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2014 IEEE Virtual Reality (VR)最新文献

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C-OLiVE: Group co-located interaction in VEs for contextual learning C-OLiVE:面向情境学习的虚拟企业群体协同互动
Pub Date : 2014-03-01 DOI: 10.1109/VR.2014.6802085
P. Apostolellis, D. Bowman
In informal learning spaces employing digital content, such as museums, visitors either do not get adequate exposure to content or get information through passive instruction offered by a museum docent to the whole group. This research aims to identify which elements of co-located group collaboration, virtual environments, and serious games can be leveraged for an enhanced learning experience. Our hypothesis is that synchronous, co-located, group collaboration will afford greater learning compared to conventional approaches. We developed C-OLiVE, an interactive virtual learning environment supporting tripartite group collaboration, which we will use as a testbed to respond to our research questions. In this paper, we discuss our proposed research, which involves exploring some benefits of the involved technologies and proposing a list of design guidelines for anyone interested to exploit them in developing virtual environments for informal learning spaces.
在采用数字内容的非正式学习空间中,如博物馆,游客要么无法充分接触到内容,要么通过博物馆讲解员向整个群体提供的被动指导来获取信息。这项研究的目的是确定在同一地点的小组合作、虚拟环境和严肃游戏中,哪些元素可以用来增强学习体验。我们的假设是,与传统方法相比,同步、同址、小组协作将提供更多的学习机会。我们开发了C-OLiVE,这是一个支持三方小组协作的交互式虚拟学习环境,我们将把它用作回答我们研究问题的测试平台。在本文中,我们讨论了我们提出的研究,其中包括探索所涉及技术的一些好处,并为任何有兴趣在开发非正式学习空间的虚拟环境中利用它们的人提出了一系列设计指南。
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引用次数: 2
A proof-of-concept study on the impact of artificial hypergravity on force-adapted target sizing for direct Augmented Reality pointing 人工超重力对直接增强现实指向力适应目标尺寸影响的概念验证研究
Pub Date : 2014-03-01 DOI: 10.1109/VR.2014.6802068
Daniela Markov-Vetter, Vanja Zander, J. Latsch, O. Staadt
The performance of Augmented Reality (AR) direct object selection coded outside of the human egocentric body frame of reference is decreased under short-term altered gravity. Therefore an adequate countermeasure is required. This paper presents the results of a proof-of-concept (POC) study to investigate the impact of simulated hypergravity on target's size and distance. For gravity-dependent resizing and -positioning we used Hooke's law for the target deformation. The POC study was divided in two experiments, whereby hypergravity was induced by a long-arm human centrifuge and by weights attached to subjects' dominant arm. The study showed that at higher gravity levels larger target size and larger distance between the targets led to increased performance.
增强现实(AR)的直接目标选择编码在人类自我中心的身体参照系之外,在短期重力变化下性能下降。因此,需要适当的对策。本文介绍了一项概念验证(POC)研究的结果,以研究模拟超重力对目标尺寸和距离的影响。对于与重力相关的调整尺寸和定位,我们使用胡克定律来计算目标变形。POC研究分为两个实验,其中超重力是由长臂人体离心机和重量附加在受试者的优势臂。研究表明,在更高的重力水平下,更大的目标尺寸和更大的目标之间的距离导致性能提高。
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引用次数: 0
MuVR: A Multi-User Virtual Reality platform MuVR:多用户虚拟现实平台
Pub Date : 2014-03-01 DOI: 10.1109/VR.2014.6802078
Jerald Thomas, Raghav Bashyal, Samantha Goldstein, Evan A. Suma
Consumer adoption of virtual reality technology has historically been held back by poor accessibility, the lack of intuitive multi-user capabilities, dependence on external infrastructure for rendering and tracking, and the amount of time and effort required to enter virtual reality systems. This poster presents the current status of our work creating MuVR, a Multi-User Virtual Reality platform that seeks to overcome these hindrances. The MuVR project comprises four main goals: scalable and easy to use multi-user capabilities, portable and self-contained hardware, a rapidly deployable system, and ready accessibility to others. We provide a description of the platform we developed to address these goals and discuss potential directions for future work.
消费者对虚拟现实技术的采用历来受到低可访问性、缺乏直观的多用户功能、依赖外部基础设施进行渲染和跟踪以及进入虚拟现实系统所需的时间和精力的阻碍。这张海报展示了我们创建MuVR的工作现状,MuVR是一个多用户虚拟现实平台,旨在克服这些障碍。MuVR项目包括四个主要目标:可扩展且易于使用的多用户能力、便携且自包含的硬件、快速部署的系统以及对其他人的可访问性。我们提供了我们为实现这些目标而开发的平台的描述,并讨论了未来工作的潜在方向。
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引用次数: 28
CAVE2 documentary CAVE2纪录片
Pub Date : 2014-03-01 DOI: 10.1109/VR.2014.6802097
J. Leigh, Andrew E. Johnson, L. Renambot, Lance Long, D. Sandin, Jonas Talandis, Alessandro Febretti, Arthur Nishimoto
This video describes the CAVE2 Hybrid Reality Environment developed by the Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago (UIC). CAVE2 is a near-seamless flat-panel-based, surround-screen immersive system that can simultaneously display both 2D and 3D information, providing more flexibility for mixed media applications and more opportunities for groups of researchers to work together with large heterogeneous datasets [1]. CAVE2 is a cylindrical system of 24 feet in diameter and 8 feet tall, and consists of 72 near-seamless, off-axis-optimized passive-stereo LCD panels, creating a 320-degree panoramic environment for displaying information at 37 Megapixels (in stereoscopic 3D) or 74 Megapixels in 2D and at a horizontal visual acuity of 20/20 [2]. Custom LCD panels with shifted polarizers were built so the images in the top and bottom rows of LCDs are optimized for vertical off-center viewing, allowing viewers to come closer to the displays while minimizing ghosting. EVL's Omegalib middleware supports fully immersive OpenGL, OpenSceneGraph and VTK applications, as well as EVL's SAGE middleware to achieve a hybrid 2D/3D environment. CAVE2 also supports CalVR (developed at the Calit2 Qualcomm Institute at University of California, San Diego), Electro (by Robert Kooima, currently at Louisiana State University) and Google Earth.
本视频介绍了由伊利诺伊大学芝加哥分校(UIC)电子可视化实验室(EVL)开发的CAVE2混合现实环境。CAVE2是一种近乎无缝的平板环绕屏沉浸式系统,可以同时显示2D和3D信息,为混合媒体应用提供了更大的灵活性,并为研究人员提供了更多机会与大型异构数据集[1]一起工作。CAVE2是一个直径24英尺、高8英尺的圆柱形系统,由72块近乎无缝、离轴优化的无源立体LCD面板组成,可创建320度全景环境,以3700万像素(立体3D)或7400万像素(2D)显示信息,水平视敏度为20/20[2]。定制的LCD面板带有移位的偏振光片,因此在LCD的顶部和底部的图像被优化为垂直偏离中心观看,允许观众更接近显示器,同时最大限度地减少重影。EVL的Omegalib中间件支持完全沉浸式的OpenGL, OpenSceneGraph和VTK应用程序,以及EVL的SAGE中间件,以实现混合2D/3D环境。CAVE2还支持CalVR(由加州大学圣地亚哥分校的Calit2高通研究所开发)、Electro(由目前在路易斯安那州立大学的Robert Kooima开发)和谷歌Earth。
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引用次数: 0
Comparative study of input devices for a VR mine simulation 虚拟现实矿山仿真输入设备的比较研究
Pub Date : 2014-03-01 DOI: 10.1109/VR.2014.6802083
David J. Zielinski, B. Macdonald, Regis Kopper
It has been shown that virtual reality (VR) can be used to train mine workers for safety in critical situations [4]. The National Institute for Occupational Safety and Health (NIOSH) has a virtual reality (VR) laboratory on its Pittsburgh campus. Currently, input devices for the system are an Xbox 360 game pad and an air mouse. Due to the high cost and added complexity of most 3D tracking systems, we wanted to first test to see if the mine safety application could benefit from an upgrade to a 6-DOF tracking system. Thus, we conducted a pilot study at Duke University's six-sided CAVE-type system, and collected performance and questionnaire data for three tasks (selection, navigation, and maneuvering) and three devices (gamepad, air mouse, 6-DOF wand). Results indicate that the wand allows users to complete tasks faster and is preferred by users. However, in certain situations its use led to more errors.
已有研究表明,虚拟现实(VR)可以用于培训矿工在危急情况下的安全[4]。美国国家职业安全与健康研究所(NIOSH)在其匹兹堡校区设有一个虚拟现实(VR)实验室。目前,该系统的输入设备是一个Xbox 360游戏手柄和一个空中鼠标。由于大多数3D跟踪系统的高成本和增加的复杂性,我们想先测试一下,看看矿井安全应用是否可以从升级到6自由度跟踪系统中受益。因此,我们在杜克大学的六面洞穴式系统中进行了试点研究,收集了三种任务(选择、导航和操纵)和三种设备(游戏手柄、空中鼠标、六自由度摇杆)的性能和问卷数据。结果表明,魔棒可以让用户更快地完成任务,是用户的首选。然而,在某些情况下,它的使用会导致更多的错误。
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引用次数: 12
Demonstration: VR-HYPERSPACE — The innovative use of virtual reality to increase comfort by changing the perception of self and space 演示:VR-HYPERSPACE——创新地使用虚拟现实技术,通过改变对自我和空间的感知来增加舒适度
Pub Date : 2014-03-01 DOI: 10.1109/VR.2014.6802104
Mirabelle D'Cruz, H. Patel, Laura Lewis, S. Cobb, Matthias Bues, O. Stefani, Tredeaux Grobler, K. Helin, J. Viitaniemi, S. Aromaa, B. Fröhlich, S. Beck, André Kunert, Alexander Kulik, I. Karaseitanidis, P. Psonis, Nikos Frangakis, M. Slater, Ilias Bergstrom, Konstantina Kilteni, Elena Kokkinara, B. Mohler, Markus Leyrer, F. Soyka, E. Gaia, D. Tedone, M. Olbert, M. Cappitelli
Our vision is that regardless of future variations in the interior of airplane cabins, we can utilize ever-advancing state-of-the-art virtual and mixed reality technologies with the latest research in neuroscience and psychology to achieve high levels of comfort for passengers. Current surveys on passenger's experience during air travel reveal that they are least satisfied with the amount and effectiveness of their personal space, and their ability to work, sleep or rest. Moreover, considering current trends it is likely that the amount of available space is likely to decrease and therefore the passenger's physical comfort during a flight is likely to worsen significantly. Therefore, the main challenge is to enable the passengers to maintain a high level of comfort and satisfaction while being placed in a restricted physical space.
我们的愿景是,无论未来机舱内部如何变化,我们都可以利用最先进的虚拟现实和混合现实技术,结合神经科学和心理学的最新研究,为乘客提供高水平的舒适度。目前关于乘客航空旅行体验的调查显示,他们对个人空间的数量和有效性以及工作、睡眠或休息的能力最不满意。此外,考虑到目前的趋势,可用空间的数量可能会减少,因此乘客在飞行期间的身体舒适度可能会显著恶化。因此,主要的挑战是使乘客在有限的物理空间中保持高水平的舒适度和满意度。
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引用次数: 4
A unique way to increase presence of mobility impaired users — Increasing confidence in balance 一个独特的方式来增加存在的行动不便的用户-增加信心的平衡
Pub Date : 2014-03-01 DOI: 10.1109/VR.2014.6802059
Rongkai Guo, G. Samaraweera, J. Quarles
Previous research on healthy subjects showed that a higher sense of presence can be elicited through full body avatars versus no avatar. However, minimal avatar research has been conducted with persons with mobility impairments. For these users, Virtual Environments (VEs) and avatars are becoming more common as tools for rehabilitation. If we can maximize presence in these VEs, users may be more effectively distracted from the pain and repetitiveness of rehabilitation, thereby increasing users' motivation. To investigate this we replicated the classic virtual pit experiment and included a responsive full body avatar (or lack thereof) as a 3D user interface. We recruited from two different populations: mobility impaired persons and healthy persons as a control. Results give insight into many other differences between healthy and mobility impaired users' experience of presence in VEs.
先前对健康受试者的研究表明,与没有虚拟形象相比,通过全身虚拟形象可以激发出更高的存在感。然而,对行动不便的人进行的化身研究很少。对于这些用户来说,虚拟环境(ve)和虚拟化身作为康复工具正变得越来越普遍。如果我们能够最大限度地在这些虚拟现实中存在,用户可能会更有效地从痛苦和重复的康复中分散注意力,从而增加用户的动机。为了研究这一点,我们复制了经典的虚拟坑实验,并将一个反应灵敏的全身化身(或缺乏)作为3D用户界面。我们从两个不同的人群中招募:行动障碍者和健康人作为对照。研究结果揭示了健康用户和行动障碍用户在虚拟现实中的存在体验之间的许多其他差异。
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引用次数: 4
Virtual speech anxiety training — Effects of simulation fidelity on user experience 虚拟言语焦虑训练。模拟逼真度对用户体验的影响
Pub Date : 2014-03-01 DOI: 10.1109/VR.2014.6802073
Sandra Poeschl, N. Döring
Realistic models in VR training applications are considered to positively influence presence and performance. The experimental study presented analyzed the effect of simulation fidelity (static vs. animated audience) on presence, perceived realism, and anxiety in a virtual speech anxiety training application. No influence on presence and perceived realism was shown, although an animated audience led to significantly higher effects in anxiety during giving a talk.
现实模型在虚拟现实训练应用中被认为对在场和表现有积极的影响。本实验研究分析了虚拟语音焦虑训练应用中模拟逼真度(静态与动态观众)对在场感、感知真实感和焦虑的影响。对在场感和感知现实主义没有影响,尽管在演讲期间,动画观众会显著提高焦虑程度。
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引用次数: 2
NASA Telexploration Project demo
Pub Date : 2014-03-01 DOI: 10.1109/VR.2014.6802112
J. Norris, Scott Davidoff
NASA's Telexploration Project seeks to make us better explorers by building immersive environments that feel like we are really there. The Mission Operations Innovation Office and its Operations Laboratory at the NASA Jet Propulsion Laboratory (JPL) founded the Telexploration Project, and is researching how immersive visualization and natural human-robot interaction can enable mission scientists, engineers, and the general public to interact with NASA spacecraft and alien environments in a more effective way. These efforts have been accelerated through partnerships with many different companies, especially in the video game industry. These demos will exhibit some of the progress made at NASA and its commercial partnerships by allowing attendees to experience Mars data acquired from NASA spacecraft in a head mounted display using several rendering and interaction techniques.
美国国家航空航天局(NASA)的“远程探索项目”(Telexploration Project)旨在通过打造身临其境的环境,让我们感觉身临其境,从而成为更好的探险家。NASA喷气推进实验室(JPL)的任务操作创新办公室及其操作实验室创立了Telexploration项目,并正在研究如何使沉浸式可视化和自然人机交互能够使任务科学家、工程师和公众以更有效的方式与NASA航天器和外星环境进行交互。通过与许多不同公司的合作,特别是在电子游戏行业,这些努力已经加速。这些演示将展示NASA及其商业合作伙伴取得的一些进展,让与会者通过使用几种渲染和交互技术,在头戴式显示器上体验从NASA航天器获取的火星数据。
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引用次数: 8
Modeling interactions in continuum traffic 在连续流量中建模交互
Pub Date : 2014-03-01 DOI: 10.1109/VR.2014.6802082
Hua Wang, Tianlu Mao, Zhaoqi Wang
It is a big challenge to generate the traffic scenarios with frequent lane changes in flow-based continuum traffic simulations. In this paper, we present a novel macroscopic method, named interactable cooperative driving lattice hydrodynamic model (Interactable CDL-H model). We describe traffic flow along lanes and flow interactions between lanes in a uniformly continuum frame. We further consider various constraints for a detailed lane-changing simulation. The model owns the efficiency of traditional macroscopic traffic models and can describe lane-changing behaviors effectively. It physically describes where/when/how traffic flow goes into (out) of a lane, which make it possible to simulate and display lane-changing behaviors in large-scale virtual environments. The validity and efficiency of the interactable CDLH model are demonstrated by comparing simulation results with real traffic data and one-dimensional CDLH model.
在基于流的连续交通模拟中,如何生成频繁变道的交通场景是一个很大的挑战。本文提出了一种新的宏观方法,称为交互协同驱动晶格流体动力学模型(交互CDL-H模型)。在均匀连续的框架中描述了沿车道的交通流和车道间的交通流相互作用。我们进一步考虑了详细变道模拟的各种约束条件。该模型具有传统宏观交通模型的效率,能够有效地描述变道行为。它从物理上描述了交通流进入(出)车道的地点/时间/方式,这使得在大规模虚拟环境中模拟和显示变道行为成为可能。通过将仿真结果与实际交通数据和一维CDLH模型进行比较,验证了交互式CDLH模型的有效性和有效性。
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引用次数: 4
期刊
2014 IEEE Virtual Reality (VR)
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