首页 > 最新文献

2009 IEEE Virtual Reality Conference最新文献

英文 中文
Deskotheque: Improved Spatial Awareness in Multi-Display Environments 桌面:在多显示环境中提高空间意识
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811010
Christian Pirchheim, Manuela Waldner, D. Schmalstieg
In this paper we present the multi-display environment Deskotheque, which combines personal and tiled projected displays into a continuous teamspace. Its main distinguishing factor is a fine-grained spatial (i. e., both geometric and topological) model of the display layout. Using this model, Deskotheque allows seamless mouse pointer navigation and application window sharing across the multi-display environment. Geometric compensation of casually aligned multi-projector displays supports a wide range of display configurations. Mouse pointer redirection and window migration are tightly integrated into the windowing system, while geometric compensation of projected imagery is accomplished by a 3D compositing window manager. Thus, Deskotheque provides sharing of unmodified desktop application windows across display and workstation boundaries without compromising hardware-accelerated rendering of 2D or 3D content on projected tiled displays with geometric compensation.
在本文中,我们提出了多显示环境Deskotheque,它将个人和平铺投影显示结合到一个连续的团队空间中。它的主要区别因素是显示布局的细粒度空间(即几何和拓扑)模型。使用这种模式,Deskotheque允许无缝的鼠标指针导航和跨多显示环境的应用程序窗口共享。随意对齐的多投影仪显示的几何补偿支持广泛的显示配置。鼠标指针重定向和窗口迁移紧密集成到窗口系统中,投影图像的几何补偿由3D合成窗口管理器完成。因此,Deskotheque提供了跨显示器和工作站边界共享未经修改的桌面应用程序窗口,而不会影响投影平铺显示器上的2D或3D内容的硬件加速渲染。
{"title":"Deskotheque: Improved Spatial Awareness in Multi-Display Environments","authors":"Christian Pirchheim, Manuela Waldner, D. Schmalstieg","doi":"10.1109/VR.2009.4811010","DOIUrl":"https://doi.org/10.1109/VR.2009.4811010","url":null,"abstract":"In this paper we present the multi-display environment Deskotheque, which combines personal and tiled projected displays into a continuous teamspace. Its main distinguishing factor is a fine-grained spatial (i. e., both geometric and topological) model of the display layout. Using this model, Deskotheque allows seamless mouse pointer navigation and application window sharing across the multi-display environment. Geometric compensation of casually aligned multi-projector displays supports a wide range of display configurations. Mouse pointer redirection and window migration are tightly integrated into the windowing system, while geometric compensation of projected imagery is accomplished by a 3D compositing window manager. Thus, Deskotheque provides sharing of unmodified desktop application windows across display and workstation boundaries without compromising hardware-accelerated rendering of 2D or 3D content on projected tiled displays with geometric compensation.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121593019","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: 22
A Concept for Applying VR and AR Technologies to Support Efficient 3D Non-contact Model Digitalization 应用VR和AR技术支持高效3D非接触模型数字化的概念
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811043
W. Schoor, S. Masik, Johannes Tümler, S. Adler, M. Hofmann, E. Trostmann
In this paper a new interactive digitization concept for large real world objects is described using the virtual reality (VR) environment Elbe Dom. The method combines augmented reality (AR) technologies with a high quality display of textured three dimensional (3D) models. One focus is thereby the display of valuable information of the actual measuring process. The proposed method is a non-contact technique, especially applicable to objects with freeform and a size up to 5 m × 5 m × 3 m. The method achieves an accuracy value of less than 1 mm within the whole measuring volume.
本文利用虚拟现实环境“易北河Dom”,提出了一种面向现实世界大型物体的交互式数字化新概念。该方法将增强现实(AR)技术与纹理三维(3D)模型的高质量显示相结合。因此,一个焦点是显示实际测量过程的有价值的信息。该方法是一种非接触技术,特别适用于5m × 5m × 3m的自由形状物体。该方法在整个测量体积内达到小于1mm的精度值。
{"title":"A Concept for Applying VR and AR Technologies to Support Efficient 3D Non-contact Model Digitalization","authors":"W. Schoor, S. Masik, Johannes Tümler, S. Adler, M. Hofmann, E. Trostmann","doi":"10.1109/VR.2009.4811043","DOIUrl":"https://doi.org/10.1109/VR.2009.4811043","url":null,"abstract":"In this paper a new interactive digitization concept for large real world objects is described using the virtual reality (VR) environment Elbe Dom. The method combines augmented reality (AR) technologies with a high quality display of textured three dimensional (3D) models. One focus is thereby the display of valuable information of the actual measuring process. The proposed method is a non-contact technique, especially applicable to objects with freeform and a size up to 5 m × 5 m × 3 m. The method achieves an accuracy value of less than 1 mm within the whole measuring volume.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115215135","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 Aimed Movements in the Real World and in Virtual Reality 比较现实世界和虚拟现实中的目标运动
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811026
Lei Liu, R. V. Liere, Catharina Nieuwenhuizen, J. Martens
The study of aimed movements has a long history, starting at least as far back as 1899 when Wood-worth proposed a two-component model in which aimed movements are broken into an initial ballistic phase and an additional control phase. In this paper, we use Wood-worth's model for experimentally comparing aimed movements in the real world with those in a virtual environment. Trajectories from real world movements have been collected and compared to trajectories of movements taken from a virtual environment. From this, we show that significant temporal differences arise in both the ballistic and control phases, but the difference is much larger in the control phase; users' improvement is relatively greater in the virtual world than in the real world. They progress more in ballistic phase in the real world, but more in correction phase in the virtual world. These results allow us to better understand the pointing tasks in virtual environments.
瞄准运动的研究历史悠久,至少可以追溯到1899年,当时伍德沃斯提出了一个双组分模型,其中瞄准运动分为初始弹道阶段和附加控制阶段。在本文中,我们使用Wood-worth模型对现实世界中的目标运动与虚拟环境中的目标运动进行了实验比较。来自真实世界的运动轨迹已经被收集起来,并与来自虚拟环境的运动轨迹进行比较。由此,我们发现在弹道阶段和控制阶段都存在显著的时间差异,但在控制阶段差异要大得多;用户在虚拟世界中的提升相对大于在现实世界中的提升。它们在现实世界中更多地处于弹道阶段,而在虚拟世界中更多地处于校正阶段。这些结果使我们能够更好地理解虚拟环境中的指向任务。
{"title":"Comparing Aimed Movements in the Real World and in Virtual Reality","authors":"Lei Liu, R. V. Liere, Catharina Nieuwenhuizen, J. Martens","doi":"10.1109/VR.2009.4811026","DOIUrl":"https://doi.org/10.1109/VR.2009.4811026","url":null,"abstract":"The study of aimed movements has a long history, starting at least as far back as 1899 when Wood-worth proposed a two-component model in which aimed movements are broken into an initial ballistic phase and an additional control phase. In this paper, we use Wood-worth's model for experimentally comparing aimed movements in the real world with those in a virtual environment. Trajectories from real world movements have been collected and compared to trajectories of movements taken from a virtual environment. From this, we show that significant temporal differences arise in both the ballistic and control phases, but the difference is much larger in the control phase; users' improvement is relatively greater in the virtual world than in the real world. They progress more in ballistic phase in the real world, but more in correction phase in the virtual world. These results allow us to better understand the pointing tasks in virtual environments.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122837337","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: 50
Does a Gradual Transition to the Virtual World increase Presence? 逐渐过渡到虚拟世界会增加存在感吗?
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811024
Frank Steinicke, G. Bruder, K. Hinrichs, A. Steed, A. Gerlach
In order to increase a user's sense of presence in an artificial environment some researchers propose a gradual transition from reality to the virtual world instead of immersing users into the virtual world directly. One approach is to start the VR experience in a virtual replica of the physical space to accustom users to the characteristics of VR, e.g., latency, reduced field of view or tracking errors, in a known environment. Although this procedure is already applied in VR demonstrations, until now it has not been verified whether the usage of such a transitional environment ¿ as transition between real and virtual environment ¿ increases someone's sense of presence. We have observed subjective, physiological and behavioral reactions of subjects during a fully-immersive flight phobia experiment under two different conditions: the virtual flight environment was displayed immediately, or subjects visited a transitional environment before entering the virtual flight environment. We have quantified to what extent a gradual transition to the VE via a transitional environment increases the level of presence. We have found that subjective responses show significantly higher scores for the user's sense of presence, and that subjects' behavioral reactions change when a transitional environment is shown first. Considering physiological reactions, no significant difference could be found.
为了增加用户在人工环境中的存在感,一些研究人员提出从现实到虚拟世界的逐步过渡,而不是直接让用户沉浸在虚拟世界中。一种方法是在物理空间的虚拟副本中开始VR体验,以使用户习惯VR的特征,例如延迟,视野缩小或跟踪错误,在已知环境中。虽然这一过程已经应用于VR演示中,但直到现在还没有验证使用这种过渡环境(如真实环境和虚拟环境之间的过渡)是否会增加人的存在感。我们对全沉浸式飞行恐惧症实验中受试者的主观、生理和行为反应进行了观察,在两种不同的条件下,即虚拟飞行环境立即显示,或受试者在进入虚拟飞行环境之前先参观过渡环境。我们已经量化了通过过渡环境逐步过渡到VE增加存在水平的程度。我们发现,主观反应在用户的存在感上显示出显著更高的分数,并且当过渡环境首先显示时,受试者的行为反应会发生变化。生理反应方面,未见明显差异。
{"title":"Does a Gradual Transition to the Virtual World increase Presence?","authors":"Frank Steinicke, G. Bruder, K. Hinrichs, A. Steed, A. Gerlach","doi":"10.1109/VR.2009.4811024","DOIUrl":"https://doi.org/10.1109/VR.2009.4811024","url":null,"abstract":"In order to increase a user's sense of presence in an artificial environment some researchers propose a gradual transition from reality to the virtual world instead of immersing users into the virtual world directly. One approach is to start the VR experience in a virtual replica of the physical space to accustom users to the characteristics of VR, e.g., latency, reduced field of view or tracking errors, in a known environment. Although this procedure is already applied in VR demonstrations, until now it has not been verified whether the usage of such a transitional environment ¿ as transition between real and virtual environment ¿ increases someone's sense of presence. We have observed subjective, physiological and behavioral reactions of subjects during a fully-immersive flight phobia experiment under two different conditions: the virtual flight environment was displayed immediately, or subjects visited a transitional environment before entering the virtual flight environment. We have quantified to what extent a gradual transition to the VE via a transitional environment increases the level of presence. We have found that subjective responses show significantly higher scores for the user's sense of presence, and that subjects' behavioral reactions change when a transitional environment is shown first. Considering physiological reactions, no significant difference could be found.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125893507","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: 58
High Resolution Video Playback in Immersive Virtual Environments 沉浸式虚拟环境中的高分辨率视频播放
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811038
Han Suk Kim, J. Schulze
High resolution 2D video content in High Definition or higher resolutions has become widespread and video playback of such media in immersive virtual environments (VE) will be a valuable element adding more realism to VE applications. This kind of video play-back, however, has to overcome several problems. First, the data volume of video clips can reach up to hundreds of gigabytes or more depending on the length of the clips, and the data has to be streamed into virtual reality (VR) systems in real-time. Second, the interactivity of the playback screen in 3D virtual environments requires efficient rendering of each video frame. Interactivity means that the plane of the video playback screen needs to rotate, translate, and zoom in and out in 3D space as the viewer roams around in the VE. This also means that the video is not necessarily parallel to the display screen but will need to be displayed as a general quadrangle. In this work, we propose an efficient algorithm that utilizes mipmapped data, that is, multiple levels of resolutions, to provide an efficient way to interactively play back high resolution video content in VEs. In addition, we discuss several optimizations to sustain a constant frame rate, such as an optimized memory management mechanism, dynamic resolution adjustment, and predictive prefetching of data. Finally, we evaluate two video playback applications running on a virtual reality CAVE system: 1) high definition video at 3840 × 2160 pixels and 2) 32 independent 256 × 192 pixels video clips.
高分辨率或更高分辨率的高分辨率2D视频内容已经变得普遍,在沉浸式虚拟环境(VE)中播放此类媒体的视频将是为VE应用增加更多真实感的宝贵元素。然而,这种视频回放必须克服几个问题。首先,根据视频片段的长度,视频片段的数据量可以达到数百gb甚至更多,并且数据必须实时流式传输到虚拟现实(VR)系统中。其次,3D虚拟环境中播放屏幕的交互性要求对每个视频帧进行高效渲染。交互性是指当观看者在VE内漫游时,视频播放界面的平面需要在3D空间中进行旋转、平移、缩放等操作。这也意味着视频不一定与显示屏平行,但需要显示为一般的四边形。在这项工作中,我们提出了一种有效的算法,利用mimapping数据,即多层分辨率,提供一种有效的方法来交互播放高分辨率视频内容。此外,我们还讨论了维持恒定帧速率的几种优化,例如优化的内存管理机制、动态分辨率调整和数据的预测预取。最后,我们评估了在虚拟现实CAVE系统上运行的两种视频播放应用:1)3840 × 2160像素的高清视频和2)32个独立的256 × 192像素视频剪辑。
{"title":"High Resolution Video Playback in Immersive Virtual Environments","authors":"Han Suk Kim, J. Schulze","doi":"10.1109/VR.2009.4811038","DOIUrl":"https://doi.org/10.1109/VR.2009.4811038","url":null,"abstract":"High resolution 2D video content in High Definition or higher resolutions has become widespread and video playback of such media in immersive virtual environments (VE) will be a valuable element adding more realism to VE applications. This kind of video play-back, however, has to overcome several problems. First, the data volume of video clips can reach up to hundreds of gigabytes or more depending on the length of the clips, and the data has to be streamed into virtual reality (VR) systems in real-time. Second, the interactivity of the playback screen in 3D virtual environments requires efficient rendering of each video frame. Interactivity means that the plane of the video playback screen needs to rotate, translate, and zoom in and out in 3D space as the viewer roams around in the VE. This also means that the video is not necessarily parallel to the display screen but will need to be displayed as a general quadrangle. In this work, we propose an efficient algorithm that utilizes mipmapped data, that is, multiple levels of resolutions, to provide an efficient way to interactively play back high resolution video content in VEs. In addition, we discuss several optimizations to sustain a constant frame rate, such as an optimized memory management mechanism, dynamic resolution adjustment, and predictive prefetching of data. Finally, we evaluate two video playback applications running on a virtual reality CAVE system: 1) high definition video at 3840 × 2160 pixels and 2) 32 independent 256 × 192 pixels video clips.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127071830","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
Haptic Assembly and Disassembly Task Assistance using Interactive Path Planning 基于交互式路径规划的触觉装配与拆卸任务辅助
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4810993
Nicolas Ladevèze, J. Fourquet, B. Puel, M. Taïx
This paper describes a global interactive scheme including fast motion planning and real time guiding force for 3D CAD part assembly or disassembly tasks. For real time purpose, the motion planner is divided into different steps. First, a preliminary workspace discretization is done without time limitations at the beginning of the simulation. Then, using those computed data, a second part tries to find a collision free path in real time. Once the path is found, an haptic artificial force is applied constraining the user on the path. The user can then influence the planner by not following the path and automatically order a new path research. The performance of this haptic assistance is measured on a test simulation based on an ALSTOM power components assembly simulation.
提出了一种包含快速运动规划和实时导向力的三维CAD零件装配或拆卸全局交互方案。为了实时的目的,运动规划器被分为不同的步骤。首先,在模拟开始时进行了初步的工作空间离散化,没有时间限制。然后,利用这些计算数据,第二部分尝试实时找到无碰撞路径。一旦路径被找到,一个触觉人工力被应用在路径上约束用户。然后,用户可以通过不遵循路径来影响规划器,并自动安排新的路径研究。在基于阿尔斯通电源组件装配仿真的测试仿真中,测量了该触觉辅助系统的性能。
{"title":"Haptic Assembly and Disassembly Task Assistance using Interactive Path Planning","authors":"Nicolas Ladevèze, J. Fourquet, B. Puel, M. Taïx","doi":"10.1109/VR.2009.4810993","DOIUrl":"https://doi.org/10.1109/VR.2009.4810993","url":null,"abstract":"This paper describes a global interactive scheme including fast motion planning and real time guiding force for 3D CAD part assembly or disassembly tasks. For real time purpose, the motion planner is divided into different steps. First, a preliminary workspace discretization is done without time limitations at the beginning of the simulation. Then, using those computed data, a second part tries to find a collision free path in real time. Once the path is found, an haptic artificial force is applied constraining the user on the path. The user can then influence the planner by not following the path and automatically order a new path research. The performance of this haptic assistance is measured on a test simulation based on an ALSTOM power components assembly simulation.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"206 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132683667","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: 23
Virtual Simulation for Lighting & Design Education 照明与设计教育的虚拟仿真
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811052
M. Boyles, Jeff Rogers, Keith Goreham, Mary Ann Frank, Jan Cowan
The study of lighting in architectural and interior design education is diverse and difficult. It has been shown that static computer-generated imagery can adequately represent real-world environments for subjective lighting analysis as long as the software accurately reproduces certain light distributions. This paper describes a prototype environment that explores an alternative education tool for studying interior lighting environments through the use of global illumination simulations in a virtual environment. Modern virtual reality technology affords us the luxury of not only achieving a high quality visual experience but also allowing the student to navigate through a space and interactively adjust lighting parameters. We describe our experience creating such an environment as well as the subjective interpretation of student users.
建筑和室内设计教育中照明的研究是多样化和困难的。已经证明,静态计算机生成的图像可以充分代表真实世界的环境,进行主观照明分析,只要软件准确地再现某些光线分布。本文描述了一个原型环境,通过在虚拟环境中使用全局照明模拟来探索研究室内照明环境的替代教育工具。现代虚拟现实技术不仅为我们提供了高质量的视觉体验,而且还允许学生在空间中导航,并交互式地调整照明参数。我们描述了我们创造这样一个环境的经验,以及学生用户的主观解释。
{"title":"Virtual Simulation for Lighting & Design Education","authors":"M. Boyles, Jeff Rogers, Keith Goreham, Mary Ann Frank, Jan Cowan","doi":"10.1109/VR.2009.4811052","DOIUrl":"https://doi.org/10.1109/VR.2009.4811052","url":null,"abstract":"The study of lighting in architectural and interior design education is diverse and difficult. It has been shown that static computer-generated imagery can adequately represent real-world environments for subjective lighting analysis as long as the software accurately reproduces certain light distributions. This paper describes a prototype environment that explores an alternative education tool for studying interior lighting environments through the use of global illumination simulations in a virtual environment. Modern virtual reality technology affords us the luxury of not only achieving a high quality visual experience but also allowing the student to navigate through a space and interactively adjust lighting parameters. We describe our experience creating such an environment as well as the subjective interpretation of student users.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121470353","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
A Virtual Peer for Investigating Social Influences on Children's Bicycling 调查儿童骑自行车的社会影响的虚拟同伴
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811004
Sabarish V. Babu, Timofey Grechkin, Benjamin Chihak, Christine J. Ziemer, J. Kearney, J. Cremer, J. Plumert
The goal of our work is to develop a programmatically controlled peer to ride with a human subject for the purpose of studying how social interactions influence riding behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclist's actions during the course of an experiment. The virtual bicyclist's repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps. The virtual cyclist engages the human subject through gaze, gesture, and verbal interactions. We describe the structure of the behavior code and report the results of a pilot study examining how 10- and 12-year-old children interact with a peer cyclist. Results of the pilot study showed that the presence of the peer had a significant influence on the size of the gaps taken as well as time left to spare between the participant and the trailing car in the crossed gap.
我们的工作目标是开发一个可编程控制的同伴与人类受试者一起骑行,目的是研究社会互动如何影响骑行行为。同伴是通过反应控制器的组合来控制的,反应控制器决定虚拟自行车的总体运动,基于动作的控制器使虚拟自行车运动并产生语言行为,键盘界面允许实验者在实验过程中启动虚拟自行车的动作。虚拟骑车人的行为包括跟随道路,与人类骑车人一起骑行,在十字路口停车,以及通过指定的间隙穿过十字路口。虚拟骑车人通过凝视、手势和语言互动来吸引人类受试者。我们描述了行为准则的结构,并报告了一项试点研究的结果,该研究调查了10岁和12岁的儿童如何与同伴骑自行车的人互动。试点研究结果显示,同伴的存在对所占用的间隙的大小以及参与者与在交叉间隙中尾随的汽车之间的剩余时间有显著影响。
{"title":"A Virtual Peer for Investigating Social Influences on Children's Bicycling","authors":"Sabarish V. Babu, Timofey Grechkin, Benjamin Chihak, Christine J. Ziemer, J. Kearney, J. Cremer, J. Plumert","doi":"10.1109/VR.2009.4811004","DOIUrl":"https://doi.org/10.1109/VR.2009.4811004","url":null,"abstract":"The goal of our work is to develop a programmatically controlled peer to ride with a human subject for the purpose of studying how social interactions influence riding behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclist's actions during the course of an experiment. The virtual bicyclist's repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps. The virtual cyclist engages the human subject through gaze, gesture, and verbal interactions. We describe the structure of the behavior code and report the results of a pilot study examining how 10- and 12-year-old children interact with a peer cyclist. Results of the pilot study showed that the presence of the peer had a significant influence on the size of the gaps taken as well as time left to spare between the participant and the trailing car in the crossed gap.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122908550","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: 11
Can Camera Motions Improve the Perception of Traveled Distance in Virtual Environments? 摄像机运动能提高虚拟环境中行进距离的感知吗?
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811012
Léo Terziman, A. Lécuyer, Sébastien Hillaire, J. Wiener
This paper reports one experiment conducted to evaluate the influence of oscillating camera motions on the perception of traveled distances in virtual environments. In the experiment, participants viewed visual projections of translations along straight paths. They were then asked to reproduce the traveled distance during a navigation phase using keyboard keys. Each participant had to complete the task (1) with linear camera motion, and (2) with oscillating camera motion that simulates the visual flow generated by natural human walking. Taken together, our preliminary results suggest that oscillating camera motions allow a more accurate distance reproduction for short traveled distances.
本文报道了一项实验,以评估振荡相机运动对虚拟环境中行进距离感知的影响。在实验中,参与者观看沿直线路径翻译的视觉投影。然后,他们被要求用键盘键重现导航阶段所走的距离。每个参与者必须完成任务(1)用线性摄像机运动,(2)用振荡摄像机运动,模拟人类自然行走产生的视觉流。综上所述,我们的初步结果表明,振荡相机运动可以更准确地再现短途旅行的距离。
{"title":"Can Camera Motions Improve the Perception of Traveled Distance in Virtual Environments?","authors":"Léo Terziman, A. Lécuyer, Sébastien Hillaire, J. Wiener","doi":"10.1109/VR.2009.4811012","DOIUrl":"https://doi.org/10.1109/VR.2009.4811012","url":null,"abstract":"This paper reports one experiment conducted to evaluate the influence of oscillating camera motions on the perception of traveled distances in virtual environments. In the experiment, participants viewed visual projections of translations along straight paths. They were then asked to reproduce the traveled distance during a navigation phase using keyboard keys. Each participant had to complete the task (1) with linear camera motion, and (2) with oscillating camera motion that simulates the visual flow generated by natural human walking. Taken together, our preliminary results suggest that oscillating camera motions allow a more accurate distance reproduction for short traveled distances.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123730948","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: 18
Simulation of Standard Control Actuators in Dynamic Virtual Environments 动态虚拟环境下标准控制执行器的仿真
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811049
Frank Gommlich, Guido Heumer, Arnd Vitzthum, B. Jung
Realistic behavior of control actuators is important for virtual proto-typing applications. We present a systematic approach for modeling such articulated components as described in the European Standard EN 894-3. Control actuators may have several rotational and translational degrees of freedom (DOFs), possibly with discrete lock states. During user interactions, information about the actuators' manipulation is collected and made available to the higher application layers in the form of interaction events. This allows for recording and playback of demonstrated manipulation sequences for many purposes, such as ergonomics evaluations involving virtual humans. The framework uses XML for declaration and is implemented using a freely available physics engine.
控制执行器的逼真性能对虚拟样机的应用非常重要。我们提出了一种系统的方法来对欧洲标准EN 894-3中描述的铰接部件进行建模。控制执行器可能具有多个旋转和平动自由度(dof),可能具有离散的锁定状态。在用户交互期间,收集有关执行器操作的信息,并以交互事件的形式提供给更高的应用程序层。这允许记录和回放演示操作序列的许多目的,如人体工程学评估涉及虚拟人。该框架使用XML进行声明,并使用免费的物理引擎实现。
{"title":"Simulation of Standard Control Actuators in Dynamic Virtual Environments","authors":"Frank Gommlich, Guido Heumer, Arnd Vitzthum, B. Jung","doi":"10.1109/VR.2009.4811049","DOIUrl":"https://doi.org/10.1109/VR.2009.4811049","url":null,"abstract":"Realistic behavior of control actuators is important for virtual proto-typing applications. We present a systematic approach for modeling such articulated components as described in the European Standard EN 894-3. Control actuators may have several rotational and translational degrees of freedom (DOFs), possibly with discrete lock states. During user interactions, information about the actuators' manipulation is collected and made available to the higher application layers in the form of interaction events. This allows for recording and playback of demonstrated manipulation sequences for many purposes, such as ergonomics evaluations involving virtual humans. The framework uses XML for declaration and is implemented using a freely available physics engine.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126256717","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
2009 IEEE Virtual Reality Conference
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