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Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology最新文献

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Learning-based Estimation of 6-DoF Camera Poses from Partial Observation of Large Objects for Mobile AR* 基于学习的移动AR大物体局部观测六自由度相机姿态估计*
Jean-Pierre Lomaliza, Hanhoon Park
We propose a method that estimates 6-DoF camera pose from a partially visible large object, by exploiting information of its subparts that are detected using a state-of-the-art convolutional neural network (CNN). The trained CNN outputs two-dimensional bounding boxes around subparts and associated classes. Information from detection is then fed to a deep neural network that regresses to camera's 6-DoF poses. Experimental results show that the proposed method is more robust to occlusions than conventional learning-based methods.
我们提出了一种方法,通过利用使用最先进的卷积神经网络(CNN)检测到的子部分信息,从部分可见的大型物体中估计6自由度相机姿态。训练后的CNN在子部件和相关类周围输出二维边界框。然后,来自检测的信息被馈送到一个深度神经网络,该网络会回归到相机的6自由度姿势。实验结果表明,该方法对遮挡的鲁棒性优于传统的基于学习的方法。
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引用次数: 1
Real-time Monitoring Method for Cybersickness using Physiological Signals 基于生理信号的晕动病实时监测方法
Takuro Magaki, M. Vallance
The potential for cybersickness remains a critical problem when engaged in Virtual Reality experiences. Cybersickness is difficult to resolve because, although there are commonly accepted symptoms and theories, there is still no consensus on how to overcome the problem. In this study, a method of real-time monitoring of physiological signals is proposed as an approach to measure the potential onset of cybersickness. An application called Cybatica which displays physiological data and a unique metric termed Onset of Cybersickness (OCS) has been developed.
在进行虚拟现实体验时,晕机的可能性仍然是一个严重的问题。晕屏病很难解决,因为尽管有普遍接受的症状和理论,但在如何克服这个问题上仍然没有达成共识。在这项研究中,提出了一种实时监测生理信号的方法,作为一种测量晕机潜在发病的方法。一款名为Cybatica的应用程序已经开发出来,该应用程序可以显示生理数据和一种名为“晕屏发作”(OCS)的独特度量标准。
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引用次数: 1
SolarVR for inter-cognitive and intra-cognitive communication SolarVR用于认知间和认知内的交流
M. Vallance, Takuro Magaki, Yuto Kurashige, Luke Johnson
The aim of this research is to design and implement a Solar Virtual Reality environment (SolarVR) for inter-cognitive and intra-cognitive communication by connecting users and sensors to a real-world solar panel plant for remote monitoring, maintenance and collaboration. The paper outlines the development of a VR solution which can be utilized for remote monitoring and communication, skills training and science education.
本研究的目的是设计和实现一个太阳能虚拟现实环境(SolarVR),通过将用户和传感器连接到现实世界的太阳能电池板工厂,进行远程监控、维护和协作,实现认知间和认知内的通信。本文概述了一种可用于远程监控和通信、技能培训和科学教育的虚拟现实解决方案的开发。
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引用次数: 0
Investigating a Physical Dial as a Measurement Tool for Cybersickness in Virtual Reality 研究物理表盘作为虚拟现实中晕动症的测量工具
Natalie McHugh, Sungchul Jung, S. Hoermann, R. Lindeman
This study explores ways to increase comfort in Virtual Reality by minimizing cybersickness. Cybersickness is related to classical motion sickness and causes unwanted symptoms when using immersive technologies. We developed a dial interface to accurately capture momentary user cybersickness and feed this information back to the user. Using a seated VR roller coaster environment, we found that the dial is significantly positively correlated with post-immersion questionnaires and is a valid tool compared to verbal rating approaches.
这项研究探讨了通过减少晕动症来增加虚拟现实舒适度的方法。晕屏病与典型的晕动病有关,在使用沉浸式技术时,会引起不想要的症状。我们开发了一个拨号界面来准确地捕捉用户瞬间的晕动症,并将这些信息反馈给用户。通过坐着的VR过山车环境,我们发现表盘与沉浸后问卷显著正相关,与口头评分方法相比,表盘是一种有效的工具。
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引用次数: 13
A Content-Aware Approach for Analysing Eye Movement Patterns in Virtual Reality 虚拟现实中眼动模式分析的内容感知方法
Xiang-Zhi Cao, Richard Skarbez, Zhen He, H. Duh
Observing eye movement is a direct way to analyse human’s attention. Eye movement patterns in normal environment have been widely investigated. In virtual reality (VR) environment, previous studies of eye movement patterns are mainly based on content-unrelated influential factors. Considering this issue, in this paper, a novel content-related factor is studied. One crucial kind of region of interest (ROI), namely vision-penetrable entrance, is chosen to analyse eye movement pattern differences. The results suggest that users show more interest in vision-penetrable entrances than in other regions. Furthermore, this kind of difference is identified as higher average density of fixation. As far as we know, this paper is the first attempt to study specific types of ROI in virtual reality environments. The method utilised in this paper can be applied in other ROI analysis.
观察眼球运动是分析人的注意力的一种直接方法。正常环境下的眼动模式已被广泛研究。在虚拟现实(VR)环境中,以往的眼动模式研究主要基于与内容无关的影响因素。针对这一问题,本文研究了一种新的内容相关因子。选择一种关键的感兴趣区域(ROI),即视觉穿透入口,来分析眼动模式的差异。结果表明,与其他地区相比,用户对视觉穿透入口更感兴趣。此外,这种差异被认为是更高的平均固定密度。据我们所知,本文是第一次尝试研究虚拟现实环境中具体类型的ROI。本文所采用的方法可以应用于其他ROI分析。
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引用次数: 0
ElectroCutscenes: Realistic Haptic Feedback in Cutscenes of Virtual Reality Games Using Electric Muscle Stimulation 电子过场动画:使用电肌肉刺激的虚拟现实游戏过场动画中的逼真触觉反馈
M. Khamis, Nora Schuster, Ceenu George, Max Pfeiffer
Cutscenes in Virtual Reality (VR) games enhance story telling by delivering output in the form of visual, auditory, or haptic feedback (e.g., using vibrating handheld controllers). Since they lack interaction in the form of user input, cutscenes would significantly benefit from improved feedback. We introduce the concept and implementation of ElectroCutscenes, where Electric Muscle Stimulation (EMS) is leveraged to elicit physical user movements to different body parts to correspond to those of personal avatars in cutscenes of VR games while the user stays passive. Through a user study (N=22) in which users passively received kinesthetic feedback resulting in involuntarily movements, we show that ElectroCutscenes significantly increases perceived presence and realism compared to controller-based vibrotactile and no haptic feedback. Furthermore, we found preliminary evidence that combining visual and EMS feedback can evoke movements that are not actuated by either of them alone. We discuss how to enhance realism and presence of cutscenes in VR games even when EMS can partially rather than completely actuate the desired body movements.
虚拟现实(VR)游戏中的过场动画通过以视觉、听觉或触觉反馈(例如,使用振动手持控制器)的形式提供输出来增强故事讲述。由于过场动画缺乏用户输入形式的交互,因此改进后的反馈将使它们受益匪浅。我们介绍了电过场动画的概念和实现,其中电肌肉刺激(EMS)被利用来引导用户的物理运动到不同的身体部位,以对应于虚拟现实游戏过场动画中的个人角色,而用户保持被动。通过一项用户研究(N=22),用户被动地接受导致不自主移动的动觉反馈,我们发现与基于控制器的振动触觉和无触觉反馈相比,ElectroCutscenes显著提高了感知存在感和真实感。此外,我们发现了初步的证据,结合视觉和EMS反馈可以唤起运动,而不是由它们单独驱动的。我们讨论了如何在虚拟现实游戏中增强现实主义和过场动画的存在,即使EMS可以部分而不是完全驱动所需的身体运动。
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引用次数: 18
A Comparison of Human and Machine-Generated Voice 人类和机器产生的声音的比较
Amal Abdulrahman, Deborah Richards, A. Bilgin
This study investigates the influence of a virtual human (VH) with recorded human voice vs VH with a machine-generated voice (text-to-speech) on building trust and working alliance. We measured the co-presence perception to understand the impact of VH's perception on building the human-VH relationship. The results revealed no differences between the two types of voices on co-presence perception, trust or working alliance.
本研究探讨了录制人类声音的虚拟人(VH)与机器生成声音(文本到语音)的虚拟人(VH)对建立信任和工作联盟的影响。我们测量了共同存在感知,以了解VH感知对建立人类-VH关系的影响。结果显示,两种类型的声音在共同存在感知、信任或工作联盟方面没有差异。
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引用次数: 5
Real Time Point Cloud Self-Avatar With A Single RGB-D Camera 实时点云自头像与一个单一的RGB-D相机
Hela Ridha-Mahfoudhi, Nguyen Thong Dang
This paper presents a method for generating in real-time a self-avatar using a single RGB-D Camera. The self-avatar was presented under the form of a point cloud, retrieved thanks to a Kinect V2. The method included smoothing, filtering, segmenting and remapping point data presenting the user's body in real-time. The point cloud avatar in the third and the first person view can be generated.
本文提出了一种利用单个RGB-D相机实时生成自头像的方法。自我化身以点云的形式呈现,通过Kinect V2进行检索。该方法包括对实时呈现用户身体的点数据进行平滑、滤波、分割和重映射。可以生成第三人称和第一人称视图中的点云化身。
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引用次数: 1
Optical-Reflection Type 3D Augmented Reality Mirrors 光学反射型3D增强现实镜
Gun A. Lee, H. Park, M. Billinghurst
Augmented Reality (AR) mirrors can show virtual objects overlaid onto the physical world reflected in the mirror. Optical-reflection type AR mirror displays use half-silvered mirrors attached in front of a digital display. However, prior work suffered from visual depth mismatch between the optical reflection of the 3D physical space and 2D images displayed on the surface of the mirror. In this research, we use 3D visualisation to overcome this problem and improve the user experience by providing better depth perception for watching and interacting with the content displayed on an AR mirror. As a proof of concept, we developed two prototype optical-reflection type 3D AR mirror displays, one using glasses-free multi-view 3D display and another using a head tracked 3D stereoscopic display that supports hand gesture interaction.
增强现实(AR)镜子可以显示虚拟物体叠加在镜子中反射的物理世界上。光学反射型AR反射镜显示器使用在数字显示器前面附加的半镀银镜子。然而,先前的工作存在三维物理空间的光学反射与镜子表面显示的二维图像之间的视觉深度不匹配的问题。在这项研究中,我们使用3D可视化来克服这个问题,并通过提供更好的深度感知来观看和与AR镜子上显示的内容交互来改善用户体验。作为概念验证,我们开发了两个原型光学反射型3D AR镜子显示器,一个使用裸眼多视图3D显示器,另一个使用头部跟踪3D立体显示器,支持手势交互。
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引用次数: 10
Interactive Indirect Illumination Using Mipmap-based Ray Marching and Local Means Replaced Denoising 使用基于mipmap的光线推进和局部方法替代去噪的交互间接照明
Bo Zhang, Kyoungsu Oh
An interactive, one-bounce, and indirect illumination algorithm, which considers indirect visibility, is introduced. First, a ray marching algorithm (MRM), which is based on a 3D mipmap hierarchy structure generated by voxelizing the scene to accelerate the ray-voxel intersection, is used. Second, the indirect images are denoised by iterating an improved, edge-avoiding filtering with a local means replacement (LMR) method. The implementation demonstrates that our solutions can efficiently generate high-quality global illumination images even in a fully dynamic scene.
提出了一种考虑间接可视性的交互式单弹间接照明算法。首先,采用射线推进算法(MRM),该算法基于场景体素化生成的三维mipmap层次结构来加速射线与体素的相交。其次,使用局部均值替换(LMR)方法迭代改进的边缘避免滤波,对间接图像进行去噪。实践表明,即使在完全动态的场景中,我们的解决方案也可以有效地生成高质量的全局照明图像。
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引用次数: 1
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Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology
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