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2014 IEEE Virtual Reality (VR)最新文献

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Neutrino-KAVE: An immersive visualization and fitting tool for neutrino physics education 中微子- kave:一个沉浸式的可视化和适合中微子物理教育的工具
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802062
Elizabeth Izatt, K. Scholberg, Regis Kopper
Water Cherenkov neutrino detectors, like the existing Super-Kamiokande ("Super-K") and the planned Hyper-Kamiokande ("Hyper-K") detectors, are used to study neutrino particle physics. These detectors consist of large vessels holding many thousands of tons of water, as well as tens of thousands of photomultiplier tubes. Such detectors produce large and multi-layered datasets well-suited to immersive visualization and interaction. We have developed a novel virtual reality (VR) application called Neutrino-KAVE which functions as an visualization and data interaction application. Neutrino-KAVE displays the collocation of photon sensors and their color-coded data within a to-scale representation of the Super-K or Hyper-K detector, and provides a new visualization technique for neutrino interaction patterns. Neutrino-KAVE also provides both a mechanism for modifying aspects of the presented data set, and a user interface for system control of this multifaceted application. In this paper, we describe in detail our implementation and design choices. We also report on its use cases, initial reception, and future development.
水切伦科夫中微子探测器,像现有的超级神冈探测器(“超级k”)和计划中的超级神冈探测器(“超级k”)一样,被用来研究中微子粒子物理。这些探测器由装有数千吨水的大型容器以及数万个光电倍增管组成。这样的检测器产生大而多层的数据集,非常适合沉浸式可视化和交互。我们开发了一种新颖的虚拟现实(VR)应用程序,称为Neutrino-KAVE,它具有可视化和数据交互的功能。中微子- kave在Super-K或Hyper-K探测器的按比例表示中显示光子传感器的搭配及其颜色编码数据,并为中微子相互作用模式提供了一种新的可视化技术。Neutrino-KAVE还提供了一种机制,用于修改所呈现的数据集的各个方面,并提供了一个用户界面,用于系统控制这个多方面的应用程序。在本文中,我们详细描述了我们的实现和设计选择。我们还报告了它的用例、最初的接收情况和未来的发展。
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引用次数: 13
Diplopia: A virtual reality game designed to help amblyopics 复视:一款旨在帮助弱视的虚拟现实游戏
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802102
J. Blaha, Manish Gupta
Virtual reality has the potential to measure and help many vision problems. More than 3% of the population have amblyopia, commonly known as lazy eye, a weakness and impairment of vision in one or both of the eyes [1]. Amblyopia often results in a suppression of the information coming from the bad eye, and a loss of stereoscopic vision as a result. It was long thought that people with amblyopia could not improve the vision in their bad eye or gain stereoscopic vision after a critical age of 10-12 years old. Recent research indicates the adult brain is more plastic with regards to suppressiion than previously thought. [2]. Inspired by this, we have built a virtual reality game, called Diplopia, using Unity3D which utilizes the Oculus Rift head-mounted display (HMD) and the Leap Motion controller to help people with amblyopia restore vision in their amblyopic eye.
虚拟现实有可能测量和帮助许多视觉问题。超过3%的人患有弱视,俗称“懒眼”,即一只或两只眼睛的视力虚弱和受损[1]。弱视通常会导致来自坏眼睛的信息被抑制,从而导致立体视觉的丧失。长期以来,人们一直认为弱视患者在10-12岁这一关键年龄之后无法改善其坏眼的视力或获得立体视力。最近的研究表明,成年人的大脑在抑制方面比以前认为的更具可塑性。[2]. 受此启发,我们制作了一款名为复视的虚拟现实游戏,使用Unity3D,利用Oculus Rift头戴式显示器(HMD)和Leap Motion控制器来帮助弱视患者恢复他们弱视的视力。
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引用次数: 48
An ungrounded tactile feedback device to portray force and torque-like interactions in virtual environments 一种非接地触觉反馈装置,用于在虚拟环境中描绘力和扭矩之类的相互作用
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802106
Ashley L. Guinan, Markus N. Montandon, Andrew J. Doxon, W. Provancher
Our lab has developed a haptic feedback device to provide ungrounded tactile feedback through the motion of actuated sliding plate contactors. Interaction with a virtual environment is provided to a user through a device equipped with tactile feedback and six degree-of-freedom spatial position sensing. Our tactile feedback device is composed of three sliding plate skin stretch displays positioned around the handle, providing feedback to a user's palm. Our dual-handed tactile feedback system allows independent motion of hands, while providing feedback that creates a kinesthetic experience. We demonstrate fundamental physical interactions such as mass, spring, and damper interactions, which are the building blocks used in every virtual model. Various virtual environments are used to demonstrate physical interactions with objects.
我们的实验室开发了一种触觉反馈装置,通过驱动滑板接触器的运动提供不接地的触觉反馈。通过配备触觉反馈和六自由度空间位置感知的设备,向用户提供与虚拟环境的交互。我们的触觉反馈装置由三个位于手柄周围的滑动板皮肤拉伸显示器组成,向用户的手掌提供反馈。我们的双手触觉反馈系统允许双手独立运动,同时提供反馈,创造动觉体验。我们展示了基本的物理相互作用,如质量,弹簧和阻尼器相互作用,这是每个虚拟模型中使用的构建块。各种虚拟环境用于演示与对象的物理交互。
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引用次数: 5
Design and evaluation of visual feedback for virtual grasp 虚拟抓取视觉反馈的设计与评价
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802075
Mores Prachyabrued, C. Borst
We tuned and evaluated visual feedback techniques for virtual grasps. To date, development of such feedback has been largely ad-hoc, with minimal work that can guide technique selection. We considered several techniques including both standard and novel aspects. In terms of impact on real hand behavior, the best techniques all directly reveal penetrating hand configuration in some way. Subjectively, color changes are most liked.
我们调整并评估了虚拟抓取的视觉反馈技术。到目前为止,这种反馈的开发在很大程度上是临时的,很少有工作可以指导技术选择。我们考虑了几种技术,包括标准的和新颖的方面。就对真手行为的影响而言,最好的技术都以某种方式直接揭示了穿透手的结构。主观上,颜色变化是最受欢迎的。
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引用次数: 2
Decoupled mapping and localization for Augmented Reality on a mobile phone 手机上增强现实的解耦映射和定位
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802069
Pierre Martin, É. Marchand, P. Houlier, Isabelle Marchal
Using Simultaneous Localization And Mapping (SLAM) methods become more and more common in Augmented Reality (AR). To achieve real-time requirement and to cope with scale factor and the lack of absolute positioning issue, we propose to decouple the localization and the mapping step. We explain the benefits of this approach and how a SLAM strategy can still be used in a way that is meaningful for the end user.
同时定位与绘图(SLAM)方法在增强现实(AR)中越来越普遍。为了满足实时性要求,并解决比例因素和缺乏绝对定位的问题,我们提出将定位与映射步骤解耦。我们解释了这种方法的好处,以及如何以对最终用户有意义的方式使用SLAM策略。
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引用次数: 13
The effect of eye position on the view of virtual geometry 眼位对虚拟几何视图的影响
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802064
J. A. Jones, D. Krum, M. Bolas
In this document we discuss a study that investigates the effect of eye position on the apparent location of imagery presented in an off-the-shelf head worn display. We test a range of reasonable eye positions that may result from person-to-person variations in display placement and interpupillary distances. It was observed that the pattern of geometric distortions introduced by the display's optical system changes substantially as the eye moves from one position to the next. These visual displacements can be on the order of several degrees and increase in magnitude towards the peripheral edges of the field of view. Though many systems calibrate for interpupillary distance and optical distortions separately, this may be insufficient as eye position influences distortion characteristics.
在本文中,我们讨论了一项研究,该研究调查了眼睛位置对在现成的头戴显示器中呈现的图像的表观位置的影响。我们测试了一系列合理的眼睛位置,这些位置可能是由于人与人之间在显示位置和瞳孔间距上的差异造成的。人们观察到,当眼睛从一个位置移动到另一个位置时,显示器的光学系统引入的几何扭曲模式发生了实质性的变化。这些视觉位移可以在几个度的顺序上,并且在视野的外围边缘增加幅度。虽然许多系统分别校准瞳孔间距和光学畸变,但这可能是不够的,因为眼睛位置影响畸变特性。
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引用次数: 2
Design and evaluation of Binaural auditory rendering for CAVEs 洞穴双耳听觉渲染的设计与评价
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802057
F. Grani, F. Argelaguet, V. Gouranton, M. Badawi, R. Gaugne, S. Serafin, A. Lécuyer
We describe an experiment whose goal is to investigate the usage of different audio rendering techniques delivered through headphones while walking inside a wide four-side CAVE environment. In our experiment, participants had to physically walked along a virtual path exposed to different auditory stimuli. Each subject was exposed to three conditions: Stereo, Binaural sound spatially congruent with visual and binaural sound spatially incongruent with visuals and had to rate subjectively each. The results of the experiment showed increased preference ratings for the binaural audio rendering, followed by stereo rendering. As expected incongruent spatial cues were ranked significantly lower. Binaural rendering can deliver an increased immersive experience and do no require specialized hardware.
我们描述了一个实验,其目标是研究在宽阔的四方洞穴环境中行走时通过耳机传递的不同音频渲染技术的使用情况。在我们的实验中,参与者必须在不同的听觉刺激下沿着虚拟路径行走。每个被试都被暴露在三种条件下:立体声、空间上与视觉一致的双耳声音和空间上与视觉不一致的双耳声音,并对每种条件进行主观评价。实验结果显示,人们对双耳音频呈现的偏好程度增加,其次是立体声呈现。正如预期的那样,不一致的空间线索的排名明显较低。双耳渲染可以提供更加身临其境的体验,而且不需要专门的硬件。
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引用次数: 4
The design of a retinal resolution fully immersive VR display 设计了一种视网膜分辨率完全沉浸式的虚拟现实显示器
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802065
Anne Kenyon, J. Rosendale, Samuel G. Fulcomer, D. Laidlaw
We present the design of Brown University's new Cave, which is expected to be fully operational in February 2014. With one arc-minute resolution, 3.8 π steradians of visual surround, head-tracked stereo, and an almost seamless screen, this Cave offers advances to the state-of-the-art virtual reality experience. This improvement is achieved with the installation of 69 high-resolution long throw projectors, a cylindrical screen with conical ceiling, and a 135 square foot rear-projection floor. Though Caves have been around for over 20 years, they have remained impractical for many potential uses due to their limited resolution, brightness, and overall immersion. Brown's new Cave aims to bridge this gap.
我们展示了布朗大学新洞穴的设计,预计将于2014年2月全面投入使用。一个弧分钟的分辨率,3.8 π的视觉环绕,头部跟踪立体声,和一个几乎无缝的屏幕,这个洞穴提供了先进的最先进的虚拟现实体验。这一改进是通过安装69台高分辨率长抛投影机、一个带锥形天花板的圆柱形屏幕和一个135平方英尺的后投影地板来实现的。虽然洞穴已经存在了20多年,但由于其有限的分辨率,亮度和整体沉浸感,它们对于许多潜在的用途仍然不切实际。布朗的新洞穴旨在弥合这一差距。
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引用次数: 11
AR jigsaw puzzle with RGB-D based detection of texture-less pieces 基于RGB-D的无纹理碎片检测的AR拼图
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802109
J. P. Lima, J. M. Teixeira, V. Teichrieb
This demo presents an AR application that helps the user to solve a jigsaw puzzle that consists of non-textured pieces with a discriminative shape. The pieces are detected, their poses are estimated and the ones that are correctly assembled are highlighted. In order to detect the pieces, the Depth-Assisted Rectification of Contours (DARC) method is used, which performs detection and pose estimation of texture-less planar objects using an RGB-D camera.
本演示演示了一个AR应用程序,该应用程序可以帮助用户解决由具有不同形状的无纹理碎片组成的拼图。检测碎片,估计它们的姿势,并突出显示正确组装的碎片。为了检测碎片,使用深度辅助轮廓校正(deep - assisted correction of Contours, DARC)方法,该方法使用RGB-D相机对无纹理的平面物体进行检测和姿态估计。
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引用次数: 2
Global illumination for Augmented Reality on mobile phones 手机上增强现实的全局照明
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802055
Michael Csongei, Liem Hoang, C. Sandor, Yong-Beom Lee
The goal of our work is to create highly realistic graphics for Augmented Reality on mobile phones. One of the greatest challenges for this is to provide realistic lighting of the virtual objects that matches the real world lighting. This becomes even more difficult with the limited capabilities of mobile phone GPUs. Our approach differs in the following important aspects compared to previous attempts: (1) most have relied on rasterizer approaches, while our approach is based on raytracing; (2) we perform distributed rendering in order to address the limited mobile GPU capabilities; (3) we use image-based lighting from a pre-captured panorama to incorporate real world lighting. We utilize two markers: one for object tracking and one for registering the panorama. Our initial results are encouraging, as the visual quality resembles real objects and also the reference renderings which were created offline. However, we still need to validate our approach in human subject studies, especially with regards to the trade-off between latency of remote rendering and visual quality.
我们的工作目标是为手机上的增强现实创造高度逼真的图形。其中最大的挑战之一是提供与现实世界照明相匹配的虚拟物体的逼真照明。由于手机gpu的能力有限,这变得更加困难。与之前的尝试相比,我们的方法在以下几个重要方面有所不同:(1)大多数方法依赖于光栅化方法,而我们的方法基于光线追踪;(2)我们执行分布式渲染,以解决有限的移动GPU功能;(3)我们使用基于图像的照明,从一个预先捕获的全景,以结合现实世界的照明。我们使用两个标记:一个用于对象跟踪,一个用于注册全景。我们最初的结果是令人鼓舞的,因为视觉质量与真实物体相似,也与离线创建的参考效果图相似。然而,我们仍然需要在人类受试者研究中验证我们的方法,特别是在远程渲染延迟和视觉质量之间的权衡方面。
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引用次数: 6
期刊
2014 IEEE Virtual Reality (VR)
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