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2011 IEEE Virtual Reality Conference最新文献

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“Tap, squeeze and stir” the virtual world: Touching the different states of matter through 6DoF haptic interaction “轻拍、挤压、搅拌”虚拟世界:通过6DoF触觉交互,触摸物质的不同状态
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759449
G. Cirio, M. Marchal, A. Gentil, A. Lécuyer
Haptic interaction with virtual objects is a major concern in the virtual reality field. There are many physically-based efficient models that enable the simulation of a specific type of media, e.g. fluid volumes, deformable and rigid bodies. However, combining these often heterogeneous algorithms in the same virtual world in order to simulate and interact with different types of media can be a complex task. In this paper, we propose the first haptic rendering technique for the simulation and the interaction with multistate media, namely fluids, deformable bodies and rigid bodies, in real-time and with 6DoF haptic feedback. Based on the Smoothed-Particle Hydrodynamics (SPH) physical model for all three types of media, our method avoids the complexity of dealing with different algorithms and their coupling. We achieve high update rates while simulating a physically-based virtual world governed by fluid and elasticity theories, and show how to render interaction forces and torques through a 6DoF haptic device.
与虚拟物体的触觉交互是虚拟现实领域的一个主要问题。有许多基于物理的高效模型可以模拟特定类型的介质,例如流体体积、可变形体和刚体。然而,为了模拟不同类型的媒体并与之交互,在同一个虚拟世界中结合这些通常是异构的算法可能是一项复杂的任务。在本文中,我们提出了第一个实时的、具有6DoF触觉反馈的仿真和与多状态介质(即流体、可变形体和刚体)交互的触觉渲染技术。该方法基于三种介质的光滑粒子流体力学(SPH)物理模型,避免了处理不同算法及其耦合的复杂性。我们在模拟由流体和弹性理论控制的基于物理的虚拟世界的同时实现了高更新率,并展示了如何通过6DoF触觉设备渲染相互作用的力和扭矩。
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引用次数: 10
Pseudo-gustatory display system based on cross-modal integration of vision, olfaction and gustation 基于视觉、嗅觉和味觉跨模态整合的伪味觉显示系统
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759450
Takuji Narumi, Takashi Kajinami, Shinya Nishizaka, T. Tanikawa, M. Hirose
In this paper, we propose a pseudo-gustatory display based on the cross-modal interactions that underlie the perception of flavor. Although several studies on visual, auditory, haptic, and olfactory displays have been conducted, gustatory displays have seldom been studied. This scarcity has been attributed to the fact that synthesizing arbitrary taste from basic tastants is difficult. On the other hand, it has been noted that the perception of taste is influenced by visual cues, auditory cues, smell, the trigeminal system, and touch. In our research, we aim at utilizing this influence between modalities for realizing a "pseudo-gustatory" system that enables the user to experience various tastes without changing the chemical composition of foods. Based on this concept, we built a "Meta Cookie" system to change the perceived taste of a cookie by overlaying visual and olfactory information onto a real cookie which an AR marker pattern. We performed an experiment that investigates how people experience the flavor of a plain cookie by using our system. The result suggests that our system can change the perceived taste based on the effect of the cross-modal interaction of vision, olfaction and gustation.
在本文中,我们提出了一种基于跨模态相互作用的伪味觉显示,这种交互作用是味觉感知的基础。虽然对视觉、听觉、触觉和嗅觉显示进行了一些研究,但对味觉显示的研究很少。这种稀缺性归因于这样一个事实,即从基本口味剂合成任意口味是困难的。另一方面,人们注意到,味觉的感知受到视觉线索、听觉线索、嗅觉、三叉神经系统和触觉的影响。在我们的研究中,我们的目标是利用这种模式之间的影响来实现一个“伪味觉”系统,使用户能够在不改变食物化学成分的情况下体验各种味道。基于这个概念,我们建立了一个“Meta Cookie”系统,通过将视觉和嗅觉信息叠加到具有AR标记模式的真实Cookie上,来改变感知到的Cookie味道。我们做了一个实验,调查人们如何使用我们的系统体验普通饼干的味道。结果表明,我们的系统可以根据视觉、嗅觉和味觉的跨模态交互作用来改变感知到的味道。
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引用次数: 45
An adaptive color marker for Spatial Augmented Reality environments and visual feedback 用于空间增强现实环境和视觉反馈的自适应颜色标记
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759502
Ross T. Smith, M. Marner, B. Thomas
This demonstration presents an adaptive visual marker optimised to improve tracking performance in Spatial Augmented Reality environments. The adaptive marker uses a color light sensor to capture the projected light color from a SAR system. The color information is used to select the optimal tracking color that is displayed on a diffused Red, Green, Blue Light Emitting Diode marker attached to a user's finger. We have selected to use the visible light spectrum for the marker since it can be leveraged to present visual feedback to support user interface interactions in addition to the tracking system operation. Our initial results have shown a performance improvement compared to a fixed color passive marker.
本演示展示了一种优化的自适应视觉标记,以提高空间增强现实环境中的跟踪性能。自适应标记使用彩色光传感器捕获来自SAR系统的投影光颜色。颜色信息用于选择最佳的跟踪颜色,该颜色显示在附着在用户手指上的扩散红、绿、蓝发光二极管标记上。我们选择使用可见光谱作为标记,因为除了跟踪系统操作之外,它还可以用来提供视觉反馈,以支持用户界面交互。我们的初步结果表明,与固定颜色的被动标记相比,性能有所提高。
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引用次数: 3
Olfactory display using a miniaturized pump and a SAW atomizer for presenting low-volatile scents 嗅觉显示使用小型泵和SAW雾化器呈现低挥发性气味
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759464
Y. Ariyakul, T. Nakamoto
Recently, the research on olfactory display for incorporating the sense of smell into virtual reality has gradually expanded. To present odors with a vivid sense of smell, an ability to generate a variety of odors with efficient speed is indispensible. In this paper, we developed a new type of olfactory display, composed of a miniaturized electroosmotic pump and a surface acoustic wave device for presenting the low-volatile scents that are conventionally difficult to be generated with acceptable speed. We used an odor sensing system to evaluate the capability to present the low volatile scent and the ability to blend smells of our proposed new type olfactory display.
近年来,将嗅觉与虚拟现实相结合的嗅觉显示研究逐渐扩大。为了以生动的嗅觉呈现气味,以高效的速度产生各种气味的能力是必不可少的。本文中,我们开发了一种新型的嗅觉显示器,由一个小型电渗透泵和一个表面声波装置组成,用于呈现传统上难以以可接受的速度产生的低挥发性气味。我们使用气味传感系统来评估我们提出的新型嗅觉显示器呈现低挥发性气味的能力和混合气味的能力。
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引用次数: 14
Performances of experienced and novice sportball players in heading virtual spinning soccer balls 有经验和新手运动员头球虚拟旋转球的表现
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759441
Thierry Hoinville, Abdeldjallil Naceri, J. Ortiz, Emmanuel Bernier, R. Chellali
Using virtual reality for understanding sports performance allows for systematic investigation of human sensorimotor capabilities and meanwhile promotes the design and comparison of realistic immersive platforms. In this paper, we propose a virtual reality-based experimental design for studying the human ability to intercept spinning balls deflected by the Magnus effect. Compared to the previous approaches, we focused on a tight perception-action coupling. Experienced and novice subjects immersed in a 3D soccer stadium were asked to head realistically simulated balls, free kicked with and without sidespin. Consistent with the former studies, qualitative results show that the interception performance systematically relates to both the ball sidespin direction and arrival position for all the subjects, either experienced or not. However, contrary to those former studies where subjects answered only pseudo-verbally, experienced and novice groups differentiate in quantitative performances, supporting that expertise likely appears when perception is coupled to action. Further analyses will be needed to extract the different information-movement relationships governing the behaviors of experienced subjects and novices.
利用虚拟现实技术来理解运动表现,可以系统地研究人类的感觉运动能力,同时也促进了逼真的沉浸式平台的设计和比较。在本文中,我们提出了一个基于虚拟现实的实验设计来研究人类拦截被马格努斯效应偏转的旋转球的能力。与之前的方法相比,我们专注于紧密的感知-行动耦合。有经验的和新手被要求沉浸在一个3D足球场中,头球是真实的模拟球,任意球有和没有侧旋。与之前的研究一致,定性结果表明,无论是否有经验,所有被试的拦截表现都与球的侧旋方向和到达位置有系统的关系。然而,与之前的研究相反,有经验的和新手组在定量表现上存在差异,这表明当感知与行动相结合时,专业知识可能会出现。需要进一步的分析来提取不同的信息-运动关系来控制有经验的受试者和新手的行为。
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引用次数: 4
An interactive virtual try on 交互式虚拟试穿
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759499
N. Magnenat-Thalmann, Pascal Volino, Bart Kevelham, M. Kasap, Qui Tran, M. Arévalo, Ghana Priya, Nedjma Cadi-Yazli
This interactive application will allow visitors to play with garments in three dimensions, transforming them into creative, customizable and experimental objects. Based on touch screen technology and through a simple and attractive interface, visitors will be able to dress and customize a 3 dimensional virtual fashion model. The model will pose for you to show of the physically simulated garments in real time.
这个交互式应用程序将允许游客在三维空间中玩衣服,将它们变成创造性的,可定制的和实验性的对象。基于触摸屏技术,通过一个简单而有吸引力的界面,参观者将能够穿着和定制一个三维虚拟时装模型。该模型将为您摆姿势,以显示物理模拟的服装在实时。
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引用次数: 5
Modeling object pursuit for 3D interactive tasks in virtual reality 虚拟现实中三维交互任务的对象追踪建模
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759416
Lei Liu, R. V. Liere
Models of interaction tasks are quantitative descriptions of relationships between human temporal performance and the spatial characteristics of the interactive tasks. Examples include Fitts' law for modeling the pointing task and Accot and Zhai's steering law for the path steering task, etc. Models can be used as guidelines to design efficient user interfaces and quantitatively evaluate interaction techniques and input devices. In this paper, we introduce a 3D object pursuit interaction task, in which users are required to continuously track a moving target in a virtual environment. The entire movement of the task is broken into a tracking phase and a correction phase. For each phase, we propose a model that has been verified by two experiments. As the experimental results show, the time for the tracking phase is fixed once a task has been established, while the time for the correction phase usually varies according to some characteristics of the task. It can be modeled as a function of path length, target width and the velocity with which the target moves. The proposed model can be used to quantitatively evaluate the efficiency of user interfaces that involve the interaction with moving objects.
交互任务模型是对人的时间表现与交互任务的空间特征之间关系的定量描述。例如针对指向任务建模的Fitts定律和针对路径转向任务建模的Accot和Zhai转向定律等。模型可以作为设计高效用户界面和定量评估交互技术和输入设备的指导方针。在本文中,我们介绍了一个三维目标追踪交互任务,该任务要求用户在虚拟环境中连续跟踪一个运动目标。任务的整个运动分为跟踪阶段和纠正阶段。对于每个阶段,我们提出了一个模型,并通过两个实验进行了验证。实验结果表明,一旦任务建立,跟踪阶段的时间是固定的,而校正阶段的时间通常根据任务的某些特征而变化。它可以建模为路径长度、目标宽度和目标移动速度的函数。该模型可用于定量评估涉及移动对象交互的用户界面的效率。
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引用次数: 2
Detection of divided planar object for augmented reality applications 增强现实应用中分割平面物体的检测
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759483
Shinya Nishizaka, Takuji Narumi, T. Tanikawa, M. Hirose
In this research study, we propose a divided planar-object detection method for augmented reality(AR) applications. There are mainly two types of camera-registration methods for AR applications: marker-based methods, and natural-feature-based methods. In addition, the latter methods are classified into visual SLAM and object detection methods. With respect to object detection methods, particularly for planar objects such as paper, methods for dealing with bending, folding, and occlusion are proposed. However, the division of objects has not been studied. Once an object is divided, a conventional object detection method cannot identify each of the pieces because the feature points of only a single piece are recognized as the target object, and the other feature points are regarded as outliers. The proposed system prepares a database of the target object's natural features, and applies progressive sample consensus(PROSAC), which is a robust estimation method, for iterative homography calculation to achieve the multiple planar-object detection. Moreover, the proposed method can detect shapes of pieces by simultaneously using an occlusion detection method. We demonstrate that it is possible to interact with an arbitrarily divided planar object in real time by our method to implement some AR applications.
在这项研究中,我们提出了一种用于增强现实(AR)应用的分割平面物体检测方法。AR应用的相机注册方法主要有两种:基于标记的方法和基于自然特征的方法。另外,后一种方法又分为视觉SLAM和目标检测方法。对于物体检测方法,特别是平面物体(如纸张),提出了处理弯曲、折叠和遮挡的方法。然而,物体的划分还没有被研究过。一旦物体被分割,传统的物体检测方法无法识别每一块,因为只有一块的特征点被识别为目标物体,而其他特征点被视为异常值。该系统建立了目标物体的自然特征数据库,并采用鲁棒估计方法PROSAC进行迭代单应性计算,实现了多平面目标的检测。此外,该方法可以通过同时使用遮挡检测方法来检测块的形状。我们证明,通过我们的方法实现一些AR应用程序,可以与任意划分的平面对象实时交互。
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引用次数: 0
An experimental analysis of the impact of Touch Screen Interaction techniques for 3-D positioning tasks 触摸屏交互技术对三维定位任务影响的实验分析
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759440
Manuel Veit, Antonio Capobianco, D. Bechmann
The use of Touch Screen Interaction (TSI) for 3-D interaction entails both the addition of new haptic cues and the separation of the manipulation of the Degrees of Freedom (DoF) of the task: a 3 DoF task must be transformed into a 2-D+1-D task to be completed using a touch screen. In this paper, we investigate the impact of these two factors in the context of a 3-D positioning task. Our goal is to identify their respective influence on subjective preferences and performance measurements. To that purpose, we conducted an experimental comparison of five positioning techniques, isolating the influence of each of these two factors. The results we obtained suggest that the addition of haptic cues does not influence the user precision. However, the decomposition of the task has a strong influence on accuracy. More precisely, separating the manipulation of the depth dimension leads to an increased precision while isolating other dimensions does not influence the results. To explain this result, we realised a behavioural analysis of the data. This study suggests that the differences in the performance may be linked to the perceptual structure of the techniques. A technique isolating the manipulation of the depth seems to have a more adapted perceptual structure than a technique separating the height, even if those two dimensions are equally involved in the realisation of the task.
使用触摸屏交互(TSI)进行3- d交互需要增加新的触觉线索和分离任务自由度(DoF)的操作:一个3自由度任务必须转换为2-D+1-D任务,才能使用触摸屏完成。在本文中,我们研究了这两个因素在三维定位任务中的影响。我们的目标是确定它们各自对主观偏好和性能测量的影响。为此,我们对五种定位技术进行了实验比较,分离出这两个因素各自的影响。我们得到的结果表明,触觉线索的增加不影响用户的精度。然而,任务的分解对精度有很大的影响。更准确地说,分离深度维度的操作可以提高精度,而隔离其他维度不会影响结果。为了解释这一结果,我们对数据进行了行为分析。这项研究表明,表现上的差异可能与技术的感知结构有关。分离深度操作的技术似乎比分离高度的技术具有更适应的感知结构,即使这两个维度在任务的实现中同样重要。
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引用次数: 13
Mobile Augmented Reality at the Hollywood Walk of Fame 好莱坞星光大道上的移动增强现实
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759460
Thommen Korah, Jason Wither, Yun-Ta Tsai, Ronald T. Azuma
This work introduces techniques to facilitate large-scale Augmented Reality (AR) experiences in unprepared outdoor environments. We develop a shape-based object detection framework that works with limited texture and can robustly handle extreme illumination and occlusion issues. The contribution of this work is a purely geometric approach for detecting marker-like objects under difficult and realistic outdoor conditions. We demonstrate these techniques for mobile AR experiences by detecting and tracking star-shaped pentagrams embedded in the Hollywood Walk of Fame at 30Hz on a Nokia N900 phone.
这项工作介绍了在没有准备的户外环境中促进大规模增强现实(AR)体验的技术。我们开发了一个基于形状的物体检测框架,它可以在有限的纹理下工作,并且可以健壮地处理极端照明和遮挡问题。这项工作的贡献是一种纯粹的几何方法,用于在困难和现实的室外条件下检测标记样物体。我们通过在诺基亚N900手机上以30Hz的频率检测和跟踪嵌入在好莱坞星光大道上的五角星来演示这些移动增强现实体验技术。
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引用次数: 11
期刊
2011 IEEE Virtual Reality Conference
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