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2011 IEEE Virtual Reality Conference最新文献

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Self-motion illusions in immersive virtual reality environments 沉浸式虚拟现实环境中的自运动幻觉
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759434
G. Bruder, Frank Steinicke, Phil Wieland
Motion perception in immersive virtual reality environments significantly differs from the real world. For example, previous work has shown that users tend to underestimate travel distances in immersive virtual environments (VEs). As a solution to this problem, some researchers propose to scale the mapped virtual camera motion relative to the tracked real-world movement of a user until real and virtual motion appear to match, i. e., real-world movements could be mapped with a larger gain to the VE in order to compensate for the underestimation. Although this approach usually results in more accurate self-motion judgments by users, introducing discrepancies between real and virtual motion can become a problem, in particular, due to misalignments of both worlds and distorted space cognition. In this paper we describe a different approach that introduces apparent self-motion illusions by manipulating optic flow fields during movements in VEs. These manipulations can affect self-motion perception in VEs, but omit a quantitative discrepancy between real and virtual motions. We introduce four illusions and show in experiments that optic flow manipulation can significantly affect users' self-motion judgments. Furthermore, we show that with such manipulation of optic flow fields the underestimation of travel distances can be compensated.
沉浸式虚拟现实环境中的运动感知与现实世界有很大不同。例如,先前的研究表明,用户倾向于低估沉浸式虚拟环境(ve)中的旅行距离。为了解决这个问题,一些研究人员提出将映射的虚拟摄像机运动相对于跟踪用户的真实世界运动进行缩放,直到真实运动和虚拟运动看起来匹配,即可以将真实世界的运动以更大的增益映射到VE,以补偿低估。虽然这种方法通常会导致用户更准确的自我运动判断,但引入真实和虚拟运动之间的差异可能会成为一个问题,特别是由于两个世界的错位和扭曲的空间认知。在本文中,我们描述了一种不同的方法,通过在运动过程中操纵光流场来引入明显的自运动错觉。这些操作可以影响ve的自我运动感知,但忽略了真实和虚拟运动之间的定量差异。我们引入了四种错觉,并通过实验证明光流操纵可以显著影响用户的自我运动判断。此外,我们还表明,通过对光流场的这种操纵,可以补偿行进距离的低估。
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引用次数: 26
AR aided implant templating for unilateral fracture reduction and internal fixation surgery AR辅助种植体模板用于单侧骨折复位内固定手术
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759459
Fangyang Shen, S. Yue, Qi Yue
Reconstruction plates (deformable metal plates) are widely used in reduction and internal fixation surgeries for bone fractures at sites with irregular or individually different anatomical morphology. Traditional surgical procedures require intra-operative manual implant templating, which often leads to prolonged operations with unnecessary damage or hemorrhage. In this paper, we present a novel approach that uses computer graphics and augmented reality (AR) techniques to assist preoperative implant templating, substantially improving these surgical procedures. We exploit the symmetry of the human body to virtually reconstruct the broken skeletal structure using intact contralateral bones. Then 3D models of virtual implants are generated along a drawn path and rendered in an AR environment, to guide preoperative implant templating, thus reducing surgical invasiveness and operation duration. A successful clinical application is presented to demonstrate the effectiveness of our method.
重建钢板(可变形金属板)广泛应用于不规则或个体解剖形态不同部位骨折的复位和内固定手术。传统的外科手术需要术中手工植入模板,这往往导致手术时间延长,造成不必要的损伤或出血。在本文中,我们提出了一种使用计算机图形学和增强现实(AR)技术辅助术前植入模板的新方法,大大改善了这些手术程序。我们利用人体的对称性,利用完整的对侧骨骼来虚拟地重建断裂的骨骼结构。然后沿着绘制的路径生成虚拟种植体的三维模型,并在AR环境中渲染,指导术前种植体模板制作,从而减少手术的侵入性和手术时间。一个成功的临床应用证明了我们的方法的有效性。
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引用次数: 1
A design for a smartphone-based head mounted display 一种基于智能手机的头戴式显示器设计
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759484
J. Olson, D. Krum, Evan A. Suma, M. Bolas
Thin computing clients, such as smartphones and tablets, have experienced recent growth in display resolutions and graphics processing power. In this poster, we show how to leverage these trends to create an experimental wide field of view, 3D stereoscopic head mounted display (HMD), based on two high resolution smart-phones. This HMD prototype is unique in that the graphics system is entirely onboard, allowing it to be lightweight, wireless, and convenient to use.
智能手机和平板电脑等瘦计算客户端最近在显示分辨率和图形处理能力方面都有所提高。在这张海报中,我们展示了如何利用这些趋势来创建一个基于两台高分辨率智能手机的实验性宽视场3D立体头戴式显示器(HMD)。这款头戴式显示器的独特之处在于其图形系统完全是板载的,这使得它轻巧、无线、使用方便。
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引用次数: 53
Bimanual gestural interface for virtual environments 虚拟环境的双手手势界面
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759479
Julien-Charles Levesque, D. Laurendeau, M. Mokhtari
In this paper, a 3D bimanual gestural interface using data gloves is presented. We build upon past contributions on gestural interfaces and bimanual interactions to create an efficient and intuitive gestural interface that can be used in immersive environments. The proposed interface uses the hands in an asymmetric style, with the left hand providing the mode of interaction and the right hand acting at a finer level of detail.
本文提出了一种基于数据手套的三维双手手势界面。我们在过去对手势界面和人机交互的贡献的基础上,创建了一个可以在沉浸式环境中使用的高效直观的手势界面。所建议的界面以不对称的方式使用双手,左手提供交互模式,右手负责更精细的细节。
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引用次数: 14
Mixed reality for supporting office devices troubleshooting 用于支持办公设备故障排除的混合现实
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759458
Frédéric Roulland, S. Castellani, Pascal Valobra, Victor Ciriza, J. O'Neill, Y. Deng
In this paper we describe the Mixed Reality system that we are developing to facilitate a real-world application, that of collaborative remote troubleshooting of broken office devices. The architecture of the system is centered on a 3D virtual representation of the device augmented with status data of the actual device coming from its internal sensors. The purpose of this paper is to illustrate how this approach supports the interactions required by the remote collaborative troubleshooting activity whilst taking into account technical constraints that come from a real world application. We believe it constitutes an interesting opportunity for using Mixed Reality in this domain.
在本文中,我们描述了我们正在开发的混合现实系统,以促进实际应用,即对损坏的办公设备进行协作远程故障排除。该系统的架构以设备的3D虚拟表示为中心,增强了来自其内部传感器的实际设备的状态数据。本文的目的是说明此方法如何支持远程协作故障排除活动所需的交互,同时考虑到来自实际应用程序的技术限制。我们相信这是在这个领域使用混合现实的一个有趣的机会。
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引用次数: 2
A virtual reality system for the simulation and manipulation of wireless communication networks 用于模拟和操作无线通信网络的虚拟现实系统
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759446
T. Rick, Anette von Kapri, T. Kuhlen
The knowledge of the propagation behavior of radio waves is a fundamental prerequisite for planning and optimizing mobile radio networks. Propagation effects are usually simulated numerically, since real-world measurement campaigns are time-consuming and expensive. Automatic planning algorithms can explore a vast amount of network configurations to find good deployment schemes. However, complex urban scenarios demand for a great emphasis on site-specific details in the propagation environment which are often not covered by automatic approaches. Therefore, we have combined the simulation of radio waves with an interactive exploration and modification of the propagation environment in a virtual reality prototype application. By coupling real-time simulation and manipulation tasks we can provide an uninterrupted user-centered workflow.
了解无线电波的传播行为是规划和优化移动无线网络的基本前提。传播效应通常是数值模拟的,因为真实世界的测量活动既耗时又昂贵。自动规划算法可以探索大量的网络配置,找到好的部署方案。然而,复杂的城市场景需要非常强调传播环境中特定地点的细节,而这些通常是自动方法所不能涵盖的。因此,我们将无线电波的模拟与虚拟现实原型应用中传播环境的交互式探索和修改相结合。通过耦合实时仿真和操作任务,我们可以提供不间断的以用户为中心的工作流程。
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引用次数: 2
Acquiring knowledge-in-use in virtual training environments: A theory driven design process 获取在虚拟培训环境中使用的知识:理论驱动的设计过程
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759465
Johanna Bertram, Johannes Moskaliuk, U. Cress
In daily work routines of police officers, situations may occur that have not been trained previously because of high costs, because of the danger, time or effort involved. But some knowledge-in-use is required to respond adequately to these complex situations, thus virtual training seems to be the obvious choice. In order to develop a virtual training environment, we need an understanding of the underlying learning processes. This paper explicates a theory-driven design process of a virtual training environment and its application in a German state police department. We conceptualize how the acquisition of knowledge-in-use in virtual training environments takes place and focus on what is possible in virtual training.
在警察的日常工作中,由于成本高、危险、耗时或费力,可能会出现以前没有训练过的情况。但是,要对这些复杂的情况作出适当的反应,需要一些实用的知识,因此虚拟培训似乎是显而易见的选择。为了开发虚拟培训环境,我们需要了解潜在的学习过程。本文阐述了一个理论驱动的虚拟训练环境的设计过程及其在德国某州警察部门的应用。我们概念化了如何在虚拟培训环境中获取使用知识,并重点关注虚拟培训的可能性。
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引用次数: 0
Random dot markers 随机点标记
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759433
Hideaki Uchiyama, H. Saito
This paper presents a novel approach for detecting and tracking markers with randomly scattered dots for augmented reality applications. Compared with traditional markers with square pattern, our random dot markers have several significant advantages for flexible marker design, robustness against occlusion and user interaction. The retrieval and tracking of these markers are based on geometric feature based keypoint matching and tracking. We experimentally demonstrate that the discriminative ability of forty random dots per marker is applicable for retrieving up to one thousand markers.
本文提出了一种用于增强现实应用的检测和跟踪随机分散点标记的新方法。与传统的方形图案标记相比,我们的随机点标记在标记设计灵活、抗遮挡和用户交互性等方面具有显著优势。这些标记的检索和跟踪是基于几何特征的关键点匹配和跟踪。我们通过实验证明,每个标记40个随机点的判别能力适用于检索多达1000个标记。
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引用次数: 56
Stable vision-aided navigation for large-area augmented reality 稳定的视觉辅助导航大面积增强现实
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759438
T. Oskiper, Han-Pang Chiu, Zhiwei Zhu, S. Samarasekera, Rakesh Kumar
In this paper, we present a unified approach for a drift-free and jitter-reduced vision-aided navigation system. This approach is based on an error-state Kalman filter algorithm using both relative (local) measurements obtained from image based motion estimation through visual odometry, and global measurements as a result of landmark matching through a pre-built visual landmark database. To improve the accuracy in pose estimation for augmented reality applications, we capture the 3D local reconstruction uncertainty of each landmark point as a covariance matrix and implicity rely more on closer points in the filter. We conduct a number of experiments aimed at evaluating different aspects of our Kalman filter framework, and show our approach can provide highly-accurate and stable pose both indoors and outdoors over large areas. The results demonstrate both the long term stability and the overall accuracy of our algorithm as intended to provide a solution to the camera tracking problem in augmented reality applications.
在本文中,我们提出了一种统一的无漂移和减少抖动的视觉辅助导航系统的方法。该方法基于一种误差状态卡尔曼滤波算法,该算法使用了通过视觉里程计从基于图像的运动估计中获得的相对(局部)测量值,以及通过预先构建的视觉地标数据库进行地标匹配的全局测量值。为了提高增强现实应用中姿态估计的精度,我们将每个地标点的三维局部重建不确定性捕获为协方差矩阵,并且隐含性更多地依赖于滤波器中更近的点。我们进行了大量的实验,旨在评估我们的卡尔曼滤波框架的不同方面,并表明我们的方法可以在室内和室外大面积提供高精度和稳定的姿态。结果表明,我们的算法具有长期稳定性和整体准确性,旨在为增强现实应用中的相机跟踪问题提供解决方案。
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引用次数: 21
Designing a reconfigurable multimodal and collaborative supervisor for Virtual Environment 面向虚拟环境的可重构多模态协同监控系统设计
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759480
Pierre Martin, P. Bourdot
Virtual Reality (VR) systems cannot be promoted for complex applications (involving the interpretation of massive and intricate databases) without creating natural and ”transparent” user interfaces: intuitive interfaces are required to bring non-expert users to use VR technologies. Many studies have been carried out on multimodal and collaborative systems in VR. Although these two aspects are usually studied separately, they share interesting similarities. Our work focuses on the way to manage multimodal and collaborative interactions in a same process. We present here the similarities between these two processes and the main features of a reconfigurable multimodal and collaborative supervisor for Virtual Environments (VEs). The aim of such a system is to ensure the merge of pieces of information coming from VR devices (tracking, gestures, speech, haptics, etc.), to control immersive multi-user applications using the main communication and sensorimotor channels of humans. The framework's architecture of this supervisor wants to be generic, modular and reconfigurable (via an XML configuration file), in order to be applied to many different contexts.
如果不创建自然和“透明”的用户界面,虚拟现实(VR)系统就无法推广到复杂的应用程序(涉及对大量复杂数据库的解释):需要直观的界面来吸引非专业用户使用VR技术。针对虚拟现实中的多模态和协同系统进行了大量的研究。虽然这两个方面通常是分开研究的,但它们有着有趣的相似之处。我们的工作重点是如何在同一过程中管理多模式和协作交互。本文介绍了这两个过程之间的相似之处,以及用于虚拟环境(VEs)的可重构多模态协作管理器的主要特征。这样一个系统的目的是确保来自VR设备的信息片段(跟踪,手势,语音,触觉等)的合并,使用人类的主要通信和感觉运动通道来控制沉浸式多用户应用程序。这个管理器的框架体系结构希望是通用的、模块化的和可重构的(通过XML配置文件),以便应用于许多不同的上下文中。
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引用次数: 4
期刊
2011 IEEE Virtual Reality Conference
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