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

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Towards Dynamic Positioning of Text Content on a Windshield Display for Automated Driving 用于自动驾驶的挡风玻璃显示器上文本内容的动态定位
Andreas Riegler, A. Riener, Clemens Holzmann
Windshield displays (WSDs) are a promising new technology to augment the entire windscreen with additional information about vehicle state, highlight critical objects in the surrounding, or serve as replacement for conventional displays. Typically, augmentation is provided in a screen-fixed manner as overlay on the windscreen. However, it is unclear to date if this is optimal in terms of usability/UX. In this work, we propose ”StickyWSD” – a world-fixed positioning strategy – and evaluate its impact on quantitative measures compared to screen-fixed positioning. Results from a user study conducted in a virtual reality driving simulator (N = 23) suggest that the dynamic world-fixed positioning technique shows increased performance and lowered error rates as well as take-over times. We conclude that the ”StickyWSD” approach offers lot of potential for WSDs that should be researched further.
挡风玻璃显示器(wsd)是一项很有前途的新技术,它可以用车辆状态的额外信息来增强整个挡风玻璃,突出显示周围的关键物体,或者作为传统显示器的替代品。通常情况下,增强是提供在挡风玻璃上覆盖的屏幕固定的方式。然而,目前还不清楚这在可用性/用户体验方面是否是最佳的。在这项工作中,我们提出了“世界固定定位”策略,并与屏幕固定定位相比,评估了其对定量测量的影响。在虚拟现实驾驶模拟器(N = 23)中进行的用户研究结果表明,动态世界固定定位技术提高了性能,降低了错误率和接管时间。我们的结论是,“黏贴水务”的方法为水务署提供了很大的潜力,值得进一步研究。
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引用次数: 8
Analysis of VR Sickness and Gait Parameters During Non-Isometric Virtual Walking with Large Translational Gain 大平移增益非等距虚拟行走时VR疾病及步态参数分析
C. A. T. Cortes, Hsiang-Ting Chen, Chin-Teng Lin
The combination of room-scale virtual reality and non-isometric virtual walking techniques is promising-the former provides a comfortable and natural VR experience, while the latter relaxes the constraint of the physical space surrounding the user. In the last few decades, many non-isometric virtual walking techniques have been proposed to enable unconstrained walking without disrupting the sense of presence in the VR environment. Nevertheless, many works reported the occurrence of VR sickness near the detection threshold or after prolonged use. There exists a knowledge gap on the level of VR sickness and gait performance for amplified non-isometric virtual walking at well beyond the detection threshold. This paper presents an experiment with 17 participants that investigated VR sickness and gait parameters during non-isometric virtual walking at large and detectable translational gain levels. The result showed that the translational gain level had a significant effect on the reported sickness score, gait parameters, and center of mass displacements. Surprisingly, participants who did not experience motion sickness symptoms at the end of the experiment adapted to the non-isometric virtual walking well and even showed improved performance at a large gain level of 10 x .
房间级虚拟现实与非等距虚拟行走技术的结合是很有前景的,前者提供了舒适自然的VR体验,而后者则放松了用户周围物理空间的约束。在过去的几十年里,人们提出了许多非等距虚拟行走技术,以实现不受约束的行走,而不会破坏虚拟现实环境中的存在感。然而,许多研究报告了在检测阈值附近或长时间使用后VR病的发生。对于放大的非等距虚拟行走,在远远超出检测阈值的情况下,存在VR疾病水平和步态表现的知识缺口。本文提出了一项有17名参与者的实验,研究了在大且可检测的平移增益水平下,非等距虚拟行走期间的VR疾病和步态参数。结果表明,平移增益水平对报告的疾病评分、步态参数和质心位移有显著影响。令人惊讶的是,在实验结束时没有出现晕车症状的参与者很好地适应了非等距虚拟行走,甚至表现出了10倍的提高。
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引用次数: 9
Measurement-based Hyper-elastic Material Identification and Real-time FEM Simulation for Haptic Rendering 基于测量的超弹性材料识别与触觉渲染实时有限元仿真
Arsen Abdulali, Ibragim R. Atadjanov, Seungkyu Lee, Seokhee Jeon
In this paper, we propose a measurement-based modeling framework for hyper-elastic material identification and real-time haptic rendering. We build a custom data collection setup that captures shape deformation and response forces during compressive deformation of cylindrical material samples. We collected training and testing sets of data from four silicone objects having various material profiles. We design an objective function for material parameter identification by incorporating both shape deformation and reactive forces and utilize a genetic algorithm. We adopted an optimization-based Finite Element Method (FEM) for object deformation rendering. The numerical error of simulated forces was found to be perceptually negligible.
在本文中,我们提出了一个基于测量的建模框架,用于超弹性材料识别和实时触觉渲染。我们建立了一个自定义的数据收集设置,以捕获圆柱形材料样品在压缩变形期间的形状变形和响应力。我们从四个具有不同材料概况的硅胶物体中收集了训练和测试数据集。我们设计了一个目标函数的材料参数识别结合形状变形和反作用力,并利用遗传算法。我们采用基于优化的有限元法(FEM)进行物体变形渲染。发现模拟力的数值误差在感知上可以忽略不计。
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引用次数: 6
Sensitivity to Rate of Change in Gains Applied by Redirected Walking 重定向行走对增益变化率的敏感性
Ben J. Congdon, A. Steed
Redirected walking allows for natural locomotion in virtual environments that are larger than a user’s physical environment. The mapping between real and virtual motion is modified by scaling some aspect of motion. As a user traverses the virtual environment these modifications (or gains) must be dynamically adjusted to prevent collision with physical obstacles. A significant body of work has established perceptual thresholds on rates of absolute gain, but the effect of changing gain is little understood. We present the results of a user study on the effects of rate of gain change. A psychophysical experiment was conducted with 21 participants. Each participant completed a series of two-alternative forced choice tasks in which they determined whether their virtual motion differed from their physical motion while experiencing one of three different methods of gain change: sudden gain change, slow gain change and constant gain. Gain thresholds were determined by 3 interleaved 2-up 1-down staircases, one per condition. Our results indicate that slow gain change is significantly harder to detect than sudden gain change.
重定向行走允许在比用户的物理环境更大的虚拟环境中进行自然运动。通过缩放运动的某些方面来修改真实运动和虚拟运动之间的映射。当用户穿越虚拟环境时,必须动态调整这些修改(或增益),以防止与物理障碍物发生碰撞。一个重要的工作机构已经建立了绝对增益率的感知阈值,但变化增益的影响很少被理解。我们提出了一个关于增益变化率影响的用户研究结果。对21名参与者进行了心理物理实验。每个参与者都完成了一系列的两种选择的强迫选择任务,在这些任务中,他们决定他们的虚拟运动是否与他们的物理运动不同,同时经历三种不同的增益变化方法中的一种:突然增益变化、缓慢增益变化和恒定增益。增益阈值由3个交错的2上1下楼梯确定,每个条件一个。我们的研究结果表明,缓慢的增益变化比突然的增益变化更难检测。
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引用次数: 13
Development of MirrorShape: High Fidelity Large-Scale Shape Rendering Framework for Virtual Reality MirrorShape的发展:高保真的虚拟现实大规模形状渲染框架
A. Fedoseev, N. Chernyadev, D. Tsetserukou
Today there is a high variety of haptic devices capable of providing tactile feedback. Although most of existing designs are aimed at realistic simulation of the surface properties, their capabilities are limited in attempts of displaying shape and position of virtual objects. This paper suggests a new concept of distributed haptic display for realistic interaction with virtual object of complex shape by a collaborative robot with shape display end-effector. MirrorShape renders the 3D object in virtual reality (VR) system by contacting the user hands with the robot end-effector at the calculated point in real-time. Our proposed system makes it possible to synchronously merge the position of contact point in VR and end-effector in real world. This feature provides presentation of different shapes, and at the same time expands the working area comparing to desktop solutions. The preliminary user study revealed that MirrorShape was effective at reducing positional error in VR interactions. Potentially this approach can be used in the virtual systems for rendering versatile VR objects with wide range of sizes with high fidelity large-scale shape experience.
今天,有各种各样的触觉设备能够提供触觉反馈。虽然现有的大多数设计都是为了真实地模拟表面特性,但它们在显示虚拟物体的形状和位置方面的能力有限。本文提出了具有形状显示末端执行器的协作机器人与复杂形状虚拟物体进行逼真交互的分布式触觉显示的新概念。MirrorShape在虚拟现实(VR)系统中,通过用户的手与机器人末端执行器在计算点上的实时接触来渲染三维物体。我们提出的系统使虚拟现实中的接触点位置与现实世界中的末端执行器位置同步合并成为可能。此功能提供了不同形状的表示,同时与桌面解决方案相比,扩展了工作区域。初步的用户研究显示,MirrorShape在减少VR交互中的位置误差方面很有效。这种方法可以潜在地用于虚拟系统中,以呈现具有高保真度的大规模形状体验的各种尺寸的多功能VR对象。
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引用次数: 6
Investigating the Detection of Bimanual Haptic Retargeting in Virtual Reality 虚拟现实中双手触觉重定向检测的研究
Eric J. Gonzalez, Sean Follmer
Haptic retargeting is a virtual reality (VR) interaction technique enabling virtual objects to be ”remapped” to different haptic proxies by offsetting the user’s virtual hand from their physical hand. While researchers have investigated single-hand retargeting, the effects of bimanual interaction in the context of haptic retargeting have been less explored. In this study, we present an evaluation of perceptual detection rates for bimanual haptic retargeting in VR. We tested 64 combinations of simultaneous left- and right-hand retargeting ranging from − 24° to + 24° offsets and found that bimanual retargeting can be more noticeable to users when the hands are redirected in different directions as opposed to the same direction.
触觉重定向是一种虚拟现实(VR)交互技术,通过将用户的虚拟手从他们的物理手偏移,使虚拟对象“重新映射”到不同的触觉代理。虽然研究人员已经研究了单手重定向,但在触觉重定向的背景下,双手交互的影响却很少被探索。在这项研究中,我们提出了一个评估感知检出率的双手触觉重定向VR。我们测试了64种同时左手和右手重定向的组合,范围从- 24°到+ 24°偏移,发现当双手重定向到不同的方向时,对用户来说,双手重定向比同一方向更明显。
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引用次数: 35
Vertical Locomotion in VR Using Full Body Gestures 使用全身手势的VR垂直运动
Vineet Kamboj, Tuhin Bhuyan, Jayesh S. Pillai
Virtual Reality experiences today are majorly based on horizontal locomotion. In these experiences, movement in the virtual space is accomplished using teleportation, gaze input or tracking in physical space which is limited to a certain extent. Our work focuses on intuitive interactions for vertical locomotion involving both hands and feet. Such an instance of vertical locomotion is - ladder climbing. In this paper, we present an interaction technique for climbing a ladder in Virtual Reality (VR). This technique is derived from the natural motions of the limbs while climbing a ladder in reality, adhering to safe climbing practices. The developed interaction can be used in training experiences as well as gaming experiences. Preliminary evaluation of our interaction technique showed positive results across dimensions like - learnability, natural mapping, and intuitiveness.
今天的虚拟现实体验主要基于水平运动。在这些体验中,虚拟空间中的运动是通过传送、凝视输入或在物理空间中进行一定程度的跟踪来完成的。我们的工作重点是涉及手和脚的垂直运动的直观交互。这种垂直运动的例子是爬梯子。本文提出了一种虚拟现实(VR)中攀爬梯子的交互技术。这项技术来源于现实中爬梯子时肢体的自然运动,坚持安全的攀爬练习。开发的交互可以用于培训体验和游戏体验。对我们的交互技术的初步评估显示,在可学习性、自然映射和直观性等方面都取得了积极的成果。
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引用次数: 4
Preliminary Evaluation of the Usability of a Virtual Reality Game for Mudslide Education for Children 儿童泥石流教育虚拟现实游戏可用性初步评价
Mengping Tsuei, Jen-I Chiu, Tsu-Wei Peng, Yuan-Chen Chang
Mudslide education is important for children. In this study, a design-based research approach was used to develop an educational VR mudslide game for children. Eleven children participated in the usability evaluations. The results indicated the importance of intuitive, easy-to-learn controls. Six major refinements of the VR mudslide game were made to increase usabilities. Feedback from the participants will guide future game refinements to increase users’ engagement and interaction.
泥石流教育对儿童来说很重要。本研究采用基于设计的研究方法,为儿童开发了一款具有教育意义的VR泥石流游戏。11名儿童参与了可用性评估。结果表明,直观,易于学习的控制的重要性。为了提高易用性,我们对VR泥石流游戏进行了6大改进。参与者的反馈将指导未来的游戏改进,以提高用户粘性和互动性。
{"title":"Preliminary Evaluation of the Usability of a Virtual Reality Game for Mudslide Education for Children","authors":"Mengping Tsuei, Jen-I Chiu, Tsu-Wei Peng, Yuan-Chen Chang","doi":"10.1145/3359996.3364710","DOIUrl":"https://doi.org/10.1145/3359996.3364710","url":null,"abstract":"Mudslide education is important for children. In this study, a design-based research approach was used to develop an educational VR mudslide game for children. Eleven children participated in the usability evaluations. The results indicated the importance of intuitive, easy-to-learn controls. Six major refinements of the VR mudslide game were made to increase usabilities. Feedback from the participants will guide future game refinements to increase users’ engagement and interaction.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121945880","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Avatar Type Affects Performance of Cognitive Tasks in Virtual Reality 虚拟现实中角色类型对认知任务表现的影响
Ye Pan, A. Steed
Current consumer virtual reality applications typically represent the user by an avatar comprising a simple head/torso and decoupled hands. In the prior work of Steed et al. it was shown that the presence or absence of an avatar could have a significant impact on the cognitive load of the user. We extend that work in two ways. First they only used a full-body avatar with articulated arms, so we add a condition with hands-only representation similar to the majority of current consumer applications. Second we provide a real-world benchmark so as to start to get at the impact of using any immersive system. We validate the prior results: real and full body avatar performance on a memory task is significantly better than no avatar. However the hands only condition is not significantly different than either these two extremes. We discuss why this might be, in particular we discuss the potential for a individual variation in response to the embodiment level.
当前的消费者虚拟现实应用通常通过一个由简单的头部/躯干和分离的双手组成的化身来代表用户。Steed等人之前的研究表明,虚拟形象的存在或不存在会对用户的认知负荷产生重大影响。我们以两种方式扩展这项工作。首先,他们只使用了一个带有关节手臂的全身化身,所以我们添加了一个只使用手的条件,类似于目前大多数消费者应用程序。其次,我们提供了一个真实世界的基准,以便开始了解使用任何沉浸式系统的影响。我们验证了先前的结果:真实和全身的化身在记忆任务中的表现明显优于没有化身。然而,只有手的情况与这两种极端情况没有显著不同。我们讨论了为什么会这样,特别是我们讨论了个体差异对体现水平的反应。
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引用次数: 22
Augmented Reality Approach For Position-based Service using Handheld Smartphone 基于位置服务的手持智能手机增强现实方法
Jihoon Park, Sangmin Park, K. Ko
In this work, we present an augmented reality (AR) approach for position based service using a smartphone in an indoor environment. The AR method, combined with position estimation, provides a user with a smartphone with a service that is specific to a particular position without using a marker or any other hardware device. The position in an indoor environment is estimated using an IMU sensor only in the smartphone. The accuracy of the position and heading direction of the user is improved by integrating the values from the accelerometer and the gyro using Principal Component Analysis(PCA) and Extended Kalman Filter(EKF). Then, a drift noise of the estimated position is reduced by a registration step performed at a specific position. The estimated position is given to the position based service, which is provided to the user on the smartphone screen through AR. The concept of the proposed method is demonstrated with some examples.
在这项工作中,我们提出了一种增强现实(AR)方法,用于在室内环境中使用智能手机进行基于位置的服务。AR方法与位置估计相结合,为用户提供具有特定位置服务的智能手机,而无需使用标记或任何其他硬件设备。仅使用智能手机中的IMU传感器估算室内环境中的位置。利用主成分分析(PCA)和扩展卡尔曼滤波(EKF)对加速度计和陀螺的测量值进行积分,提高了用户位置和航向的精度。然后,通过在特定位置执行配准步骤来减小估计位置的漂移噪声。将估计的位置提供给基于位置的服务,该服务通过AR在智能手机屏幕上提供给用户。通过一些例子证明了所提出方法的概念。
{"title":"Augmented Reality Approach For Position-based Service using Handheld Smartphone","authors":"Jihoon Park, Sangmin Park, K. Ko","doi":"10.1145/3359996.3364712","DOIUrl":"https://doi.org/10.1145/3359996.3364712","url":null,"abstract":"In this work, we present an augmented reality (AR) approach for position based service using a smartphone in an indoor environment. The AR method, combined with position estimation, provides a user with a smartphone with a service that is specific to a particular position without using a marker or any other hardware device. The position in an indoor environment is estimated using an IMU sensor only in the smartphone. The accuracy of the position and heading direction of the user is improved by integrating the values from the accelerometer and the gyro using Principal Component Analysis(PCA) and Extended Kalman Filter(EKF). Then, a drift noise of the estimated position is reduced by a registration step performed at a specific position. The estimated position is given to the position based service, which is provided to the user on the smartphone screen through AR. The concept of the proposed method is demonstrated with some examples.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126655419","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology
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