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

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Impact of Gamified Interaction with Virtual Nature on Sustained Attention and Self-Reported Restoration  —  A Pilot Study 与虚拟自然的游戏化互动对持续注意力和自我报告恢复的影响-一项试点研究
O. Patil, Heng Yao, Benjamin C. Lok
Interaction with nature in virtual reality has been shown to induce similar restorative benefits as interaction with real-life nature. Drawing from Attention restoration theory, restorative benefits from being in virtual nature are likely to be improved through greater active engagement techniques with specific virtual natural features. Gamification is the process of adding game design elements in non-game scenarios in order to improve engagement and motivation. In the present pilot study, six participants completed either a gamified interaction with virtual nature, one where game design elements had been added in order to improve engagement with specific virtual nature features and thus possibly further facilitating sustained attention and self-reported restoration, having them pick plants and gain rewards such as a higher level in return, or a non-gamified task, one where they explored the virtual nature environment and looked at plants at their own pace without any game design elements. Gamified interaction improved sustained attention restoration more than non-gamified interaction. Additionally, gamified interaction was also shown to have reduced negative effect in self-reported restoration more than non-gamified interaction. While there are still several limitations, gamified interaction with virtual nature seems to offer vast potential as an engagement technique in improving sustained attention and self-reported restoration.
在虚拟现实中与自然互动已被证明能产生与现实生活中的自然互动相似的恢复效果。根据注意力恢复理论,处于虚拟自然中的恢复效益可能会通过更积极地参与特定虚拟自然特征的技术而得到改善。游戏化是指在非游戏场景中添加游戏设计元素以提高用户粘性和动机的过程。在目前的试点研究中,6名参与者完成了与虚拟自然的游戏化互动,其中添加了游戏设计元素,以提高特定虚拟自然功能的参与度,从而可能进一步促进持续的注意力和自我报告恢复,让他们采摘植物并获得奖励,如更高级别的回报,或非游戏化任务。一个是他们探索虚拟自然环境,在没有任何游戏设计元素的情况下,按照自己的节奏观察植物。游戏化互动比非游戏化互动更能改善持续的注意力恢复。此外,与非游戏化互动相比,游戏化互动在自我报告的恢复中也显示出更少的负面影响。虽然仍然存在一些局限性,但与虚拟自然的游戏化互动似乎提供了巨大的潜力,作为一种提高持续注意力和自我报告恢复的粘性技术。
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引用次数: 2
The Impact of Stereo Rendering on the Perception of Normal Mapped Geometry in Virtual Reality 立体渲染对虚拟现实中法线映射几何感知的影响
Martin Mišiak, Niko Wissmann, Arnulph Fuhrmann, Marc Erich Latoschik
This paper investigates the effects of normal mapping on the perception of geometric depth between stereoscopic and non-stereoscopic views. Results show, that in a head-tracked environment, the addition of binocular disparity has no impact on the error rate in the detection of normal-mapped geometry. It does however significantly shorten the detection time.
本文研究了法线映射对立体和非立体视图之间几何深度感知的影响。结果表明,在头部跟踪环境下,双眼视差的增加对法向映射几何检测的错误率没有影响。然而,它确实大大缩短了检测时间。
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引用次数: 1
Understanding Enjoyment in VR Games with GameFlow 用GameFlow理解VR游戏的乐趣
P. Sweetser, Zane Rogalewicz, Qingyang Li
In this paper, we report on a work in progress project that aims to understand affordances and inhibiters of enjoyment in virtual reality (VR) video games. We apply the GameFlow model to review and analyse VR and non-VR versions of the same games to identify differences in enjoyment. Our approach includes conducting expert reviews using the GameFlow model, as well as conducting qualitative analysis on video game reviews, using GameFlow as a conceptual foundation. In this paper, we report our initial findings for the game Superhot. Our ongoing work evaluates a selection of games to map opportunities and pitfalls when designing games for VR.
在本文中,我们报告了一项正在进行的项目,旨在了解虚拟现实(VR)视频游戏中享受的支持和抑制因素。我们运用GameFlow模型来回顾和分析同一款游戏的VR和非VR版本,以识别乐趣上的差异。我们的方法包括使用GameFlow模型进行专家评论,以及使用GameFlow作为概念基础对电子游戏评论进行定性分析。在本文中,我们报告了我们对游戏Superhot的初步发现。我们正在进行的工作是评估游戏的选择,以便在为VR设计游戏时绘制机会和陷阱。
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引用次数: 15
LINACVR: VR Simulation for Radiation Therapy Education 放射治疗教育的虚拟现实模拟
H. Bannister, Ben Selwyn-Smith, C. Anslow, Brian Robinson, R. K. D. Anjos, Daniel Pires, P. Kane, A. Leong
A clear and well-documented LaTeX document is presented as an article formatted for publication by ACM in a conference proceedings or journal publication. Based on the “acmart” document class, this article presents and explains many of the common variations, as well as many of the formatting elements an author may use in the preparation of the documentation of their work.
一个清晰且文档完备的LaTeX文档以文章的形式呈现,以供ACM在会议论文集或期刊出版物中出版。本文以“acmart”文档类为基础,介绍并解释了许多常见的变体,以及作者在准备其作品的文档时可能使用的许多格式化元素。
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引用次数: 5
Mixed Reality Speaker Identification as an Accessibility Tool for Deaf and Hard of Hearing Users 混合现实说话人识别作为聋人和重听用户的辅助工具
Abraham Glasser, E. Riley, Kaitlyn Weeks, R. Kushalnagar
People who are Deaf or Hard of Hearing (DHH) benefit from text captioning to understand audio, yet captions alone are often insufficient for the complex environment of a panel presentation, with rapid and unpredictable turn-taking among multiple speakers. It is challenging and tiring for DHH individuals to view captioned panel presentations, leading to feelings of misunderstanding and exclusion. In this work, we investigate the potential of Mixed Reality (MR) head-mounted displays for providing captioning with visual cues to indicate which person on the panel is speaking. For consistency in our experimental study, we simulate a panel presentation in virtual reality (VR) with various types of MR visual cues; in a study with 18 DHH participants, visual cues made it easier to identify speakers.
聋哑人或重听人(DHH)可以通过文本字幕来理解音频,但对于小组演示的复杂环境来说,仅靠字幕往往是不够的,因为多个演讲者之间的轮换是快速和不可预测的。对于DHH个人来说,观看带字幕的小组演讲是一项挑战和疲劳,导致误解和排斥的感觉。在这项工作中,我们研究了混合现实(MR)头戴式显示器的潜力,它可以提供带有视觉线索的字幕,以指示面板上的哪个人在说话。为了在实验研究中保持一致性,我们在虚拟现实(VR)中模拟了一个具有不同类型MR视觉线索的小组演示;在一项对18名DHH参与者的研究中,视觉线索更容易识别说话者。
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引用次数: 5
The Stroop Room: A Virtual Reality-Enhanced Stroop Test Stroop房间:虚拟现实增强Stroop测试
Stefan Gradl, M. Wirth, Nico Mächtlinger, Romina Poguntke, Andrea Wonner, N. Rohleder, B. Eskofier
The Stroop Test is a well known and regularly employed stressor in laboratory research. In contrast to other methods, it is not based on fear of physical harm or social shame. Consequently, it is more likely accepted by a wide population. In our always-on, technology-driven, social-media centered world, large-scale in-field stress research will need adequate experimental tools to explore the increasing prevalence of stress-related diseases without bringing subjects into laboratories. This is why we designed the Stroop Room: A virtual reality-based adaptation of the Stroop Test using elements of the virtual world to extend the demands of the original test and at the same time make it easily accessible. It is open source and can be used and improved by anyone as an in-the-wild, repeatable, laboratory-quality stressor. In this work, the method is presented and an evaluation study described, to demonstrate its effectiveness in provoking cognitive stress. 16 male and 16 female subjects were tested in the Stroop Room while recording the electrocardiogram, electrodermal activity, saliva based cortisol and alpha-amylase, performance metrics and an array of questionnaire-based assessments regarding psychological confounders, stress state and likability of the simulation. Our results show that the Stroop Room increases heart rate on average by 19%, other heart rate variability time-domain parameters (RMSSD, pNN50) decrease by 24%-47%, and its most stress-correlated frequency-parameter (LF/HF) increases by 107%. Skin conductance (SC) level increases by 63% and non-specific SC responses by 135% on average. Salivary cortisol and alpha-amylase concentrations increase significantly in some specific conditions. Compared to related work using the Stroop Test, this is an improvement for some metrics by around 30%-40%. Questionnaire evaluation show a strong engagement of users with the simulation and some aspects of a flow-induction. These findings support the effectiveness of a Stroop Test involving 3-dimensional interactivity and thus the Stroop Room demonstrates how this can be applied in a playful interaction that could be used pervasively.
Stroop测试在实验室研究中是一个众所周知且经常使用的压力源。与其他方法相比,它不是基于对身体伤害或社会耻辱的恐惧。因此,它更有可能被广泛的人群所接受。在我们这个永远在线、技术驱动、以社交媒体为中心的世界里,大规模的现场压力研究将需要足够的实验工具来探索日益流行的压力相关疾病,而无需将受试者带入实验室。这就是我们设计Stroop房间的原因:一个基于虚拟现实的Stroop测试的改编,使用虚拟世界的元素来扩展原始测试的要求,同时使其易于访问。它是开源的,任何人都可以使用和改进它,作为一个野外的、可重复的、实验室质量的压力源。在这项工作中,提出了该方法并描述了一项评估研究,以证明其在引发认知压力方面的有效性。16名男性和16名女性受试者在Stroop Room进行测试,同时记录心电图、皮肤电活动、唾液皮质醇和α -淀粉酶、表现指标和一系列基于问卷的评估,包括心理混杂因素、压力状态和模拟的讨人喜欢性。结果表明,Stroop Room可使心率平均提高19%,其他心率变异性时域参数(RMSSD、pNN50)降低24% ~ 47%,其最应力相关频率参数(LF/HF)提高107%。皮肤电导(SC)水平平均增加63%,非特异性SC反应平均增加135%。唾液皮质醇和α -淀粉酶浓度在某些特定条件下显著增加。与使用Stroop Test的相关工作相比,这在某些指标上提高了30%-40%。问卷评估显示用户对模拟和流量诱导的某些方面有强烈的参与。这些发现支持Stroop测试在三维互动中的有效性,因此Stroop Room展示了如何将其应用于可广泛使用的有趣互动中。
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引用次数: 10
Juggling in VR: Advantages of Immersive Virtual Reality in Juggling Learning VR中的杂耍:沉浸式虚拟现实在杂耍学习中的优势
Jindrich Adolf, Peter Kán, B. Outram, H. Kaufmann, J. Dolezal, L. Lhotská
In this paper, we follow up on research dealing with motion learning in Virtual Reality (VR). We investigate the impact of VR motion learning on motion performance, motivation for motion learning and willingness to continue with the motion learning. In our research, we used three ball juggling as a subject of learning. We performed a user study with 30 participants. A VR application was used in our study which allows setting up lower gravity and thus slowing down the motion for learning purposes. The results were statistically evaluated and we comment on the positive influence of virtual reality on motivation and possibilities of using VR in the motion learning process.
本文对虚拟现实(VR)中运动学习的相关研究进行了跟踪。我们调查了VR运动学习对运动表现的影响,运动学习的动机和继续运动学习的意愿。在我们的研究中,我们以三球杂耍作为学习对象。我们对30名参与者进行了一项用户研究。在我们的研究中使用了一个VR应用程序,它允许设置较低的重力,从而减缓运动,以达到学习的目的。我们对结果进行了统计评估,并评论了虚拟现实对动机的积极影响以及在运动学习过程中使用VR的可能性。
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引用次数: 11
Spatially Accurate Generative Music with AR Drawing 空间精确生成音乐与AR绘图
Kyungjin Yoo, Elijah Schwelling
Recent experiments in semi-automatically generating ambient music have yielded emotionally affecting results, leading scientists and musicians alike to develop and experiment with computational systems for creating audible art with varying degrees of success. Most of these systems are based either in analogue technology such as classic tape-reel recording systems or digital systems like virtual synthesizers triggered by a combination of developer-defined values and random number generation. In this paper, I outline the conceptual reasoning behind and development of one such generative music system which uses a simple but versatile virtual synthesizer to generate sound and sequences of repeating randomly generated notes drawn by the user in augmented reality to formulate the patterns and spatial origin of each sound contributing to the entire generative piece.
最近在半自动生成环境音乐方面的实验已经产生了影响情感的结果,领先的科学家和音乐家都在开发和实验计算机系统,以创造不同程度的成功的听觉艺术。这些系统中的大多数要么基于模拟技术,如经典的磁带卷记录系统,要么基于数字系统,如虚拟合成器,由开发人员定义的值和随机数生成的组合触发。在本文中,我概述了一个这样的生成音乐系统背后的概念推理和发展,该系统使用一个简单但多功能的虚拟合成器来生成声音和由用户在增强现实中绘制的重复随机生成的音符序列,以制定有助于整个生成部分的每个声音的模式和空间起源。
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引用次数: 3
Cinévoqué: Development of a Passively Responsive Framework for Seamless Evolution of Experiences in Immersive Live-Action Movies cin<s:1> voqu<s:1>:在沉浸式真人电影中实现体验无缝演变的被动响应框架的开发
Amarnath Murugan, Jayesh S. Pillai, Amal Dev
Cinematic Virtual Reality’s (CVR) inherent feature of allowing the user to choose their Point of View (POV) within a 360° space brings forth new challenges to storytelling. The approaches used in traditional films do not translate directly to this medium, as it is uncertain if the user would follow all the Points of Interest (POIs) consistently. Our framework, Cinévoqué, aims to address this issue by using the real-time data generated during a VR film to passively alter the narrative and parts of the experience to suit the user’s viewing behavior. In this poster, we discuss the technical approaches used to implement this framework and create responsive live-action CVR.
电影虚拟现实(CVR)允许用户在360°空间内选择自己的视角(POV)的固有特性给故事叙述带来了新的挑战。传统电影中使用的方法不能直接转化为这种媒介,因为不确定用户是否会始终如一地遵循所有兴趣点(poi)。我们的框架cin voqu旨在通过使用VR电影中产生的实时数据来被动地改变叙事和部分体验以适应用户的观看行为来解决这个问题。在这张海报中,我们讨论了用于实施该框架和创建响应式实景CVR的技术方法。
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引用次数: 0
CompRate: Power Efficient Heart Rate and Heart Rate Variability Monitoring on Smart Wearables 对比:智能可穿戴设备上的高效心率和心率变异性监测
Vipula Dissanayake, Don Samitha Elvitigala, Haimo Zhang, Chamod Weerasinghe, Suranga Nanayakkara
Currently, smartwatches are equipped with Photoplethysmography (PPG) sensors to measure Heart Rate (HR) and Heart Rate Variability (HRV). However, PPG sensors consume considerably high energy, making it impractical to monitor HR & HRV continuously for an extended period. Utilising low power accelerometers to estimate HR has been broadly discussed in previous decades. Inspired by prior work, we introduce CompRate, an alternative method to measure HR continuously for an extended period in low-intensity physical activities. CompRate model calibrated for individual users only has an average performance of Root Mean Squared Error (RMSE) 1.58 Beats Per Minute (BPM). Further, CompRate used 3.75 times less energy compared to the built-in PPG sensor. We also demonstrate that CompRate model can be extended to predict HRV. We will demonstrate CompRate in several application scenarios: self-awareness of fatigue and just-in-time interruption while driving; enabling teachers to be aware of students’ mental effort during a learning activity; and the broadcasting of the location of live victims in a disaster situation.
目前,智能手表配备了用于测量心率(HR)和心率变异性(HRV)的光电容积脉搏描记(PPG)传感器。然而,PPG传感器消耗相当高的能量,使得长时间连续监测HR和HRV变得不切实际。在过去的几十年里,利用低功率加速度计来估计人力资源已被广泛讨论。受先前工作的启发,我们引入了compate,这是一种在低强度体力活动中长时间连续测量人力资源的替代方法。为个人用户校准的比较模型的平均性能仅为均方根误差(RMSE) 1.58次/分钟(BPM)。此外,与内置PPG传感器相比,compate使用的能量减少了3.75倍。我们还证明了CompRate模型可以扩展到HRV预测。我们将在几个应用场景中演示compate:驾驶时疲劳和及时中断的自我意识;使教师能够意识到学生在学习活动中的心理努力;以及在灾难情况下直播受害者位置的广播。
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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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