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2011 IEEE Virtual Reality Conference最新文献

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Peripheral visual information and its effect on the perception of egocentric depth in virtual and augmented environments 周边视觉信息及其对虚拟和增强环境中自我中心深度感知的影响
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759475
J. A. Jones, J. Swan, Gurjot Singh, S. Ellis
A frequently observed problem in virtual environments is the underestimation of egocentric depth. This problem has been described numerous times and with widely varying degrees of severity. Though there has been considerable progress made in modifying observer behavior to compensate for these misperceptions, the question of why these errors exist is still an open issue. The study detailed in this document presents the preliminary findings of a large, between-subjects experiment (N=98) that attempts to identify and quantify the source of a pattern of adaptation and improved accuracy in the absence of explicit feedback found in Jones et al. [1].
在虚拟环境中经常观察到的一个问题是低估自我中心深度。这个问题已经被描述了无数次,并且严重程度各不相同。尽管在修正观察者行为以弥补这些误解方面已经取得了相当大的进展,但这些错误存在的原因仍然是一个悬而未决的问题。本文详细介绍了一项大型受试者间实验(N=98)的初步发现,该实验试图在Jones等人[1]中发现的缺乏明确反馈的情况下,识别和量化适应模式的来源并提高准确性。
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引用次数: 4
An initial exploration of conversational errors as a novel method for evaluating virtual human experiences 会话错误作为一种评估虚拟人类体验的新方法的初步探索
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759489
Richard Skarbez, Aaron Kotranza, F. Brooks, Benjamin C. Lok, M. Whitton
We present a new method for evaluating user experience in interactions with virtual humans (VHs). We code the conversational errors made by the VH. These errors, in addition to the duration of the interaction and the numbers of statements made by the participant and the VH, provide objective, quantitative data about the virtual social interaction. We applied this method to a set of previously collected interactions between medical students and VH patients and present preliminary results. The error metrics do not correlate with traditional measures of the quality of a virtual experience, e.g. presence and copresence questionnaires. The error metrics were significantly correlated with scores on the Maastricht Assessment of Simulated Patients (MaSP), a scenario-appropriate measure of simulation quality, suggesting further investigation is warranted.
我们提出了一种新的方法来评估与虚拟人(VHs)交互的用户体验。我们对VH产生的对话错误进行编码。这些错误,加上互动的持续时间和参与者和VH所做的陈述的数量,提供了关于虚拟社会互动的客观、定量的数据。我们将这种方法应用于一组先前收集的医学生与VH患者之间的互动,并给出了初步结果。错误度量与虚拟体验质量的传统度量不相关,例如存在和参与问卷。误差指标与马斯特里赫特模拟患者评估(MaSP)得分显著相关,MaSP是模拟质量的一种场景适当度量,表明有必要进一步研究。
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引用次数: 9
VEGI: Virtual Environment GUI Immersion system 虚拟环境GUI沉浸式系统
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759470
Mohammed Elfarargy, M. Nagi, N. Adly
Virtual Reality (VR) immersive environments are becoming more popular and of less cost, hence, VR labs are becoming a main part in any research that depends on visualization. This introduced the need to port many 3D desktop visualization applications to VR. Porting application GUIs can be a problem since original GUIs are 2D by nature and using them directly can obscure a large area of 3D viewport and spoil the immersive experience. On the other hand, rewriting a 3D GUI can be a time consuming and tedious task. In this work, we introduce a technique to embed 2D GUIs into 3D Virtual Environments (VE). Our approach uses existing 2D GUIs that can be immersed into the VE allowing rapid GUI development for VR applications. It can also be used for porting 3D desktop applications without rewriting the GUI code. Further, it enables embedding many window-based desktop applications into the VE, creating rich VEs where users can work with multiple applications simultaneously.
虚拟现实(VR)沉浸式环境越来越受欢迎,成本也越来越低,因此,虚拟现实实验室正在成为任何依赖于可视化的研究的主要组成部分。这就需要将许多3D桌面可视化应用程序移植到VR中。移植应用程序gui可能是一个问题,因为最初的gui本质上是2D的,直接使用它们会模糊大片的3D视口,破坏沉浸式体验。另一方面,重写3D GUI可能是一项耗时且乏味的任务。在这项工作中,我们介绍了一种将2D gui嵌入到3D虚拟环境(VE)中的技术。我们的方法使用现有的2D GUI,这些GUI可以浸入到VE中,从而为VR应用程序提供快速的GUI开发。它还可以用于移植3D桌面应用程序,而无需重写GUI代码。此外,它还可以在VE中嵌入许多基于窗口的桌面应用程序,从而创建丰富的VE,用户可以同时使用多个应用程序。
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引用次数: 0
Leveraging change blindness for redirection in virtual environments 在虚拟环境中利用更改盲性进行重定向
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759455
Evan A. Suma, Seth Clark, D. Krum, Samantha L. Finkelstein, M. Bolas, Z. Wartell
We present change blindness redirection, a novel technique for allowing the user to walk through an immersive virtual environment that is considerably larger than the available physical workspace. In contrast to previous redirection techniques, this approach, based on a dynamic environment model, does not introduce any visual-vestibular conflicts from manipulating the mapping between physical and virtual motions, nor does it require breaking presence to stop and explicitly reorient the user. We conducted two user studies to evaluate the effectiveness of the change blindness illusion when exploring a virtual environment that was an order of magnitude larger than the physical walking space. Despite the dynamically changing environment, participants were able to draw coherent sketch maps of the environment structure, and pointing task results indicated that they were able to maintain their spatial orientation within the virtual world. Only one out of 77 participants across both both studies definitively noticed that a scene change had occurred, suggesting that change blindness redirection provides a remarkably compelling illusion. Secondary findings revealed that a wide field-of-view increases pointing accuracy and that experienced gamers reported greater sense of presence than those with little or no experience with 3D video games.
我们提出了变化盲重定向,这是一种新颖的技术,允许用户在一个比可用的物理工作空间大得多的沉浸式虚拟环境中行走。与以前的重定向技术相比,这种基于动态环境模型的方法不会因为操纵物理和虚拟运动之间的映射而引入任何视觉前庭冲突,也不需要打破存在来停止并显式地重新定向用户。我们进行了两项用户研究,以评估在探索比物理步行空间大一个数量级的虚拟环境时变化盲视错觉的有效性。尽管环境是动态变化的,但参与者能够绘制出连贯的环境结构草图,并且指向任务结果表明他们能够在虚拟世界中保持他们的空间方向。在两项研究中,77名参与者中只有一人明确地注意到场景发生了变化,这表明变化盲视重定向提供了一种非常引人注目的错觉。第二项研究发现,广阔的视野可以提高指向的准确性,有经验的玩家比没有或很少有3D游戏经验的玩家更有存在感。
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引用次数: 168
IMAGE — Complex situation understanding: An immersive concept development 图像-复杂情况理解:沉浸式概念开发
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759482
M. Mokhtari, Eric Boivin, D. Laurendeau, S. Comtois, D. Ouellet, Julien-Charles Levesque, Etienne Ouellet
This paper presents an immersive Human-centric/built virtual work cell for analyzing complex situations dynamically. This environment is supported by a custom open architecture, is composed of objects of complementary nature reflecting the level of Human understanding. Furthermore, it is controlled by an intuitive 3D bimanual gestural interface using data gloves.
本文提出了一种以人为中心的沉浸式虚拟工作单元,用于动态分析复杂情况。这个环境是由一个定制的开放架构支持的,是由互补性质的对象组成的,反映了人类的理解水平。此外,它是由一个直观的3D双手手势界面使用数据手套控制。
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引用次数: 5
Dual interactions between multi-display and smartphone for collaborative design and sharing 多显示屏与智能手机的双重交互,实现协同设计与共享
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759478
Jae Yeol Lee, Minseok Kim, Dongwoo Seo, Chil-Woo Lee, Jae Sung Kim, Sang Min Lee
We present a new way of dual interactions between multi-display and smartphone for collaborative design review and sharing among multi-users. It provides individual and cooperative interactions in immersive and non-immersive environments to decouple private and public spaces between multi-display and smartphone. Thus, it can provide different views among multiusers and make them communicate with each other more adaptively according to the shared contents. We will show implementation results by demonstrating digital product review and multimedia interactions among multi-users.
我们提出了一种多显示器和智能手机之间的双重交互方式,用于多用户之间的协同设计审查和共享。它在沉浸式和非沉浸式环境中提供个人和合作互动,以分离多显示器和智能手机之间的私人和公共空间。因此,它可以在多个用户之间提供不同的视图,使他们能够根据共享的内容更自适应地相互通信。我们将通过展示数字产品评论和多用户之间的多媒体交互来展示实现结果。
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引用次数: 14
MAR shopping assistant usage: Delay, error, and utility MAR购物助手的用法:延迟、错误和实用性
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759471
Subhashini Ganapathy, Glen J. Anderson, I. Kozintsev
This poster will present findings from a study of a shopping assistant prototype with simulated augmented reality information. The goal of the study was to find out the acceptable level of delay in presentation of augmented information and the acceptable rate of error of the information presented. Twelve participants interacted with a Samsung Omnia™ smartphone that presented a wine shopping scenario under several levels of delay in showing product information. Participants indicated their willingness to wait for each delay they experienced. Participants also answered a survey about which types of products they would want a shopping assistant application to assist with.
这张海报将展示一个购物助理原型的研究结果,该原型具有模拟的增强现实信息。本研究的目的是找出可接受的延迟水平的增强信息的呈现和可接受的误差率的信息呈现。12名参与者与三星Omnia™智能手机互动,该智能手机在显示产品信息的几个级别延迟下呈现了葡萄酒购物场景。参与者表示他们愿意等待他们经历的每一次延迟。参与者还回答了一项关于他们希望购物助理应用程序协助处理哪种产品的调查。
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引用次数: 14
Olfactory feedback system to improve the concentration level based on biological information 嗅觉反馈系统基于生物信息提高浓度水平
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759452
Masaaki Miyaura, Takuji Narumi, Kunihiro Nishimura, T. Tanikawa, M. Hirose
This study tries to increase the effects of odors by controlling the odor emissions. We developed an olfactory feedback system to maintain user's concentration effectively based on biological information. The system presumes the level of user's concentration based on an electrocardiogram analysis. The analysis is carried out using variance of R-R intervals and frequency spectra. According to the presumed concentration level, the system presents an odor with an awakening effect to maintain user's concentration. We performed experiments in which subjects did simple tasks with this system, changing the method of controlling odor emissions. We compared the results of each method and evaluated the effectiveness of our olfactory feedback system and the methods of controlling odor emissions. The comparison of the results showed that presenting an odor when a user loses his/her concentration is effective to decrease errors of addition tasks.
本研究试图通过控制气味的释放来增加气味的效果。我们开发了一种基于生物信息的嗅觉反馈系统来有效地保持用户的注意力。该系统根据心电图分析来推测用户的注意力集中程度。利用R-R区间方差和频谱方差进行分析。根据假定的浓度水平,系统呈现一种具有唤醒效果的气味,以保持用户的浓度。我们进行了实验,让受试者用这个系统完成简单的任务,改变控制气味释放的方法。我们比较了每种方法的结果,并评估了我们的嗅觉反馈系统和控制气味排放的方法的有效性。结果对比表明,在用户注意力不集中时呈现一种气味能有效降低加法任务的误差。
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引用次数: 9
Scalable content for urban applications 面向城市应用的可扩展内容
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759493
Juan Diego Toro, P. Figueroa
We present an application that allows the acquisition of 3D models in an open format that adjust to the device's requirements and specifications. By defining a format in X3D to describe each one of the kinds of objects we have considered as part of an urban model, such as blocks, buildings, cars, pedestrians, streetlights, and massive transportation, among others. This way, the application that requests the urban model can manipulate each of its components independently. The model stores not only graphic representation of objects, but also animation and setup of a certain scene. The application stores in the database scenes as independent objects that can be requested by applications. The application can deliver the same model in different LOD (level of detail) according to the device or application realizing the request.
我们提出了一个应用程序,允许以开放格式获取3D模型,以适应设备的要求和规格。通过在X3D中定义一种格式来描述我们认为是城市模型一部分的每一种对象,例如街区、建筑物、汽车、行人、路灯和大型交通工具等。这样,请求城市模型的应用程序就可以独立地操作它的每个组件。该模型不仅存储了物体的图形表示,还存储了特定场景的动画和设置。应用程序作为独立对象存储在数据库场景中,供应用程序请求。应用程序可以根据实现请求的设备或应用程序以不同的LOD(细节级别)交付相同的模型。
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引用次数: 1
Psychophysical influence of mixed-reality visual stimulation on sense of hardness 混合现实视觉刺激对硬感的心理物理影响
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759436
Yuichi Hirano, Asako Kimura, F. Shibata, H. Tamura
In a mixed-reality (MR) environment, the appearance of touchable objects can be changed by superimposing a computer-generated image (CGI) onto them (MR visual stimulation). At the same time, when humans sense the hardness of real objects, it is known that their perception is influenced not only by tactile information but also by visual information. In this paper, we studied the psychophysical influence on the sense of hardness by using a real object that has a CGI superimposed on it. In this experiment, we deform in an extreme way the CGI animation on the real object, while the subject pushes the real object using his/her finger. The results of the experiments found that human subjects sensed different hardnesses by emphasizing the dent deformation of the CGI animation.
在混合现实(MR)环境中,可触摸物体的外观可以通过叠加计算机生成的图像(CGI)来改变(MR视觉刺激)。同时,当人类感知真实物体的硬度时,我们知道他们的感知不仅受到触觉信息的影响,还受到视觉信息的影响。在本文中,我们研究了心理物理对硬感的影响,用一个真实的物体叠加了CGI。在这个实验中,我们用一种极端的方式使CGI动画在真实物体上变形,而受试者用手指推动真实物体。实验结果发现,人体受试者通过强调CGI动画的凹痕变形来感知不同的硬度。
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引用次数: 29
期刊
2011 IEEE Virtual Reality Conference
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