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

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Text Entry Method for Immersive Virtual Environments Using Curved Keyboard 基于曲面键盘的沉浸式虚拟环境文本输入方法
Naoki Yanagihara, B. Shizuki, Shin Takahashi
In this paper, we introduce a curved QWERTY keyboard, bent spherically in front of the user, to facilitate 3D word-gesture text entry in immersive virtual environments. Using the curved keyboard, the number of candidate words in the 3D word-gesture text entry is reduced compared with that using a planar keyboard. In the pilot study, the text entry performance of the first author was 21.0 WPM (SD = 5.06), with a total error rate of 26.0% (SD = 15.2).
在本文中,我们介绍了一种弯曲的QWERTY键盘,它在用户面前呈球形弯曲,以便于在沉浸式虚拟环境中进行三维文字手势输入。与平面键盘相比,使用曲面键盘可减少三维词-手势文本输入中的候选词数。在试点研究中,第一作者的文本输入性能为21.0 WPM (SD = 5.06),总错误率为26.0% (SD = 15.2)。
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引用次数: 9
Layered Horizons: a Geospatial Humanities Research Platform 分层视野:地理空间人文研究平台
A. Burrell, Rachel Hendery
In this demo we showcase Layered Horizons, a Virtual Reality (VR) experience we have developed for use in an ARC-funded research project, Waves of Words: Mapping and Modelling Australia’s Pacific Past. This platform allows users to connect different geospatial datasets (for our purposes, from the humanities and social sciences) into layers that can then be explored by the use of natural gesture and body movement. This kind of interaction design in VR takes full advantage of the media’s affordances, without relying on metaphors from other interactive media, yet being familiar enough as to engender intuitive and meaningful use. We demonstrate how the platform is currently being used to connect linguistic data (word lists) with archaeological data (e.g. on the spread of bananas through the Asia-Pacific region, or canoe styles found in different locations) and anthropological data (e.g. shared cultural features like chieftainship systems or kinship systems). Taking into account what we also know about Pacific navigation and simulated canoe travel, we can therefore build a complex layered map of the region over time that allows us to better discover probable human migration and contact patterns.
在这个演示中,我们展示了分层地平线,这是我们为arc资助的研究项目开发的虚拟现实(VR)体验,“词汇之波:绘制和建模澳大利亚太平洋的过去”。这个平台允许用户连接不同的地理空间数据集(出于我们的目的,从人文和社会科学)到层,然后可以通过使用自然手势和身体运动来探索。VR中的这种交互设计充分利用了媒体的支持,不依赖于其他交互媒体的隐喻,但又足够熟悉,从而产生直观和有意义的使用。我们展示了该平台目前是如何将语言数据(单词列表)与考古数据(例如香蕉在亚太地区的传播,或在不同地点发现的独木舟风格)和人类学数据(例如酋长制度或亲属制度等共同的文化特征)联系起来的。考虑到我们对太平洋航行和模拟独木舟旅行的了解,我们因此可以建立一个复杂的分层地图,随着时间的推移,这使我们能够更好地发现可能的人类迁移和接触模式。
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引用次数: 0
Soap film flow and thickness for soap bubble rendering 用于肥皂泡渲染的皂膜流量和厚度
Sanghyeon Gil, Yunji Seok, Kiyeol Park, Jaeseok Yoo, S. Chin
In practice, it is not easy to find a study of soap bubbles rendering by measuring the speed and thickness of soap bubbles flow. In this study, we have carried out to measure the change in the flow and thickness of a soap film to realistically render soap bubbles.
在实际应用中,通过测量肥皂泡流动的速度和厚度来研究肥皂泡渲染并不容易。在这项研究中,我们进行了测量肥皂膜的流量和厚度的变化,以真实地呈现肥皂气泡。
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引用次数: 3
PanoFlex: Adaptive Panoramic Vision to Accommodate 360° Field-of-View for Humans PanoFlex:适应全景视觉,为人类提供360°视野
Feng Liang, Stevanus Kevin, K. Kunze, Yun Suen Pai
We propose PanoFlex, an adaptive method for projecting panoramic vision using a dynamic distortion method based on eye gaze. We stream real-time video from a 360° camera and project the view on a plane to the user. The user controls the distortion of this equirectangular projection using eye gaze. For our first user study, we compare our method with conventional equirectangular projection considering the impact on spatial perception. For our second study, we perform a simulator sickness evaluation when the user performs regular daily activities. We found that PanoFlex did not carry any significant negative impact towards the user’s spatial perception, perceived task load, and simulator sickness compared to the more conventional equirectangular view.
提出了一种基于人眼注视的动态畸变投影法的全景投影自适应方法PanoFlex。我们从一个360度的摄像机中传输实时视频,并将其投影到一个平面上给用户。用户通过眼睛凝视来控制这个等矩形投影的变形。在我们的第一个用户研究中,考虑到对空间感知的影响,我们将我们的方法与传统的等矩形投影进行了比较。在我们的第二项研究中,当用户进行常规的日常活动时,我们进行了模拟器疾病评估。我们发现,与更传统的等矩形视图相比,PanoFlex对用户的空间感知、感知任务负荷和模拟器眩晕没有任何显著的负面影响。
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引用次数: 5
UniVResity: Face-to-Face Class Participation for Remote Students using Virtual Reality 大学:使用虚拟现实的远程学生面对面的课堂参与
Krzysztof Pietroszek, Chao-Cheng Lin
We describe a prototype of the virtual reality remote classroom participation system called UniVResity. UniVResity mirrors in virtual reality the ongoing face-to-face classroom activities, taking into account potentially low bandwidth data connection and lack of VR equipment in class. Our system attempts to combine the benefits of online education and face-to-face education, and makes face-to-face learning more accessible.
我们描述了一个虚拟现实远程课堂参与系统的原型——大学。考虑到潜在的低带宽数据连接和课堂上缺乏VR设备,大学在虚拟现实中反映了正在进行的面对面课堂活动。我们的系统试图将在线教育和面对面教育的好处结合起来,使面对面学习更容易获得。
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引用次数: 8
Is the Pen Mightier than the Controller? A Comparison of Input Devices for Selection in Virtual and Augmented Reality 笔比控制器更强大吗?虚拟现实和增强现实中选择输入设备的比较
Duc-Minh Pham, W. Stuerzlinger
Controllers are currently the typical input device for commercial Virtual Reality (VR) systems. Yet, such controllers are not as efficient as other devices, including the mouse. This motivates us to investigate devices that substantially exceed the controller’s performance, for both VR and Augmented Reality (AR) systems. We performed a user study to compare several input devices, including a mouse, controller, and a 3D pen-like device on a VR and AR pointing task. Our results show that the 3D pen significantly outperforms modern VR controllers in all evaluated measures and that it is comparable to the mouse. Participants also liked the 3D pen more than the controller. Finally, we show how 3D pen devices could be integrated into today’s VR and AR systems.
控制器是目前商用虚拟现实(VR)系统的典型输入设备。然而,这类控制器的效率不如包括鼠标在内的其他设备。这促使我们研究大大超过控制器性能的设备,包括VR和增强现实(AR)系统。我们进行了一项用户研究,比较了几种输入设备,包括鼠标、控制器和3D笔状设备在VR和AR指向任务中的应用。我们的研究结果表明,3D笔在所有评估措施中都明显优于现代VR控制器,并且与鼠标相当。参与者也更喜欢3D笔而不是控制器。最后,我们将展示如何将3D笔设备集成到当今的VR和AR系统中。
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引用次数: 69
Lower body control of a semi-autonomous avatar in Virtual Reality: Balance and Locomotion of a 3D Bipedal Model 虚拟现实中半自主角色的下半身控制:一个3D双足模型的平衡和运动
Vincent Thomasset, Stéphane Caron, V. Weistroffer
Animated virtual humans may rely on full-body tracking system to reproduce user motions. In this paper, we reduce tracking to the upper-body and reconstruct the lower body to follow autonomously its upper counterpart. Doing so reduces the number of sensors required, making the application of virtual humans simpler and cheaper. It also enable deployment in cluttered scenes where the lower body is often hidden. The contribution here is the inversion of the well-known capture problem for bipedal walking. It determines footsteps rather than center-of-mass motions and yet can be solved with an off-the-shelf capture problem solver. The quality of our method is assessed in real-time tracking experiments on a wide variety of movements.
动画虚拟人可以依靠全身跟踪系统来再现用户的动作。在本文中,我们将跟踪减少到上半身,并重建下半身以自主地跟随上半身。这样做减少了所需传感器的数量,使虚拟人的应用更简单、更便宜。它还可以在混乱的场景中部署,因为下半身经常被隐藏。这里的贡献是对众所周知的双足行走捕获问题的反转。它决定脚步,而不是质心运动,但可以用现成的捕获问题解决方案来解决。我们的方法的质量在各种运动的实时跟踪实验中得到了评估。
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引用次数: 4
RecyGlide : A Forearm-worn Multi-modal Haptic Display aimed to Improve User VR Immersion Submission RecyGlide:一种前臂佩戴的多模态触觉显示器,旨在提高用户VR沉浸式提交
Juan Heredia, Jonathan Tirado, Vladislav Panov, Miguel Altamirano Cabrera, K. Youcef-Toumi, D. Tsetserukou
Haptic devices have been employed to immerse users in VR environments. In particular, hand and finger haptic devices have been deeply developed. However, this type of devices occludes hand detection for some tracking systems, or, for some other tracking systems, it is uncomfortable for the users to wear two different devices (haptic and tracking device) on both hands. We introduce RecyGlide, a novel wearable multimodal display located at the forearm. The RecyGlide is composed of inverted five-bar linkages with 2 degrees of freedom (DoF) and vibration motors (see Fig. 1.(a). The device provides multimodal tactile feedback such as slippage, force vector, pressure, and vibration. We tested the discrimination ability of monomodal and multimodal stimuli patterns on the forearm and confirmed that the multimodal patterns have higher recognition rate. This haptic device was used in VR applications, and we proved that it enhances VR experience and makes it more interactive.
触觉设备已经被用来让用户沉浸在虚拟现实环境中。特别是手和手指的触觉装置已经得到了深入的发展。然而,这种类型的设备遮挡了某些跟踪系统的手部检测,或者对于其他一些跟踪系统,用户在双手上佩戴两种不同的设备(触觉和跟踪设备)会感到不舒服。我们介绍了RecyGlide,一种新型的可穿戴式多模态显示器,位于前臂。RecyGlide由具有2个自由度(DoF)的倒立五杆连杆和振动马达组成(见图1.(a))。该装置提供多模态触觉反馈,如滑动、力矢量、压力和振动。我们在前臂上测试了单模态和多模态刺激模式的识别能力,证实了多模态刺激模式具有更高的识别率。在VR应用中使用了这种触觉设备,我们证明了它增强了VR体验,使其更具互动性。
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引用次数: 3
IRIS: Inter-Reality Interactive Surface IRIS:跨现实交互界面
Krzysztof Pietroszek
While many metaphors were developed for interactions from a specific point at the reality-virtuality continuum, much less attention has been paid to designing metaphors that allow the users to cross the boundaries between the virtual, the augmented, and the real. We propose a use of an Inter-Reality Interactive Surface (IRIS) that enables users to collaborate across the reality-virtuality continuum within the same application. While we examine IRIS in the context of an immersive educational platform, UniVResity, the metaphor can be generalized to many other application domains.
虽然许多隐喻是从现实-虚拟连续体的特定点开发的交互,但很少有人关注设计允许用户跨越虚拟,增强和现实之间界限的隐喻。我们建议使用一个跨现实交互表面(IRIS),使用户能够在同一应用程序中跨现实-虚拟连续体进行协作。当我们在沉浸式教育平台大学的背景下研究IRIS时,这个比喻可以推广到许多其他应用领域。
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引用次数: 3
Exploring the Use of a Robust Depth-sensor-based Avatar Control System and its Effects on Communication Behaviors 探索基于深度传感器的鲁棒虚拟角色控制系统及其对通信行为的影响
Yuanjie Wu, Yu Wang, Sungchul Jung, S. Hoermann, R. Lindeman
To interact as fully-tracked avatars with rich hand gestures in Virtual Reality (VR), we often need to wear a tracking suit or attach extra sensors on our bodies. User experience and performance may be impacted by the cumbersome devices and low fidelity behavior representations, especially in social scenarios where good communication is required. In this paper, we use multiple depth sensors and focus on increasing the behavioral fidelity of a participant’s virtual body representation. To investigate the impact of the depth-sensor-based avatar system (full-body tracking with hand gestures), we compared it against a controller-based avatar system (partial-body tracking with limited hand gestures). We designed a VR interview simulation for a single user to measure the effects on presence, virtual body ownership, workload, usability, and perceived self-performance. Specifically, the interview process was recorded in VR, together with all the verbal and non-verbal cues. Subjects then took a third-person view to evaluate their previous performance. Our results show that the depth-sensor-based avatar control system increased virtual body ownership and also improved the user experience. In addition, users rated their non-verbal behavior performance higher in the full-body depth-sensor-based avatar system.
在虚拟现实(VR)中,我们通常需要穿上追踪服或在身上附加额外的传感器,才能与拥有丰富手势的全追踪化身进行互动。用户体验和性能可能会受到笨重的设备和低保真行为表示的影响,特别是在需要良好通信的社交场景中。在本文中,我们使用了多个深度传感器,并专注于提高参与者虚拟身体表征的行为保真度。为了研究基于深度传感器的角色系统(带有手势的全身追踪)的影响,我们将其与基于控制器的角色系统(带有有限手势的部分身体追踪)进行了比较。我们为单个用户设计了一个虚拟现实面试模拟,以衡量对存在感、虚拟身体所有权、工作量、可用性和感知自我表现的影响。具体来说,在VR中记录了面试过程,以及所有的语言和非语言线索。然后,受试者以第三人称的视角评估他们之前的表现。我们的研究结果表明,基于深度传感器的化身控制系统增加了虚拟身体的所有权,也改善了用户体验。此外,在基于全身深度传感器的虚拟形象系统中,用户对他们的非语言行为表现的评价更高。
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引用次数: 15
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Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology
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