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

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Hitting the Wall: Mid-Air Interaction for Eye-Hand Coordination 撞墙:手眼协调的空中互动
Anil Ufuk Batmaz, Xintian Sun, Dogu Taskiran, W. Stuerzlinger
Reaction time training systems are used to improve user performance. Until now, such setups use physical 2D flat surfaces, e.g., a 2D touch screen or buttons mounted on a wall. We designed and investigated a mid-air reaction time training system with an immersive virtual reality (VR) headset. 12 participants performed an eye-hand coordination reaction test in three conditions: both in mid-air with or without VR controller as well as with passive haptic feedback through hitting a soft-surface wall. We also altered target and cursor sizes and used a Fitts’ law task to analyze user performance. According to the results, subjects were slower and their throughput was lower when they hit a solid surface to interact with virtual targets. Our results show that Fitts’s model can be applied to these systems to measure and assess participant training.
反应时间训练系统用于提高用户表现。到目前为止,这种设置使用物理2D平面,例如,2D触摸屏或安装在墙上的按钮。设计并研究了一种基于沉浸式虚拟现实(VR)头盔的空中反应时间训练系统。12名参与者在三种情况下进行了手眼协调反应测试:在空中有或没有VR控制器,以及通过撞击软表面墙壁进行被动触觉反馈。我们还改变了目标和光标的大小,并使用Fitts定律任务来分析用户性能。结果显示,当受试者撞击固体表面与虚拟目标互动时,他们的反应速度较慢,吞吐能力较低。我们的研究结果表明,Fitts模型可以应用于这些系统来衡量和评估参与者的培训。
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引用次数: 16
Augmented Reality for Children in a Confirmation Task: Time, Fatigue, and Usability 儿童在确认任务中的增强现实:时间、疲劳和可用性
Brita Munsinger, J. Quarles
The objective of this paper is to explore three different interaction methods in a confirmation task on a head-mounted Augmented Reality (AR) device with a population of children aged 9-11 years. The three interaction methods we look at are voice recognition, gesture recognition, and controller. We conducted a within-subjects study using a Fitts’ Law confirmation task performed by children with a Microsoft HoloLens. We measured elapsed time during the completion of the tasks. Also, we collected usability and fatigue measures using the System Usability Scale and the OMNI RPE (Ratings of Perceived Exertion) scale. We found significant differences between voice and controller for time, fatigue and usability. We also found significant differences between gesture and controller for time, fatigue and usability. We hope to apply the results of this study to improve augmented reality educational tools for children in the future.
本文的目的是探索在头戴式增强现实(AR)设备上与9-11岁儿童进行确认任务的三种不同的交互方法。我们研究的三种交互方法是语音识别、手势识别和控制器。我们进行了一项受试者内部研究,使用Fitts ' Law确认任务,由使用微软HoloLens的儿童执行。我们测量了任务完成过程中经过的时间。此外,我们使用系统可用性量表和OMNI RPE(感知劳累等级)量表收集可用性和疲劳度量。我们发现语音和控制器在时间、疲劳度和可用性方面存在显著差异。我们还发现手势和控制器在时间、疲劳度和可用性方面存在显著差异。我们希望将本研究的结果应用于未来儿童增强现实教育工具的改进。
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引用次数: 13
DexController : Designing a VR Controller with Grasp-Recognition for Enriching Natural Game Experience DexController:设计一款具有抓握识别功能的VR控制器,丰富自然游戏体验
Hyeon-Beom Yi, Jiwoo Hong, Hwan Kim, Woohun Lee
We present DexController, which is a hand-held controller leveraging grasp as an additional modality for virtual reality (VR) game. The pressure-sensitive surface of DexController was designed to recognize two different grasp-poses (i.e. precision grip and power grip) and detect grasp-force. Based on the results of two feasibility tests, a VR defense game was designed in which players could attack each enemy using the proper weapon with a proper level of force. A within-subject comparative study is conducted with a button-based controller which has the same physical form of DexController. The results indicated that DexController enhanced the perceived naturalness of the controller and game enjoyment, with having acceptable physical demand. This study clarifies the empirical effect of utilizing grasp-recognition on VR game controller to enhance interactivity. Also, we provide insight for the integration of VR game elements with the grasping modality of a controller.
我们介绍DexController,这是一种手持控制器,利用抓取作为虚拟现实(VR)游戏的额外模式。DexController的压敏曲面可以识别两种不同的握持姿势(即精确握持和强力握持),并检测握持力。基于两次可行性测试的结果,设计了一款VR防御游戏,玩家可以使用适当的武器和适当的力量水平攻击每个敌人。以一种与DexController具有相同物理形式的按键控制器为研究对象进行了学科内比较研究。结果表明,DexController增强了控制器的感知自然度和游戏乐趣,具有可接受的物理需求。本研究阐明了在VR游戏控制器上利用抓握识别增强交互性的实证效果。此外,我们还提供了将VR游戏元素与控制器的抓取方式相结合的见解。
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引用次数: 11
PillowVR: Virtual Reality in Bed 枕头vr:床上的虚拟现实
Doil Kwon, Hyeonah Choi, H. Cho, Juyoung Lee, G. Kim
We demonstrate PillowVR, virtual reality framework that integrates the smartphone, magnifier and sensors into a pillow/cushion for immersive VR experience in bed. PillowVR is applied for presenting immersive bed time stories to children to help them go to sleep and therefore its interaction was designed to minimize excessive bodily movements – only simple back-of-the head pressure events are used to browse the content. PillowVR illustrates shows how VR can be more woven into our daily lives inexpensively and naturally by customizing the set up and interaction for the specific task and experience. The actual demonstration of PillowVR would be very simple (as intended). In this paper, we can watch 360° video because viewpoint can be switching in “Non Ready” state. Our team will place an exercise pad or long picnic chair (instead of an actual bed) in the demo area. The user will enact the whole process as if being at home from the very start – sit/lie on the chair, insert the smartphone, wear the PillowVR, browse the content, pretend as if fallen to sleep, and assess the experience from the beginning to the very end (when one wakes up in the morning).
我们展示了PillowVR,这是一个虚拟现实框架,它将智能手机、放大镜和传感器集成到一个枕头/垫子上,为床上的沉浸式VR体验。PillowVR应用于向孩子们呈现沉浸式的睡前故事,帮助他们入睡,因此它的交互设计是为了尽量减少过度的身体运动——只有简单的后脑勺压力事件用于浏览内容。PillowVR展示了VR如何通过定制特定任务和体验的设置和互动,更便宜、更自然地融入我们的日常生活。PillowVR的实际演示将非常简单(如预期的那样)。在本文中,由于视点可以在“非准备”状态下切换,我们可以观看360°视频。我们的团队将在演示区放置一个运动垫或长野餐椅(而不是实际的床)。用户将从一开始就像在家里一样完成整个过程——坐在/躺在椅子上,插入智能手机,戴上PillowVR,浏览内容,假装睡着了,并从开始到结束(当一个人在早上醒来时)评估体验。
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引用次数: 2
Underwater Virtual Reality System for Neutral Buoyancy Training: Development and Evaluation 水下虚拟现实中性浮力训练系统:开发与评价
Christian Sinnott, James Liu, Courtney Matera, Savannah Halow, Ann Jones, Matthew Moroz, J. Mulligan, M. Crognale, Eelke Folmer, P. MacNeilage
During terrestrial activities, sensation of pressure on the skin and tension in muscles and joints provides information about how the body is oriented relative to gravity and how the body is moving relative to the surrounding environment. In contrast, in aquatic environments when suspended in a state of neutral buoyancy, the weight of the body and limbs is offloaded, rendering these cues uninformative. It is not yet known how this altered sensory environment impacts virtual reality experiences. To investigate this question, we converted a full-face SCUBA mask into an underwater head-mounted display and developed software to simulate jetpack locomotion outside the International Space Station. Our goal was to emulate conditions experienced by astronauts during training at NASA's Neutral Buoyancy Lab. A user study was conducted to evaluate both sickness and presence when using virtual reality in this altered sensory environment. We observed an increase in nausea related symptoms underwater, but we cannot conclude that this is due to VR use. Other measures of sickness and presence underwater were comparable to measures taken above water. We conclude with suggestions for improved underwater VR systems and improved methods for evaluation of these systems based on our experience.
在陆地上活动时,皮肤上的压力感和肌肉和关节的张力提供了身体相对于重力如何定向以及身体相对于周围环境如何运动的信息。相反,在水中环境中,当悬浮在中性浮力状态时,身体和四肢的重量被卸载,使得这些线索没有信息。目前尚不清楚这种改变的感官环境如何影响虚拟现实体验。为了研究这个问题,我们把一个全脸的水肺面罩变成了一个水下头戴式显示器,并开发了一个软件来模拟国际空间站外的喷气背包运动。我们的目标是模拟宇航员在美国宇航局中性浮力实验室训练时所经历的条件。进行了一项用户研究,以评估在这种改变的感官环境中使用虚拟现实时的疾病和存在感。我们观察到水下恶心相关症状的增加,但我们不能断定这是由于VR的使用。在水下的其他疾病和存在的测量与在水面上的测量相当。最后,我们提出了改进水下VR系统的建议,并根据我们的经验改进了这些系统的评估方法。
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引用次数: 18
Extended Reality for Chronic Pain Relief 慢性疼痛缓解的扩展现实
Jiaheng Wang, C. Anslow
Chronic pain is ongoing pain lasting for long periods of time after the initial injury or disease has healed. Chronic pain is difficult to treat and can affect the daily lives of patients. Distraction therapy is a proven way of relieving pain by redirecting the focus of patients’ attention. Virtual reality is an effective platform for distraction therapy as it immerses the user visually, aurally, and even somewhat physically in a virtual world detached from reality. There is little research done on the effects that physical interactions have on pain management. This project aims to evaluate different types of extended reality (XR) interactions, including full body movement, for chronic pain patients to determine which is the best for pain relief. We are building a prototype for participants to interact both mentally and physically and measuring the reduction in subjective pain ratings at various points of the XR experience.
慢性疼痛是在最初的损伤或疾病愈合后持续很长时间的疼痛。慢性疼痛很难治疗,而且会影响患者的日常生活。分散注意力疗法是一种经过验证的缓解疼痛的方法,它通过重新引导患者的注意力焦点。虚拟现实是一个有效的分心治疗平台,因为它让用户在视觉上、听觉上,甚至在某种程度上沉浸在一个脱离现实的虚拟世界中。很少有关于身体互动对疼痛管理的影响的研究。该项目旨在评估不同类型的扩展现实(XR)相互作用,包括全身运动,以确定哪种方式最能缓解慢性疼痛患者的疼痛。我们正在为参与者建立一个原型,让他们在精神上和身体上进行互动,并在XR体验的各个阶段测量主观疼痛等级的降低。
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引用次数: 1
Monocular Viewing Protects Against Cybersickness Produced by Head Movements in the Oculus Rift 单目观看可以防止Oculus Rift中头部运动产生的晕屏
S. Palmisano, Luke Szalla, Juno Kim
We compared the cybersickness produced when a virtual environment (VE) was viewed binocularly and monocularly through an Oculus Rift CV1 head-mounted display (HMD). During each exposure to the VE participants made continuous yaw head movements in time with a computer-generated metronome. Across trials we also varied their head movement frequency (0.5 or 1.0 Hz) and motion-to-photon delays (from ∼5 - ∼212 ms). We found that: 1) cybersickness severity increased with added display lag; and 2) monocular viewing appeared to protect against these increases in cybersickness. We conclude that active binocular viewing with this HMD introduced artifacts that increased the likelihood of more severe sickness.
我们比较了通过Oculus Rift CV1头戴式显示器(HMD)双眼和单眼观看虚拟环境(VE)时产生的晕动症。在每次暴露于VE的过程中,参与者通过计算机生成的节拍器及时进行连续的偏航头部运动。在试验中,我们还改变了他们的头部运动频率(0.5或1.0 Hz)和运动到光子的延迟(从~ 5 ~ ~ 212 ms)。我们发现:1)晕动症的严重程度随着显示延迟的增加而增加;单目观看似乎可以防止晕屏病的增加。我们的结论是,主动双目观看与这种HMD引入的伪影,增加了更严重的疾病的可能性。
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引用次数: 15
Evaluation of Navigation Operations in Immersive Microscopic Visualization 沉浸式显微可视化中导航操作的评估
T. Takashina, Mitsuru Ito, Yuji Kokumai
In this study, we evaluated the quantitative effectiveness of navigation operation in a virtual reality (VR) volumetric viewer, in order to confirm the effectiveness of VR in life sciences. The analytical work for biological data is a promising application of VR because users can manipulate 3D data intuitively in VR. However, few studies have focused on the quantitative evaluations of such applications. Therefore, we conducted an experiment to evaluate the speedup of navigation operation (sequences of translation, rotation, and scaling) in VR applications for 3D microscopy. We compared the task completion time between a non-VR visualization tool and a VR visualization tool. The speedup by the VR immersive visualizer was found to be 203% in the most effective case. The result showed that the VR immersive visualizer enables more efficient navigation than the conventional volumetric viewer.
在本研究中,我们评估了虚拟现实(VR)体观器中导航操作的定量有效性,以确认VR在生命科学中的有效性。生物数据的分析工作是VR的一个很有前途的应用,因为用户可以在VR中直观地操作3D数据。然而,很少有研究集中于这些应用的定量评价。因此,我们进行了一项实验来评估VR应用中3D显微镜导航操作(平移、旋转和缩放序列)的加速情况。我们比较了非VR可视化工具和VR可视化工具的任务完成时间。在最有效的情况下,VR沉浸式可视化器的加速速度为203%。结果表明,VR沉浸式可视化器比传统的体积查看器更有效地进行导航。
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引用次数: 2
OORT: An Air-flow based Cooling System for Long-term Virtual Reality Sessions OORT:用于长期虚拟现实会议的基于气流的冷却系统
Hubert Kloskowski, Daniel Medeiros, Johannes Schöning
In this paper, we present OORT, a cooling system for head-mounted displays (HMDs) that improves wearing comfort by decreasing skin temperatures of the facial areas covered by the headset. The integrated cooling system consists of an electronically controlled fan blower. The fan compartment is integrated into an hmd padding element with custom-designed air flow channels that provide cool air circulation around the covered facial regions. We report on the design and implementation of OORT as a viable way to provide thermal comfort during long-term virtual reality experiences.
在本文中,我们提出了一种用于头戴式显示器(hmd)的冷却系统OORT,该系统通过降低头戴式显示器覆盖的面部区域的皮肤温度来提高佩戴舒适度。综合冷却系统由一个电控风机组成。风扇隔间集成到一个hmd填充元素与定制设计的气流通道,提供周围覆盖的面部区域的冷空气循环。我们报告了OORT的设计和实现,作为在长期虚拟现实体验中提供热舒适的可行方法。
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引用次数: 0
A Web-based Augmented Reality Plat-form using Pictorial QR Code for Educational Purposes and Beyond 基于web的增强现实平台-使用图像QR码用于教育目的及其他
M. Nguyen, Minh Phu Lai, H. Le, W. Yan
Augmented Reality (AR) provides the capability to overlay virtual 3D information onto a 2D printed flat surface; for example, displaying a 3D model on a single flat card that accompanies with the diagram shown in a learning text-book. The student can zoom in and out, rotate, and perceive the animation of the figure in real-time. This will make the educational theory more attractive; hence, motivates students to learn. AR is a great tool; however, the setup and display are not straight-forward (there are many different AR markers with different encryption, decryption methods, and displaying flat-forms). In this paper, we proposed a portable browser-based platform which uses the advantages of AR along with scan-able QR Code on mobile phones to enhance instant 3D visualisation. The user only needs a smart-phone (Apple iPhone or Android) with Internet-enabled; no specific Apps are needed to install. The user scans the QR Code embedded in a colour image, the code will link to a public website, and the website will produce AR Experience right on top of the browser. As a result, it provides a stress-free, low-cost, portable, and promising solution for not only educational purposes but also many other fields such as gaming, property selling, e-commerce, reporting. The set up is convenient: the user uploads a picture (e.g. a racing car), and what actions to be related to it (a 3D model to display, or a movie to play). The system will add on the picture one small colour QR code (to redirect to an online URL) and a thin black border. The user also uploads the 3D model (GLTF files) that he wants to display on top of the card to finish the set-up. At the display, the user can print the AR card, point their smart-phone towards the card, and pre-setup AR models or actions will appear on it. To students, these 3D graphics or animations will allow them to learn and understand the lessons in a much more intuitive way.
增强现实(AR)提供了将虚拟3D信息覆盖到2D打印平面上的能力;例如,在一张平面卡片上显示一个3D模型,并附上学习教科书中所示的图表。学生可以实时放大、缩小、旋转、感知人物的动画。这将使教育理论更具吸引力;因此,激励学生学习。AR是一个很棒的工具;然而,设置和显示并不是直接的(有许多不同的AR标记,具有不同的加密、解密方法和显示平面形式)。在本文中,我们提出了一个便携式的基于浏览器的平台,利用AR的优势以及手机上可扫描的QR码来增强即时3D可视化。用户只需要一部能上网的智能手机(苹果iPhone或安卓);不需要安装特定的应用程序。用户扫描嵌入在彩色图像中的QR码,该代码将链接到一个公共网站,该网站将在浏览器上方显示增强现实体验。因此,它提供了一种无压力、低成本、便携和有前途的解决方案,不仅适用于教育目的,还适用于许多其他领域,如游戏、财产销售、电子商务、报告。设置很方便:用户上传一张图片(例如赛车),以及与之相关的动作(要显示的3D模型,或要播放的电影)。该系统将在图片上添加一个小的彩色QR码(用于重定向到在线URL)和一个细黑色边框。用户还上传他想要在卡片上显示的3D模型(GLTF文件)以完成设置。在显示器上,用户可以打印AR卡,将他们的智能手机指向卡片,预设置的AR模型或动作将出现在卡片上。对于学生来说,这些3D图形或动画将使他们能够以更直观的方式学习和理解课程。
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引用次数: 5
期刊
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology
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