首页 > 最新文献

2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)最新文献

英文 中文
TIVS: temporary immersive virtual environment at simon fraser university: a non-permanent CAVE 西蒙弗雷泽大学的临时沉浸式虚拟环境:一个非永久性的洞穴
Pub Date : 2015-03-23 DOI: 10.1109/WEVR.2015.7151691
W. Stuerzlinger, Andriy Pavlovych, Dayson Nywton
CAVE systems are an immersive environment that surrounds one or more viewers with multiple large screens, which portray a virtual 3D environment. CAVEs use generally between three and six sides and are thus effectively permanent installations, due to the required floor and room space. We describe TIVS, the Temporary Immersive Virtual environment at Simon Fraser University, a system whose defining feature is that it does not consume any permanent floor space. Yet, TIVS can be in operation in less than a minute. Viewers sit on swivel chairs in the center of an 8' × 6' space, where TIVS's frame is mounted onto the ceiling. The bottom of said frame is 7' above the ground, making it easy for people to walk below it. The screens mounted on the frame are rolled down whenever the system is being used and are otherwise stowed away. That frees the floor space for other uses when the system is not in use. The projection geometry ensures that people sitting in the center area of the space do not cast shadows onto the screens. A tracking system attached to the frame provides for head tracking. Overall, the non-permanent nature of the system makes it surprisingly easy to integrate Virtual Reality into everyday environments.
CAVE系统是一种沉浸式环境,通过多个大屏幕围绕一个或多个观看者,描绘出一个虚拟的3D环境。洞穴通常在三面和六面之间使用,因此由于所需的地板和房间空间,它们实际上是永久性的装置。我们描述了西蒙弗雷泽大学的临时沉浸式虚拟环境,这个系统的主要特点是它不消耗任何永久的地面空间。然而,TIVS可以在不到一分钟的时间内运行。观众坐在8英尺× 6英尺空间中心的转椅上,其中TIVS的框架安装在天花板上。所述框架的底部离地面7英尺,使人们很容易在它下面行走。每当使用系统时,安装在框架上的屏幕就会被卷下来,否则就会被收起来。当系统不使用时,这样可以腾出地面空间作其他用途。投影几何确保坐在空间中心区域的人不会将阴影投射到屏幕上。附在框架上的跟踪系统提供头部跟踪。总的来说,该系统的非永久性使得将虚拟现实集成到日常环境中变得非常容易。
{"title":"TIVS: temporary immersive virtual environment at simon fraser university: a non-permanent CAVE","authors":"W. Stuerzlinger, Andriy Pavlovych, Dayson Nywton","doi":"10.1109/WEVR.2015.7151691","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151691","url":null,"abstract":"CAVE systems are an immersive environment that surrounds one or more viewers with multiple large screens, which portray a virtual 3D environment. CAVEs use generally between three and six sides and are thus effectively permanent installations, due to the required floor and room space. We describe TIVS, the Temporary Immersive Virtual environment at Simon Fraser University, a system whose defining feature is that it does not consume any permanent floor space. Yet, TIVS can be in operation in less than a minute. Viewers sit on swivel chairs in the center of an 8' × 6' space, where TIVS's frame is mounted onto the ceiling. The bottom of said frame is 7' above the ground, making it easy for people to walk below it. The screens mounted on the frame are rolled down whenever the system is being used and are otherwise stowed away. That frees the floor space for other uses when the system is not in use. The projection geometry ensures that people sitting in the center area of the space do not cast shadows onto the screens. A tracking system attached to the frame provides for head tracking. Overall, the non-permanent nature of the system makes it surprisingly easy to integrate Virtual Reality into everyday environments.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"118 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128163498","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: 5
Therapy-led design of home-based virtual rehabilitation 以治疗为主导的居家虚拟康复设计
Pub Date : 2015-03-23 DOI: 10.1109/WEVR.2015.7151688
V. Powell, W. Powell
Virtual Reality is emerging as a useful tool to facilitate rehabilitation, and has potential to support home-based exercise programmes to maintain progress and improve long-term outcomes. A number of commercial systems have emerged with games that promote increased physical activity. However, the current off-the-shelf games are not well suited to support therapeutic goals, but the alternative is expensive bespoke applications. In this paper we summarise the background of virtual rehabilitation and discuss the challenges in bringing it into a domestic setting. We propose a therapy-led design approach which can result in solutions which not only suit rehabilitation goals, but also can be used for more generalised game-based exercise. We illustrate the approach using a case study for shoulder therapy.
虚拟现实正在成为促进康复的有用工具,并有可能支持以家庭为基础的锻炼计划,以保持进展并改善长期效果。许多商业系统已经出现,其中的游戏促进了身体活动的增加。然而,目前现成的游戏并不适合支持治疗目标,但另一种选择是昂贵的定制应用程序。在本文中,我们总结了虚拟康复的背景,并讨论了将其引入家庭环境的挑战。我们提出了一种以治疗为主导的设计方法,这种方法不仅可以满足康复目标,还可以用于更广泛的基于游戏的锻炼。我们用一个肩部治疗的案例研究来说明这种方法。
{"title":"Therapy-led design of home-based virtual rehabilitation","authors":"V. Powell, W. Powell","doi":"10.1109/WEVR.2015.7151688","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151688","url":null,"abstract":"Virtual Reality is emerging as a useful tool to facilitate rehabilitation, and has potential to support home-based exercise programmes to maintain progress and improve long-term outcomes. A number of commercial systems have emerged with games that promote increased physical activity. However, the current off-the-shelf games are not well suited to support therapeutic goals, but the alternative is expensive bespoke applications. In this paper we summarise the background of virtual rehabilitation and discuss the challenges in bringing it into a domestic setting. We propose a therapy-led design approach which can result in solutions which not only suit rehabilitation goals, but also can be used for more generalised game-based exercise. We illustrate the approach using a case study for shoulder therapy.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121235627","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: 6
Interactive display conglomeration on the wall 墙上的互动式显示集合
Pub Date : 2015-03-23 DOI: 10.1109/WEVR.2015.7151687
Duy-Quoc Lai, A. Majumder
We present a work in progress for a paradigm of wall-top displays for future offices, where instead of a small desktop, we treat the available walls as the desktop. Multiple projector-camera units, mounted on pan-tilt units (PTU), allow for the creation of the conglomeration of one or more high resolution displays, whose position, size, and aspect ratio can be changed by the user. This can be achieved by lucid gesture based interactions. Multiple wireless keyboard and mouse can be used to interact with the display(s) for shared collaborative or personal individual interactions. The system can also be extended to support stereoscopic projection and data input by superimposing projection displays and processing data from multiple cameras. This is achieved by a distributed network of projector-camera systems, and associated distributed registration and interaction methodologies.
我们展示了一项正在进行的工作,用于未来办公室的墙顶显示范例,在那里,我们将可用的墙壁视为桌面,而不是小桌面。安装在pan-tilt单元(PTU)上的多个投影机-摄像机单元允许创建一个或多个高分辨率显示器的集合,其位置,大小和宽高比可以由用户更改。这可以通过清晰的手势交互来实现。多个无线键盘和鼠标可用于与显示器进行交互,以实现共享协作或个人个人交互。该系统还可以扩展到通过叠加投影显示和处理来自多个摄像机的数据来支持立体投影和数据输入。这是通过投影仪-摄像机系统的分布式网络以及相关的分布式注册和交互方法来实现的。
{"title":"Interactive display conglomeration on the wall","authors":"Duy-Quoc Lai, A. Majumder","doi":"10.1109/WEVR.2015.7151687","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151687","url":null,"abstract":"We present a work in progress for a paradigm of wall-top displays for future offices, where instead of a small desktop, we treat the available walls as the desktop. Multiple projector-camera units, mounted on pan-tilt units (PTU), allow for the creation of the conglomeration of one or more high resolution displays, whose position, size, and aspect ratio can be changed by the user. This can be achieved by lucid gesture based interactions. Multiple wireless keyboard and mouse can be used to interact with the display(s) for shared collaborative or personal individual interactions. The system can also be extended to support stereoscopic projection and data input by superimposing projection displays and processing data from multiple cameras. This is achieved by a distributed network of projector-camera systems, and associated distributed registration and interaction methodologies.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124474798","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
Substitutional reality: Towards a research agenda 替代现实:走向研究议程
Pub Date : 2015-03-23 DOI: 10.1109/WEVR.2015.7151690
A. Simeone
In our previous work on Substitutional Reality, we presented an exploration of a class of Virtual Environments where every physical object surrounding the user is associated with appropriate virtual counterparts. Differently from “passive haptics”, Substitutional Reality assumes the existence of a discrepancy in the association. This previous work explored how far this mismatch can be pushed and its impact on the believability of the experience. In this paper we discuss three main research directions for Substitutional Reality. Firstly, the design space is largely unexplored as the initial investigation focused on the mismatch between real and virtual objects. Secondly, the development of systems enabling a dynamic substitution process represents a key challenge. Thirdly, we discuss the meta-design process of these experiences.
在我们之前关于替代现实的工作中,我们提出了对一类虚拟环境的探索,其中用户周围的每个物理对象都与适当的虚拟对应物相关联。与“被动触觉”不同,替代现实假设在关联中存在差异。之前的研究探索了这种不匹配可以被推到什么程度,以及它对体验可信度的影响。本文讨论了替代现实的三个主要研究方向。首先,由于最初的研究主要集中在真实物体和虚拟物体之间的不匹配,设计空间在很大程度上没有被探索。其次,开发能够实现动态替代过程的系统是一个关键挑战。第三,我们将讨论这些体验的元设计过程。
{"title":"Substitutional reality: Towards a research agenda","authors":"A. Simeone","doi":"10.1109/WEVR.2015.7151690","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151690","url":null,"abstract":"In our previous work on Substitutional Reality, we presented an exploration of a class of Virtual Environments where every physical object surrounding the user is associated with appropriate virtual counterparts. Differently from “passive haptics”, Substitutional Reality assumes the existence of a discrepancy in the association. This previous work explored how far this mismatch can be pushed and its impact on the believability of the experience. In this paper we discuss three main research directions for Substitutional Reality. Firstly, the design space is largely unexplored as the initial investigation focused on the mismatch between real and virtual objects. Secondly, the development of systems enabling a dynamic substitution process represents a key challenge. Thirdly, we discuss the meta-design process of these experiences.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"92 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124860260","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: 27
Virtual reality enabled scientific visualization workflow 虚拟现实实现科学可视化工作流程
Pub Date : 2015-03-23 DOI: 10.1109/WEVR.2015.7151692
S. Su, Aashish Chaudhary, P. O’leary, Berk Geveci, W. Sherman, Heriberto Nieto, Luis Francisco-Revilla
For decades Virtual Reality (VR) has remained out of our offices and everyday workflows due to its high cost, its custom-built nature, and its often narrow design for highly specific tasks. These characteristics create a very high entry barrier for most users to use VR technology. Users typically had to be well funded, possess a high degree of expertise, spend weeks of effort porting VR capable software, or go to a specialized visualization laboratory. Recently, the cost is coming down significantly as new affordable consumer-grade VR devices are becoming available (e.g., zSpace). However, in order to incorporate VR technology into our everyday office settings, the entry barrier must be lowered significantly. This paper describes a VR framework that lowers the entry barrier for everyday users. The framework is designed on the visualization workflow of typical users working with scientific visualization in university settings. It includes a regular desktop computer, a typical non-VR display, a consumer-grade immersive VR display (zSpace), and frequently-used visualization applications (ParaView, EnSight). By designing and building this framework, we aim at measuring and studying the usefulness and effects of integrating VR technology in everyday office settings. While the framework will be initially tested with ParaView, the study aims at producing generalizable findings that extend to users of other 3D desktop applications such as 3DS Max or Maya. This can help users and software companies to add similar support in their packages and allow users to experience VR in everyday environments.
几十年来,虚拟现实(VR)由于其高昂的成本、定制的性质以及通常针对高度特定任务的狭窄设计,一直被排除在我们的办公室和日常工作流程之外。这些特点为大多数用户使用VR技术设置了很高的进入门槛。用户通常必须有充足的资金,拥有高度的专业知识,花费数周的时间移植VR功能软件,或者去专门的可视化实验室。最近,随着新的消费级VR设备(如zSpace)的出现,成本大幅下降。然而,为了将VR技术融入我们的日常办公环境,必须大大降低进入门槛。本文描述了一个降低日常用户进入门槛的VR框架。该框架是针对高校科研可视化典型用户的可视化工作流程设计的。它包括一台普通的台式电脑,一个典型的非VR显示器,一个消费级沉浸式VR显示器(zSpace),以及常用的可视化应用程序(ParaView, EnSight)。通过设计和构建这个框架,我们旨在衡量和研究将VR技术整合到日常办公环境中的有用性和效果。虽然该框架最初将与ParaView进行测试,但该研究的目的是产生可推广的发现,以扩展到其他3D桌面应用程序(如3DS Max或Maya)的用户。这可以帮助用户和软件公司在他们的软件包中添加类似的支持,并允许用户在日常环境中体验VR。
{"title":"Virtual reality enabled scientific visualization workflow","authors":"S. Su, Aashish Chaudhary, P. O’leary, Berk Geveci, W. Sherman, Heriberto Nieto, Luis Francisco-Revilla","doi":"10.1109/WEVR.2015.7151692","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151692","url":null,"abstract":"For decades Virtual Reality (VR) has remained out of our offices and everyday workflows due to its high cost, its custom-built nature, and its often narrow design for highly specific tasks. These characteristics create a very high entry barrier for most users to use VR technology. Users typically had to be well funded, possess a high degree of expertise, spend weeks of effort porting VR capable software, or go to a specialized visualization laboratory. Recently, the cost is coming down significantly as new affordable consumer-grade VR devices are becoming available (e.g., zSpace). However, in order to incorporate VR technology into our everyday office settings, the entry barrier must be lowered significantly. This paper describes a VR framework that lowers the entry barrier for everyday users. The framework is designed on the visualization workflow of typical users working with scientific visualization in university settings. It includes a regular desktop computer, a typical non-VR display, a consumer-grade immersive VR display (zSpace), and frequently-used visualization applications (ParaView, EnSight). By designing and building this framework, we aim at measuring and studying the usefulness and effects of integrating VR technology in everyday office settings. While the framework will be initially tested with ParaView, the study aims at producing generalizable findings that extend to users of other 3D desktop applications such as 3DS Max or Maya. This can help users and software companies to add similar support in their packages and allow users to experience VR in everyday environments.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128068666","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: 15
Portable virtual reality: Inertial measurements and biomechanics 便携式虚拟现实:惯性测量和生物力学
Pub Date : 2015-03-23 DOI: 10.1109/WEVR.2015.7151686
J. C. Eubanks, Chengyuan Lai, Ryan P. McMahan
This paper presents a portable virtual reality (VR) system that affords full-body tracking by using inertial measurement units (IMUs) and several aspects of human biomechanics. The current implementation uses a commercial IMU-based full-body tracking system that only reports the orientations of body segments. We have developed an anthropometry-based method that uses this orientation data to derive accurate body-segment positions. In turn, we use kinematics and heel-based translations to provide a theoretically infinite tracking space. A head-mounted display (HMD) is used to provide visual feedback of the user's full-body avatar and to convey physical locomotion through the virtual environment. We discuss key challenges to making this system usable in everyday environments, including calibration, ergonomics, drift, and collision avoidance.
本文介绍了一种便携式虚拟现实(VR)系统,该系统利用惯性测量单元(imu)和人体生物力学的几个方面来提供全身跟踪。目前的实现使用基于imu的商业全身跟踪系统,该系统仅报告身体部分的方向。我们已经开发了一种基于人体测量学的方法,该方法使用这些方向数据来获得准确的身体部位位置。反过来,我们使用运动学和基于脚跟的平移来提供理论上无限的跟踪空间。头戴式显示器(HMD)用于提供用户全身化身的视觉反馈,并通过虚拟环境传达物理运动。我们讨论了使该系统在日常环境中可用的关键挑战,包括校准,人体工程学,漂移和避免碰撞。
{"title":"Portable virtual reality: Inertial measurements and biomechanics","authors":"J. C. Eubanks, Chengyuan Lai, Ryan P. McMahan","doi":"10.1109/WEVR.2015.7151686","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151686","url":null,"abstract":"This paper presents a portable virtual reality (VR) system that affords full-body tracking by using inertial measurement units (IMUs) and several aspects of human biomechanics. The current implementation uses a commercial IMU-based full-body tracking system that only reports the orientations of body segments. We have developed an anthropometry-based method that uses this orientation data to derive accurate body-segment positions. In turn, we use kinematics and heel-based translations to provide a theoretically infinite tracking space. A head-mounted display (HMD) is used to provide visual feedback of the user's full-body avatar and to convey physical locomotion through the virtual environment. We discuss key challenges to making this system usable in everyday environments, including calibration, ergonomics, drift, and collision avoidance.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133544520","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: 5
Binocular eye-tracking for the control of a 3D immersive multimedia user interface 双目眼动追踪控制的一个三维沉浸式多媒体用户界面
Pub Date : 2015-03-23 DOI: 10.1109/WEVR.2015.7151689
Nikolaos Sidorakis, G. Koulieris, K. Mania
In this paper, we present an innovative approach to design a gaze-controlled Multimedia User Interface for modern, immersive headsets. The wide-spread availability of consumer grade Virtual Reality Head Mounted Displays such as the Oculus RiftTM transformed VR to a commodity available for everyday use. However, Virtual Environments require new paradigms of User Interfaces, since standard 2D interfaces are designed to be viewed from a static vantage point only, e.g. the computer screen. Additionally, traditional input methods such as the keyboard and mouse are hard to manipulate when the user wears a Head Mounted Display. We present a 3D Multimedia User Interface based on eye-tracking and develop six applications which cover commonly operated actions of everyday computing such as mail composing and multimedia viewing. We perform a user study to evaluate our system by acquiring both quantitative and qualitative data. The study indicated that users make less type errors while operating the eye-controlled interface compared to using the standard keyboard during immersive viewing. Subjects stated that they enjoyed the eye-tracking 3D interface more than the keyboard/mouse combination.
在本文中,我们提出了一种创新的方法,为现代沉浸式耳机设计一个凝视控制的多媒体用户界面。消费级虚拟现实头戴式显示器(如Oculus RiftTM)的广泛可用性将VR转变为日常使用的商品。然而,虚拟环境需要新的用户界面范例,因为标准的2D界面被设计为只能从静态有利位置观看,例如计算机屏幕。此外,当用户戴上头戴式显示器时,键盘和鼠标等传统输入方法很难操作。提出了一种基于眼动追踪的三维多媒体用户界面,并开发了六个应用程序,涵盖了日常计算中常见的操作动作,如邮件排版和多媒体浏览。我们通过获取定量和定性数据进行用户研究来评估我们的系统。研究表明,在沉浸式观看时,与使用标准键盘相比,用户在操作眼控界面时犯的打字错误更少。受试者表示,他们更喜欢眼球追踪3D界面,而不是键盘/鼠标组合。
{"title":"Binocular eye-tracking for the control of a 3D immersive multimedia user interface","authors":"Nikolaos Sidorakis, G. Koulieris, K. Mania","doi":"10.1109/WEVR.2015.7151689","DOIUrl":"https://doi.org/10.1109/WEVR.2015.7151689","url":null,"abstract":"In this paper, we present an innovative approach to design a gaze-controlled Multimedia User Interface for modern, immersive headsets. The wide-spread availability of consumer grade Virtual Reality Head Mounted Displays such as the Oculus RiftTM transformed VR to a commodity available for everyday use. However, Virtual Environments require new paradigms of User Interfaces, since standard 2D interfaces are designed to be viewed from a static vantage point only, e.g. the computer screen. Additionally, traditional input methods such as the keyboard and mouse are hard to manipulate when the user wears a Head Mounted Display. We present a 3D Multimedia User Interface based on eye-tracking and develop six applications which cover commonly operated actions of everyday computing such as mail composing and multimedia viewing. We perform a user study to evaluate our system by acquiring both quantitative and qualitative data. The study indicated that users make less type errors while operating the eye-controlled interface compared to using the standard keyboard during immersive viewing. Subjects stated that they enjoyed the eye-tracking 3D interface more than the keyboard/mouse combination.","PeriodicalId":413802,"journal":{"name":"2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125321637","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: 44
期刊
2015 IEEE 1st Workshop on Everyday Virtual Reality (WEVR)
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