(VR)头戴式设备(HMD),通过嵌入式导航,避免菜单和手动模式切换,实现流畅和自然的探索。我们开发了针对frp特征定制的沉浸式可视化和交互方法,如微型模型、相似网络和历史书。领域专家对我们的技术进行了评估,显示出在发现结构模式和相似性方面的优势。特别是新手可以从我们的直观表现和空间渲染中受益匪浅。
{"title":"ImNDT: Immersive Workspace for the Analysis of Multidimensional Material Data From Non-Destructive Testing","authors":"Alexander Gall, E. Gröller, C. Heinzl","doi":"10.1145/3489849.3489851","DOIUrl":"https://doi.org/10.1145/3489849.3489851","url":null,"abstract":"An analysis of large multidimensional volumetric data as generated by non-destructive testing (NDT) techniques, e.g., X-ray computed tomography (XCT), can hardly be evaluated using standard 2D visualization techniques on desktop monitors. The analysis of fiber-reinforced polymers (FRPs) is currently a time-consuming and cognitively demanding task, as FRPs have a complex spatial structure, consisting of several hundred thousand fibers, each having more than twenty different extracted features. This paper presents ImNDT, a novel visualization system, which offers material experts an immersive exploration of multidimensional secondary data of FRPs. Our system is based on a virtual reality (VR) head-mounted device (HMD) to enable fluid and natural explorations through embodied navigation, the avoidance of menus, and manual mode switching. We developed immersive visualization and interaction methods tailored to the characterization of FRPs, such as a Model in Miniature, a similarity network, and a histo-book. An evaluation of our techniques with domain experts showed advantages in discovering structural patterns and similarities. Especially novices can strongly benefit from our intuitive representation and spatial rendering.","PeriodicalId":345527,"journal":{"name":"Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology","volume":"52 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":"124345282","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: 3
期刊
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
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