首页 > 最新文献

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

英文 中文
Virtual environment for processing medial axis representations of 3D nanoscale reconstructions of brain cellular structures 处理三维纳米级脑细胞结构重建的中间轴表示的虚拟环境
Daniya Boges, C. Calì, P. Magistretti, M. Hadwiger, Ronell Sicat, Marco Agus
We present a novel immersive environment for the interactive analysis of nanoscale cellular reconstructions of rodent brain samples acquired through electron microscopy. The system is focused on medial axis representations (skeletons) of branched and tubular structures of brain cells, and it is specifically designed for: i) effective semi-automatic creation of skeletons from surface-based representations of cells and structures ii) fast proofreading, i.e., correcting and editing of semi-automatically constructed skeleton representations, and iii) useful exploration, i.e., measuring, comparing, and analyzing geometric features related to cellular structures based on medial axis representations. The application runs in a standard PC-tethered virtual reality (VR) setup with a head mounted display (HMD), controllers, and tracking sensors. The system is currently used by neuroscientists for performing morphology studies on sparse reconstructions of glial cells and neurons extracted from a sample of the somatosensory cortex of a juvenile rat.
我们提出了一种新的沉浸式环境,用于通过电子显微镜获得的啮齿动物大脑样品的纳米级细胞重建的交互式分析。该系统专注于脑细胞分支和管状结构的内轴线表示(骨架),它是专门为:1)基于细胞和结构的表面表示有效的半自动创建骨架;2)快速校对,即对半自动构建的骨架表示进行校正和编辑;3)有用的探索,即基于中轴表示测量、比较和分析与细胞结构相关的几何特征。该应用程序运行在标准的pc连接虚拟现实(VR)设置中,带有头戴式显示器(HMD)、控制器和跟踪传感器。该系统目前被神经科学家用于对从幼年大鼠体感觉皮层样本中提取的神经胶质细胞和神经元进行稀疏重建的形态学研究。
{"title":"Virtual environment for processing medial axis representations of 3D nanoscale reconstructions of brain cellular structures","authors":"Daniya Boges, C. Calì, P. Magistretti, M. Hadwiger, Ronell Sicat, Marco Agus","doi":"10.1145/3359996.3365042","DOIUrl":"https://doi.org/10.1145/3359996.3365042","url":null,"abstract":"We present a novel immersive environment for the interactive analysis of nanoscale cellular reconstructions of rodent brain samples acquired through electron microscopy. The system is focused on medial axis representations (skeletons) of branched and tubular structures of brain cells, and it is specifically designed for: i) effective semi-automatic creation of skeletons from surface-based representations of cells and structures ii) fast proofreading, i.e., correcting and editing of semi-automatically constructed skeleton representations, and iii) useful exploration, i.e., measuring, comparing, and analyzing geometric features related to cellular structures based on medial axis representations. The application runs in a standard PC-tethered virtual reality (VR) setup with a head mounted display (HMD), controllers, and tracking sensors. The system is currently used by neuroscientists for performing morphology studies on sparse reconstructions of glial cells and neurons extracted from a sample of the somatosensory cortex of a juvenile rat.","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":"129805826","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: 2
A Haptic-enhanced New Approach to Laryngoscopy 触觉增强喉镜检查新方法
S. Yasmin
Laryngoscopy or endotracheal intubation is a common medical procedure where a tube is passed into the lungs of patients for providing oxygen or other anesthetic gas. Improper intubation can be life threatening; hence, emphasis is laid on proper hand-eye coordination and an understanding of proper exertion of pressure on the patient’s body. This paper proposes a haptic-based implementation of endotracheal intubation to address shortcomings in existing approaches.
喉镜检查或气管内插管是一种常见的医疗程序,其中一根管子进入患者的肺部以提供氧气或其他麻醉气体。插管不当可能危及生命;因此,重点放在适当的手眼协调和对患者身体适当施加压力的理解上。本文提出了一种基于触觉的气管插管实现,以解决现有方法的缺点。
{"title":"A Haptic-enhanced New Approach to Laryngoscopy","authors":"S. Yasmin","doi":"10.1145/3359996.3364736","DOIUrl":"https://doi.org/10.1145/3359996.3364736","url":null,"abstract":"Laryngoscopy or endotracheal intubation is a common medical procedure where a tube is passed into the lungs of patients for providing oxygen or other anesthetic gas. Improper intubation can be life threatening; hence, emphasis is laid on proper hand-eye coordination and an understanding of proper exertion of pressure on the patient’s body. This paper proposes a haptic-based implementation of endotracheal intubation to address shortcomings in existing approaches.","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":"130093581","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
Comparing Convex Region-of-Interest Selection Techniques for Surface Geometry 比较曲面几何凸感兴趣区域选择技术
Bret Jackson, Kayla Beckham, Anael Kuperwajs Cohen, Brianna C Heggeseth
Selecting 3D regions-of-interest (ROI) in surface geometry is essential for 3D modeling, but few 3D user interfaces using fully manual input for ROI selection exist. Furthermore, their relative performance is not well studied. We present an evaluation comparing three ROI techniques: Volume Cube [Ulinski et al. 2007], Slice-n- Swipe [Bacim et al. 2014], and Yea Big Yea High Selection [Jackson et al. 2018]. Results show that Yea Big Yea High is best for tasks requiring high accuracy and speed, but modifications may be needed for use in dense geometry or with non-convex ROI.
在表面几何中选择3D感兴趣区域(ROI)对于3D建模至关重要,但目前很少有完全手动输入ROI选择的3D用户界面。此外,它们的相对性能还没有得到很好的研究。我们提出了一项评估,比较了三种ROI技术:Volume Cube [Ulinski等人,2007],Slice-n- Swipe [Bacim等人,2014]和Yea Big Yea High Selection [Jackson等人,2018]。结果表明,对于要求高精度和高速度的任务,Yea Big Yea High是最好的,但在密集几何或非凸ROI中使用可能需要修改。
{"title":"Comparing Convex Region-of-Interest Selection Techniques for Surface Geometry","authors":"Bret Jackson, Kayla Beckham, Anael Kuperwajs Cohen, Brianna C Heggeseth","doi":"10.1145/3359996.3364258","DOIUrl":"https://doi.org/10.1145/3359996.3364258","url":null,"abstract":"Selecting 3D regions-of-interest (ROI) in surface geometry is essential for 3D modeling, but few 3D user interfaces using fully manual input for ROI selection exist. Furthermore, their relative performance is not well studied. We present an evaluation comparing three ROI techniques: Volume Cube [Ulinski et al. 2007], Slice-n- Swipe [Bacim et al. 2014], and Yea Big Yea High Selection [Jackson et al. 2018]. Results show that Yea Big Yea High is best for tasks requiring high accuracy and speed, but modifications may be needed for use in dense geometry or with non-convex ROI.","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":"122256142","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: 2
Interactive Visualization of Painting Data with Augmented Reality 基于增强现实的绘画数据交互可视化
Kyungjin Yoo, Dean Foster
Exploration of Augmented Reality technologies has increased substantially and the increase in both popularity and technological maturity has also led to several applications being developed for educational and museum environments. Specifically, a greater focus has been placed upon creating memorable experiences that both attract and educate museum patrons. Attempts to do this involve creating both Virtual Reality and Augmented Reality experiences, such as having users enter into immersive worlds that demonstrate the history of a certain time period, or applications that overlay life-like models of those animals in the very room the user is standing in. Many of these experiences are quite exceptional but begin to lack in variety when moving towards the art gallery, and mainly focus on making painting information more accessible. In an attempt to address this, this project outlines the design and evaluation of a proof-of-concept meant to study if adding interaction through Augmented Reality to paintings themselves would be both technologically feasible and desirable.
增强现实技术的探索已经大大增加,普及程度和技术成熟度的提高也导致了一些用于教育和博物馆环境的应用程序的开发。具体来说,更大的重点是创造令人难忘的体验,吸引和教育博物馆的顾客。要做到这一点,需要同时创建虚拟现实和增强现实体验,比如让用户进入展示特定时期历史的沉浸式世界,或者在用户所在的房间里覆盖这些动物的逼真模型。这些经历很多都是非常特殊的,但当走向美术馆时,就开始缺乏多样性,主要集中在让绘画信息更容易获得。为了解决这个问题,这个项目概述了一个概念验证的设计和评估,旨在研究通过增强现实技术在绘画本身中添加交互是否在技术上可行和可取。
{"title":"Interactive Visualization of Painting Data with Augmented Reality","authors":"Kyungjin Yoo, Dean Foster","doi":"10.1145/3359996.3364732","DOIUrl":"https://doi.org/10.1145/3359996.3364732","url":null,"abstract":"Exploration of Augmented Reality technologies has increased substantially and the increase in both popularity and technological maturity has also led to several applications being developed for educational and museum environments. Specifically, a greater focus has been placed upon creating memorable experiences that both attract and educate museum patrons. Attempts to do this involve creating both Virtual Reality and Augmented Reality experiences, such as having users enter into immersive worlds that demonstrate the history of a certain time period, or applications that overlay life-like models of those animals in the very room the user is standing in. Many of these experiences are quite exceptional but begin to lack in variety when moving towards the art gallery, and mainly focus on making painting information more accessible. In an attempt to address this, this project outlines the design and evaluation of a proof-of-concept meant to study if adding interaction through Augmented Reality to paintings themselves would be both technologically feasible and desirable.","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":"127326006","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
A Comparative Study of Planar Surface and Spherical Surface for 3D Pointing Using Direct Touch 平面与球面直接触摸三维指向的比较研究
Naoki Yanagihara, B. Shizuki, Shin Takahashi
We investigated the performance of 3D pointing using direct touch in a planar surface condition (PC) and a spherical surface condition (SC). In addition, we examined the performance in terms of Fitts’ law. Although the results showed that the performance in SC was slightly worse than PC, SC was higher conformed to Fitts’ law than PC without the conditions involving head rotation (PC’s and SC’s R2 is 0.945 and 0.971, respectively).
我们研究了在平面条件(PC)和球面条件(SC)下使用直接触摸进行三维指向的性能。此外,我们根据菲茨定律检查了性能。虽然实验结果显示,在头部旋转条件下,SC比PC更符合Fitts定律(PC和SC的R2分别为0.945和0.971)。
{"title":"A Comparative Study of Planar Surface and Spherical Surface for 3D Pointing Using Direct Touch","authors":"Naoki Yanagihara, B. Shizuki, Shin Takahashi","doi":"10.1145/3359996.3364814","DOIUrl":"https://doi.org/10.1145/3359996.3364814","url":null,"abstract":"We investigated the performance of 3D pointing using direct touch in a planar surface condition (PC) and a spherical surface condition (SC). In addition, we examined the performance in terms of Fitts’ law. Although the results showed that the performance in SC was slightly worse than PC, SC was higher conformed to Fitts’ law than PC without the conditions involving head rotation (PC’s and SC’s R2 is 0.945 and 0.971, respectively).","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":"121306050","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: 3
Interactive Virtual-Reality Fire Extinguisher with Haptic Feedback 带有触觉反馈的交互式虚拟现实灭火器
Sang-Woo Seo, Seungjoon Kwon, Waseem Hassan, A. Talhan, Seokhee Jeon
We present an interactive virtual-reality (VR) fire extinguisher that provides both realistic viewing using a head-mounted display (HMD) and kinesthetic experiences using a pneumatic muscle and vibrotactile transducer. The VR fire extinguisher is designed to train people to use a fire extinguisher skillfully in real fire situations. We seamlessly integrate three technologies: VR, object motion tracking, and haptic feedback. A fire scene is immersed in the HMD, and a motion tracker is used to replicate a real designed object into the virtual environment to realize augmented reality. In addition, when the handle of the fire extinguisher is squeezed to release the extinguishing agent, the haptic device generates both vibrotactile and air flow tactile feedback signals, providing the same experience as that obtained while using a real fire extinguisher.
我们提出了一种交互式虚拟现实(VR)灭火器,它使用头戴式显示器(HMD)提供逼真的视觉效果,并使用气动肌肉和振动触觉传感器提供动觉体验。VR灭火器旨在训练人们在真实的火灾情况下熟练使用灭火器。我们无缝集成了三项技术:VR,物体运动跟踪和触觉反馈。在HMD中浸入火灾场景,利用运动跟踪器将真实设计的物体复制到虚拟环境中,实现增强现实。此外,当挤压灭火器手柄释放灭火剂时,触觉装置同时产生振动触觉和气流触觉反馈信号,提供与使用真实灭火器相同的体验。
{"title":"Interactive Virtual-Reality Fire Extinguisher with Haptic Feedback","authors":"Sang-Woo Seo, Seungjoon Kwon, Waseem Hassan, A. Talhan, Seokhee Jeon","doi":"10.1145/3359996.3364725","DOIUrl":"https://doi.org/10.1145/3359996.3364725","url":null,"abstract":"We present an interactive virtual-reality (VR) fire extinguisher that provides both realistic viewing using a head-mounted display (HMD) and kinesthetic experiences using a pneumatic muscle and vibrotactile transducer. The VR fire extinguisher is designed to train people to use a fire extinguisher skillfully in real fire situations. We seamlessly integrate three technologies: VR, object motion tracking, and haptic feedback. A fire scene is immersed in the HMD, and a motion tracker is used to replicate a real designed object into the virtual environment to realize augmented reality. In addition, when the handle of the fire extinguisher is squeezed to release the extinguishing agent, the haptic device generates both vibrotactile and air flow tactile feedback signals, providing the same experience as that obtained while using a real fire extinguisher.","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":"126195871","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: 7
Experiencing Waiting Time in Virtual Reality 在虚拟现实中体验等待时间
Jean-Luc Lugrin, Fabian Unruh, Maximilian Landeck, yoan Lamour, Marc Erich Latoschik, K. Vogeley, M. Wittmann
This article investigates the impact of waiting in Virtual Reality (VR) on the perception of time. We manipulated the visual quality of a virtual room replicating a real one (360-picture vs. 3D-model) with and without avatar embodiment (no-avatar vs. avatar). We only observed a significant difference in the estimated time duration between the real and the virtual worlds when using no avatar within a 3D model of the room. Our early results suggest that a VR environment with an avatar and a simple 3D model or 360 picture room is not significantly perturbing time perception and thus could be used for diagnosis and therapy of psychiatric conditions related to altered time perception.
本文研究了虚拟现实(VR)中等待对时间感知的影响。我们操纵了虚拟房间复制真实房间的视觉质量(360图像vs 3d模型),有和没有化身(无化身vs虚拟化身)。只有在房间的3D模型中不使用虚拟角色时,我们才观察到真实世界和虚拟世界之间的估计持续时间有显著差异。我们的早期结果表明,带有虚拟化身和简单3D模型或360图像室的VR环境不会显著干扰时间感知,因此可用于与时间感知改变相关的精神疾病的诊断和治疗。
{"title":"Experiencing Waiting Time in Virtual Reality","authors":"Jean-Luc Lugrin, Fabian Unruh, Maximilian Landeck, yoan Lamour, Marc Erich Latoschik, K. Vogeley, M. Wittmann","doi":"10.1145/3359996.3364807","DOIUrl":"https://doi.org/10.1145/3359996.3364807","url":null,"abstract":"This article investigates the impact of waiting in Virtual Reality (VR) on the perception of time. We manipulated the visual quality of a virtual room replicating a real one (360-picture vs. 3D-model) with and without avatar embodiment (no-avatar vs. avatar). We only observed a significant difference in the estimated time duration between the real and the virtual worlds when using no avatar within a 3D model of the room. Our early results suggest that a VR environment with an avatar and a simple 3D model or 360 picture room is not significantly perturbing time perception and thus could be used for diagnosis and therapy of psychiatric conditions related to altered time perception.","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":"126698208","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: 10
Interactive Visualization of Painting Data with Augmented Reality 基于增强现实的绘画数据交互可视化
Kyungjin Yoo, Dean Foster
Exploration of Augmented Reality technologies has increased substantially and the increase in both popularity and technological maturity has also led to several applications being developed for educational and museum environments. Specifically, a greater focus has been placed upon creating memorable experiences that both attract and educate museum patrons. Attempts to do this involve creating both Virtual Reality and Augmented Reality experiences, such as having users enter into immersive worlds that demonstrate the history of a certain time period, or applications that overlay life-like models of those animals in the very room the user is standing in. Many of these experiences are quite exceptional but begin to lack in variety when moving towards the art gallery, and mainly focus on making painting information more accessible. In an attempt to address this, this project outlines the design and evaluation of a proof-of-concept meant to study if adding interaction through Augmented Reality to paintings themselves would be both technologically feasible and desirable.
增强现实技术的探索已经大大增加,普及程度和技术成熟度的提高也导致了一些用于教育和博物馆环境的应用程序的开发。具体来说,更大的重点是创造令人难忘的体验,吸引和教育博物馆的顾客。要做到这一点,需要同时创建虚拟现实和增强现实体验,比如让用户进入展示特定时期历史的沉浸式世界,或者在用户所在的房间里覆盖这些动物的逼真模型。这些经历很多都是非常特殊的,但当走向美术馆时,就开始缺乏多样性,主要集中在让绘画信息更容易获得。为了解决这个问题,这个项目概述了一个概念验证的设计和评估,旨在研究通过增强现实技术在绘画本身中添加交互是否在技术上可行和可取。
{"title":"Interactive Visualization of Painting Data with Augmented Reality","authors":"Kyungjin Yoo, Dean Foster","doi":"10.1145/3359996.3365032","DOIUrl":"https://doi.org/10.1145/3359996.3365032","url":null,"abstract":"Exploration of Augmented Reality technologies has increased substantially and the increase in both popularity and technological maturity has also led to several applications being developed for educational and museum environments. Specifically, a greater focus has been placed upon creating memorable experiences that both attract and educate museum patrons. Attempts to do this involve creating both Virtual Reality and Augmented Reality experiences, such as having users enter into immersive worlds that demonstrate the history of a certain time period, or applications that overlay life-like models of those animals in the very room the user is standing in. Many of these experiences are quite exceptional but begin to lack in variety when moving towards the art gallery, and mainly focus on making painting information more accessible. In an attempt to address this, this project outlines the design and evaluation of a proof-of-concept meant to study if adding interaction through Augmented Reality to paintings themselves would be both technologically feasible and desirable.","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":"115684036","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
Technologies for Social Augmentations in User-Embodied Virtual Reality 用户虚拟现实中的社交增强技术
D. Roth, G. Bente, Peter Kullmann, David Mal, Christian Felix Purps, K. Vogeley, Marc Erich Latoschik
Technologies for Virtual, Mixed, and Augmented Reality (VR, MR, and AR) allow to artificially augment social interactions and thus to go beyond what is possible in real life. Motivations for the use of social augmentations are manifold, for example, to synthesize behavior when sensory input is missing, to provide additional affordances in shared environments, or to support inclusion and training of individuals with social communication disorders. We review and categorize augmentation approaches and propose a software architecture based on four data layers. Three components further handle the status analysis, the modification, and the blending of behaviors. We present a prototype (injectX) that supports behavior tracking (body motion, eye gaze, and facial expressions from the lower face), status analysis, decision-making, augmentation, and behavior blending in immersive interactions. Along with a critical reflection, we consider further technical and ethical aspects.
虚拟现实、混合现实和增强现实(VR、MR和AR)技术允许人为地增强社会互动,从而超越现实生活中的可能性。使用社交增强功能的动机是多方面的,例如,在缺少感官输入时综合行为,在共享环境中提供额外的支持,或支持包容和培训有社交沟通障碍的个人。我们回顾和分类了增强方法,并提出了一个基于四个数据层的软件架构。三个组件进一步处理状态分析、修改和行为混合。我们展示了一个原型(injectX),它支持沉浸式交互中的行为跟踪(身体运动、眼睛注视和面部表情)、状态分析、决策、增强和行为混合。随着批判性的反思,我们进一步考虑技术和道德方面。
{"title":"Technologies for Social Augmentations in User-Embodied Virtual Reality","authors":"D. Roth, G. Bente, Peter Kullmann, David Mal, Christian Felix Purps, K. Vogeley, Marc Erich Latoschik","doi":"10.1145/3359996.3364269","DOIUrl":"https://doi.org/10.1145/3359996.3364269","url":null,"abstract":"Technologies for Virtual, Mixed, and Augmented Reality (VR, MR, and AR) allow to artificially augment social interactions and thus to go beyond what is possible in real life. Motivations for the use of social augmentations are manifold, for example, to synthesize behavior when sensory input is missing, to provide additional affordances in shared environments, or to support inclusion and training of individuals with social communication disorders. We review and categorize augmentation approaches and propose a software architecture based on four data layers. Three components further handle the status analysis, the modification, and the blending of behaviors. We present a prototype (injectX) that supports behavior tracking (body motion, eye gaze, and facial expressions from the lower face), status analysis, decision-making, augmentation, and behavior blending in immersive interactions. Along with a critical reflection, we consider further technical and ethical aspects.","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":"116211875","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: 57
Effects of Age and Motivation for Visiting on AR Museum Experiences 年龄和参观动机对AR博物馆体验的影响
Narae Park, Yohan Hong, Hyunjeong Pak, Jung Who Nam, Kyoungsu Kim, Junbom Pyo, Kyungwon Gil, Kyoobin Lee
Augmented reality(AR) provides a unique viewing experience at museums where people understand abstract history through physical artifacts. Although AR usage in museum settings has been increasing, it is not well understood how AR viewing experience differs in different groups of visitors, which can be problematic considering that museums are places visited by diverse groups of people. In this study, we evaluate the differences in AR experiences according to the characteristics of the visitors. The results show the effect of AR usage in museum settings with visitors’ different age groups and motivations for visiting.
增强现实技术(AR)在博物馆里提供了一种独特的观看体验,人们可以通过实物文物了解抽象的历史。尽管增强现实技术在博物馆中的使用越来越多,但人们并不清楚不同游客群体的增强现实观看体验有何不同,考虑到博物馆是由不同人群参观的地方,这可能会带来问题。在本研究中,我们根据访客的特征来评估AR体验的差异。研究结果显示,不同年龄层和不同参观动机的游客在博物馆环境中使用AR的效果。
{"title":"Effects of Age and Motivation for Visiting on AR Museum Experiences","authors":"Narae Park, Yohan Hong, Hyunjeong Pak, Jung Who Nam, Kyoungsu Kim, Junbom Pyo, Kyungwon Gil, Kyoobin Lee","doi":"10.1145/3359996.3364711","DOIUrl":"https://doi.org/10.1145/3359996.3364711","url":null,"abstract":"Augmented reality(AR) provides a unique viewing experience at museums where people understand abstract history through physical artifacts. Although AR usage in museum settings has been increasing, it is not well understood how AR viewing experience differs in different groups of visitors, which can be problematic considering that museums are places visited by diverse groups of people. In this study, we evaluate the differences in AR experiences according to the characteristics of the visitors. The results show the effect of AR usage in museum settings with visitors’ different age groups and motivations for visiting.","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":"128225039","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: 2
期刊
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1