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

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Half Title Page 半页标题
Pub Date : 2023-03-01 DOI: 10.1109/vr55154.2023.00001
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引用次数: 0
Animation Fidelity in Self-Avatars: Impact on User Performance and Sense of Agency 自我形象中的动画保真度:对用户表现和代理感的影响
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00044
Haoran Yun, J. L. Ponton, C. Andújar, N. Pelechano
The use of self-avatars is gaining popularity thanks to affordable VR headsets. Unfortunately, mainstream VR devices often use a small number of trackers and provide low-accuracy animations. Previous studies have shown that the Sense of Embodiment, and in particular the Sense of Agency, depends on the extent to which the avatar's movements mimic the user's movements. However, few works study such effect for tasks requiring a precise interaction with the environment, i.e., tasks that require accurate manipulation, precise foot stepping, or correct body poses. In these cases, users are likely to notice inconsistencies between their self-avatars and their actual pose. In this paper, we study the impact of the animation fidelity of the user avatar on a variety of tasks that focus on arm movement, leg movement and body posture. We compare three different animation techniques: two of them using Inverse Kinematics to reconstruct the pose from sparse input (6 trackers), and a third one using a professional motion capture system with 17 inertial sensors. We evaluate these animation techniques both quantitatively (completion time, unintentional collisions, pose accuracy) and qualitatively (Sense of Embodiment). Our results show that the animation quality affects the Sense of Embodiment. Inertial-based MoCap performs significantly better in mimicking body poses. Surprisingly, IK-based solutions using fewer sensors outperformed MoCap in tasks requiring accurate positioning, which we attribute to the higher latency and the positional drift that causes errors at the end-effectors, which are more noticeable in contact areas such as the feet.
由于价格实惠的虚拟现实头盔的出现,自我形象的使用越来越受欢迎。不幸的是,主流的VR设备通常使用少量的跟踪器,并提供低精度的动画。先前的研究表明,化身感,特别是代理感,取决于虚拟角色的动作模仿用户动作的程度。然而,对于需要与环境进行精确交互的任务,即需要精确操作、精确踩脚或正确身体姿势的任务,很少有研究研究这种影响。在这种情况下,用户可能会注意到他们的自我形象和实际姿势之间的不一致。在本文中,我们研究了用户化身的动画保真度对各种任务的影响,重点是手臂运动,腿部运动和身体姿势。我们比较了三种不同的动画技术:其中两种使用逆运动学从稀疏输入(6个跟踪器)重建姿态,第三种使用具有17个惯性传感器的专业运动捕捉系统。我们定量地评估这些动画技术(完成时间,无意碰撞,姿势准确性)和定性地(体现感)。我们的研究结果表明,动画质量会影响化身感。基于惯性的动作捕捉在模仿身体姿势方面表现得更好。令人惊讶的是,使用较少传感器的基于ik的解决方案在需要精确定位的任务中优于动作捕捉,我们将其归因于更高的延迟和导致末端执行器错误的位置漂移,这在接触区域(如脚)更明显。
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引用次数: 4
Empirically Evaluating the Effects of Eye Height and Self-Avatars on Dynamic Passability Affordances in Virtual Reality 眼高和自我形象对虚拟现实动态通行能力影响的实证评估
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00046
Ayush Bhargava, Roshan Venkatakrishnan, R. Venkatakrishnan, Hannah M. Solini, Kathryn M. Lucaites, Andrew C. Robb, C. Pagano, Sabarish V. Babu
Over the past two decades self-avatars have been shown to affect the perception of both oneself and of environmental properties including the sizes and distances of elements in immersive virtual environments. However, virtual avatars that accurately match the body proportions of their users remain inaccessible to the general public. As such, most virtual experiences that represent the user have a generic avatar that does not fit the proportions of the users' body. This can negatively affect judgments involving affordances, such as passability and maneuverability, which pertain to the relationship between the properties of environmental elements relative to the properties of the user providing information about actions that can be enacted. This is especially true when the task requires the user to maneuver around moving objects like in games. Therefore, it is necessary to understand how different sized self-avatars affect the perception of affordances in dynamic virtual environments. To better understand this, we conducted an experiment investigating how a self-avatar that is either the same size, 20% shorter, or 20% taller, than the user's own body affects passability judgments in a dynamic virtual environment. Our results suggest that the presence of self-avatars results in better regulatory and safer road crossing behavior, and helps participants synchronize self-motion to external stimuli quicker than in the absence of self-avatars.
在过去的二十年里,自我形象已经被证明会影响对自己和环境属性的感知,包括沉浸式虚拟环境中元素的大小和距离。然而,与用户身体比例精确匹配的虚拟化身仍然无法为大众所接受。因此,大多数代表用户的虚拟体验都有一个不适合用户身体比例的通用头像。这可能会消极地影响涉及可操作性的判断,例如可通过性和可操作性,这与环境元素的属性与提供可实施的操作信息的用户的属性之间的关系有关。当任务要求用户像在游戏中那样操纵移动物体时尤其如此。因此,有必要了解不同大小的自我化身如何影响动态虚拟环境中启示的感知。为了更好地理解这一点,我们进行了一项实验,调查一个与用户自己的身体大小相同、比自己矮20%或高20%的自我形象如何影响动态虚拟环境中的可通过性判断。我们的研究结果表明,与没有自我形象的情况下相比,自我形象的存在使参与者的过马路行为更规范、更安全,并有助于参与者更快地将自我运动与外部刺激同步。
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引用次数: 0
Volumetric Avatar Reconstruction with Spatio-Temporally Offset RGBD Cameras 时空偏移RGBD相机的体积头像重建
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00023
Gareth Rendle, A. Kreskowski, Bernd Froehlich
RGBD cameras can capture users and their actions in the real world for reconstruction of photo-realistic volumetric avatars that allow rich interaction between spatially distributed telepresence parties in virtual environments. In this paper, we present and evaluate a system design that enables volumetric avatar reconstruction at increased frame rates. We demonstrate that we can overcome the limited capturing frame rate of commodity RGBD cameras such as the Azure Kinect by dividing a set of cameras into two spatio-temporally offset reconstruction groups and implementing a real-time reconstruction pipeline to fuse the temporally offset RGBD image streams. Comparisons of our proposed system against capture configurations possible with the same number of RGBD cameras indicate that it is beneficial to use a combination of spatially and temporally offset RGBD cameras, allowing increased reconstruction frame rates and scene coverage while producing temporally consistent volumetric avatars.
RGBD相机可以捕捉用户和他们在现实世界中的行为,以重建照片般的体积头像,从而允许虚拟环境中空间分布的远程呈现各方之间进行丰富的交互。在本文中,我们提出并评估了一种系统设计,该系统可以在增加的帧速率下实现体积头像重建。我们证明,通过将一组相机分为两个时空偏移重建组,并实现实时重建管道来融合时间偏移的RGBD图像流,我们可以克服商品RGBD相机(如Azure Kinect)有限的捕获帧率。将我们提出的系统与相同数量的RGBD相机的捕获配置进行比较,表明使用空间和时间偏移RGBD相机的组合是有益的,可以增加重建帧率和场景覆盖,同时产生时间一致的体积头像。
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引用次数: 0
IEEE VR 2023 Organizing Committee IEEE VR 2023组委会
Pub Date : 2023-03-01 DOI: 10.1109/vr55154.2023.00008
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引用次数: 0
Optimizing Product Placement for Virtual Stores 优化虚拟商店的产品植入
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00049
Wei Liang, Luhui Wang, Xinzhe Yu, Changyang Li, Rawan Alghofaili, Yining Lang, L. Yu
The recent popularity of consumer-grade virtual reality devices has enabled users to experience immersive shopping in virtual environments. As in a real-world store, the placement of products in a virtual store should appeal to shoppers, which could be time-consuming, tedious, and non-trivial to create manually. Thus, this work introduces a novel approach for automatically optimizing product placement in virtual stores. Our approach considers product exposure and spatial constraints, applying an optimizer to search for optimal product placement solutions. We conducted qualitative scene rationality and quantitative product exposure experiments to validate our approach with users. The results show that the proposed approach can synthesize reasonable product placements and increase product exposures for different virtual stores.
最近流行的消费级虚拟现实设备使用户能够在虚拟环境中体验沉浸式购物。与在现实世界的商店中一样,虚拟商店中产品的位置应该吸引购物者,这可能是耗时、繁琐且不容易手动创建的。因此,这项工作引入了一种自动优化虚拟商店产品放置的新方法。我们的方法考虑了产品暴露和空间限制,应用优化器来搜索最佳的产品放置解决方案。我们进行了定性的场景合理性和定量的产品暴露实验,以验证我们的方法与用户。结果表明,该方法可以为不同的虚拟商店综合合理的产品放置位置,提高产品曝光率。
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引用次数: 0
A Compact Photochromic Occlusion Capable See-through Display with Holographic Lenses 一种具有全息透镜的紧凑型光致变色遮挡能力的透明显示器
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00039
Chun Wei Ooi, Yuichi Hiroi, Yuta Itoh
Occlusion is a crucial visual element in optical see-through (OST) augmented reality, however, implementing occlusion in OST displays while addressing various design trade-offs is a difficult problem. In contrast to the traditional method of using spatial light modulators (SLMs) for the occlusion mask, using photochromic materials as occlusion masks can effectively eliminate diffraction artifacts in see-through views due to the lack of electronic pixels, thus providing superior see-through image quality. However, this design requires UV illumination to activate the photochromic mate-rial, which traditionally requires multiple SLMs, resulting in a larger form factor for the system. This paper presents a compact photochromic occlusion-capable OST design using multilayer, wavelength-dependent holographic optical lenses (HOLs). Our approach employs a single digital mi-cromirror display (DMD) to form both the occlusion mask with UV light and a virtual image with visible light in a time-multiplexed man-ner. We demonstrate our proof-of-concept system on a bench-top setup and assess the appearance and contrasts of the displayed image. We also suggest potential improvements for current prototypes to encourage the community to explore this occlusion approach.
遮挡是光学透视(OST)增强现实中至关重要的视觉元素,然而,在解决各种设计权衡的同时,在OST显示器中实现遮挡是一个难题。与传统使用空间光调制器(spatial light modulator, slm)作为遮挡掩模的方法相比,使用光致变色材料作为遮挡掩模可以有效消除由于缺少电子像素而导致的透视视图中的衍射伪影,从而提供优越的透视图像质量。然而,这种设计需要激活光致变色mate-rial紫外光照,这通常需要多个SLMs,导致一个更大的系统的形成因素。本文提出了一种紧凑的光致变色光阻OST设计,采用多层波长相关全息光学透镜(HOLs)。我们的方法采用单个数字微镜显示器(DMD),以时间复用的方式形成紫外线遮挡和可见光虚拟图像。我们在桌面设置上演示了我们的概念验证系统,并评估了显示图像的外观和对比度。我们还建议对当前原型进行潜在的改进,以鼓励社区探索这种遮挡方法。
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引用次数: 1
Redirected Walking Based on Historical User Walking Data 基于历史用户步行数据的重定向步行
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00021
Cheng-Wei Fan, Sen-Zhe Xu, Peng Yu, Fang-Lue Zhang, Songhai Zhang
With redirected walking (RDW) technology, people can explore large virtual worlds in smaller physical spaces. RDW controls the trajectory of the user's walking in the physical space through subtle adjustments, so as to minimize the collision between the user and the physical space. Previous predictive algorithms place constraints on the user's path according to the spatial layouts of the virtual environment and work well when applicable, while reactive algorithms are more general for scenarios involving free exploration or uncon-strained movements. However, even in relatively free environments, we can predict the user's walking to a certain extent by analyzing the user's historical walking data, which can help the decision-making of reactive algorithms. This paper proposes a novel RDW method that improves the effect of real-time unrestricted RDW by analyzing and utilizing the user's historical walking data. In this method, the physical space is discretized by considering the user's location and orientation in the physical space. Using the weighted directed graph obtained from the user's historical walking data, we dynamically update the scores of different reachable poses in the physical space during the user's walking. We rank the scores and choose the optimal target position and orientation to guide the user to the best pose. Since simulation experiments have been shown to be effective in many previous RDW studies, we also provide a method to simulate user walking trajectories and generate a dataset. Experiments show that our method outperforms multiple state-of-the-art methods in various environments of different sizes and spatial layouts.
通过重定向行走(RDW)技术,人们可以在较小的物理空间中探索大型虚拟世界。RDW通过细微的调整来控制用户在物理空间中的行走轨迹,最大限度地减少用户与物理空间的碰撞。以前的预测算法根据虚拟环境的空间布局对用户的路径进行约束,在适用的情况下工作得很好,而反应性算法更适用于涉及自由探索或不受约束的运动的场景。然而,即使在相对自由的环境中,我们也可以通过分析用户的历史行走数据,在一定程度上预测用户的行走情况,这有助于响应式算法的决策。本文提出了一种新的RDW方法,通过分析和利用用户的历史行走数据,提高了实时无限制RDW的效果。该方法通过考虑用户在物理空间中的位置和方向,对物理空间进行离散化。利用用户历史行走数据得到的加权有向图,动态更新用户行走过程中物理空间中不同可达姿态的得分。我们对分数进行排序,并选择最佳目标位置和方向,以指导用户达到最佳姿势。由于模拟实验在许多先前的RDW研究中已被证明是有效的,因此我们还提供了一种模拟用户行走轨迹并生成数据集的方法。实验表明,该方法在不同大小和空间布局的环境中优于多种最先进的方法。
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引用次数: 0
Measuring the Effect of Stereo Deficiencies on Peripersonal Space Pointing 测量立体缺陷对周边个人空间指向的影响
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00063
Anil Ufuk Batmaz, M. H. Mughrabi, M. Sarac, Mayra Donaji Barrera Machuca, W. Stuerzlinger
State-of-the-art Virtual Reality (VR) and Augmented Reality (AR) headsets rely on singlefocal stereo displays. For objects away from the focal plane, such displays create a vergence-accommodation conflict (VAC), potentially degrading user interaction performance. In this paper, we study how the VAC affects pointing at targets within arm's reach with virtual hand and raycasting interaction in current stereo display systems. We use a previously proposed experimental methodology that extends the ISO 9241–411:2015 multi-directional selection task to enable fair comparisons between selecting targets in different display conditions. We conducted a user study with eighteen participants and the results indicate that participants were faster and had higher throughput in the constant VAC condition with the virtual hand. We hope that our results enable designers to choose more efficient interaction methods in virtual environments.
最先进的虚拟现实(VR)和增强现实(AR)头显依赖于单焦点立体显示器。对于远离焦平面的对象,这样的显示会产生收敛调节冲突(VAC),潜在地降低用户交互性能。在本文中,我们研究了在当前的立体显示系统中,虚拟手和光线投射交互作用如何影响指向手臂可及范围内的目标。我们使用先前提出的实验方法,扩展了ISO 9241-411:2015多向选择任务,以便在不同显示条件下选择目标之间进行公平比较。我们对18名参与者进行了用户研究,结果表明参与者在恒定VAC条件下使用虚拟手的速度更快,吞吐量更高。我们希望我们的研究结果能够让设计师在虚拟环境中选择更有效的交互方式。
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引用次数: 2
Exploring Neural Biomarkers in Young Adults Resistant to VR Motion Sickness: A Pilot Study of EEG 探索年轻人对VR晕动病的神经生物标志物:脑电图的初步研究
Pub Date : 2023-03-01 DOI: 10.1109/VR55154.2023.00048
Gang Li, Katharina Margareta Theresa Pöhlmann, Mark Mcgill, C. Chen, S. Brewster, F. Pollick
VR (Virtual Reality) Motion Sickness (VRMS) refers to purely visually-induced motion sickness. Not everyone is susceptible to VRMS, but if experienced, nausea will often lead users to withdraw from the ongoing VR applications. VRMS represents a serious challenge in the field of VR ergonomics and human factors. Like other neuro-ergonomics researchers did before, this paper considers VRMS as a brain state problem as various etiologies of VRMS support the claim that VRMS is caused by disagreement between the vestibular and visual sensory inputs. However, what sets this work apart from the existing literature is that it explores anti-VRMS brain patterns via electroencephalogram (EEG) in VRMS-resistant individuals. Based on existing datasets of a previous study, we found enhanced theta activity in the left parietal cortex in VRMS-resistant individuals (N= 10) compared to VRMS-susceptible individuals (N=10). Even though the sample size per se is not large, this finding achieved medium effect size. This finding offers new hypotheses regarding how to reduce VRMS by the enhancement of brain functions per se (e.g., via non-invasive transcranial electrostimulation techniques) without the need to redesign the existing VR content.
VR(虚拟现实)晕动病(VRMS)是指纯粹由视觉引起的晕动病。并不是每个人都容易受到VRMS的影响,但如果经历过,恶心往往会导致用户退出正在进行的VR应用。VRMS是虚拟现实人机工程学和人因学领域的一个严峻挑战。与其他神经工效学研究人员之前所做的一样,本文认为VRMS是一种大脑状态问题,因为VRMS的各种病因支持VRMS是由前庭和视觉感觉输入之间的不一致引起的说法。然而,这项工作与现有文献的不同之处在于,它通过脑电图(EEG)探索了vrms抗性个体的抗vrms脑模式。基于先前研究的现有数据集,我们发现与vrms易感个体(N=10)相比,vrms抗性个体(N=10)左顶叶皮层的θ波活动增强。尽管样本量本身并不大,但这一发现达到了中等效应。这一发现为如何通过增强大脑功能本身(例如,通过无创经颅电刺激技术)来减少VRMS提供了新的假设,而无需重新设计现有的VR内容。
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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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