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

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2D/3D Mixed Interface for Furniture Placement in Smartphone-based Mobile Augmented Reality 基于智能手机的移动增强现实中家具放置的2D/3D混合界面
Bing Han, G. Kim
In this work, we propose to use an approximate 2D map of the environment generated from the latest environment modeling technology and enhance the object manipulation performance for the touch based mobile augmented reality. We validated the advantage of the proposed interface through a pilot experiment and confirmed that the use of the 2D map helps reduce the task completion time almost 2 times and improve the usability as well.
在这项工作中,我们建议使用由最新环境建模技术生成的近似2D环境地图,并增强基于触摸的移动增强现实的对象操作性能。我们通过试点实验验证了所提出的界面的优势,并确认使用2D地图有助于将任务完成时间缩短近2倍,并提高可用性。
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引用次数: 1
AssessAR: An Augmented Reality Based Environmental Impact Assessment Framework 基于增强现实的环境影响评估框架
Rohit Mehra, V. Sharma, Vikrant S. Kaulgud, Sanjay Podder
Human activities can have a lasting impact on the environment and society. Environmental impact assessment (EIA) which focusses on evaluating the impact of proposed developmental projects on the environment, helps in transparent decision-making and involves multiple stakeholders. However, EIA is data and effort-intensive and often becomes complex and long-drawn. Moreover, EIA is currently performed using primarily two-dimensional traditional mediums which could be vastly restrictive and difficult to navigate and comprehend. Here, we present an immersive approach which can create 3D interactive elements, modelling the real-world using augmented/mixed reality. Because of the inherent benefits of using three-dimensional representations and associated real-world interactions, we posit that our approach will facilitate better and faster, collaboration-enabled analysis of a developmental project proposal, thereon reducing processing time and promoting high fidelity.
人类活动可以对环境和社会产生持久的影响。环境影响评估侧重于评估拟议的发展项目对环境的影响,有助于提高决策的透明度,并使多方利益相关者参与其中。然而,环境影响评估是一项数据密集型工作,往往会变得复杂且耗时。此外,EIA目前主要使用二维传统介质进行,这些介质可能具有很大的限制,难以导航和理解。在这里,我们提出了一种沉浸式方法,可以创建3D交互元素,使用增强/混合现实建模现实世界。由于使用三维表示和相关的现实世界交互的固有好处,我们认为我们的方法将促进对开发项目提案的更好、更快、协作性分析,从而减少处理时间并提高高保真度。
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引用次数: 1
Fearing Disengagement from the Real World 害怕脱离现实世界
Ceenu George, J. Schwuchow, H. Hussmann
With the adoption of mobile head mounted displays (HMDs) amongst non-experts outside of lab settings, it becomes increasingly important to understand what factors influence a holistic mobile virtual reality (MVR) user experience. We present the results of a field study (N=34), in which we used three methods - a drawing task, a storytelling exercise, and the technology acceptance questionnaire (TAM) - to explore factors, beyond technical capability, that influence the user experience of HMDs. Our analysis (1) highlights factors that designers and researchers can adopt to create and evaluate socially acceptable MVR systems for non-expert users outside a lab context, and (2) puts these factors in context with existing research from industry and academia.
随着移动头戴式显示器(hmd)在实验室设置之外的非专家中的采用,了解影响整体移动虚拟现实(MVR)用户体验的因素变得越来越重要。我们提出了一项实地研究(N=34)的结果,其中我们使用了三种方法-绘图任务,讲故事练习和技术接受问卷(TAM) -来探索技术能力之外影响hmd用户体验的因素。我们的分析(1)强调了设计师和研究人员可以采用的因素,以创建和评估实验室环境之外的非专业用户可以接受的MVR系统;(2)将这些因素与产业界和学术界的现有研究结合起来。
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引用次数: 17
Scalebridge VR: Immersive Proportional Reasoning Game for Children with Brain-Computer Interface for Difficulty Scaling Scalebridge VR:沉浸式比例推理游戏为儿童与脑机接口的难度缩放
Krzysztof Pietroszek, Liudmila Tahai
We present the design and evaluation of Scalebridge VR, an immersive educational game that teaches children the mathematical skill of proportional reasoning. The game uses brain-computer-interface-based adaptive level difficulty to modulate difficulty of the game based on the player’s attention and meditation state. The game is an adaptation of previously introduced Scalebridge game that did not use virtual reality, but was shown to be an effective tool for learning proportional reasoning.
我们展示了Scalebridge VR的设计和评估,这是一个沉浸式教育游戏,教孩子们比例推理的数学技能。游戏采用基于脑机接口的自适应关卡难度,根据玩家的注意力和冥想状态调整游戏难度。该游戏改编自之前推出的Scalebridge游戏,该游戏没有使用虚拟现实,但被证明是学习比例推理的有效工具。
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引用次数: 5
HawKEY: Efficient and Versatile Text Entry for Virtual Reality HawKEY:高效和通用的虚拟现实文本输入
Duc-Minh Pham, W. Stuerzlinger
Text entry is still a challenging task in modern Virtual Reality (VR) systems. The lack of efficient text entry methods limits the applications that can be used productively in VR. Previous work has addressed this issue through virtual keyboards or showing the physical keyboard in VR. While physical keyboards afford faster text entry, they usually require a seated user and an instrumented environment. We introduce a new keyboard, worn on a hawker’s tray in front of the user, which affords a compact, simple, flexible, and efficient text entry solution for VR, without restricting physical movement. In our new video condition, we also show the keyboard only when the user is looking down at it. To evaluate our novel solution and to identify good keyboard visualizations, we ran a user study where we asked participants to enter both lowercase sentences as well as complex text while standing. The results show that text entry rates are affected negatively by simplistic keyboard visualization conditions and that our solution affords desktop text entry rates, even when standing.
在现代虚拟现实(VR)系统中,文本输入仍然是一个具有挑战性的任务。缺乏有效的文本输入方法限制了可以在VR中有效使用的应用程序。以前的工作已经通过虚拟键盘或在VR中显示物理键盘来解决这个问题。虽然物理键盘提供更快的文本输入,但它们通常需要一个坐着的用户和一个仪表化的环境。我们推出了一种新的键盘,佩戴在用户面前的小贩托盘上,它为VR提供了一个紧凑、简单、灵活、高效的文本输入解决方案,而不限制物理运动。在我们的新视频条件下,我们也只在用户向下看键盘时才显示键盘。为了评估我们的新颖解决方案并确定好的键盘可视化效果,我们进行了一项用户研究,我们要求参与者在站立时输入小写句子和复杂文本。结果表明,简单的键盘可视化条件会对文本输入率产生负面影响,而我们的解决方案即使在站立时也能提供桌面文本输入率。
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引用次数: 33
Dynamic Virtual Proteins: Visualization, Interaction and Collaboration in Virtual Reality 动态虚拟蛋白质:虚拟现实中的可视化、交互和协作
Jean-Marc Gauthier, Ian McGrath, J. S. Patel
Jean-Marc Gauthier Virtual Technology and Design College of Art and Architecture/University of Idaho, Moscow, Idaho, USA, gauthier@uidaho.edu Jagdish Suresh Patel Department of Biological Sciences College of Science/University of Idaho, Moscow, Idaho, USA, jpatel@uidaho.edu Ian McGrath Institute for Modeling Collaboration and Innovation/University of Idaho Moscow, Idaho, USA, mcgr2676@vandals.uidaho.edu
Jean-Marc Gauthier虚拟技术与设计艺术与建筑学院/爱达荷州莫斯科大学,美国,gauthier@uidaho.edu Jagdish Suresh Patel生物科学系/爱达荷州莫斯科大学,美国,jpatel@uidaho.edu Ian McGrath建模协作与创新研究所/爱达荷州莫斯科大学,美国,mcgr2676@vandals.uidaho.edu
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引用次数: 1
Enhancement of Pointing Towards Non-Haptic Augmented Reality Interfaces by Increasing the Arm Position Sense 通过增加手臂位置感来增强指向非触觉增强现实界面
Daniela Markov-Vetter, O. Staadt
Interactive user interfaces in head-mounted Augmented Reality environments are not always projected onto a physical surface. However, operating such free-floating interfaces by touch gestures is challenging because they do not provide haptic feedback. Considering a pointing gesture, in this work we present a user study evaluating the benefits of increasing the arm position sense for operating non-haptic interface. Our findings confirm that haptic feedback is required and show that an increased arm sense compensates for the lack of haptic feedback. The results suggest that applying 0.3 times of the pointing arm’s weight significantly speeds up direct object selection for free-floating interfaces. We also show that the correction phase of the underlying pointing movement is affected by boosting the arm sense.
头戴式增强现实环境中的交互式用户界面并不总是投影到物理表面上。然而,通过触摸手势操作这种自由浮动的界面是具有挑战性的,因为它们不提供触觉反馈。考虑到指向手势,在这项工作中,我们提出了一项用户研究,评估增加手臂位置感对操作非触觉界面的好处。我们的研究结果证实,触觉反馈是必需的,并表明手臂感觉的增加弥补了触觉反馈的缺乏。结果表明,施加0.3倍的指向臂重量可以显著加快自由浮动界面的直接对象选择速度。我们还表明,潜在的指向运动的修正阶段受到提高手臂感觉的影响。
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引用次数: 0
Exploring Immersive Technologies to Simulate Fear of Crime 探索沉浸式技术来模拟对犯罪的恐惧
F. J. Castro-Toledo, Konstantinos Koumaditis, P. Mitkidis, J. O. Perea-García
The implementation of Virtual Reality (VR) tools in criminological research is very scarce, and almost non-existent in the fear of crime (FoC) field. Our objective is to assess the feasibility of Immersive Technologies for research on FoC. To do so, a simulation (360° video) grounded on the manipulation of environmental variables (street lighting) was conducted. Our preliminary results suggest that: (a) virtual simulation of absence of urban lighting elicits experiences of FoC, and (b) that simulation of experiences of FoC in virtual reality is an adequate strategy for analysis of this phenomenon.
虚拟现实(VR)工具在犯罪学研究中的应用非常少,在犯罪恐惧(FoC)领域几乎不存在。我们的目标是评估沉浸式技术在FoC研究中的可行性。为此,进行了基于环境变量(街道照明)操纵的模拟(360°视频)。我们的初步结果表明:(a)城市照明缺失的虚拟模拟引发了FoC体验,(b)虚拟现实中FoC体验的模拟是分析这一现象的适当策略。
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引用次数: 1
A Virtual Reality Simulator for Training Gaze Control of Wheeled Tele-Robots 轮式远程机器人注视控制训练的虚拟现实模拟器
Guangtao Zhang, J. P. Hansen
People who cannot use their hands may use eye-gaze to interact with robots. Emerging virtual reality head-mounted displays (HMD) have built-in eye-tracking sensors. Previous studies suggest that users need substantial practice for gaze steering of wheeled robots with an HMD. In this paper, we propose to apply a VR-based simulator for training of gaze-controlled robot steering. The simulator and preliminary test results are presented.
不能用手的人可以用眼睛与机器人互动。新兴的虚拟现实头戴式显示器(HMD)内置了眼球追踪传感器。先前的研究表明,用户需要大量的练习来控制带头戴式头盔的轮式机器人的视线转向。在本文中,我们提出了一个基于vr的模拟器来训练注视控制机器人的转向。给出了仿真结果和初步测试结果。
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引用次数: 6
Effects of Latency in Visual Feedback on Human Performance of Path-Steering Tasks 视觉反馈延迟对人类路径控制任务表现的影响
Himari Tochioka, Haruka Ikeda, T. Hayakawa, M. Ishikawa
Effects of latency in a visual feedback system during path-steering tasks were examined. Input movements were recorded in high speed and projected with controlled latency, while a user was required to drag an object through a tunnel path. We tested the system with 10 people and analyzed the duration based on the steering law and revealed that the latency of visual feedback beyond 64.3 ms was associated with reductions in user performance, which provides suggestions in developing user-oriented interface designs.
研究了视觉反馈系统在路径控制任务中的延迟效应。输入动作被高速记录下来,并以可控的延迟进行投影,同时要求用户拖动一个物体穿过隧道路径。我们对该系统进行了10人的测试,并根据转向规律分析了持续时间,发现视觉反馈延迟超过64.3 ms会导致用户性能下降,这为开发面向用户的界面设计提供了建议。
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引用次数: 3
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Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology
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