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2011 IEEE Virtual Reality Conference最新文献

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CRAM it! A comparison of virtual, live-action and written training systems for preparing personnel to work in hazardous environments 填满它!准备人员在危险环境中工作的虚拟、实景和书面培训系统的比较
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759444
Catherine Stocker, Ben Sunshine-Hill, John Drake, Ian Perera, Joseph T. Kider, N. Badler
In this paper we investigate the utility of an interactive, desktop-based virtual reality (VR) system for training personnel in hazardous working environments. Employing a novel software model, CRAM (Course Resource with Active Materials), we asked participants to learn a specific aircraft maintenance task. The evaluation sought to identify the type of familiarization training that would be most useful prior to hands on training, as well as after, as skill maintenance. We found that participants develop an increased awareness of hazards when training with stimulating technology — in particular (1) interactive, virtual simulations and (2) videos of an instructor demonstrating a task — versus simply studying (3) a set of written instructions. The results also indicate participants desire to train with these technologies over the standard written instructions. Finally, demographic data collected during the evaluation elucidates future directions for VR systems to develop a more robust and stimulating hazard training environment.
在本文中,我们研究了一个交互式的,基于桌面的虚拟现实(VR)系统在危险工作环境中培训人员的效用。采用一种新颖的软件模型,CRAM(课程资源与活性材料),我们要求参与者学习一个特定的飞机维修任务。评价的目的是确定在实际培训之前以及在技能维持之后最有用的熟悉性培训类型。我们发现,与简单学习(3)一套书面说明相比,参与者在使用刺激性技术(特别是(1)交互式虚拟模拟和(2)教练演示任务的视频)进行培训时,对危险的意识有所提高。研究结果还表明,与标准的书面指导相比,参与者更愿意接受这些技术的培训。最后,在评估过程中收集的人口统计数据阐明了VR系统未来的发展方向,以开发一个更强大和刺激的危险训练环境。
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引用次数: 5
The use of interactive Virtual Prototypes for products specification in the concept design phase 在概念设计阶段使用交互式虚拟样机进行产品规格说明
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759466
M. Bordegoni, F. Ferrise, Joseba Lizaranzu
The paper describes the use of interactive Virtual Prototypes (iVP) for the specification of consumer products and for the evaluation of the perceived quality of the product already in its conceptual form. iVPs are based on multimodal interaction including force-feedback and sound in addition to 3D stereoscopic visualization. The fidelity of the prototypes has been evaluated in comparison with the corresponding real products, when used for performing the same tests. Differently from the traditional use of Virtual Prototypes, which aims at evaluating the product design, we have used iVPs for the interaction design of a new product, i.e. it has been used as a means to define the design parameters used for the specification of a new product.
本文描述了交互式虚拟原型(iVP)在消费者产品规范和产品感知质量评估中的应用。ivp基于多模态交互,包括力反馈和声音以及3D立体可视化。当用于执行相同的测试时,已将原型的保真度与相应的实际产品进行了比较。与传统的虚拟原型的使用不同,虚拟原型的目的是评估产品设计,我们将虚拟原型用于新产品的交互设计,即它已被用作定义用于新产品规格的设计参数的手段。
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引用次数: 5
Pilot study on the spatial and temporal accuracies of hitting a high-speed virtual ball in tennis simulation 网球赛模拟中高速虚拟球击球时空精度的初步研究
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759492
Fong Wee Teck
We conducted a pilot study to determine if users can accurately perceive the spatial position of a virtual ball traveling at high speed, track and hit it at the correct time with a real racket in a stereoscopic immersive tennis training system. To ensure that the tennis ball appears spatially accurate from the player's view point when projected onto the display walls, the positions of both eyes are obtained using head tracking. The tracker to display latency was determined to be 40 milliseconds. The pilot study with proficient players shows that they are able to accurately intersect the trajectory of the virtual ball with their racket, with an average error of less than 0.1m. This initial finding will be useful for immersive virtual reality applications involving high speed tasks.
我们进行了一项试点研究,以确定用户是否能够准确地感知高速移动的虚拟球的空间位置,在立体沉浸式网球训练系统中使用真实球拍跟踪并在正确的时间击球。为了确保当网球投射到显示墙上时,从玩家的视角来看,网球在空间上是准确的,使用头部跟踪来获得两只眼睛的位置。跟踪器显示延迟确定为40毫秒。对熟练选手的初步研究表明,他们能够准确地将虚拟球的轨迹与球拍相交,平均误差小于0.1m。这一初步发现将有助于涉及高速任务的沉浸式虚拟现实应用。
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引用次数: 0
Parameter estimation variance of the single point active alignment method in optical see-through head mounted display calibration 光学透明头戴式显示器标定中单点主动对准方法参数估计方差
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759432
Magnus Axholt, Martin A. Skoglund, Stephen D. O'Connell, M. Cooper, S. Ellis, A. Ynnerman
The parameter estimation variance of the Single Point Active Alignment Method (SPAAM) is studied through an experiment where 11 subjects are instructed to create alignments using an Optical See-Through Head Mounted Display (OSTHMD) such that three separate correspondence point distributions are acquired. Modeling the OSTHMD and the subject's dominant eye as a pinhole camera, findings show that a correspondence point distribution well distributed along the user's line of sight yields less variant parameter estimates. The estimated eye point location is studied in particular detail. The findings of the experiment are complemented with simulated data which show that image plane orientation is sensitive to the number of correspondence points. The simulated data also illustrates some interesting properties on the numerical stability of the calibration problem as a function of alignment noise, number of correspondence points, and correspondence point distribution.
通过实验,研究了单点主动对准方法(SPAAM)的参数估计方差。实验中,11名受试者使用光学透明头戴式显示器(OSTHMD)创建对准,从而获得三个独立的对应点分布。将OSTHMD和受试者的主眼建模为针孔相机,研究结果表明,沿用户视线均匀分布的对应点分布产生较少的变量参数估计。对估计的眼点位置进行了详细的研究。实验结果与仿真数据相吻合,表明像面方向对对应点的数量非常敏感。模拟数据还说明了校准问题的数值稳定性与对准噪声、对应点数目和对应点分布的关系。
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引用次数: 28
Comparing steering-based travel techniques for search tasks in a CAVE 洞穴中基于导向的旅行技术搜索任务的比较
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759443
Anette von Kapri, T. Rick, Steven K. Feiner
We present a novel bimanual body-directed travel technique, PenguFly (PF), and compare it with two standard travel-by-pointing techniques by conducting a between-subject experiment in a CAVE. In PF, the positions of the user's head and hands are projected onto the ground, and travel direction and speed are computed based on direction and magnitude of the vector from the midpoint of the projected hand positions to the projected head position. The two baseline conditions both use a single hand to control the direction, with speed controlled discretely by button pushes with the same hand in one case, and continuously by the distance between the hands in the other case. Users were asked to travel through a simple virtual world and collect virtual coins within a set time. We found no significant differences between travel conditions for reported presence or usability, but a significant increase in nausea with PF. Total travel distance was significantly higher for the baseline condition with discrete speed selection, whereas travel accuracy in terms of coin-to-distance ratio was higher with PF.
我们提出了一种新的双手身体导向旅行技术,企鹅(PF),并通过在洞穴中进行受试者之间的实验,将其与两种标准的指向旅行技术进行了比较。在PF中,将用户的头部和手的位置投影到地面上,并根据从投影的手位置的中点到投影的头部位置的矢量的方向和大小计算行进方向和速度。两种基线条件都是用单手控制方向,在一种情况下,用同一只手按按钮来离散控制速度,在另一种情况下,用手之间的距离来连续控制速度。用户被要求在一个简单的虚拟世界中旅行,并在规定的时间内收集虚拟货币。我们发现不同的旅行条件在报告的存在性或可用性方面没有显著差异,但PF显著增加了恶心感。在离散速度选择的基线条件下,总旅行距离显著更高,而在硬币与距离比方面,PF的旅行准确性更高。
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引用次数: 27
3D Haptic modeling system using ungrounded pen-shaped kinesthetic display 采用非接地笔型动觉显示器的三维触觉建模系统
Pub Date : 2011-03-01 DOI: 10.1109/VR.2011.5759476
Sho Kamuro, K. Minamizawa, S. Tachi
We propose a three-dimensional (3D) haptic modeling system that enables a user to create 3D models as though he/she is drawing pictures in mid-air and touch the created models. In the proposed system, we use our ungrounded pen-shaped kinesthetic display as the interface. The kinesthetic display device can generate kinesthetic sensations on the user's fingers. Because our system does not use mechanical linkages, the user can freely move his/her hand and feel the sensation of touching virtual objects. In the proposed system, the user can easily and intuitively create various 3D shapes by drawing closed curves in air using the device. The created shapes are generated in a physics-based simulation environment and are displayed as 3D images. Therefore, the user can touch and see the drawn shapes as though they exist in reality.
我们提出了一个三维(3D)触觉建模系统,使用户可以创建3D模型,就像他/她在半空中画画一样,并触摸创建的模型。在我们提出的系统中,我们使用不接地的笔形动觉显示器作为界面。动觉显示装置可以在用户的手指上产生动觉感觉。由于我们的系统不使用机械连接,用户可以自由移动他/她的手,感受触摸虚拟物体的感觉。在所提出的系统中,用户可以通过使用该设备在空气中绘制封闭曲线,轻松直观地创建各种3D形状。创建的形状在基于物理的模拟环境中生成,并显示为3D图像。因此,用户可以触摸和看到绘制的形状,就好像它们存在于现实中一样。
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引用次数: 12
Random dot markers 随机点标记
Pub Date : 1900-01-01 DOI: 10.1109/VR.2011.5759503
Hideaki Uchiyama, H. Saito
We introduce a novel type of markers with randomly scattered dots for augmented reality applications. Compared with traditional square markers, our markers have several significant advantages for flexible marker design, robustness against occlusion and user interaction. Our markers do not need to have a black frame, and their shape is not limited to square because the retrieval and tracking of the markers are based on geometric feature based keypoint matching. In our demonstration, we show real-time simultaneous retrieval and tracking of the markers on a laptop.
我们介绍了一种用于增强现实应用的具有随机分散点的新型标记。与传统的方形标记相比,我们的标记在标记设计灵活、抗遮挡和用户交互等方面具有显著优势。我们的标记不需要有黑帧,其形状也不局限于正方形,因为标记的检索和跟踪是基于基于几何特征的关键点匹配。在我们的演示中,我们展示了笔记本电脑上标记的实时同步检索和跟踪。
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引用次数: 31
Demo — Altered reality: Augmenting and diminishing reality in real time 演示-改变现实:实时增强和缩小现实
Pub Date : 1900-01-01 DOI: 10.1109/VR.2011.5759497
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 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: 2
MetaCookie+
Pub Date : 1900-01-01 DOI: 10.1109/VR.2011.5759500
Takuji Narumi, Shinya Nishizaka, Takashi Kajinami, T. Tanikawa, M. Hirose
In our research demonstration, we show a "MetaCookie+" that enables the user to experience various tastes without changing the chemical composition of foods by using the influence between modalities. It is a pseudo-gustatory display by combining the Edible Marker system which can detect the state [number/shape/6-DOF coordinate] of each piece of bitten or divided food in real time, and the "Pseudo-gustation" method to change the perceived taste of food by changing its appearance and scent.
在我们的研究演示中,我们展示了一个“MetaCookie+”,它可以让用户在不改变食物化学成分的情况下,利用模态之间的影响,体验各种味道。它是将实时检测每一块被咬或分割的食物的状态[数字/形状/六自由度坐标]的Edible Marker系统与通过改变食物的外观和气味来改变食物感知味道的“伪味觉”方法相结合的一种伪味觉展示。
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引用次数: 9
期刊
2011 IEEE Virtual Reality Conference
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