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2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR)最新文献

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Like a Rolling Stone: Effects of Space Deformation During Linear Acceleration on Slope Perception and Cybersickness 像一块滚石:线性加速过程中空间变形对斜坡感知和晕机的影响
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00081
Tongyu Nie, I. Adhanom, Evan Suma Rosenberg
The decoupled relationship between the optical and inertial information in virtual reality is commonly acknowledged as a major factor contributing to cybersickness. Based on laws of physics, we noticed that a slope naturally affords acceleration, and the gravito-inertial force we experience when we are accelerating freely on a slope has the same relative direction and approximately the same magnitude as the gravity we experience when standing on the ground. This provides the opportunity to simulate a slope by manipulating the orientation of virtual objects accordingly with the accelerating optical flow. In this paper, we present a novel space deformation technique that deforms the virtual environment to replicate the structure of a slope when the user accelerates virtually. As a result, we can restore the physical relationship between the optical and inertial information available to the user. However, the changes to the geometry of the virtual environment during space deformation remain perceptible to users. Consequently, we created two different transition effects, pinch and tilt, which provide different visual experiences of ground bending. A human subject study (N=87) was conducted to evaluate the effects of space deformation on both slope perception and cyber-sickness. The results confirmed that the proposed technique created a strong feeling of traveling on a slope, but no significant differences were found on measures of discomfort and cybersickness.
在虚拟现实中,光学和惯性信息之间的解耦关系通常被认为是导致晕屏的主要因素。根据物理定律,我们注意到斜坡自然提供加速度,当我们在斜坡上自由加速时,我们所经历的重力惯性力与我们站在地面上时所经历的重力具有相同的相对方向和大致相同的大小。这提供了模拟斜率的机会,通过操纵虚拟物体的方向,相应地加速光流。在本文中,我们提出了一种新的空间变形技术,该技术可以在用户虚拟加速时变形虚拟环境以复制斜坡的结构。因此,我们可以恢复用户可用的光学和惯性信息之间的物理关系。然而,在空间变形过程中,虚拟环境的几何变化对用户来说仍然是可感知的。因此,我们创造了两种不同的过渡效果,捏和倾斜,提供不同的地面弯曲视觉体验。我们进行了一项人类受试者研究(N=87),以评估空间变形对斜坡感知和网络病的影响。结果证实,这项提议的技术创造了一种在斜坡上行驶的强烈感觉,但在不适和晕屏方面没有发现显著差异。
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引用次数: 0
Wind comfort and emotion can be changed by the cross-modal presentation of audio-visual stimuli of indoor and outdoor environments 室内和室外环境的视听刺激的跨模态呈现可以改变风的舒适度和情绪
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00037
K. Ito, Juro Hosoi, Yuki Ban, Takayuki Kikuchi, Kyosuke Nakagawa, Hanako Kitagawa, Chizuru Murakami, Yosuke Imai, S. Warisawa
The development of methods to simulate the sensation of wind that can promote relaxation and elicit positive emotional responses has become a topic of interest with the widespread adoption of virtual and augmented reality systems. Previous studies have simulated natural wind by varying wind speed in a controlled environment or moving a large flow of air through an area. In contrast to such approaches to modulate physical airflow, the use of multisensory stimuli to alter the impression and sense of comfort provided by a simulated wind has rarely been considered in previous research. If visual and auditory stimuli affect wind comfort, a multisensory design should be considered for relaxation systems that use wind effects. Therefore, we experimentally measured wind comfort and associated emotions when participants experienced outdoor and indoor virtual environments through immersive virtual reality to investigate whether cross-modal effects of variations in audio-visual stimuli would impact the relaxation effects associated with a virtual wind. The results show that the virtual environment of an outdoor meadow and the sound of natural wind significantly improved users' subjective experience of comfort and openness associated with the wind, as well as their emotional state. Simulated natural wind reduced mental stress compared to a condition without wind, as shown by questionnaires and biometric data. The results of this study indicate that multisensory stimuli conveying natural impressions and simulated natural wind are effective for wind-based relaxation.
随着虚拟和增强现实系统的广泛采用,模拟风的感觉的方法的发展可以促进放松和引发积极的情绪反应,已经成为一个感兴趣的话题。以前的研究通过在受控环境中改变风速或使大量气流通过一个区域来模拟自然风。与这些调节物理气流的方法相反,在以前的研究中很少考虑使用多感官刺激来改变模拟风所提供的印象和舒适感。如果视觉和听觉刺激影响风的舒适性,则应考虑使用风效应的放松系统的多感官设计。因此,当参与者通过沉浸式虚拟现实体验室外和室内虚拟环境时,我们通过实验测量了风舒适度和相关情绪,以研究视听刺激变化的跨模态效应是否会影响与虚拟风相关的放松效果。结果表明,室外草地的虚拟环境和自然风的声音显著提高了用户与风相关的舒适和开放的主观体验,以及他们的情绪状态。问卷调查和生物识别数据显示,与没有风的情况相比,模拟自然风可以减少精神压力。本研究结果表明,传递自然印象和模拟自然风的多感官刺激对基于风的放松有效。
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引用次数: 0
Continuous VR Weight Illusion by Combining Adaptive Trigger Resistance and Control-Display Ratio Manipulation 结合自适应触发阻力和控制显示比例操纵的连续VR重量错觉
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00040
Carolin Stellmacher, André Zenner, Oscar Ariza, E. Kruijff, Johannes Schöning
Handheld virtual reality (VR) controllers enable users to manipulate virtual objects in VR but do not convey a virtual object's weight. This hinders users from effectively experiencing lighter and heavier objects. While previous work explored either hardware-based interfaces or software-based pseudo-haptics, in this paper, we combine two techniques to improve the virtual weight perception in VR. By adapting the trigger resistance of the VR controller when grasping a virtual object and manipulating the control-display (C/D) ratio during lifting, we create a continuous weight sensation. In a psychophysical study (N=29), we compared our combined approach against the individual rendering techniques. Our results show that participants were significantly more sensitive towards smaller weight differences in the combined weight simulations compared to the individual methods. Additionally, participants were also able to determine weight differences significantly faster with both cues present compared to the single pseudo-haptic technique. While all three techniques were generally valued to be effective, the combined approach was favoured the most. Our findings demonstrate the meaningful benefit of combining physical and virtual techniques for virtual weight rendering over previously proposed methods.
手持虚拟现实(VR)控制器使用户能够在VR中操纵虚拟物体,但不能传达虚拟物体的重量。这阻碍了用户有效地体验更轻和更重的物体。虽然之前的工作探索了基于硬件的界面或基于软件的伪触觉,但在本文中,我们结合了两种技术来提高VR中的虚拟重量感知。通过调整VR控制器在抓取虚拟物体时的触发阻力,以及在提升过程中操纵控制-显示(C/D)比率,我们创造了连续的重量感。在一项心理物理学研究中(N=29),我们将我们的组合方法与单个渲染技术进行了比较。我们的研究结果表明,与单独的方法相比,参与者对组合权重模拟中较小的权重差异明显更敏感。此外,与单一的伪触觉技术相比,参与者也能够在两种线索下明显更快地确定体重差异。虽然一般认为这三种方法都是有效的,但综合方法是最受欢迎的。我们的研究结果表明,与以前提出的方法相比,将物理和虚拟技术结合起来进行虚拟权重渲染有意义。
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引用次数: 1
Examining the Fine Motor Control Ability of Linear Hand Movement in Virtual Reality 虚拟现实中线性手部运动精细运动控制能力的检验
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00058
Xin Yi, Xueyang Wang, Jiaqi Li, Hewu Li
Linear hand movement in mid-air is one of the most fundamental interactions in virtual reality (e.g., when dragging/scaling/manipulating objects and drawing shapes). However, the lack of tactile feedback makes it difficult to precisely control the direction and amplitude of hand movement. In this paper, we conducted three user studies to progressively examine users' ability of fine motor control in 3D linear hand movement tasks. In Study 1, we examined participants' behavioural patterns when drawing straight lines in various directions and lengths, using both the hand and the controller. Results showed that the exhibited stroke length tended to be longer than perceived, regardless of the interaction tool. While displaying the trajectory could help reduce directional and length errors. In Study 2, we further tested the effect of different visual references and found that, compared with an empty room or cluttered scenarios, providing only a virtual table yielded higher input precision and user preference. In Study 3, we repeated Study 2 in real dragging and scaling tasks and verified the generalizability of the findings in terms of input error. Our core finding is that the user's hand moves significantly longer than the task length due to the underestimation of stroke length, yet the error of the Z-axis movement is smaller than that of the X-axis and the Y-axis, and a simple virtual desktop can effectively reduce errors.
在半空中的线性手部运动是虚拟现实中最基本的交互之一(例如,当拖动/缩放/操纵对象和绘制形状时)。然而,缺乏触觉反馈使得精确控制手部运动的方向和幅度变得困难。在本文中,我们通过三个用户研究来逐步检验用户在三维线性手部运动任务中的精细运动控制能力。在研究1中,我们检查了参与者在使用手和控制器在不同方向和长度上画直线时的行为模式。结果表明,无论使用何种交互工具,所展示的笔画长度都倾向于比感知到的更长。而显示轨迹可以帮助减少方向和长度误差。在研究2中,我们进一步测试了不同视觉参考的效果,发现与空房间或杂乱的场景相比,只提供虚拟表可以获得更高的输入精度和用户偏好。在研究3中,我们在真实的拖动和缩放任务中重复了研究2,并验证了研究结果在输入误差方面的普遍性。我们的核心发现是,由于对笔划长度的低估,用户的手移动明显长于任务长度,但z轴移动的误差小于x轴和y轴的误差,简单的虚拟桌面可以有效地减少误差。
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引用次数: 1
Virtual Optical Bench: Teaching Spherical Lens Layout in VR with Real-Time Ray Tracing 虚拟光学平台:使用实时光线追踪在VR中教授球面透镜布局
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00065
M. Bellgardt, Sebastian Pape, David Gilbert, M. Prochnau, Georg König, T. Kuhlen
Teaching in optical systems design is usually performed on an optical bench. While experimentation plays an important role in education, experiments involving expensive or dangerous components are usually limited to short, heavily supervised sessions. Computer simulations, on the other hand, offer high accessibility, but suffer from reduced realism and tangibility when presented on a 2D screen. For this reason, we present the virtual optical bench, an application that lets users explore spherical lens layouts in virtual reality (VR). We implemented a numerically accurate simulation of optical systems using Nvidia OptiX, as well as a prototypical VR application, which we then evaluated in an expert review with 6 optics experts. Based on their feedback, we re-implemented our VR application in Unreal Engine 4. The re-implementation has since been actively used for teaching optical layouts, where we performed a qualitative evaluation with 18 students. We show that our virtual optical bench achieves good usability and is perceived to enhance the understanding of course contents.
光学系统设计的教学通常是在光学实验台上进行的。虽然实验在教育中发挥着重要作用,但涉及昂贵或危险成分的实验通常仅限于短期、严格监督的课程。另一方面,计算机模拟提供了较高的易用性,但当呈现在2D屏幕上时,其真实感和可视性就会降低。出于这个原因,我们提出了虚拟光学工作台,一个让用户在虚拟现实(VR)中探索球面透镜布局的应用程序。我们使用Nvidia OptiX实现了光学系统的数值精确模拟,以及一个原型VR应用程序,然后我们在6位光学专家的专家评审中进行了评估。根据他们的反馈,我们在虚幻引擎4中重新实现了我们的VR应用。此后,重新实施被积极用于光学布局的教学,我们对18名学生进行了定性评估。我们的研究表明,我们的虚拟光学平台达到了良好的可用性,并被认为可以提高对课程内容的理解。
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引用次数: 0
Persuasive Vibrations: Effects of Speech-Based Vibrations on Persuasion, Leadership, and Co-Presence During Verbal Communication in VR 说服性振动:基于语音的振动在VR语言交流中的说服、领导和共同存在的影响
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00070
Justine Saint-Aubert, F. Argelaguet, M. Macé, C. Pacchierotti, A. Amedi, A. Lécuyer
In Virtual Reality (VR), a growing number of applications involve verbal communications with avatars, such as for teleconference, entertainment, virtual training, social networks, etc. In this context, our paper aims to investigate how tactile feedback consisting in vibrations synchronized with speech could influence aspects related to VR social interactions such as persuasion, co-presence and leadership. We conducted two experiments where participants embody a first-person avatar attending a virtual meeting in immersive VR. In the first experiment, participants were listening to two speaking virtual agents and the speech of one agent was augmented with vibrotactile feedback. Interestingly, the results show that such vibrotactile feedback could significantly improve the perceived co-presence but also the persuasiveness and leadership of the haptically-augmented agent. In the second experiment, the participants were asked to speak to two agents, and their own speech was augmented or not with vibrotactile feedback. The results show that vibrotactile feedback had again a positive effect on co-presence, and that participants perceive their speech as more persuasive in presence of haptic feedback. Taken together, our results demonstrate the strong potential of haptic feedback for supporting social interactions in VR, and pave the way to novel usages of vibrations in a wide range of applications in which verbal communication plays a prominent role.
在虚拟现实(VR)中,越来越多的应用涉及到与虚拟形象的口头交流,如电话会议、娱乐、虚拟培训、社交网络等。在此背景下,我们的论文旨在研究由振动组成的触觉反馈与语音同步如何影响与VR社交互动相关的方面,如说服、共同存在和领导。我们进行了两个实验,参与者在沉浸式虚拟现实中扮演第一人称化身参加虚拟会议。在第一个实验中,参与者正在听两个说话的虚拟代理,其中一个代理的讲话被振动触觉反馈增强。有趣的是,结果表明,这种振动触觉反馈可以显著提高感知的共同存在,也可以提高触觉增强代理的说服力和领导能力。在第二个实验中,参与者被要求和两个代理说话,他们自己的说话被振动触觉反馈增强或不增强。结果表明,振动触觉反馈再次对共同存在产生了积极影响,参与者认为他们的演讲在触觉反馈的存在下更有说服力。综上所述,我们的研究结果证明了触觉反馈在支持VR社交互动方面的强大潜力,并为振动在广泛应用中的新用途铺平了道路,在这些应用中,语言交流发挥着重要作用。
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引用次数: 0
Providing 3D Guidance and Improving the Music-Listening Experience in Virtual Reality Shooting Games Using Musical Vibrotactile Feedback 利用音乐振动触觉反馈为虚拟现实射击游戏提供3D引导和改善音乐聆听体验
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00043
Yusuke Yamazaki, S. Hasegawa
In this study, we aim to improve the experience of virtual reality (VR) shooting games by employing a 3D haptic guidance method using necklace-type and belt-type haptic devices. Such devices help to modulate the vibrations generated by and synchronized with musical signals according to the azimuth and height of a target in 3D space, which is expected to improve the gaming experience by providing 3D guidance and enhancing the music-listening experience. For the first step, we evaluated the method's potential by conducting an experiment in which participants were asked to shoot a randomly spawned target moving in 3D VR space. The experiment applied four conditions: the proposed method (Haptic), displaying 3D radar (Vision) to represent the visualization method, no guidance (None), and a combination of Haptic and Vision (VisHap). Outcomes related to the success rate and accomplishment time (of the shooting task), the number of head rotations, and participant responses to a follow-up questionnaire revealed that Haptic performed significantly better than None but was inferior to Vision, indicating that the proposed method succeeded in terms of effectively providing 3D guidance. VisHap performed roughly as well as Vision and was preferred to other conditions in most cases, indicating the general usefulness of the proposed method. Meanwhile, the findings from the questionnaire suggest that although the modular vibrations improved the music-listening experience during the shooting task, the impact on the overall gaming experience is unclear. This warrants further research.
在本研究中,我们旨在通过采用项链型和腰带型触觉设备的3D触觉引导方法来改善虚拟现实(VR)射击游戏的体验。这种设备可以根据3D空间中目标的方位和高度,调节由音乐信号产生并与之同步的振动,有望通过提供3D引导和增强音乐聆听体验来改善游戏体验。对于第一步,我们通过进行一个实验来评估该方法的潜力,在这个实验中,参与者被要求射击在3D VR空间中移动的随机生成的目标。实验采用了四种条件:提出的方法(Haptic)、显示3D雷达(Vision)来表示可视化方法、无引导(None)和触觉与视觉结合(VisHap)。与成功率和完成时间(射击任务)、头部旋转次数以及参与者对后续问卷的回答相关的结果显示,Haptic的表现明显优于None,但逊于Vision,表明所提出的方法在有效提供3D引导方面取得了成功。VisHap的表现与Vision大致相同,并且在大多数情况下优于其他条件,这表明所提出方法的一般实用性。同时,问卷调查的结果表明,尽管模块化振动改善了射击任务期间的音乐聆听体验,但对整体游戏体验的影响尚不清楚。这值得进一步研究。
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引用次数: 0
WARPY: Sketching Environment-Aware 3D Curves in Mobile Augmented Reality WARPY:在移动增强现实中绘制环境感知3D曲线
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00052
Rawan Alghofaili, Cuong Nguyen, Vojtech Krs, N. Carr, R. Mech, L. Yu
Three-dimensional curve drawing in Augmented Reality (AR) enables users to create 3D curves that fit within the real-world scene. It has applications in 3D design, sculpting, and animation. However, the task complexity increases when the desirable path for the curve is obstructed by the physical environment or by what the camera can see. For example, it is difficult to draw a curve that wraps around an object or scales to out-of-reach places. We propose WARPY, an environment-aware 3D curve drawing tool for mobile AR. Our system enables users to draw freeform curves from a distance in AR by combining 2D-to-3D sketch inference with geometric proxies. Geometric Proxies can be obtained via 3D scanning or from a list of pre-defined primitives. WARPY also provides a multi-view mode to enable users to sketch a curve from multiple viewpoints, which is useful if the target curve cannot fit within the camera's field of view. We conducted two user studies and found that WARPY can be a viable tool to help users create complex and large curves in AR.
增强现实(AR)中的三维曲线绘制使用户能够创建适合现实世界场景的3D曲线。它在3D设计、雕刻和动画中都有应用。然而,当曲线的理想路径被物理环境或相机所能看到的遮挡时,任务的复杂性会增加。例如,很难画出环绕物体的曲线或缩放到无法触及的地方。我们提出了WARPY,一个用于移动AR的环境感知3D曲线绘制工具。我们的系统使用户能够通过将2d到3D草图推理与几何代理相结合,在AR中从远处绘制自由曲线。几何代理可以通过3D扫描或从预定义基元列表中获得。WARPY还提供了一个多视图模式,使用户能够从多个视点绘制曲线,如果目标曲线不能适合相机的视场,这是有用的。我们进行了两次用户研究,发现WARPY是一个可行的工具,可以帮助用户在AR中创建复杂的大曲线。
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引用次数: 1
I'm Transforming! Effects of Visual Transitions to Change of Avatar on the Sense of Embodiment in AR 我改变了!AR中化身变化的视觉过渡对化身感的影响
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00024
Riku Otono, Adélaïde Genay, Monica Perusquía-Hernández, N. Isoyama, H. Uchiyama, M. Hachet, A. Lécuyer, K. Kiyokawa
Virtual avatars are more and more often featured in Virtual Reality (VR) and Augmented Reality (AR) applications. When embodying a virtual avatar, one may desire to change of appearance over the course of the embodiment. However, switching suddenly from one appearance to another can break the continuity of the user experience and potentially impact the sense of embodiment (SoE), especially when the new appearance is very different. In this paper, we explore how applying smooth visual transitions at the moment of the change can help to maintain the SoE and benefit the general user experience. To address this, we implemented an AR system allowing users to embody a regular-shaped avatar that can be transformed into a muscular one through a visual effect. The avatar's transformation can be triggered either by the user through physical action (“active” transition), or automatically launched by the system (“passive” transition). We conducted a user study to evaluate the effects of these two types of transformations on the SoE by comparing them to control conditions where there was no visual feedback of the transformation. Our results show that changing the appearance of one's avatar with an active transition (with visual feedback), compared to a passive transition, helps to maintain the user's sense of agency, a component of the SoE. They also partially suggest that the Proteus effects experienced during the embodiment were enhanced by these transitions. Therefore, we conclude that visual effects controlled by the user when changing their avatar's appearance can benefit their experience by preserving the SoE and intensifying the Proteus effects.
虚拟化身越来越多地出现在虚拟现实(VR)和增强现实(AR)应用中。当化身一个虚拟化身时,你可能希望在化身过程中改变外表。然而,突然从一种外观切换到另一种外观可能会破坏用户体验的连续性,并可能影响体现感(SoE),特别是当新外观非常不同时。在本文中,我们将探讨如何在更改时应用平滑的视觉转换来帮助维护SoE并使一般用户体验受益。为了解决这个问题,我们实现了一个增强现实系统,允许用户体现一个规则形状的化身,可以通过视觉效果转化为一个肌肉发达的化身。角色的转换既可以由用户通过物理动作触发(“主动”转换),也可以由系统自动启动(“被动”转换)。我们进行了一项用户研究,通过将这两种类型的转换与没有转换视觉反馈的控制条件进行比较,来评估这两种类型的转换对SoE的影响。我们的研究结果表明,与被动过渡相比,用主动过渡(带有视觉反馈)改变一个人的化身的外观有助于保持用户的代理感,这是SoE的一个组成部分。他们也部分暗示在化身期间所经历的普罗透斯效应被这些转变所增强。因此,我们得出结论,用户在改变角色外观时控制的视觉效果可以通过保留SoE和强化Proteus效果来改善他们的体验。
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引用次数: 1
Scaling VR Video Conferencing 缩放VR视频会议
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00080
Mallesham Dasari, E. Lu, Michael W. Farb, Nuno Pereira, Ivan Liang, Anthony G. Rowe
Virtual Reality (VR) telepresence platforms are being challenged to support live performances, sporting events, and conferences with thousands of users across seamless virtual worlds. Current systems have struggled to meet these demands which has led to high-profile performance events with groups of users isolated in parallel sessions. The core difference in scaling VR environments compared to classic 2D video content delivery comes from the dynamic peer-to-peer spatial dependence on communication. Users have many pair-wise interactions that grow and shrink as they explore spaces. In this paper, we discuss the challenges of VR scaling and present an architecture that supports hundreds of users with spatial audio and video in a single virtual environment. We leverage the property of spatial locality with two key optimizations: (1) a Quality of Service (QoS) scheme to prioritize audio and video traffic based on users' locality, and (2) a resource manager that allocates client connections across multiple servers based on user proximity within the virtual world. Through real-world deployments and extensive evaluations under real and simulated environments, we demonstrate the scalability of our platform while showing improved QoS compared with existing approaches.
虚拟现实(VR)远程呈现平台正面临着支持现场表演、体育赛事和跨越无缝虚拟世界的数千用户会议的挑战。当前的系统一直在努力满足这些需求,这导致在并行会话中隔离的用户组出现了引人注目的性能事件。与经典2D视频内容传输相比,缩放VR环境的核心差异来自于对通信的动态点对点空间依赖。用户有许多成对的交互,随着他们探索空间而增加和减少。在本文中,我们讨论了VR扩展的挑战,并提出了一种架构,该架构支持数百个用户在单个虚拟环境中使用空间音频和视频。我们利用空间局部性进行了两个关键优化:(1)服务质量(QoS)方案,根据用户的局部性对音频和视频流量进行优先级排序,以及(2)资源管理器,根据虚拟世界中的用户接近度在多个服务器上分配客户端连接。通过在真实和模拟环境下的实际部署和广泛评估,我们展示了我们平台的可扩展性,同时与现有方法相比显示了改进的QoS。
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引用次数: 0
期刊
2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR)
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