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2009 IEEE Virtual Reality Conference最新文献

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Quantification of Contrast Sensitivity and Color Perception using Head-worn Augmented Reality Displays 使用头戴式增强现实显示器的对比灵敏度和色彩感知的量化
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811009
M. Livingston, Jane H. Barrow, Ciara M. Sibley
Augmented reality (AR) displays often reduce the visual capabilities of the user. This reduction can be measured both objectively and through user studies. We acquired objective measurements with a color meter and conducted two user studies for each of two key measurements. First was the combined effect of resolution and display contrast, which equate to the visual acuity and apparent brightness. The combined effect may be captured by the contrast sensitivity function and measured through analogs of optometric exams. We expanded the number of commercial devices tested in previous studies, including higher resolution and video-overlay AR displays. We found patterns of reduced contrast sensitivity similar to previous work; however, we saw that all displays enabled users to achieve the maximum possible acuity with at least moderate levels of contrast. The second measurement was the perception of color. Objective measurements showed a distortion of color, notably in the blue region of color space. We devised a color matching task to quantify the distortion of color perception, finding that the displays themselves were poor at showing colors in the blue region of color space and that the perceptual distortion of such colors was even greater than the objective distortion. We noted significantly different distortions and variability between displays.
增强现实(AR)显示往往会降低用户的视觉能力。这种减少既可以客观衡量,也可以通过用户研究来衡量。我们用颜色计获得了客观测量值,并对两个关键测量值中的每一个进行了两次用户研究。首先是分辨率和显示对比度的综合效应,即视觉敏锐度和视亮度。这种综合效应可以通过对比灵敏度函数来捕捉,并通过类似的验光检查来测量。我们扩大了之前研究中测试的商业设备的数量,包括更高分辨率和视频覆盖AR显示器。我们发现对比敏感度降低的模式与之前的工作相似;然而,我们看到所有的显示器都使用户能够在至少中等对比度的情况下获得最大可能的敏锐度。第二项测量是对颜色的感知。客观测量显示颜色失真,特别是在色彩空间的蓝色区域。我们设计了一个颜色匹配任务来量化颜色感知的扭曲,发现显示器本身在色彩空间的蓝色区域显示颜色的能力很差,并且这些颜色的感知扭曲甚至大于客观扭曲。我们注意到不同显示器之间明显不同的扭曲和可变性。
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引用次数: 34
Real Walking Increases Simulator Sickness in Navigationally Complex Virtual Environments 在导航复杂的虚拟环境中,真实行走增加了模拟器病
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811037
Evan A. Suma, Samantha L. Finkelstein, Myra Reid, Amy Banic, L. Hodges
We report on a study in which we investigate the effects of travel technique on simulator sickness in a real and virtual environment. Participants explored either a real maze or a virtual maze using either natural walking or simulated walking. Reported scores for measures of overall simulator sickness, disorientation, nausea, and occulomotor discomfort were all higher in the natural walking condition than either the simulated walking or real world conditions. This indicates that simulated walking is a better choice for reducing simulator sickness during tasks requiring a navigationally complex environment and a long amount of time.
我们报告了一项研究,我们调查了在真实和虚拟环境中旅行技术对模拟器疾病的影响。参与者通过自然行走或模拟行走探索真实迷宫或虚拟迷宫。据报道,在自然步行条件下,总体的模拟眩晕、定向障碍、恶心和眼动不适的测量分数都高于模拟步行或真实世界条件。这表明,在需要复杂的导航环境和长时间的任务中,模拟行走是减少模拟器眩晕的更好选择。
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引用次数: 19
Virtual Reality-Based Multi-View Visualization of Time-Dependent Simulation Data 基于虚拟现实的时变仿真数据多视图可视化
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811041
B. Hentschel, M. Wolter, T. Kuhlen
The analysis of time-dependent simulation data is a demanding task, both in terms of computing power and time. Interactive analysis using multiple linked views has been shown to be one possible solution to this problem. However, there are two significant short-comings when limited to a standard desktop-based setup: First, complex spatial relationships are hard to understand using only 2D projections of the data. Second, the size of today's simulation runs is too large to be handled even by powerful workstations. We describe a system for the interactive analysis of large, time-dependent data in virtual environments. Based on the techniques of multiple linked views and brushing, our approach allows the user to quickly formulate, visualize and assess hypotheses about the data. To enable an interactive exploration even in the face of multi-gigabyte data sets, we distribute the workload to a multi-processor parallel machine and a rendering client.
分析时变仿真数据是一项对计算能力和时间要求都很高的任务。使用多个链接视图的交互式分析已被证明是解决此问题的一种可能的解决方案。然而,当限于标准的基于桌面的设置时,有两个明显的缺点:首先,仅使用数据的2D投影很难理解复杂的空间关系。其次,今天的模拟运行规模太大,即使是功能强大的工作站也无法处理。我们描述了一个系统,用于在虚拟环境中对大型、时间相关的数据进行交互分析。基于多个链接视图和刷图技术,我们的方法允许用户快速制定、可视化和评估关于数据的假设。为了在面对数gb的数据集时也能进行交互式探索,我们将工作负载分配给多处理器并行机器和呈现客户机。
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引用次数: 15
Selection Method of Odor Components for Olfactory Display Using Mass Spectrum Database 基于质谱数据库的嗅觉显示气味成分选择方法
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811016
T. Nakamoto, Keisuke Murakami
A variety of smells can be realized by blending multiple odor components using an olfactory display. Since a set of odor components to cover the entire range of smells has not yet been known, we studied a method of selecting odor components using a large-scale mass spectrum database. Basis vectors corresponding to odor components were extracted by the NMF (nonnegative matrix factorization) method. Then, the recipe of the target odor was obtained using the nonnegative least-squares method. The basis vectors were successfully obtained from 10,000 compounds within a tolerable error. Moreover, the mass spectra of 104 odors composed of 322 compounds could be approximated using 32-50 basis vectors.
通过使用嗅觉显示器混合多种气味成分可以实现各种气味。由于一组气味成分覆盖整个气味范围尚不清楚,我们研究了一种使用大规模质谱数据库选择气味成分的方法。采用非负矩阵分解(NMF)方法提取气味成分对应的基向量。然后,利用非负最小二乘法得到目标气味的配方。在可容忍的误差范围内,成功地从10,000个化合物中获得了基载体。由322种化合物组成的104种气味的质谱可以用32 ~ 50个基向量进行近似。
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引用次数: 18
A Virtual Iraq System for the Treatment of Combat-Related Posttraumatic Stress Disorder 用于治疗与战斗有关的创伤后应激障碍的虚拟伊拉克系统
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811017
S. Yeh, Brad Newman, Matt Liewer, J. Pair, Anton Treskunov, G. Reger, B. Rothbaum, J. Difede, Josh Spitalnick, R. McLay, T. Parsons, A. Rizzo
Posttraumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 5 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. The current paper is a follow-up to a paper presented at IEEE VR2006 and will present the rationale and description of a VR PTSD therapy application (Virtual Iraq) and present the findings from its use with active duty service members since the VR2006 presentation. Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Results from an open clinical trial using Virtual Iraq at the Naval Medical Center-San Diego with 20 treatment completers indicate that 16 no longer met PTSD diagnostic criteria at post-treatment, with only one not maintaining treatment gains at 3 month follow-up.
据报道,创伤后应激障碍(PTSD)是由通常人类经历范围之外的创伤事件引起的,包括(但不限于)军事战斗、暴力人身攻击、被绑架或劫持人质以及恐怖袭击。初步数据显示,至少五分之一的伊拉克战争老兵表现出抑郁、焦虑和创伤后应激障碍的症状。虚拟现实(VR)提供的创伤后应激障碍暴露疗法之前已被使用,并有积极结果的报道。目前的论文是在IEEE VR2006上发表的一篇论文的后续,将介绍VR创伤后应激障碍治疗应用(虚拟伊拉克)的基本原理和描述,并介绍自VR2006演讲以来其在现役军人中的应用结果。虚拟伊拉克由一系列可定制的虚拟场景组成,旨在代表相关的中东VR暴露治疗环境,包括城市和沙漠道路车队环境。以用户为中心的设计反馈需要迭代地发展该系统,这些反馈来自返回美国的伊拉克战争退伍军人和部署在伊拉克的系统,并由陆军战斗压力控制小组进行了测试。在圣地亚哥海军医疗中心对20名完成治疗的患者进行的公开临床试验结果显示,16名患者在治疗后不再符合创伤后应激障碍的诊断标准,只有1名患者在3个月的随访中没有保持治疗效果。
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引用次数: 15
A Unified Calibration Method with a Parametric Approach for Wide-Field-of-View Multiprojector Displays 大视场多投影显示器的参数化统一标定方法
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811032
M. Ogata, Hiroyuki Wada, J. Baar, R. Raskar
In this paper, we describe techniques for supporting a wide-field-of-view multiprojector curved screen display system. Our main contribution is in achieving automatic geometric calibration and efficient rendering for seamless displays, which is effective even in the presence of panoramic surround screens with the multiview calibration method without polygonal representation of the display surface. We show several prototype systems that use a stereo camera for capturing and a new rendering method for quadric curved screens. Previous approaches have required a calibration camera at the sweet spot. Due to parameterized representation, however, our unified calibration method is independent of the orientation and field of view of the calibration camera. This method can simplify the tedious and complicated installation process as well as the maintenance of large multiprojector displays in planetariums, virtual reality systems, and other visualization venues.
在本文中,我们描述了支持宽视场多投影机曲面屏幕显示系统的技术。我们的主要贡献是实现无缝显示的自动几何校准和高效渲染,即使在全景环绕屏存在的情况下,使用多视图校准方法也有效,而不需要显示表面的多边形表示。我们展示了几个原型系统,这些系统使用立体摄像机进行捕获,并为二次曲面屏幕提供了一种新的渲染方法。以前的方法需要在最佳位置安装一个校准相机。然而,由于参数化表示,我们的统一校准方法不依赖于校准相机的方向和视场。这种方法可以简化天文馆、虚拟现实系统和其他可视化场所的大型多投影仪显示器繁琐复杂的安装过程和维护。
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引用次数: 3
Exploring Co-presence for Next Generation Technical Support 探索下一代技术支持的共同存在
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811006
Sinem Güven, Mark Podlaseck, G. Pingali
In many technical support systems, live support agents help end-users resolve issues with computer software/hardware and appliances/gadgets in the real world. The dominant mode of communication in such systems is still the telephone, while instant messaging, video communication, and remote take-over have emerged as additional modalities in recent years. In contrast to these, 3D avatar based visual co-presence offers a unique combination of gestural interaction, shared reality, agent multitasking, and anonymity. Our paper argues that such 3D co-presence is viable in computer chat/remote help sessions, as well as real world support over camera equipped devices, offering an attractive alternative and enhancement to today's support modalities.
在许多技术支持系统中,现场支持代理帮助最终用户解决现实世界中计算机软件/硬件和设备/小工具的问题。在这些系统中,主要的通信方式仍然是电话,而即时消息传递、视频通信和远程接管近年来作为额外的方式出现。与这些相比,基于3D虚拟形象的视觉共存在提供了手势交互、共享现实、代理多任务处理和匿名性的独特组合。我们的论文认为,这种3D共同存在在计算机聊天/远程帮助会话中是可行的,以及在配备相机的设备上的现实世界支持,为当今的支持模式提供了一种有吸引力的替代方案和增强。
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引用次数: 4
Virtual Reality Training Embedded in Neurosurgical Microscope 虚拟现实训练嵌入神经外科显微镜
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811031
A. Mauro, J. Raczkowsky, M. Halatsch, H. Wörn
In this paper, we present the very first virtual reality training system for neurosurgical interventions based on a real surgical microscope and on a haptic interface for a better visual and ergonomic realism. Its main purpose is the realistic simulation of the palpation of low-grade glioma. The ability of a surgeon to feel the difference in consistency between tumors cells and normal brain parenchyma requires considerable experience and it is a key factor for a successful intervention. The simulation takes advantage of an accurate tissue modeling, a force feedback device and the rendering of the virtual scene directly to the oculars of the operating microscope.
在本文中,我们提出了第一个基于真实手术显微镜和触觉界面的神经外科干预虚拟现实训练系统,以获得更好的视觉和人体工程学真实感。其主要目的是真实模拟低级别胶质瘤的触诊。外科医生感知肿瘤细胞和正常脑实质之间一致性差异的能力需要相当丰富的经验,这是成功干预的关键因素。该模拟利用了精确的组织建模、力反馈装置和将虚拟场景直接渲染到操作显微镜的目镜中。
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引用次数: 7
Subjective Perception and Objective Measurements in Perceiving Object Softness for VR Surgical Systems VR手术系统中感知物体柔软度的主观感知和客观测量
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811048
A. Widmer, Yaoping Hu
A critical issue of virtual reality (VR) surgical systems is to correctly represent both haptic and visual information for distinguishing the softness of organs/tissues. We investigated the relationship between subjective perception of object softness and objective measurements of haptic and visual information. On a co-location VR setup, human subjects pressed deformable balls (simulating organs/tissues) under the conditions of both haptic and visual information available and only haptic (or visual) information available. We recorded and analyzed the subject's selection (subjective perception) of the harder object between two balls and objective measurements of maximum force (haptic) and pressing depth (visual). The results preliminarily indicated that subjective perception behaves differently from objective measurements in perceiving object softness. This has implications for creating accurate simulation in VR surgical systems.
虚拟现实(VR)手术系统的一个关键问题是正确表示触觉和视觉信息,以区分器官/组织的柔软度。我们研究了物体柔软度的主观感知与触觉和视觉信息的客观测量之间的关系。在同一位置的VR设置中,人类受试者在触觉和视觉信息可用和仅触觉(或视觉)信息可用的条件下按压可变形球(模拟器官/组织)。我们记录并分析了受试者对两个球之间较硬物体的选择(主观感知)以及最大力(触觉)和按压深度(视觉)的客观测量。结果初步表明,主观感知与客观测量在感知物体柔软度时表现出不同。这对在VR手术系统中创建准确的模拟具有重要意义。
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引用次数: 1
Immersive Training for Two-Person Radiological Surveys 二人放射测量沉浸式培训
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811018
Steven Koepnick, D. Norpchen, W. Sherman, D. Coming
Civil Support Teams (CST) must be ready to respond to a variety of potential situations involving dangerous materials. For many of these materials, standard real-world training methods can be successfully employed. Training involving radiological agents, however, poses a greater challenge than for other agents due to a lack of materials that can suitably mimic the situation without the danger of the real material. To address the need of providing a good training system for learning how to behave when responding to a radiological threat, we have developed a CST immersive training system. Our system simulates a radiological threat in a virtual environment and allows users to practice surveying the threat using virtual representations of the world and necessary equipment. We developed novel multi-user interaction techniques to enable simultaneous training for two CST members. The 92nd CST tested the system and provided feedback throughout the development process. The team learned to use the system with little coaching, quickly learned to navigate and interact via wand controls, and ultimately performed a successful demonstration of a radiological survey using our system for their superior officers.
民事支援队(CST)必须随时准备应对涉及危险材料的各种潜在情况。对于这些材料中的许多,可以成功地采用标准的现实世界训练方法。然而,与其他药剂相比,涉及放射性药剂的培训面临更大的挑战,因为缺乏能够在不产生真实物质危险的情况下适当模拟这种情况的材料。为了提供一个良好的培训系统来学习如何应对辐射威胁,我们开发了一个CST沉浸式培训系统。我们的系统在虚拟环境中模拟辐射威胁,并允许用户使用世界的虚拟表示和必要的设备练习测量威胁。我们开发了新颖的多用户交互技术,使两名CST成员能够同时接受培训。第92 CST测试了该系统,并在整个开发过程中提供了反馈。该团队在很少的指导下学会了使用该系统,很快学会了通过魔杖控制导航和交互,并最终成功地为他们的上级官员演示了使用我们的系统进行放射调查。
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引用次数: 5
期刊
2009 IEEE Virtual Reality Conference
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