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2023 9th International Conference on Virtual Reality (ICVR)最新文献

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Application of Natural Interaction in Narrative Presentation in Museum Exhibition 自然互动在博物馆展览叙事呈现中的应用
Pub Date : 2023-05-12 DOI: 10.1109/ICVR57957.2023.10169234
Pu Ren, Haiying Tao, Wei Ma, Yifan Han, Wanzhuo Cui, Yuan Li
Applications based on Virtual Reality (VR) and Augmented Reality (AR) techniques have become mature solutions for museum displays. However, existing applications in museums tend to focus more on the visual presentation effect rather than interactive functions that engage with audiences, thereby limiting the narrative presentation in museums. This paper presents a case study of the display of the Small Wild Goose Pagoda, introducing a virtual exhibition method based on natural gesture interaction. By combining 3D scanning data and literature research, we realized the virtual restoration of the historical appearance of the Small Wild Goose Pagoda, providing rich content for the narrative exhibition. Utilizing the Leap Motion controller and the VR headset, we developed an interactive displaying system for the exhibition. The experimental application results demonstrate that our method can effectively improve the narrative values and the richness of the museum exhibition.
基于虚拟现实(VR)和增强现实(AR)技术的应用已经成为博物馆展示的成熟解决方案。然而,现有的博物馆应用往往更注重视觉呈现效果,而不是与观众互动的功能,从而限制了博物馆的叙事呈现。本文以小雁塔的展示为例,介绍了一种基于自然手势交互的虚拟展示方法。我们将3D扫描数据与文献研究相结合,实现了小雁塔历史风貌的虚拟还原,为叙事展示提供了丰富的内容。利用Leap Motion控制器和VR头显,我们为展览开发了一个互动展示系统。实验应用结果表明,该方法能有效提高博物馆展览的叙事价值和丰富度。
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引用次数: 0
SurfChessVR: Deploying Chess Game on Parametric Surface in Virtual Reality SurfChessVR:在虚拟现实的参数化表面上部署象棋游戏
Pub Date : 2023-05-12 DOI: 10.1109/ICVR57957.2023.10169609
Wanwan Li
This paper proposes SurfChessVR, a novel gaming interface that deploys chess games on parametric surfaces in Virtual Reality (VR). Unlike traditional chess in VR where all chessmen are placed on a plane chessboard, our approach automatically places chessmen on arbitrary parametric surfaces such as spheres, torus, cones, etc. More specifically, given a mathematical equation that describes a parametric surface as input, our approach automatically generates the chessboard in the shape of that parametric surface and places the chessmen on that surface at different squares with corresponding orientations that align with the surface’s normal directions. In order to deliver players with immersive gaming experiences of playing chess on a parametric surface, we implemented a game AI algorithm called the Min-Max algorithm that enables the computer to game against the player in VR. Experiment results and user studies validate the effectiveness and correctness of our approach.
本文提出了SurfChessVR,这是一种在虚拟现实(VR)中将象棋游戏部署在参数表面上的新型游戏界面。与VR中的传统象棋(所有棋子都被放置在平面棋盘上)不同,我们的方法会自动将棋子放置在任意参数表面(如球体、环面、锥体等)上。更具体地说,给定一个描述参数曲面的数学方程作为输入,我们的方法自动生成该参数曲面形状的棋盘,并将该曲面上的棋子放置在具有与曲面法线方向对齐的相应方向的不同正方形上。为了向玩家提供在参数化表面上下棋的沉浸式游戏体验,我们实现了一种称为Min-Max算法的游戏AI算法,使计算机能够在VR中与玩家进行游戏。实验结果和用户研究验证了该方法的有效性和正确性。
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引用次数: 1
Development of a Virtual Reality Game for Cultural Heritage Education: The Voyage of “Gotheborg” 文化遗产教育虚拟现实游戏开发:“哥德堡之旅”
Pub Date : 2023-05-12 DOI: 10.1109/ICVR57957.2023.10169671
Guangyi Chen, Xintong Xie, Zaifeng Yang, Renren Deng, Kailin Huang, Chaoguang Wang
Video games have been recognized as one of the most engaging forms of entertainment today, and are making a major contribution to the digital future. This research aims to combine the gaming elements of game design and virtual reality technology, and promote cultural heritage education through an engaging and fun experience, especially in a young population. Firstly, we summarized game mechanics and elements used for cultural heritage education through game product analysis and literature review. Secondly, we developed a virtual reality game for cultural heritage education that reproduced the voyage of “Gotheborg” to Canton, including game mechanic, game story, aesthetic expression and game technology. Finally, a pilot test was conducted to validate the effectiveness of our game developed. Our study contributes interdisciplinary research by bringing together currently distinct approaches from virtual reality technology, game design, cultural heritage, and education. It will bring new technology to impact on the digital media, cultural heritage education, and service industries.
电子游戏已被公认为当今最具吸引力的娱乐形式之一,并对数字未来做出了重大贡献。本研究旨在将游戏设计中的游戏元素与虚拟现实技术相结合,通过吸引人的、有趣的体验来促进文化遗产教育,尤其是在年轻人群中。首先,我们通过游戏产品分析和文献综述,总结出用于文化遗产教育的游戏机制和元素。其次,我们开发了一款再现“哥德堡”到广州之旅的虚拟现实文化教育游戏,包括游戏机制、游戏故事、美学表达和游戏技术。最后,我们进行了一次试点测试,以验证我们开发的游戏的有效性。我们的研究通过将虚拟现实技术、游戏设计、文化遗产和教育等当前不同的方法结合起来,为跨学科研究做出了贡献。它将带来新的技术,对数字媒体、文化遗产教育、服务行业产生影响。
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引用次数: 0
Best Practices for Integrating 360 VR Videos into Psychology Teaching 将360度VR视频整合到心理学教学中的最佳实践
Pub Date : 2023-05-12 DOI: 10.1109/ICVR57957.2023.10169358
Hui-Wen Huang, Yan Li, Siqi Cai
This article explores the benefits and challenges of using 360 VR videos as a teaching tool in psychology courses. The technology-enhanced learning approach can be effectively incorporated into the classroom, and have a positive impact on student engagement, motivation, and learning outcomes. We also discuss the challenges and limitations associated with the use of 360 VR videos, including the need for specialized equipment, technical issues, and potential distractions. Furthermore, we suggest that 360 VR videos have the potential to transform teaching and learning in psychology courses and beyond, providing a dynamic and interactive learning environment. Finally, we also give practical suggestions for assessing student learning using this technology.
本文探讨了在心理学课程中使用360度虚拟现实视频作为教学工具的好处和挑战。技术增强的学习方法可以有效地融入课堂,并对学生的参与、动机和学习成果产生积极影响。我们还讨论了与使用360度VR视频相关的挑战和限制,包括对专用设备的需求、技术问题和潜在的干扰。此外,我们认为360度虚拟现实视频有可能改变心理学课程的教学和学习,提供一个动态和互动的学习环境。最后,我们还给出了使用该技术评估学生学习的实用建议。
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引用次数: 0
Study of Different Interaction Methods on the Healing Effect of Natural Environment in Virtual Reality 虚拟现实中不同交互方式对自然环境愈合效果的研究
Pub Date : 2023-05-12 DOI: 10.1109/ICVR57957.2023.10169717
Yi-Lei Jin, En-Chen Chen, Tsai-Yen Li
With the rapid development of society and information technology, people’s stress is rising following the cost of our daily life. The accumulation of stress can indirectly induce negative emotions, which may affect mental and physical health. As a result, it becomes an important issue to learn how to relieve stress. Many studies have confirmed that the natural environment can relieve both physical and psychological stresses. As Virtual Reality (VR) technologies become mature, it becomes more viable to design a virtual natural scene whose degree of realism is not much different from the real world. A few previous studies have attempted to use VR to relieve stress. However, few of them focused on how the ways of interactions may affect the healing results. Therefore, in this study, we aim to investigate the effect of different interaction styles in virtual reality environments on the effectiveness of healing and to provide new ideas for future healing approaches. We have designed an experiment to study the effects of interactions. Thirty volunteers were invited to participate in the study and were randomly assigned to one of the three conditions: without interaction, with handle interaction, and with gesture interaction. During the experiment of about 20 minutes, we measured the participant’s heart rate and heart rate variability (HRV) and used the Profile of Mood States (POMS) scale to assess their emotions before and after the experiment. The results showed that the heart rate and HRV had a significant decrease between the work stress phase and the immersive VR phase in all three groups. In addition, the gesture interaction group has a significantly better stress relief effect than the handle interaction group. For the emotion assessment, the results of the POMS scale showed a significant increase in the vitality profile of the three groups, and the gesture interaction group had the highest scores. The negative index mood scores of the three groups decreased significantly, and there were significant differences between the tension, confusion, and fatigue components of the three groups. In summary, the gesture interaction group with high immersion made the best effect on stress relief.
随着社会和信息技术的快速发展,人们的压力随着我们日常生活的成本而上升。压力的积累会间接诱发负面情绪,影响身心健康。因此,学习如何缓解压力成为一个重要的问题。许多研究已经证实,自然环境可以缓解身体和心理压力。随着虚拟现实(VR)技术的成熟,设计出逼真程度与现实世界相差不大的虚拟自然场景变得更加可行。之前的一些研究试图利用虚拟现实来缓解压力。然而,很少有人关注相互作用的方式如何影响治疗结果。因此,在本研究中,我们旨在探讨虚拟现实环境中不同的交互方式对治疗效果的影响,并为未来的治疗方法提供新的思路。我们设计了一个实验来研究相互作用的影响。30名志愿者被邀请参加这项研究,并被随机分配到三种情况中的一种:没有互动、有手势互动和有手势互动。在大约20分钟的实验中,我们测量了参与者的心率和心率变异性(HRV),并使用心境状态量表(POMS)评估他们在实验前后的情绪。结果表明,三组受试者在工作压力阶段和沉浸式虚拟现实阶段的心率和HRV均显著降低。此外,手势交互组的压力缓解效果明显优于手柄交互组。在情绪评估方面,POMS量表结果显示,三组学生的活力特征显著增加,手势互动组得分最高。三组的负性指数情绪得分均显著下降,三组的紧张、困惑、疲劳三项得分差异均有统计学意义。综上所述,沉浸度高的手势互动组缓解压力的效果最好。
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引用次数: 0
Virtual Reality Technology Empowers Digital Cultural Tourism Research and Practice of Grand Canal Cultural Heritage — Take Suqian Xianwang Culture as an Example 虚拟现实技术赋能大运河文化遗产的数字文化旅游研究与实践——以宿迁仙王文化为例
Pub Date : 2023-05-12 DOI: 10.1109/ICVR57957.2023.10169518
Tang Xuan, Yin Guojun
To explore innovative new strategies for the development of the cultural tourism industry in the era of rapid development of virtual reality technology. By analyzing the current situation of the cultural tourism industry and interpreting the digitalization of Xiangyu culture in Suqian, to further study the development ideas of the cultural tourism industry in the digital era, and to explore the technical composition and cultural benefits of digital cultural tourism. In terms of technology composition, digital cultural tourism includes the media performance subsystem, information acquisition subsystem, message transmission subsystem, and IP multimedia subsystem. In terms of cultural benefits, it is concluded that digital cultural tourism is not only a better way to innovatively inherit and develop excellent traditional culture and expand cultural tourism art to off-world art, but also to expand the direction of virtual technology application and application experience.
探索在虚拟现实技术快速发展的时代,文化旅游产业发展的创新新战略。通过对宿迁市文化旅游产业现状的分析,以及对宿迁市项羽文化数字化的解读,进一步研究数字时代文化旅游产业的发展思路,探索数字文化旅游的技术构成和文化效益。从技术构成上看,数字文化旅游包括媒体表演子系统、信息获取子系统、消息传递子系统和IP多媒体子系统。在文化效益方面,数字文化旅游不仅是创新继承和发展优秀传统文化、将文化旅游艺术拓展到外世界艺术的更好途径,而且拓展了虚拟技术应用和应用体验的方向。
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引用次数: 0
VoxSculpt: An Open-Source Voxel Library for Tomographic Volume Sculpting in Virtual Reality voxsculppt:一个开源体素库,用于在虚拟现实中进行层析体雕刻
Pub Date : 2023-05-12 DOI: 10.1109/ICVR57957.2023.10169420
Lucas Siqueira Rodrigues, Felix Riehm, S. Zachow, J. H. Israel
Manual processing of tomographic data volumes, such as interactive image segmentation in medicine or paleontology, is considered a time-consuming and cumbersome endeavor. Immersive volume sculpting stands as a potential solution to improve its efficiency and intuitiveness. However, current open-source software solutions do not yield the required performance and functionalities. We address this issue by contributing a novel open-source game engine voxel library that supports real-time immersive volume sculpting. Our design leverages GPU instancing, parallel computing, and a chunk-based data structure to optimize collision detection and rendering. We have implemented features that enable fast voxel interaction and improve precision. Our benchmark evaluation indicates that our implementation offers a significant improvement over the state-of-the-art and can render and modify millions of visible voxels while maintaining stable performance for real-time interaction in virtual reality.
人工处理层析成像数据量,如医学或古生物学中的交互式图像分割,被认为是一项耗时且繁琐的工作。沉浸式体量雕塑是提高其效率和直观性的潜在解决方案。然而,目前的开源软件解决方案并不能提供所需的性能和功能。我们通过提供一个新颖的开源游戏引擎体素库来解决这个问题,该库支持实时沉浸式体积雕刻。我们的设计利用GPU实例化、并行计算和基于块的数据结构来优化碰撞检测和渲染。我们已经实现了快速体素交互和提高精度的功能。我们的基准评估表明,我们的实现在最先进的基础上有了显著的改进,可以渲染和修改数百万个可见体素,同时在虚拟现实中保持稳定的实时交互性能。
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引用次数: 0
VR-Based Line Drawing Methods in Chinese Painting 基于vr的中国画线条绘制方法
Pub Date : 2023-05-12 DOI: 10.1109/ICVR57957.2023.10169222
Yuting Cheng, Mengjie Huang, Wenxin Sun
With the development of virtual reality (VR) technology, the way of visual transformation of Chinese painting has been broadened in a multi-dimensional view. Digital communication of traditional Chinese paintings is essential for preserving cultural heritage, especially the broad category of line drawings in Chinese paintings. The digital transformation of traditional paintings includes the development from 2D to 3D content. It is also thought-provoking how the lines, brushwork, and composition of line drawings can be better represented in VR. Through the re-creation of the illustrations of “Soushen Ji” (a work on gods, immortals, and ghosts collected and written in the Jin Dynasty of China), we propose methods to convert 2D line drawings into 3D immersive artworks in VR, which can contribute to the field by providing a practical reference for making more excellent line drawings in traditional Chinese paintings “come to life” in the new era.
随着虚拟现实(VR)技术的发展,中国画的视觉转换方式在多维度的视野中被拓宽。传统中国画的数字化传播对于保护文化遗产至关重要,尤其是中国画中线条画的广泛类别。传统绘画的数字化转型包括内容从2D向3D的发展。如何在VR中更好地表现线条、笔法和线条图的构图也是发人深省的。我们通过对《神神记》(中国晋代收集写就的神仙鬼神作品)插图的再创作,提出在VR中将二维线描转化为三维沉浸式艺术品的方法,为新时代中国画中更多优秀的线描“活起来”提供实用参考,为该领域做出贡献。
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引用次数: 1
3D Human Pose Estimation via Graph Extended Spatio-Temporal Convolutional Network 基于图扩展时空卷积网络的三维人体姿态估计
Pub Date : 2023-05-12 DOI: 10.1109/ICVR57957.2023.10169265
Yanhui Jia, Wanshu Fan, D. Zhou, Qiang Zhang
3D human pose estimation is an important premise for human behavior analysis and understanding, which has a wide range of applications in intelligent transportation, human-computer interaction, and animation production. Most existing works focus on extracting the feature relationship between frames by combining spatio-temporal information to reduce the error of attitude reconstruction. However, the majority of them often suffer from insufficient joint correlation characteristics. To address this problem, we propose a Graph Expand Spatiotemporal Convolutional Network, named GESC-Net, to improve the limitation of extracting human spatial structure features. To better enrich the feature of extracting local information, we develop a learnable symmetric connection (LSC) block in the spatial structure. Moreover, a CbAttantion block is also designed to obtain a larger view of the acquisition of global structure and get more effective features. We evaluate our approach on two standard benchmark datasets: Human3.6M and HumanEva-I. The quantitative and qualitative evaluation results demonstrate that the GESC-Net can achieve better 3D human posture estimation than existing state-of-the-art methods.
三维人体姿态估计是分析和理解人体行为的重要前提,在智能交通、人机交互、动画制作等领域有着广泛的应用。现有的研究大多集中在结合时空信息提取帧间的特征关系,以减少姿态重构的误差。然而,它们中的大多数往往存在关节相关特性不足的问题。为了解决这一问题,我们提出了一个图形扩展时空卷积网络,命名为GESC-Net,以改善提取人体空间结构特征的局限性。为了更好地丰富提取局部信息的特征,我们在空间结构中开发了一个可学习的对称连接(LSC)块。此外,还设计了CbAttantion块,以获得更大的全局结构获取视图,获得更有效的特征。我们在两个标准基准数据集:Human3.6M和HumanEva-I上评估了我们的方法。定量和定性评估结果表明,GESC-Net可以比现有的先进方法更好地实现三维人体姿态估计。
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引用次数: 0
Adaptive Lighting Modeling in 3D Reconstruction with Illumination Properties Recovery 自适应照明建模在三维重建与照明属性恢复
Pub Date : 2023-05-12 DOI: 10.1109/ICVR57957.2023.10169607
Ge Guo, Lianghua He
In 3D reconstruction, appearance is always overlooked compared to geometry and motion. The existing methods prefer texture-based shading, where the reconstructed appearance cannot perform re-lighting, thus weakens the authenticity, aesthetic and availability. Although excellent attempts were made in some works at lighting model-based shading in 3D reconstruction, still they fall short of differentiated rendering of materials. In this paper, we propose a method that can make an artistic effect on the recovery of illumination properties in 3D reconstruction from a single RGB-D image. Our method builds adaptive lighting models for different surfaces, which are used in re-lighting and recovering surface properties. We start with the establishment of coordinate system conversion tables for rapidly matching surface parameters and location. Then, a projection-based triangulation method is developed to generate polygonal mesh. After that, we propose a physically based lighting model with few variable parameters to recover surface illumination properties, in order to accurately describe the reflection of light from different materials. Furthermore, we develop an adaptive algorithm for generating parameters. Since the algorithm is based on the surface consistency of albedo over channels and training-less also, it is applicable to a surface of any shape and material, and the physically based lighting model brings a more vivid re-lighting. The obtained experimental results demonstrate that our method could achieve an excellent reconstructed appearance in both artistic view and verisimilitude.
在3D重建中,与几何和运动相比,外观总是被忽视。现有的方法倾向于基于纹理的阴影,重建的外观无法进行重新照明,从而削弱了真实性,美感和可用性。虽然一些作品在3D重建中基于光照模型的遮阳方面做了很好的尝试,但是在材料的差异化渲染方面还存在不足。在本文中,我们提出了一种可以在单个RGB-D图像的三维重建中对照明属性的恢复产生艺术效果的方法。我们的方法建立了不同表面的自适应照明模型,用于重新照明和恢复表面属性。首先建立坐标系转换表,快速匹配曲面参数和定位。然后,提出了一种基于投影的三角剖分方法来生成多边形网格。在此基础上,我们提出了一种基于物理的少变量光照模型来恢复表面光照特性,以便准确地描述不同材料的光反射。此外,我们还开发了一种自适应的参数生成算法。由于该算法基于通道反照率的表面一致性和训练少,因此适用于任何形状和材料的表面,并且基于物理的照明模型带来更生动的重新照明。实验结果表明,该方法在艺术观和逼真度上都能获得较好的重建效果。
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引用次数: 0
期刊
2023 9th International Conference on Virtual Reality (ICVR)
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