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Could OKAN be an objective indicator of the susceptibility to visually induced motion sickness? OKAN能作为视觉晕车易感性的客观指标吗?
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759442
Cuiting Guo, J. Ji, R. So
International Workshop Agreement 3 organized by the International Standard Organization calls for more research to determine simple objective ways to assess susceptibility to visually induce motion sickness (VIMS) without making viewers sick (So and Ujike, 2010). This study examines the use of measurable optokinetic afternystagmus (OKAN) parameters to predict susceptibility to VIMS. Eighteen participants were recruited. They were exposed to a sickness provoking virtual rotating drum (210 degrees field-of-view) with striped patterns rotating at 60 degrees per second for 30 minutes (Phase 1). Sickness data were collected before, during, and after the exposure. These participants were invited back for OKAN measurements at least two weeks after Phase 1 was completed to minimize any adaption effect (Phase 2). Out of the 18 participants, 10 participants (i.e., 55%) exhibited consistent patterns of OKAN. Correlations between the time constants of OKAN and levels of VIMS experienced by the same viewers were found. The possibility of using OKAN as an objective indicator of the susceptibility to visually induced motion sickness is discussed.
由国际标准组织组织的国际研讨会协议3呼吁进行更多的研究,以确定简单客观的方法来评估视觉诱发晕动病(VIMS)的易感性,而不会使观众感到恶心(So和Ujike, 2010)。本研究探讨了使用可测量的眼震后光动力学(OKAN)参数来预测对VIMS的易感性。共招募了18名参与者。他们暴露在一个能引起疾病的虚拟旋转鼓(210度视野)中,其条纹图案以每秒60度的速度旋转30分钟(第一阶段)。在暴露之前,期间和之后收集疾病数据。这些参与者在第一阶段完成后至少两周被邀请回来进行OKAN测量,以尽量减少任何适应效应(第二阶段)。在18名参与者中,10名参与者(即55%)表现出一致的OKAN模式。发现OKAN的时间常数与同一观众所经历的VIMS水平之间存在相关性。讨论了将OKAN作为视觉晕车易感性的客观指标的可能性。
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引用次数: 17
Effective manipulation of virtual objects within arm's reach 有效地操纵手臂可及的虚拟物体
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759451
Mathias Moehring, B. Fröhlich
We present a study that compares finger-based direct interaction to controller-based ray interaction in a CAVE as well as in head-mounted displays. We focus on interaction tasks within reach of the users' arms and hands and explore various feedback methods including visual, pressure-based tactile and vibro-tactile feedback. Furthermore, we enhanced a precise finger tracking device with a direct pinch-detection mechanism to improve the robustness of grasp detection. Our results indicate that finger-based interaction is generally preferred if the functionality and ergonomics of manually manipulated virtual artifacts has to be assessed. However, controller-based interaction is often faster and more robust. In projection-based environments finger-based interaction almost reaches the task completion times and the subjective robustness of controller-based interaction if the grasping heuristics relies on our direct pinch detection. It also improves significantly by adding tactile feedback, while visual feedback proves sufficient in head-mounted displays. Our findings provide a guideline for the design of fine grain finger-based interfaces.
我们提出了一项研究,比较了在CAVE和头戴式显示器中基于手指的直接交互与基于控制器的射线交互。我们专注于用户手臂和手可及范围内的交互任务,并探索各种反馈方法,包括视觉,压力触觉和振动触觉反馈。此外,我们改进了一种精确的手指跟踪装置,该装置具有直接的抓握检测机制,以提高抓握检测的鲁棒性。我们的研究结果表明,如果必须评估手动操作的虚拟工件的功能和人体工程学,则基于手指的交互通常是首选。然而,基于控制器的交互通常更快、更健壮。在基于投影的环境中,如果抓取启发式依赖于我们的直接捏紧检测,那么基于手指的交互几乎达到了基于控制器的交互的任务完成时间和主观鲁棒性。通过增加触觉反馈,它也得到了显著改善,而视觉反馈在头戴式显示器中被证明是足够的。我们的发现为基于手指的细颗粒界面的设计提供了指导。
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引用次数: 65
A carom billiard to understand special relativity 一个圆形台球来理解狭义相对论
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759468
T. Doat, E. Parizot, J. Vézien
Relativity, as introduced by Einstein, is regarded as one of the most important revolutions in the history of physics. Nevertheless, the observation of direct outcomes of this theory on mundane objects is impossible because they can only be witnessed when travelling at relative speeds approaching the velocity of light c. These effects are so counterintuitive and contradicting with our daily understanding of space and time that physics students find it hard to learn relativity beyond mathematical equations and to understand the deep implications of the theory. Advances in Computer Graphics and Interaction Technology now make it possible to actually experiment the effects of relativity in a 3D immersive environment. We propose a Virtual Reality framework to study and learn relativity as well as to develop some intuition of the relativistic effects and the quadri-dimensional reality of space-time. More precisely, an innovative rendering engine and a non-Newtonian physics engine are combined to compute relativistic effects. Experiments are proposed within a game-oriented carom billiard environment. Our work improves over previous efforts in the ability i) to render in real-time multiple relativistic objects, each moving with a different velocity vector ii) to enable interactions between objects and iii) to enable the user to interact with the objects and modify the scene dynamically. The originality of our 4D rendering engine lies in its capacity to efficiently store and retrieve non-simultaneous past space-time events that are visible by an observer at a specific location and at a given instant of his proper time.
爱因斯坦提出的相对论被认为是物理学史上最重要的革命之一。然而,观察到这一理论在普通物体上的直接结果是不可能的,因为它们只能在相对速度接近光速时才能被观察到。这些影响是如此违反直觉,与我们日常对空间和时间的理解相矛盾,以至于物理学学生发现很难学习数学方程以外的相对论,也很难理解这一理论的深刻含义。计算机图形学和交互技术的进步现在使得在3D沉浸式环境中实际实验相对论的效果成为可能。我们提出了一个虚拟现实框架来研究和学习相对论,以及发展一些对相对论效应和时空的四维现实的直觉。更准确地说,一个创新的渲染引擎和一个非牛顿物理引擎被结合起来计算相对论效应。在游戏导向的室内台球环境中进行了实验。我们的工作改进了以前的能力:i)实时渲染多个相对论性对象,每个对象都以不同的速度矢量移动;ii)使对象之间能够交互;iii)使用户能够与对象交互并动态修改场景。我们的4D渲染引擎的独创性在于它能够有效地存储和检索非同时的过去时空事件,这些事件是观察者在特定位置和给定时间的给定瞬间可见的。
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引用次数: 7
Simulator X: A scalable and concurrent architecture for intelligent realtime interactive systems 模拟器X:用于智能实时交互系统的可扩展和并发架构
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759457
Marc Erich Latoschik, H. Tramberend
This article presents a platform for software technology research in the area of intelligent Realtime Interactive Systems. Simulator X is targeted at Virtual Reality, Augmented Reality, Mixed Reality, and computer games. It provides a foundation and testbed for a variety of different application models. The current research architecture is based on the actor model to support fine grained concurrency and parallelism. Its design follows the minimize coupling and maximize cohesion software engineering principle. A distributed world state and execution scheme is combined with an object-centered world view based on an entity model. Entities conceptually aggregate properties internally represented by state variables. An asynchronous event mechanism allows intra- and interprocess communication between the simulation actors. An extensible world interface uses an ontology-based semantic annotation layer to provide a coherent world view of the resulting distributed world state and execution scheme to application developers. The world interface greatly simplifies configurability and the semantic layer provides a solid foundation for the integration of different Artificial Intelligence components. The current architecture is implemented in Scala using the Java virtual machine. This choice additionally fosters low-level scalability, portability, and reusability.
本文为智能实时交互系统领域的软件技术研究提供了一个平台。模拟器X的目标是虚拟现实,增强现实,混合现实和电脑游戏。它为各种不同的应用程序模型提供了基础和测试平台。目前的研究架构是基于参与者模型来支持细粒度的并发性和并行性。其设计遵循最小化耦合和最大化内聚的软件工程原则。分布式世界状态和执行方案与基于实体模型的以对象为中心的世界视图相结合。实体在概念上聚合由状态变量表示的内部属性。异步事件机制允许模拟参与者之间的进程内和进程间通信。可扩展的世界接口使用基于本体的语义注释层,为应用程序开发人员提供结果分布式世界状态和执行方案的一致世界视图。世界接口极大地简化了可配置性,语义层为不同人工智能组件的集成提供了坚实的基础。目前的架构是使用Java虚拟机在Scala中实现的。这种选择还促进了低级的可伸缩性、可移植性和可重用性。
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引用次数: 45
“Left Arm Up!” Interactive Yoga training in virtual environment “举起左臂!”虚拟环境下的互动瑜伽训练
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759498
Zhiqiang Luo, Weiting Yang, Z. Ding, Lili Liu, I. Chen, S. Yeo, K. V. Ling, H. Duh
The paper describes a Yoga training system that is built based on motion replication technique (MoRep), including hardware, virtual scenario and feedback design. The motion replication technique proposed here can determine the similarity between Yoga master and student's postures and then provide feedback on the incorrect body posture of the student through multimodal channels. The key innovations of this project are also discussed.
本文介绍了一个基于动作复制技术(MoRep)的瑜伽训练系统,包括硬件、虚拟场景和反馈设计。本文提出的动作复制技术可以判断瑜伽大师和学员姿势的相似度,然后通过多模式渠道对学员不正确的身体姿势进行反馈。并对项目的关键创新点进行了讨论。
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引用次数: 21
Shaping 3-D boxes: A full 9 degree-of-freedom docking experiment 塑造三维盒子:一个完整的9自由度对接实验
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759445
Rasmus Stenholt, C. Madsen
Enabling users to shape 3-D boxes in immersive virtual environments is a non-trivial problem. In this paper, a new family of techniques for creating rectangular boxes of arbitrary position, orientation, and size is presented and evaluated. These new techniques are based solely on position data, making them different from typical, existing box shaping techniques. The basis of the proposed techniques is a new algorithm for constructing a full box from just three of its corners. The evaluation of the new techniques compares their precision and completion times in a 9 degree-of-freedom (DoF) docking experiment against an existing technique, which requires the user to perform the rotation and scaling of the box explicitly. The precision of the users' box construction is evaluated by a novel error metric measuring the difference between two boxes. The results of the experiment strongly indicate that for precision docking of 9 DoF boxes, some of the proposed techniques are significantly better than ones with explicit rotation and scaling. Another interesting result is that the number of DoF simultaneously controlled by the user significantly influences the precision of the docking.
让用户在沉浸式虚拟环境中塑造3-D盒子是一个不容忽视的问题。本文提出并评价了一种新的用于创建任意位置、方向和大小的矩形框的技术。这些新技术完全基于位置数据,这使得它们不同于典型的、现有的盒子整形技术。所提出的技术的基础是一种新的算法,它只需要三个角就可以构造一个完整的盒子。对新技术的评估将其在9自由度(DoF)对接实验中的精度和完成时间与现有技术进行了比较,现有技术需要用户明确地执行旋转和缩放盒子。通过一种新的误差度量来衡量用户的盒子构造的精度。实验结果强烈表明,对于9自由度盒子的精确对接,所提出的一些技术明显优于显式旋转和缩放技术。另一个有趣的结果是,用户同时控制的自由度数量显著影响对接精度。
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引用次数: 6
Altered reality: Augmenting and diminishing reality in real time 改变现实:实时增强和减少现实
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759477
Crystian Wendel M. Leão, J. P. Lima, V. Teichrieb, Eduardo S. Albuquerque, J. Kelner
Augmented Reality applications overlap virtual objects over a real scene, taking into account the context, in order to add information to the end user. Nowadays, more advanced applications also make use of Diminished Reality that removes real objects from a scene. This paper describes an approach that combines Augmented Reality and Diminished Reality techniques to modify real objects present in applications. The proposed approach removes an object and replaces it with its purposely-modified replica. The solution uses dynamic texture techniques and Inpaint to enhance the visual response of the modification performed. The results are promising considering both realism of the modified real object and performance of the application.
增强现实应用程序将虚拟对象重叠在真实场景上,考虑到上下文,以便向最终用户添加信息。如今,更高级的应用程序也使用了减少现实,从场景中删除真实物体。本文描述了一种将增强现实技术和缩小现实技术相结合的方法来修改应用中存在的真实对象。建议的方法删除一个对象,并用其经过专门修改的副本替换它。该解决方案使用动态纹理技术和Inpaint来增强所执行修改的视觉响应。考虑到修改后的真实物体的真实感和应用程序的性能,结果是有希望的。
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引用次数: 16
3D Arrow: A virtual pointer for immersive sculpting 3D箭头:用于沉浸式雕刻的虚拟指针
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759472
J. Grosjean, Jérôme Simonin, Eric Galin, S. Mérillou
Interaction inside virtual reality applications begins usually with simple selection tasks that can be achieved with moderate degrees of performances. More complex operations like modeling or sculpting inside an immersive environment raises however increased needs for precise 3D selections and visual feedback. In a modeling context any 3D location must be targetable, even ones that are outside of initial reach or not graphically represented. Common interaction techniques in virtual reality do not fullfill these goals without switching between different tools. We present an extensive and precise selection technique called the 3D arrow, used for moving and sculpting inside an immersive terrain modeling application. Composed of a graphic mouse-like pointer constrained inside a workspace defined by the region of space at arm's reach, the 3D arrow allow the users to seamlessly reach and target any position of space within the same interaction paradigm and to rotate the view around the pointer. The graphic appearance of the pointer is carefully designed to help users estimate its global and local position in the terrain scenery.
虚拟现实应用程序中的交互通常从简单的选择任务开始,这些任务可以通过中等程度的性能来实现。更复杂的操作,如在沉浸式环境中建模或雕刻,增加了对精确3D选择和视觉反馈的需求。在建模上下文中,任何3D位置都必须是可瞄准的,即使是在初始范围之外或没有图形表示的位置。如果不切换不同的工具,虚拟现实中的常见交互技术无法实现这些目标。我们提出了一种广泛而精确的选择技术,称为3D箭头,用于在沉浸式地形建模应用程序中移动和雕刻。3D箭头由一个类似鼠标的图形指针组成,该指针被限制在由手臂可及的空间区域定义的工作空间中,它允许用户在相同的交互范例中无缝地到达和瞄准空间的任何位置,并围绕指针旋转视图。指针的图形外观经过精心设计,以帮助用户估计其在地形风景中的全局和局部位置。
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引用次数: 2
A soft hand model for physically-based manipulation of virtual objects 一个软手模型,用于基于物理的虚拟对象操作
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759430
J. Jacobs, B. Fröhlich
We developed a new hand model for increasing the robustness of finger-based manipulations of virtual objects. Each phalanx of our hand model consists of a number of deformable soft bodies, which dynamically adapt to the shape of grasped objects based on the applied forces. Stronger forces directly result in larger contact areas, which increase the friction between hand and object as would occur in reality. For a robust collision-based soft body simulation, we extended the lattice-shape matching algorithm to work with adaptive stiffness values, which are dynamically derived from force and velocity thresholds. Our implementation demonstrates that this approach allows very precise and robust grasping, manipulation and releasing of virtual objects and performs in real-time for a variety of complex scenarios. Additionally, laborious tuning of object and friction parameters is not necessary for the wide range of objects that we typically grasp with our hands.
我们开发了一种新的手部模型,以增加基于手指的虚拟物体操作的鲁棒性。我们的手部模型的每个方阵由许多可变形的软体组成,这些软体根据所施加的力动态地适应被抓物体的形状。更强的力直接导致更大的接触面积,这增加了手和物体之间的摩擦,就像现实中会发生的那样。为了实现基于碰撞的鲁棒软体仿真,我们扩展了格形匹配算法,使其适用于从力和速度阈值动态导出的自适应刚度值。我们的实现表明,这种方法可以非常精确和稳健地抓取、操纵和释放虚拟物体,并在各种复杂场景中实时执行。此外,对于我们通常用手抓住的大范围物体来说,费力地调整物体和摩擦参数是不必要的。
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引用次数: 41
Lightweight palm and finger tracking for real-time 3D gesture control 轻量级的手掌和手指跟踪实时3D手势控制
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759431
Georg Hackenberg, Rod McCall, W. Broll
We present a novel technique implementing barehanded interaction with virtual 3D content by employing a time-of-flight camera. The system improves on existing 3D multi-touch systems by working regardless of lighting conditions and supplying a working volume large enough for multiple users. Previous systems were limited either by environmental requirements, working volume, or computational resources necessary for realtime operation. By employing a time-of-flight camera, the system is capable of reliably recognizing gestures at the finger level in real-time at more than 50 fps with commodity computer hardware using our newly developed precision hand and finger-tracking algorithm. Building on this algorithm, the system performs gesture recognition with simple constraint modeling over statistical aggregations of the hand appearances in a working volume of more than 8 cubic meters. Two iterations of user tests were performed on a prototype system, demonstrating the feasibility and usability of the approach as well as providing first insights regarding the acceptance of true barehanded touch-based 3D interaction.
我们提出了一种新的技术,通过使用飞行时间相机实现与虚拟3D内容的徒手交互。该系统改进了现有的3D多点触控系统,可以在任何照明条件下工作,并为多个用户提供足够大的工作容量。以前的系统受到环境要求、工作量或实时操作所需的计算资源的限制。通过使用飞行时间相机,该系统能够在使用我们新开发的精确手部和手指跟踪算法的商用计算机硬件上以超过50 fps的速度实时可靠地识别手指水平的手势。在此算法的基础上,系统在超过8立方米的工作体积中对手的外观进行统计聚合,通过简单的约束建模进行手势识别。在原型系统上进行了两次迭代的用户测试,展示了该方法的可行性和可用性,并提供了关于接受真正的基于徒手触摸的3D交互的第一次见解。
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引用次数: 90
期刊
2011 IEEE Virtual Reality Conference
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